Initial Phase
For those who may not remember, it’s clear weather in weather zones B and C and mud in weather zone A.
Both sides’ forces are in general supply on the Scenario maps and all airbases are in supply.
This turn the Norwegians receive the two1-4 Const Xs 1L and 2L in their Southern Norway and Central Norway Garrisons, respectively (General Mobilization +3). Per Rule 37F-Garrisons, the Allied player evidently may receive (eg., place on the maps) both of these Nor const units now, as there are enemy units in both districts, and can place them “in any cities in the district.” The 1-4 Const X 2L is placed at Trondheim (5C:2432). The 1-4 Const X 1L is not placed at Bergen, as one might perhaps first think, but rather it is placed at a port in the southern district as far north as possible, so as to hopefully successfully sea transport it elsewhere. It is not placed at Bergen because of the Nor 1-6 Eng III 1 that can certainly move in this turn overland along the transportation line leading to the dot city/major port. Accordingly, the Nor const X reinforcement is placed at the point city/standard port of Kristiansund (10B:2206). A third Norwegian reinforcement that is supposed to arrive this turn at Oslo, the 2-3-6* Inf X 8, is eliminated instead and placed in the Norwegian replacement pool, as Oslo is Axis controlled and occupied.
Utilizing Rule 35A-Regrouping, the Allied player transfers the remaining strength point of the crippled Br 5-pt CA TF Cruiser-2 (4 hits) to the Br BB TF Valiant (2 hits), thereby reducing its hits to 1. Both of these Br naval units begin the turn at the Orkney Islands holding box. The CA TF Cruiser-2 (now 5 hits) is placed in the Allied Replacement pool.
All of each side’s inoperative air units become operative, and neither sides’ airbases are stacked in excess of the base’s capacity.
Neither side flies any CAP missions, nor does the Axis side fly any harassment missions.
The Allied player flies no naval patrol air missions. The Axis player assigns the He 115B (SF code) B type air unit at the 3-cap permanent airfield at 10B:4415 on the southern Norwegian coastline adjacent to Kristiansand on the naval patrol air mission, along with the two He 111H4 (S code) B type air units based at the 3-cap permanent airfield at 10B:3720, on the SW Norwegian coastline just south of Stavanger.
Movement Phase
1st Naval Movement Step
The large British naval combat naval group at sea hex 10B:1608 in the Norwegian Sea spends 30 MPs sailing WSW and ends its sea movement at the Orkney Islands holding box. At the start of the naval movement step this naval group rolls a no contact on the Danger Zones Chart (DZC). This naval group is composed of the following British naval units:
- BB TF Rodney
- BC TF Renown
- BC TF Repulse (1 hit)
- CV TF Glorious
- CV TF Furious
- CV TF Ark Royal carrying the operative Sea Glad (C code) F type FAA air unit.
In the Scotland holding box the Br CL TF Cruiser-3 spends its 30 MP naval movement step allowance simultaneously replenishing its fuel and embarking the Br 0-1-5 Lt AA II 82 reinforcement. The Br CL TF Cruiser-4 does the same thing (eg., replenish its fuel and embark cargo) with the Br 0-1-5 Lt AA II 51 and the Br 0-5 Lt AA 55 reinforcements. The Fr CL TF Cruiser-1 does the same thing with the Br 0-1-4 Fortress X RMFU.
At the Orkney Islands holding box the Br CA TF Cruiser-1 and the Br BB TF Valiant (1 hit) both spend 30 MPs replenishing their fuel.
At the Norwegian point city/standard port of Kristiansund (10B:2206) a Nor NTP spends 30 MPs embarking the Nor 1-4 Const X 1L.
At Trondheim, a second Nor NTP spends 30 MPs embarking the Fr 1-8 Mtn Art II 2CA and the Br 0-5 Lt AA II 56.
After doing all the above, the Allied player decides to take a chance at the vulnerable Bergen hex (10B:3016) and uses the third Nor NTP, where it there spends 30 MPs embarking the Nor 1-6 Inf III 3/8Rl.
Although carefully taking in all the Allied naval activity, the Axis player for the time being nevertheless does nothing with his air units in south Norway.
2nd Naval Movement Step
At the Orkney Islands holding box the six British naval TFs that arrived there the previous naval movement step from the Norwegian Sea spend 30 MPs replenishing their fuel.
