Initial Phase

Both sides’ forces and airfields in Norway are in supply this turn.

We are using the Nordic Adventure Scenario’s Allied OB for the British and French reinforcements on the added-on Jun I and Jun II Allied turns. Per the Nordic Adventure Scenario’s OB for Jun I 40 Allied turn both the British and French receive 2 inf RPs each as Production. The Allied player “designates” these inf RPs as in the Scotland holding box. He intends to store them here for their VP gains at the end of the extended Campaign for Norway Scenario. The Allied player also receives 1 resource point at the Scotland holding box. This too, he intends to save for the VPs at the end of the extended Scenario.

Using the last remaining Br ARP from the May I 40 Allied turn reinforcements, the Allied player rebuilds the aborted Br Glad (*) F type air unit in the Allied Game Chart aborts box and places it aboard the CV TF Ark Royal naval unit, currently anchored in the Orkney Islands holding box, along with the Sea Glad (C code) F type FAA air unit already on the carrier. By the end of the initial phase both air units based on the carrier will be operative.

Per Rule 35C2-Allied Taskforce Maintenance, in his initial phase of each I turn, the Allied player can remove one hit of damage from any affected TFs. Accordingly, four hits are duly removed from the following four British TFs (1 hit per TF): BC TF Repulse (now w/ no hits), the CA TF Cruiser-1 (now w/ no hits), the BB TF Valiant (now w/ 1 hit), and the CA TF Cruiser-2 (now w/ 4 hits). Then, per Rule 35A-[Naval TF] Regrouping, the remaining hit on the BB TF Valiant (now w/ no hits) is “transferred” to the CA TF Cruiser-2 (now w/ 5 hits, again); the later of which is again placed back into the Allied Game Chart replacement pool. Accounting is duly made of the 4 “deducted” hits done this initial phase for proper VP accounting at the end of the extended scenario.

Finally this turn’s Norwegian special inf RPs are accounted and designated as stored in a particular map hex. For the Nor 1-6 inf III eliminated the previous player turn at the Isle of Huftar (10B:3118), the Allied player gets .25 special inf RP; it is designated as being at the Bergen dot city hex. This alone is not enough to build anything now. For the loss of the three attack factors of the Nor 4-6 Mtn XX 5 cadred by the combat results of the previous Jun I 40 Axis turn at hex 10B:2502, the Allied player gets .75 special inf RP; it is designated as being at the Trondheim reference city hex. There is already .25 Nor special inf RP stored at the Trondheim city hex, so this makes for a new total of 1 Nor special inf RP available there. The Allied player spends this 1 Nor special inf RP and rebuilds the Nor 1-6 Inf III 2/5 Ol from the Norwegian Game Chart replacement pool, and places it at the Trondheim hex along with the rest of the Allied forces beginning the turn there.

Then the Allied player relocates the Norwegian government marker from the Trondheim reference city hex to the Bodo point city hex, farther north in Norway.

Both sides’ air units become operative; neither sides’ airfields are stacked in excess of its capacity.

Neither side flies any CAP air missions in the initial phase. The Axis player flies no harassment air missions. However, the Axis player assigns to the naval patrol air mission the Ju 87R D type and the He 13B (SF code) B type air units based at the 3-cap permanent airfield at coast hex 10B:3720, adjacent to Stavanger. None of the three He 111H4 (S code) B type air units based at the Oslo hex are assigned to the sea patrol mission because of their long distance from either the North or Norwegian Seas.

Movement Phase

1st Naval Movement Step

The first thing the Allied player does is fly the Nor C.V A type air unit based at Trondheim on the air transfer mission to the Bergen hex. Immediately after this the Axis player wises up and sends one of the two Me 109E F type air units based at the Stavenger reference city hex (now w/ a 1-cap temporary airfield built by the Ger const III in the hex) on the CAP mission over the Bergen hex.

Then the Allied player refuels all his TFs currently available for play; all of these are based at the Orkney Islands holding box.

At the point city/minor port of Harstad (5C:0712), on the isle of Hinn, a Nor NTP spends 30 MPs completely embarking the Fr 2-8 Mtn IIIs 5CA.

