Cardboard Wars

War is the continuation of politics by other means

Narvik: German Turn 4 (April 20 – 23, 1940): The Fall of Oslo

The Germans have been spending most of their first three turns trying to get across and get a build up of troops and supplies in Norway, while maintaining bases for the Luftwaffe to operate from. The concentration has been in the Oslo area, but as of yet, they have done little except seal the city off.

Using their airpower superiority, the Luftwaffe targets Oslo, with the intention of leveling the city in 4 waves. Of course, the British send fighters to intercept.

Dive bombers, mixed with Me-110C fighters down a British Skua fighter, and send another back to base, resulting in the loss of 2 VP for the Allies. The two remaining British fighters, a Skua and a Blenheim -1F, buzz the rest of the bombers with no effect.

German turn 4 - The Fall of Oslo (click image to enlarge)

German turn 4 – The Fall of Oslo (click image to enlarge)

The bombers blast the city to rubble, disrupting the HMKG battalion, the 1st and 2nd light armor battalions, and the Torkildsen infantry battalion (this battalion is sometimes referred to as the Thorkildsen infantry battalion). A total of 5 1/2 defense strength is lost due to disruption.

Transports fly more supplies into Norway. In theory, the Germans have an infinite amount of supply, but I’ve just run out of supply counters. =D

The 181st division continues to move west towards Kristiansand. The arrival of fresh German troops makes the Allies question if they should try to fight for Kristiansand or not. The final decision is “no”, so I have noted in the photo where the Allies need to move to to start defending Haugesund.

The 214th and 196th infantry divisions move into Oslo in such a way that every hexside surrounding the city (except the partial sea hex to the west) is interdicted. There is no retreat before combat option for he Norwegians, nor will they be able to escape if the attack is successful.

There is a -2 die roll modifier for the city. Due to the disruption effects, the attack is much stronger than it would have been, coming in at 5:1 (as opposed to 3:1 without disruption effects). Of course, the Germans get a crappy die roll, modified to a ‘0’ for the effect of the city, resulting in a retreat for the Allies (Defender Retreat). There is nowhere for the Norwegians to go, and they surrender to the Germans.

The Allies lost two brigade headquarters, one group headquarters, two artillery battalions organized as infantry, two infantry battalions, the HMKG battalion (His Majesty’s King’s Guards) and two light armor battalions, roughly the equivalent of 2 1/3 regiments.

In the Arctic, the Germans stand pat defending Narvik.

The fall of Oslo is monumental. The Germans can now ship straight into Oslo and save some time, plus the hub of the rail lines has been taken. Almost all rail lines run through Oslo. The road to Trondheim is laid bare.

One of the rules that I find odd is the use of rail lines as transportation. Both sides are allowed to move by rail, but they can’t move through a hex occupied by an enemy unit, but they can use the rail line as far as it is clear of enemy troops. Meaning, I could potentially take the train from Oslo all the way to Trondheim.

I’m not an expert on the historical Norwegian campaign, but it strikes me as odd that the Germans can use the Norwegian rail lines without having to capture something. I mean, these trains aren’t coming from Germany, they are already there. If the rules allow it, however, I’m not going to argue.

The only hope for the Allies is to hold at least one non-arctic port through the end of turn 15 to have any chance of winning the game. Right now, they hold Haugesund, Andalsnes, Trondheim and Namsos. And there are 11 turns left….

Time to turn on the German Lightning War.


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