The three Allied CL TFs at the Scotland holding box, now refueled and loaded with their embarked ground unit cargoes, spend 17 MPs per the Allied Game Chart moving off-map to the Orkney Islands holding box. There the Fr CL TF Cruiser-1 spends its remaining 13 MPs of the naval movement step disembarking the Br 0-1-4 Fort X RMFU at the holding box. The other two Br CL TFs, each loaded with their ground unit cargoes, “sit tight” in the holding box for the remainder of the naval movement step.
At Trondheim, under the cover of darkness, the Nor NTP carrying the Fr 1-8 Mtn Art II 2CA and the Br 0-5 Lt AA II 56 sails out of the harbor and spends 10 MPs at night movement to reach all-sea hex 5C:1730. Then it continues moving NE in the daylight an additional 19 MPs in the Norwegian Sea to 5C:0815. There it ends the naval movement step after spending its last MP for one of the two MP expenditures needed to enter the adjacent Norwegian coast isle hex of Hinn, at 0814.
Similarly, the other Nor NTP carrying the Nor 1-4 Const X 1L leaves the Norwegian port of Kristiansund (10B:2206), sailing NE using night movement to reach all-sea hex 5C:1631. From there it spends another 20 MPs voyaging NE in daylight to end the naval movement step also at 5C:0815.
But the third Nor NTP at Bergen, with the Nor 1-6 Inf III 3/Rl completely embarked, remains in the harbor, not yet willing to risk encountering the LW air units on sea patrol, yet presently definitely vulnerable to naval strike air missions from at least the Ju 87R D type air unit at the 3-cap airfield at nearby Norwegian coast hex 10B:3720, next to Stavanger, and the He 111H4 (S code) B type air unit based at the Oslo airbase. Also at the Oslo airbase is the He 111H1 NB type air unit. The Axis player is evidently biding his time, apparently looking for bigger fish to fry in the dangerous aero-naval conflict unfolding along the embattled shores of SW Norway.
3rd Naval Movement Step
At the Norwegian coast hex at 5C:0815, along the rugged and twisted Norwegian isle of Hinn, the Allied cargo naval group consisting of the two Nor NTPs carrying their ground unit cargoes voyage onwards to the point city/minor port of Harstad (5C:0712), located on the north shores of the isle of Hinn. There the NTP carrying the Fr 1-8 Mtn Art II 2CA and the Br 0-5 Lt AA II 56 spends its remaining 23 MPs beginning to disembark its cargo. The other Nor NTP spends its remaining 22 MPs beginning to disembark the Nor 1-4 Const X 1L.
Now, at the Orkney Islands holding box, with all the Allied TFs fleet replenished with fuel, with the Br FAA Sea Glad (C code) air unit poised operative upon the deck of the Ark Royal aircraft carrier, and with the intended ground unit cargoes duly embarked on the decks of two Br light TFs, the Royal Navy is ready to make its move into the hazardous seas surrounding SW Norway.
However, taking care of small details first, the Fr CL TF Cruiser-1 now spends 17 MPs completing the disembarkation of the 0-1-4 Fortress X RMFU at the Orkney Islands holding box, and then lingers at the box, waiting for touble.
Then, using night movement, a relatively small combat naval group comprised of the BC TF Repulse (1 hit) and the CL TF Cruiser-4 carrying the Br 0-1-5 Lt AA II 51 and the 0-5 Lt AA II 55, spends 2 MPs to move onto the western edge of map 10B at hex 2333, where is also the Orkney Islands islet of Stronsey. This naval group then veers NE and moves eight more hexes at night movement to all-sea hex 10B:1628, just out of the effective sea patrol range of the two LW He 111H4 (S code) air units based on the SW Norwegian coastline. The combat naval group rolls a 2 on the DZC. From 1628 the naval group moves 20 sea hexes due east, ending its naval movement step at 10B:1608, in the midst of the NorwegianSea.
Next, a second larger British combat naval group leaves the Orkney Islands holding box, entering the North Sea at 10B:2433 in daylight. It rolls an 8 on the DZC. This Allied combat naval group is comprised of the following British naval units:
- BB TF Rodney
- BB TF Valiant (1 hit)
- BC TF Renown
- CV TF Ark Royal carrying the operative Sea Glad (S code) F type FAA air unit
- CA TF Cruiser-1
- CL TF Cruiser-3 carrying the Br 0-1-5 Lt AA II 82.