2nd Naval Movement Step

A large Allied combat naval group leaves the Orkney Islands. For the first time in the EA game report is spends 2 MPs entering map 10B at the unnamed Orkney Islands western map edge islet hex at 2233. It rolls a 7 on the Danger Zones Chart (DZC). It spends another 2 MPs sailing NE to adjacent Westlay Island hex at western map edge hex 2123. The Allied naval group is doing this awkward maneuver in order to avoid the 20 hex perimeter of the LW He 115B (SF code) B type air unit based at 10B:3720 on the naval patrol air mission, thereby hoping to discourage an Axis detection die roll attempt on the Success Table. Having evidently done just that, the large Allied combat naval group continues sailing NE to all-sea hex 1630, where it veers due east and ends its naval movement step at sea hex 10B:1609, in the midst of the Norwegian Sea. This Allied combat naval group is composed of the following naval units:

  • Br BB TF Rodney
  • Br BB TF Valiant
  • Br BC TF Renown
  • Br BC TF Repulse
  • Br CV TF Ark Royal carrying the operative Glad (*) and the FAA Sea Glad (C code) F type air units.
  • Br CV TF Glorious carrying the operative Skua (C code) DF type FAA air unit
  • Br CV TF Furious carrying the operative Sword 1 (VC code) A type FAA air unit
  • Br CA TF Cruiser-1
  • Br CL TF Cruiser-3
  • Br CL TF Cruiser-4
  • Fr CL TF Cruiser-1.

Meanwhile, back at the minor port of Halstad, on the remote northern Norwegian isle of Hinn, the Nor NTP carrying the embarked Fr 2-8 Mtn III 27CA leaves the harbor and spends its 30 MP naval movement allowance voyaging to all-sea hex 10B:1403. It rolls a 5 on the DZC.

3rd Naval Movement Step

At the very beginning of the current naval movement step the large Allied combat naval group at all-sea hex 10B:1609 splits into three separate combat naval groups. First, what might be called the main body moves in daylight to, of all places, the remote and desolate Norwegian rough terrain coast hex at 10B:2203, and then stops. This Allied naval group is comprised of the following naval units:

  • Br BB TF Rodney
  • BB TF Valiant
  • CV TF Ark Royal carrying the operative Glad (*) and the FAA Sea Glad (C code) F type air units
  • CV TF Glorious carrying the operative Skua (C code) DF type FAA air unit
  • CV TF Furious carrying the operative Sword 1 (VC code) A type FAA air unit
  • CA TF Cruiser-1.

Then a second combat naval group begins the naval movement step spending 7 MPs, all at night movement, moving eventually into the point city/minor port of Kristiansund at hex 10B:2206. This naval group is comprised of the following naval units:

  • Br BC TF Repulse
  • Br CL TF Cruiser-3
  • Br CL TF Cruiser-4.

The third combat naval group diverges and spends 5 MPs moving due east in daylight to sea hex 1604. Then it veers SE, entering adjacent sea hex 1704 in daylight. Next it moves at night movement to adjacent sea hex 1803, and then spends 9 more MPs, at night movement, eventually entering the reference city/major port of Trondheim on the 16th MP of the naval movement step. This Allied combat naval group consists of the following naval units:

  • Br BC TF Renown
  • Fr CL TF Cruiser-1.

The Axis player tells the Allied player to go ahead with his move, and so then the Allied player, now suddenly turning his movement activities back to the Kristiansund minor port hex, spends 3 MPs at night beginning to embark the two Br 2-6 Inf Xs 146 and 148 aboard the two Br CL TFs Cruiser-3 and Cruiser-4, respectively. On the 11th MP of the current naval movement step the two Br CL TFs continue to embark the two Br inf Xs, but at this MP beginning in daylight. The Axis player says “continue on,” and so the Allied player has the two Br CL TFs at the port of Kristiansund continue their embarkation countdown of the two Br inf Xs, ending the naval movement step on the 23rd MP of their embarkation labor.

Next, back at the major port of Trondheim, the Fr CL TF Cruiser-1 begins embarking in daylight the Fr 2-1-6 Inf III 13LE. Simultaneously, along with this same combat naval group now in the port of Trondheim, the two remaining Nor NTPs suddenly appear and begin embarking the Pol 3-2-6 Inf X CN and the Br 0-5 Lt AA II 55 and the Fr 0-6 AT II 14. No doubt about it, this turn the Allied player is commencing a major evacuation of the Allied expeditionary force in Norway. Evidently the end-times of the Norwegian campaign are at hand. But for now the Axis player still hesitates to send his Heinkel bombers based at Oslo on the naval strike air mission, and so tells the Allied player to go ahead with his move. At the end of the current naval movement step the three involved Allied naval units in Trondheim each have spent 14 MPs in the embarkation process.

