First: The sequence of each Player-Turn, which is "move-fight-move-fight" with some twists. The rules require all units that attack in the first combat phase to be disrupted (whether they retreated or not):
Units used to attack in this First Phase are out of action (disrupted) for the remainder of the Player-Turn.
But attacking in the scond combat phase causes disruption only if the attacking units retreat.
So in one player turn a unit can move-fight (disrupt), or move-move-fight (disrupt if retreat), but not move-fight-move.
Disruption lasts through the next set of one friendly movement phase and one combat phase.
Second: The "bulldozer" style combat table where all results are retreats of 1 to 4 hexes (with elimination only at extreme odds and when surrounded), and the winner of each battle decides where to retreat the losers (in a prioritzed list). This can be seen as demonstrating that concept that operations were quite mobile at this early point of the war, and that units were not inclined to stand and offer stiff resistance.
Third: Units that retreat from combat are disrupted, which means that they are unable to move or fight for the next half of their turn.
Each Player-Turn is conducted as follows in the vassal module.
- First Movement: undisrupted units.
- First Combat: undisrupted units; mark all attacking units as D1; mark retreating defenders as D2.
- First Recovery: phasing player's units that are marked D2.
- Second Movement: undisrupted units.
- Second Combat: undisrupted units; mark all retreating units as D2.
- Second Recovery: phasing player's units marked D1.
Fourth: There are two scenarios, which can be played separately or combined.
- German Pursuit has the Allies retreating onto the map toward Paris. They are considered to be demoralized throughout the first six turns (half combat value). It is the period where the Germans had a chance to capture Paris (unlikely).
- Allied Counter-Attack is the default setup, starting on turn 8 (with unit positions printed on the map).
The map is a scan of the original with some tweaks for readability on screen. Units are vassal game-piece images that mimic the look of the originals. Historical designations are not included because they are not relevant during play.
Disruption status is a game-piece layer invoked with the F1 key. There are two levels of disruption, D1 and D2, based on when the disruption occurs, and indicate when the disruption can be removed (see the above sequence of play).
As with all Consim Comment vassal modules,you will need to provide your own copy of the rules, terrain effects chart, and combat results table.