This large naval group continues moving ESE in the North Sea, bearing towards Bergen, with the Axis player watching and carefully plotting the naval force’s progress. He finally tells the Allied player to stop his naval movement at all-sea hex 2622. The Axis player then initiates a naval patrol air mission, using the two He 111H4 (S code) B type air units based 11 hexes away at the 3-cap permanent airfield at hex 10B:3720, along the SW Norwegian coastline. Using a +1 die roll modifier for the contact attempt on the Success Table, the Axis player manages to roll a 1, which modifies to a 2: failure. The two He 111H4 LW air units return to base inoperative at the 3-cap permanent airfield at Norwegian coast hex 3720.
The relieved Allied player then uses night movement to expend the final 10 MPs needed to arrive at the Bergen dot city/major port hex. However, the BB TF Rodney, the BC TF Renown, and the CV TF Ark Royal carrying the operative Sea Glad (C code) F type air unit all stop and linger at all-sea hex 10B:2818. The BB TF Valiant (1 hit), the Br CA TF Cruiser-1, and the cargo carrying Br CL TF-3 all continue onwards to the Bergen port hex.
At the initial MP expenditure instant that the later Br combat naval group enters the Bergen coast hex, but before it spends the 2nd MP needed to actually enter into the port of Bergen, the Nor NTP carrying the embarked Nor 1-6 Inf III 3/Rl promptly exits the port of Bergen. It initially expends 2 MPs, using night movement, to enter the Norwegian controlled adjacent double island hex of Ask and Holsn, to the NW at 10B:2917. Then this cargo carrying Nor NTP moves NNE eight more hexes at night movement to 2114. From there it moves eastwards another 20 MPs arcing round the great eastward bend of the Scandinavian peninsula and ends the naval movement step at the reference city/major port of Trondheim.
After entering the port of Bergen with the other two Br TFs, the Br CL TF Cruiser-3 spends its remaining 7 MPs beginning to disembark the Br 0-1-5 Lt AA II 82.
All this Allied naval movement is within the naval reaction zone of the Ger CA TF A. Hipper and the CL TF Cruiser-1 at the point city/minor port of Haugesund (10B:3319) and the B TF Schlesien at the reference city/standard port of Stavanger (3619), but for now the Axis player demurs from doing anything, apparently not wishing to tangle with the more powerful Allied naval forces.
Right when the Allied player says the 1st naval movement step is ended, the Axis player announces a naval strike air mission against the Bergen hex (10B:3016). He flies to the Bergen hex the He 111H4 (S code) B type air unit based at Oslo and also the Ju 87R D type air unit based at the 3-cap permanent airfield at the nearby coast hex 10B:3720, adjacent to Stavanger. He arranges to have the Me 109E F type air unit based at the Stavanger reference city airbase (3619) to optimally come in as the air mission’s escort. Evidently he senses that now is the moment to execute the naval strike air mission against the Royal Navy at the vulnerable Bergen port hex.
When the Axis air units reach the Bergen target hex, the Allied player intercepts there with the Glad (*) F type air unit based at the Bergen airbase and also the Sea Glad (C code) F type FAA air unit based on the deck of the Ark Royal aircraft carrier, located NE three hexes away from Bergen at all-sea hex 2818. The Glad (*) air unit pairs up against the LW Me 109E air unit flying escort and the Sea Glad FAA air unit goes after the two LW air units on the naval strike air mission. In the ensuing air combat the Glad air unit returns the Me 109E air unit, but the Me 109E aborts the Br Glad (*) F type air unit. A random pick pairs up the Sea Glad F type air unit with the He 111H4 (S code) B type air unit. The Sea Glad misses the Heinkel B type air unit, but the He 111H4 air unit returns the Sea Glad air unit, which returns to base inoperative atop the deck of the Ark Royal aircraft carrier at sea hex 2818.
After all this the two LW air units on the naval strike air mission run the gauntlet of the combined 3 factor flack fire of the Fr pos flk unit (AA=1) in the Bergen hex and the AA from the BB TF Valiant (1 hit; AA=2) in the Bergen port. The Ju 87R D type air unit gets past the Allied flack shots, but the He 111H4 (S code) B type air unit from Oslo rolls a 2: an abort.