Finally, the Nor NTP embarked with the Fr 2-8 Mtn III 27CA in the middle of the Norwegian Sea at hex 10B:1403 continues a WSW bearing, spending its 30 MP naval movement step allowance voyaging to all-sea hex 10B:1831, nearly to the Orkney Islands holding box entry hexes at the west edge of Scenario map 10B. At the start of the naval movement step the Nor NTP rolled a no contact on the DZC.

4th Naval Movement Step

First thing, the Allied player rolls the dice on the DZC for the Nor NTP at sea hex 10B:1831, and comes up with a 9: no contact. The Nor NTP then moves into the Orkney Islands holding box and spends its remaining 23 MPs beginning to disembark there the Fr 2-8 Mtn III 27CA.

Then the Allied player proceeds to continue with the embarkation of the two Br 2-6 Inf Xs at the minor port of Kristiansund, at Norwegiancoastal islet hex 10B:2206. But at the 1st MP of that Br combat naval group’s naval movement step the Axis player tells him to stop his move. The Axis player then initiates a naval strike air mission against the Kristiansund port hex, flying to this target hex all three He 111H4 (S code) B type air units based at the Oslo airbase.

At the Kristiansund target hex the Allied player intercepts with the Sea Glad (C code) F type FAA and the Skua (C type) DF type air units aboard two of the three Br aircraft carriers loitering three hexes away at Norwegian coast hex10B:2203. In the ensuing air combat the Br Sea Glad returns one of the He 111H4 B type air units and the Br Skua DF type rolls a 5 on the Air Combat Results Table (w/ a -1 modifier for F type versus type B, I believe) and aborts a He 111H4 (S code) B type air unit. Both the intercepting Br F type air units survive their air combats and eventually return to their respective aircraft carriers at Norwegian coast hex 10B:2203.

The remaining He 111H4 (S code) B type air unit then faces the 3 factor flack fire coming from the Br BC TF Repulse, also in the Kristiansund port along with the two Br CL TFs Cruiser-3 and -4. The Allied player rolls a 6 on the Antiaircraft Fire Table: a miss. But when the Axis player rolls two dice on the “1” column of the Bombing table (w/ a +1 modifier for the S code), he comes up with two 3’s: two misses. After all this the two surviving He 111H4 air units return to base at Oslo.

On the 7th MP of the naval movement step the two Br CL TFs Cruiser-3 and -4 finish the embarkations of the Br 2-6 Inf Xs 146 and 148.

But before the Allied player moves the combat naval group at Kristiansund from the port, back at the major port of Trondheim, the Fr CL TF Cruiser-1 and the two Nor NTPs spend 16 MPs to complete their embarkations of the Fr 2-1-6 Inf III 13LE, the Pol 3-2-6 Inf X CN, and Br 0-5 Lt AA II 55 and the Fr 0-6 AT II 14, respectively. Next, this mixed naval group leaves the port of Trondheim and spends the first 10 MPs using night movement to arrive at sea hex 10B:1604. Then it moves due west 4 MPs in daylight to sea hex 1608, ending the naval movement step there.

Only after doing the above does the Br combat naval group at the Kristiansund port hex, comprised of the Br BC TF Repulse and the two Br CL TFs Cruiser-3 and -4, the later two laden with the two Br 2-6 inf Xs, leave the Norwegian port in daylight and spend 23 MPs moving to sea hex 10B:1626, ending the naval movement step there.

Finally, the third and main protecting Br naval group, centered around the three Br aircraft carriers, departs from the Norwegian coast hex at 2203, spending the first 10 MPs at night movement to reach all-sea hex 10B:1609, farther north. From here this combat naval group continues due west, spending its final 20 MPs to reach sea hex 10B:1630, ending there the current naval movement step. However, on the 30th MP, when it enters hex 1630, the operative Br Glad (*) F type air unit aboard the Br CV TF Ark Royal flies an air transfer air mission to the Allied held Bergen dot city hex. It flies the air mission at night to avoid interception from the Ger LW Me 109E F type air unit flying the CAP mission over the Bergen hex. The Allied player is quite lucky and rolls a 5 on the Success Table for his day air unit attempting to land at night at the Bergen airbase: a success!