Finally, the Axis player rolls 4 dice on the “1” column of the Bombing Table (w/ a +1 modifier for being a D type) for the bombing attack of the Ju 87R air unit. The hard hitting Stuka dive bomber manages to roll a 5 and 6: good for 2 hits. Two separate random picks from the three Allied TFs for each hit come up with a hit for the CA TF Cruiser-1 and a hit on the BB TF Valiant (already w/ 1 hit). Afterwards all the Ju 87R D type air unit returns to base inoperative at the 3-cap permanent airfield at Norwegian coast hex 10B:3720. The He 111H4 air unit, however, is placed in the Germany Game Chart abort box.
But when the Axis player says that now the Allied player can go on to his 4th naval movement step, the irritated Allied player says “not so fast-change in plans-I’ve got in mind a naval strike air mission of my own.” But before doing the naval strike air mission the Allied player sends the Br CV TF Furious, escorted by the Fr CL TF Cruiser-1, from the Orkney Islands holding box to all-sea hex 10B:2630, each expending 5 MPs doing so. This combat naval group rolls a no contact on the DZC. Then the Allied player despatches the Br Skua (C code) DF type and the Br Sword 1 (VC code) A type FAA air units, both based at the Bergen airbase, on the naval strike air mission against the Ger B TF Schlesien naval unit at the Stavanger standard port hex (10B:3619).
First the two Br FAA air units on the naval strike air mission must endure the combined 3 factor flack shot of the LW 1-10 Mot Hv II I/611 (AA=2) in the hex along with the B TF Schlesien’s flack factor (AA=1). In each case the Axis AA firing is good, and both Allied air units are returned. The Skua air unit returns to the deck of the Glorious aircraft carrier still in the Orkney Islands holding box and the Sword 1 air unit lands inoperative on board the deck of the Furious aircraft carrier at 10B:2630. At this point the Br combat naval group at all-sea hex 2630, comprised of the Br CV Furious carrying the now inoperative Sword 1 (VC code) A type FAA air unit and the escorting Fr CL TF Cruiser-1 wheels about and spends 5 MPs moving back to the Orkney Islands holding box.
Finally, the other Br carrier naval group, located at 10B:2818, which has expended 18 MPs so far in the current naval movement step, also wheels about and moves WNW 12 MPs, ending its move at all-sea hex 10B:2529. Its first four MPs are at night movement. This Allied combat naval group is comprised of the following Br naval units:
- BB TF Rodney
- BC TF Renown
- CV TF Ark Royal carrying the now inoperative Sea Glad (C code) F type FAA air unit.
4th Naval Movement Step
At the point city/minor port of Harstad (5c:0712), on the large Norwegian coastal isle of Hinn, the two Nor NTPs there finish disembarking their ground unit cargo onto the coast hex. Per the Naval Transport Costs Summary, in the Movement Phase the Nor 1-4 const X and the Br 0-5 lt AA II will each have 1 MP left, and the Fr 1-8 mtn art II will have 2 MPs remaining.
At the Norwegian point city/minor port of Bodo (5c:1218) above the B weather line, the Br LC-2 naval unit spends 30 MPs replenishing its fuel at this small port. Per Rule 34B3-Replenishment, light TFs and LCs can replenish a “a functioning port” rather than at “a functioning naval base,” as is required for heavy TFs and CVs.
At all-sea hex 10B:1608, in the Norwegian Sea, the combat naval group consisting of the Br BC
TF Repulse (1 hit) and the Br CL TF Cruiser-4 carrying the Br 0-1-5 Lt AA II 51 and the Br 0-5 Lt AA II 55 spends 15 MPs to finally move into the major port of Trondheim, where the Br CL TF Cruiser-4 then spends its remaining 15 MPs beginning to disembark there its ground unit cargo. The BC TF Repulse (1 hit) remains with it in the Trondheim port.
Also at the Trondheim reference city/major port hex is the Nor NTP carrying the embarked Nor 1-6 Inf III 3/Rl. The Nor NTP spends its 30 naval movement step movement allowance completely disembarking the Nor inf III at the coast hex. In the Movement Phase the Nor inf III will have 1 MP left.
At the major port of Bergen the Br CL TF Cruiser-3 spends 23 MPs to complete the disembarkation of the Br 0-1-5 Lt AA II 82 at the coast hex. In the Movement Phase this ground unit will have 1 MP remaining. Also in the Bergen dot city/major port hex is the Br BB TF Valiant (2 hits) and the Br CA TF Cruiser-1 (1 hit). All three Allied TFs remain at the Bergen port hex until the end of the current naval movement step.
Finally, the Br carrier naval group at 10B:2519 first rolls a 5 on the DZC. Then it spends 6 MPs moving into the Orkney Islands holding box.
Already the Allied presence at Bergen is becoming for them an unfavorable and bleeding battle of attrition and an increasingly risky burden. Its immediate superficial wargame advantage is that it detracts the Axis player from a speedy and strong advance towards Trondheim, the second Allied strong point in Norway in the EA game report. However, both major ports, geographically ensconced within the perimeters of narrow straits land barriers (fjords, coastal islands), are vulnerable to being cut off by Axis ground units from Allied access by sea. Both places can be subject to a Kriegsmarine naval blockade, and thus may become out of regular supply per SoS Rules, by Ger naval units blocking the narrows and protected to some degree by LW air cover and/or impassable (for Allied naval units) narrow straits. This turn the Allied player considers himself lucky to land the Br 0-1-5 lt AA II (AA=2) at the Bergen port hex. This risky and hazardous reinforcement was considered essential this turn for a prolonged Allied hold-out at the hex, but it was costly. In any event, just as was in the historical campaign, the only Norwegian map objective of primary WWII strategic importance is the Scandinavian ore exporting major port of Narvik. In this game it is currently in a firm Axis grip, being held by a stripped-down Ger 5-8* mtn XX along with a LW lt AA II (AA=1). Frankly, Bergen and Trondheim have already effectively detracted from the Allied recapture of Narvik, along with the mud in the A weather zone.
If the current Scenario were played past the May II 40 game turn, the Axis player would likely need to move his const III at Oslo to perhaps Stavanger in order to increase the airbase cap there, thereby basing additional LW air units closer to Bergen. They are needed first to help in battles to cut off the Bergen hex from the sea via the coastal islands, and then ultimately help take the Bergen hex with GS, all the while causing chronic air and naval losses to the Allied player in the Bergen vicinity by the appropriate air missions.
In possible future GE 1940 campaign scenario games encompassing the SoS Campaign for Norway/FoF/TFH, I suspect a diversion of LW assets from the English Channel zone, beginning on the Jul I 40 game turn (at least in terms of the old TFH Axis OB), to the SoS NTO zone in order to assist in the taking of Bergen and Trondheim, would not at all be a regretful distraction for the Axis side, unless one truly believes the 1940 Battle of Britain could somehow be decisively won by the Luftwaffe. Sending perhaps a second const III or X to Norway to build additional close-in airfields, along with a suitable swarm of Stukas, Heinkels and/or Junker 88s, and at least a Me 109E fighter unit, would likely turn stubborn Allied occupation efforts at Bergen and Trondheim into costly British sea port evacuation blunders. If the Royal Navy tarries in their evacuation of British forces from the two Norwegian major ports after the fall of France, they will likely become entrapped into an unfavorable aero-naval conflict along the remote Norwegian coastline without the use of close-in Hurricane and Spitfire fighter cover, which would probably be needed in southern England at the Channel. Close at the heels of an early (read: timely) British evacuation from Norway done shortly after the fall of France would certainly be the collapse of Norwegian morale.
5th Naval Movement Step
At the Trondheim major port the Br CL TF Cruiser-4 spends 15 MPs to finish the disembarkation of the Br 0-1-5 Lt AA II 51 and the Br 0-5 Lt AA II 55. Then it and the Br BC TF Repulse (1 hit) leave the Trondheim hex and spend their remaining 15 MP allowance voyaging westwards, ending their sea movement at hex 10B:1609, far out into the the Norwegian Sea. But when they leave the Trondheim hex the Br combat naval group rolls a 12 on the Danger Zones Chart (DZC). A random pick puts the Br BC TF Repulse (1 hit) in harm’s way for the subsequent die roll on the “1” column on the Naval Combat Table; and the die roll is a 1: a big miss.
At the dot city/major port of Bergen (10B:3016) the BB TF Valiant (2hits), the Br CA TF Cruiser-1 (1 hit), and the Br CL TF Cruiser-3 spend 23 MPs voyaging back to the Orkney Islands holding box. The first 10 MPs to all-sea hex 10B:2422 are done at night movement. They roll a no contact on the DZC.
Ground Movement Sub-Phase
The Bergen Zone:
The first ground unit the Allied player moves is the Nor 1-6 Eng III 1 at mountain rail line hex 10B:3014. He moves it 2 hexes west down the transportation line to Bergen, where it spends its remaining 4 MPs repairing the rail hit there. I believe this turn the Allied player has a railcap of 2 on the Bergen rail marshaling yard rail subnet. This turn he has a railcap of 1 on the Trondheim rail marshaling yard rail subnet due to the successful rail marshaling yard air mission bomb hit done by the Axis player during his previous player turn.