5th Naval Movement Step

At the Orkney Islands holding box the Nor NTP finishes disembarking there the Fr 2-8 Mtn III 27CA.

Next the Br combat naval group comprising the three CV TFs, the two BB TFs, and the CA TF Cruiser-1 enter the Orkney Islands holding box.

After that the Br combat naval group from Kristiansund, with the two LC TFs carrying two Br 2-6 Inf Xs 146 and 148 arrive at the Orkney Islands holding box and spends 16 MPs beginning to disembark their ground unit cargo at the holding box.

Finally the Allied mixed naval group from Trondheim, laden with their multinational ground unit cargo evacuated from Norway, reaches the Orkney Islands holding box and spends exactly 30 MPs to enter the Orkney Islands holding box, the last 10 MPs being done at night movement.

All three Allied naval groups starting at on-map at sea roll no contact dice rolls on the DZC.

Ground Movement Sub-Phase

The first units the Allied player moves are the Br 2-6 Inf X 15 and the Br 1-8 Mtn Art II 51, beginning the turn stacked together at woods rail coast hex 5C:2433, in between the Allied controlled Trondheim hex (5C:2432) and the menacing German stack at woods rail hex 10B:2502, containing the 7-8 Mtn XX 2 and the 1-10 Mot MG II 13. The British stack at 5C:2433 first spends 4 MPs moving one hex to Trondheim, exiting an Axis ZOC and crossing a demolished river bridge hexside. At Trondheim the Br 2-6 Inf X 15, the Br 1-8 Mtn Art II 51, and the Br 0-1-5 Lt AA II 51 all board a Norwegian train and rail to the point city/minor port of Namsos, at hex 5C:2129.

Next the Nor 1st Inf XX HQ unit at Trondheim spends 3 MPs placing a hit marker on the reference city airbase and another 3 MPs placing a hit marker on the rail line in the hex.

By the end of the movement phase the dispositions of the Allied forces in Norway are as follows:

Central and Northern Norway Regions:

Mountain coast road hex 5C:0909 (next to Narvik): Nor 2-3-6* Mtn X 6, never moved

Harstad, at point city/minor port wooded rough terrain coast road hex 5C:0712, on the isle of Hinn:

  • Nor 1-4 Const X 1L, never moved
  • Fr 2-8 Mtn III 5CA, never moved
  • Br 0-5 Lt AA II 56 (AA=1), never moved
  • Fr 1-8 Mtn Art II 2CA, never moved

Bodo, at point city/minor port rough terrain coast road terminus hex 5C:1217:

  • Norwegian government marker, moved to here from Trondheim in the initial phase
  • Nor 2-3-6* Ski X 7, never moved
  • Br LC-1 naval unit (AA=1), never moved
  • 1 Br mine point sown off-shore “at sea”

Forest rail hex 5C:2227: Nor 1-4 Const X 2L, admin moved from Trondheim

Namsos, at point city/minor port woods coast rail terminus hex 5C:2129:

  • Br 2-6 Inf X 15, started at 5C:2433, first moved one hex to Trondheim, then railed in to here
  • Br 1-8 Mtn Art II 51, started at 5C:2433, first moved one hex to Trondheim, then railed in to here
  • Br 0-1-5 lt AA II 51, admin moved (or railed) from Trondheim

Rough terrain coast/narrow straits hex 5C:2030: Nor 1-6 Inf III 2/5 Ol, replacement build, admin moved here from Trondhein

Trondheim, reference city/major port woods coast rail hex at 5C:2432:

  • Nor 1st Inf XX HQ unit, never moved
  • 1 rail hit marker
  • 1 airbase hit marker

Woods coast/narrow straits rail hex 5C:2433 (next to Trondheim): Nor 1-6* Mtn Cadre 5, from adjacent hex 10B:2402
Note: the two adjacent fjord coast/narrow straits hexes at 5C:2233 and 10B:2302 containing the Nor intrinsic CDs are still Allied controlled

The Bergen Zone:

Forest rail hex 10B:3015 (east of Bergen): Nor 2-3-6* Mtn X 3, never moved

Mountain coast/narrow straits hex 10B:3116: Nor 2-3-6* Mtn X 4, never moved

Bergen, at dot city-major port rough terrain coast rail terminus hex at 10B:3016:

  • Nor 2nd Inf XX HQ unit, never moved
  • Nor 1-6 Eng III 1, never moved
  • Br 3-6 Inf X 24G, never moved
  • Br 0-1-5 Lt AA II 83 (AA=2), never moved
  • Fr pos flk unit (AA-1) never moved
  • Nor intrinsic CD w/ a strength of 3
  • inoperative Nor C.V A type air unit, air transferred from Trondheim
  • inoperative Br Glad (*) F type air unit, air transferred at night from the CV TF Ark Royal
  • Ger LW Me 109E F type air unit flying over the hex on the CAP air mission

Rough terrain coast hex 10B:2815: Br 0-6 Marine Cmdo II IC, never moved

Clear terrain coast/narrow straits hex 10B:2816: Nor 0-1-8 Cav II 1Ak, never moved

Clear terrain coast hex 10B:3117 (small peninsula SW of Bergen w/ narrow straits towards mainland): Nor 1-6 Inf III 4/09Hl, never moved

Isle of Sorta hex 10B:3017 (west of Bergen, connected w/ narrow straits hexside): Nor 1-6 Inf III 6Vl, never movedDouble islets hex of Ask and Holsn at 10B:2916 w multiple narrow straits hexsides): Nor 0-1-8 Cav II 1Ak

Exploitation Phase

1st Naval Movement Step

The two Br LC TFs Cruiser-3 and -4 spend 14 MPs finishing the disembarkation of the two Br 2-6 Inf Xs 146 and 148 at the Orkney Islands holding box.

The Allied mixed naval group from Trondheim spends 30 MPs completely disembarking their ground unit cargo at the Orkney Islands holding box. That would be the Fr 2-1-6 Inf III 13LE, the Pol 3-2-6 Inf X CN, the Br 0-5 Lt AA II 55, and the Fr 0-6 AT II 14.

2nd through 5th Naval Movement Steps

In these naval movement steps in Allied exploitation phase, the Allied player despatches several Allied naval units to ports in northern Norwaynorth of Trondheim. This is done in part to expedite the Allied evacuation of Norway, particularly at Hartstad, and to place a naval blocking force north of Namsos in order to threaten any Axis attempts to reinforce Narvik by sea. The locations of these Allied naval units in northern Norway will be given below.

Ground Movement Sub-Step (c/m units only):

At the end of the Allied turn the Axis player returns the LW Me 109E F type air unit on the CAP mission over the Bergen hex to the Stavanger airbase hex.

At the end of his turn the Allied player has the following naval units in the following Norwegian port hexes:

Harstad, point city/minor port at 5C:0712, on the Norwegian isle of Hinn:

  • Fr CL TF Cruiser-1
  • Br CL TF Cruiser-4

Bodo, point city/minor port at 5C:0712:

  • Br BB TF Valiant
  • BC TF Renown
  • Br LC-1 naval unit

At the end of his turn the Allied player has the following forces in the Orkney Islands holding box:

  • Pol 3-2-8 Inf X CN
  • Br 2-6 Inf X146
  • Br 2-6 Inf X 148
  • Fr 2-1-6 Inf III 13LE
  • Br 0-5 Lt AA II 55
  • Fr 0-6 AT II 14
  • Br 0-1-4 Fortress X RMFU
  • Br BB TF Rodney
  • Br BC TF Repulse
  • Br CA TF Cruiser-3
  • Br CL TF Cruiser-3
  • Br CV TF Ark Royal carrying the inoperative Sea Glad (C code) F type FAA air unit
  • Br CV TF Furious carrying the inoperative Sword 1 (VC code) A type FAA air unit
  • Br CV TF Glorious carrying the inoperative Skua (C code) DF type FAA air unit.

It is hard to tell what the Allied player ought to do in his two added player turns in this extended SoS Scenario. For official guidance regarding Europa Scenario wargaming strategy and tactics, the Allied player has only the SoS VP charts schedule done at the end of the game. Following this, and exclusive of any unofficial personal “historical” sentiments, the Allied player in the Scenario should apparently strive to inflict as much damage as possible on the Axis forces and preserve the Norwegian government marker from capture. Although the retention of Norwegian cities does not specifically gain the Allied side any VP points, their possession for the Allies at the end of the game does prevent the Axis side from adding VPs for those said Norwegian cities, and thereby specifically diminishes the Axis VP tally. Also, the preservation of Allied forces, say through an evacuation of Norway during these added player turns in the extended Scenario, also further limits the potential Axis VP tally.