Then the Nor 2-3-6* Mtn X 3, at the point city/minor port hex at Hauge (10B:3010) first spends 4 regular MPs moving two hexes to mountain rail hex 3112, where it boards a Norwegian train and rails to forest coast rail hex 10B:3015, just east of Bergen.
By the end of the movement phase the Allied force dispositions in the Bergen zone are as follows:
Bergen dot city/major port rough terrain rail terminus hex (10B:3016):
- Nor 1-6 Eng III 1, moved in from 3014
- Nor 2nd Inf XX HQ unit, never moved
- Br 3-6 Inf X 24G, never moved
- Br 0-1-5 Lt AA II 82 (AA=2); recently disembarked, never moved
- Fr pos flk unit (AA=1), never moved
Forest rail coast hex 10B:3015, east of Bergen: Nor 2-3-6* Mtn X 3; first regular moved, then railed in to the hex; from Hauge (3010).
Double islet hex of Ask and Holsn at 10B:2917: Nor 0-1-8 Cav II 1Ak, admin moved across two narrow straits from 3015
Isle of Sorta at 10B:3017: Nor 1-6 Inf III 2/Vl, admin moved from 3114
Isle of Huftar at 10B:3118: Nor 1-6 Inf III 1/3Tm, admin moved across two narrow straits from 3015
Rough terrain mainland coast hex 10B:2815: Br 0-6 Marine Cmdo II IC, regular moved from Bergen
Clear terrain mainland coast hex at 10B:2816: Nor 0-1-8 Cav II Op, admin moved across two narrow straits from Isle of Sorta hex at 10B:3017
Mountain mainland coast hex 10B:3116: Nor 2-3-6* Mtn X 4, from Bergen
Clear terrain mainland coast hex, adjacent to Bergen, at 10B:3117: Nor 1-6 Inf III 4/9Hl, never moved.
Although the Bergen zone’s deployment offered here in the EA game report might not be the best, I’m thinking it accurately mirrors the vulnerable defense problems facing the Allied player in the present wargame situation. The May II 40 Allied move is being done “as if” the game were going to be continued beyond the May II 40 game turn. In this situation the Allied player feels he needs a Nor ground unit in each of the three coastal island hexes (Huftar, Sorta, Ask and Holsn) covering the open sea entry narrows into the Bergen port. A fourth Nor cav II guards the northern open sea entry narrows at the Norwegian mainland multiple narrow straits hex at 10B:2816. Meanwhile, the two stout Nor 2-3-6 * Mtn Xs guard the eastward interior approaches to Bergen from the mainland. One of them blocks a vulnerable southern flanking narrow straits hexside at 10B:3116. The Br 0-5 Marine Cmdo II is thrown in at the mainland peninsula hex 2815 to hopefully delay Axis penetration into this vulnerable northern flanking area.
The crux of the problem of the Allied defense at both Bergen and Trondheim in the end-time of the current SoS Campaign for Norway Scenario is in the “naval element” of Allied supply in Norway. Rule 12B4-Naval [Element of Supply] says “the naval element of a supply line…may start at any functioning friendly owned port and be traced…[overseas to a regular supply source].” In our situation the Axis player, per Rule 30A4-Functioning [Ports], can make either Trondheim or Bergen a non-functioning port, and therefore not an Allied supply source, if “…a hypothetical [Allied] naval unit at the port would not be able to move from the port to the open sea.” Rule 28A2-Restrictions on Naval Movement” says “a naval unit may not move through narrow straits unless the hexes on both sides are friendly owned.” Bergen’s “open sea” entrances to the North Sea through the off-shore Norwegian coastal islands and the westward jutting mainland peninsulas west of it and Trondheim’s “open sea” entrance to the Norwegian Sea through its long and meandering fjord are each laced with narrow straits hexsides.
The Trondheim Zone:
At Trondheim the Nor 1-4 Const X 2L reinf spends its 4 MPs repairing the rail hit at the hex .
Next the Nor 1-6 Mtn III 5/12ST at forest rail hex 10B:2901 first spends 3 MPs demolishing the rail line in the hex (per Optional Rule 44B7), then regular moves 1 transportation line hex to mountain rail hex 10B:2832, where it boards a Norwegian train and rails 4 hexes to woods rain junction hex 10B:2502.
After this the Nor 1-6 Mtn III 5/13NT at mountain rail hex 10B:2704 spends 3 MPs demolishing the rail line in the hex, then regular moves 3 transportation line hexes to woods rail junction hex 10B:2502.
From Trondheim (5C:2432), the recently disembarked Nor 1-6 Inf III 3/Rl admin moves 2 transportation line hexes to woods rail junction hex 10B:2502.
The Nor 5th Inf (Mtn) XX HQ unit at mountain rail hex 10B:2603 first spends 3 MPs demolishing the rail line in the hex, then regular moves 2 transportation line hexes to woods rail junction hex 10B:2502. At the end of the movement phase this Nor mtn XX HQ unit, the two Nor 1-6 Mtn IIIs 5/12ST and 5/13NT, and the Nor 1-6 Inf III 3/Rl all assemble into the Nor 4-6 Mtn XX 5.
Although the southern sector of the Trondheim zone is superficially menaced by two “short and thin” columns of German ground units advancing northwards along the two Norwegian railways converging towards Trondheim, the Allied defense situation is likely now critical in this war zone. The ability in SoS to use rail movement the same turn that rail hexes are brought into friendly control and the two Ger mtn IIIs and their HQ unit in the vicinity allow for the dangerous possibility of either outflanking an Allied line too close or else concentrating Axis units for an attack against a weak forward Allied unit.
And that’s not all. The fact is that the Trondheim major port/naval base/Allied regular supply source is apparently more vulnerable to quickly becoming a non-functioning port/base than is the port/base of Bergen. Thus this turn the consequential Allied “strategic retreat” towards Trondheim becomes very close to a full-fledged rout. Upon reflection, the Allied player frankly regrets sea transporting earlier this turn the two Br lt AA IIs from Britain to Trondheim, in Norway.
The two Br 2-6 Inf Xs 146 and 148 both admin move from 10B:2804 to the point city/standard port of Kristiansund, at the clear terrain unnamed double islet hex at 10B:2206. The road leading from the Norwegian mainland to this double islet hex (where Kristiansund is located) is evidently akin to a “road causeway,” as there is no narrow straits symbol in conjunction with the road passing over the single all-sea hexside, as is the case at Harstad (5C:0712) on the isle of Hinn. In the EA game reported case, this transportation line here will be treated like a causeway per Rule 37A1-Causeways, where it says “ground units treat such a hexside as a narrow straits hexside for all movement and combat purposes.” Knowing the end-times of the Norwegian campaign are at hand, these two Br inf Xs go here rather than falling back towards Trondheim in order to more likely be evacuated by sea transport and also to maybe force the Axis player to split his drive northwards in Norway.
At the end of the movement phase the following Allied forces are at the Trondheim hex (5C:2432):
- Norwegian government marker
- Nor 1st Inf XX HQ unit, from 10B:2804
- Nor 1-4 Const X 2L; reinf, never moved
- Pol 3-2-6 Inf X CN, never moved
- Br 0-1-5 Lt AA II 51 (AA=2); recently disembarked, never moved
- Br 0-5 Lt AA II 55 (AA=1); recently disembarked, never moved
- Fr 0-6 AT II 14, never moved
Fr 2-1-6 Inf III 13LE Note: This unit, which began the turn at Trondheim, first spends 1 MP moving to adjacent clear terrain coast rail hex 5C:2431, where it spends 3 MPs to place a hit marker on the 1-cap permanent airstrip placed there at-start. The airstrip is subsequently removed from the map. The Fr inf III then spends a MP returning to the Trondheim hex.
operative Nor C.V A type air unit.
Perhaps symbolic of the doomed situation hanging over the Allied position in the Trondheim zone is the movement of the Br 2-6 Inf X 15 and the Br 1-8 Mtn Art II 51, both beginning the turn at the Trondheim hex. These units spend 1 MP moving together to stack at adjacent woods coast/narrow straits rail hex 5C:2433, where the Br 2-6 Inf X spends an additional 4 MPs in the hex demolishing the bridge crossing over the unnamed river hexside at their rear.
To be sure, the Allied player is counting on the Axis player in his hypothetical Jun I 40 Axis turn not being able to somehow gain hex control of rough terrain coast/narrow straits hex 10B:3202, where is also found an intrinsic Nor CD with a strength of 2. On the following hypothetical Jun I 40 Allied turn the Allied player would certainly be intent on doing a major sea transport evacuation of possibly up to three Western Allied REs presently at the Trondheim port hex. On the Jun II 40 Allied turn it will certainly be too late for the Allied player to sea evacuate from Trondheim.
The Narvik Zone:
With the Allied strategic situation worsening in the Trondheim and Bergen zones, the wargame activities in the remote Narvik zone are mostly inconsequential. Everything the Allied player has done here is evidently a turn or two too late. For example, the Fr mtn art II should have been sea transported up here initially, rather than later. The two primo Fr mtn IIIs return to the port of Halstad in order to be possibly evacuated on the hypothetical Jun I 40 Allied turn, pending the outcome of events in the more critical Bergen and Trondheim zones. Similarly, with all prospects of an Allied attack against the Axis held hex of Narvik dashed, the Nor ski X returns to Bodo, in order to protect the port and/or perhaps venture south, if needed down there as a blocking unit for straggling Western Allied units possibly fleeing northwards from Trondheim, when it becomes untenable. It is likely that on a hypothetical Jun I 40 Allied turn the Norwegian government marker would again need to be moved, this time from Trondhiem to likely Bodo. In a fully worked extended Campaign for Norway Scenario there might be some additional tweaking done for the Morale and Unit Surrender clauses (Rule 38A) as they might relate to Norway in a similar situation like what is apparently happening in the EA Scenario game report.
At the end of the movement phase the Allied force dispositions in the Narvik zone are as follows:
Mountain coast road hex 5C:0910 (next to Narvik): Nor 2-3-6* Mtn X 6, never moved
Halstad point city/minor port road terminus/narrow straits wooded rough terrain coast hex 5C:0712, on the isle of Hinn:
- Fr 2-8 Mtn III 27CA, admin moved from 0911
- Fr 2-8 Mtn III 5CA, admin moved from 0712
- Nor 1-4 Const X 1L, recently disembarked, never moved
- Br 0-5 Lt AA II 56 (AA=1), recently disembarked, never moved
- Fr Mtn Art II 2CA, recently disembarked, never moved
Bodo point city/minor port road terminus hex 5C:1217:
- Nor 2-3-6* Ski X 6, admin moved from 1116
- Br LC-1 naval unit, never moved
- 1 Allied mine point sown off-shore “at sea.”
Norwegian Sea:
At all-sea hex 10B:1609:
- Br BC TF Repulse (1 hit)
- Br CL TF Cruiser-4.
Orkney Islands holding box:
- 0-1-4 Fortress X RMFU
- Br BB TF Rodney
- Br BB TF Valiant (2 hits)
- CV TF Ark Royal carrying the inoperative Sea Glad (C code) F type FAA air unit
- CV TF Furious carrying the inoperative Sword 1 (VC code) A type FAA air unit
- CV TF Glorious carrying the inoperative Skua (C code) DF type FAA air unit
- Br BC TF Renown
- Br CA TF Cruiser-1 (1 hit)
- Br CL TF Cruiser-3
- Fr CL TF Cruiser-1.
Allied Game Chart Replacement Pool:
- Br 5-pt CA TF Cruiser-2 (5 hits)
Allied Game Chart Aborted Air Units Box:
- Glad (*) F type air unit.
Exploitation Phase
1st Naval Movement Step
At hex 10B:1609, in the midst of the Norwegian Sea, the Br CL TF Cruiser-4 and the Br BC TF Repulse (1 hit) first roll a no contact on the DZC, then spend 29 MPs moving into the Orkney Islands holding box. The Br combat naval group takes care to swing northwards around the Shetland Islands, thereby deliberately avoiding the reaction zones of the Kriegsmarine TFs in the ports of Stavanger and Haugesund, on the SW coast of Norway.
2nd through 5th Naval Movement Steps
All Allied TFs/naval units have replenished their fuel during the current Allied turn, so there is no need to replenish any of them during the current naval movement sub-phase. Searching for the end of the Campaign for Norway Scenario game report, the Allied player keeps his fleets anchored in the Orkney Islands holding box.
Ground Movement Sub-Phase (c/m units only)
The Allied player has no c/m ground units in Norway to move. Neither side wants to conduct air transfer missions during the current phase. Neither side has any CAP missions to land. The wargamer concludes the Scenario is over.
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