1938: What If Snap AAR

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Ty Bomba has a number of titles out set in the late 1930’s that explore pre WWII what if scenarios.

Here is the BGG blurb:

1938: What If? which presumes the Czechoslovakians refused to accept the Munich Dictat. Longer story short: On or around 1 October, the Germans put “Operation Green” into effect and war starts. The sides are: the Czechoslovakians and Soviets vs. the Germans, Poles and Hungarians.

I believe my treatment is original here in that, unlike all the games I’m familiar with on this topic, I’m presenting an examination of the larger picture here. That is, rather than the map just covering Bohemia/Moravia and environs, this one shows (at 20 miles per hex) all of Czechoslovakia and Poland, along with the German, Hungarian, Romanian, Lithuanian and Soviet border lands thereunto appertaining.

The turns equal three days each, and the game has a maximum of 10 turns. Units of maneuver are two-step corps all around, except the Germans’ 7th Flieger (proto)-division gets its own counter (and a likely suicide mission).

I’m using an adaptation of my “Zhukov’s War” system (which doesn’t mean anything to any of you yet, because that parent design itself hasn’t yet appeared.

At the system’s core, there are 10 chits, one for each maneuverable nationality’s movement phase and another for each one’s combat phase (the Lithuanians, if they get dragged in, just defend their capital; so there’s no chit for them).

All but the two German chits go into a pool at the start of every turn. The two German chits are held out. The German player may interpose either of those chits at any time in the turn (together or separately, in either order), but otherwise the phase sequence is determined by blind draw (and, in this particular case, Turn 1 will always start with the German combat phase, thereby kicking off the overall war).

That system neatly shows the advantages of having the advantage in C3.

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At first the going is slow for the Germans, and I did indeed restart as I realized that an auto victory is possible if the Germans allow a Czech unit into the heartland!

Rightly or wrongly the Soviets split forces, but made a focus in hte North with a view of taking a quick win by capturing the Prussian coastal cities.

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That did not pan out, and as the Germans surround and choke the Czech the game quickly becomes some shat of a massacre.

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Smart play by the Germans is going to let them win most of the time. The Germans can be seen below stomping hard on the remnants of the Czechs. The Soviets are stymied. and its is about game over.

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You dont need to beat the Soviets just stall them and attrit them. A deeper faster focus on the Czech will pay big dividends.

There are two videos online that go over the game in more detail, they will be released shortly [July 5th] . I thought it might be nice to share some images of the game play here.

3 thoughts on “1938: What If Snap AAR

  1. I know Ty’s games having played END IRON DREAM’. I believe his games are havily in favor of the Germans. It looks the same in this game. The Defenders in 1938 had Good defenses. Their Tanks were later used by the Germans. I do not believe it would be a walkover. The Germans also untried troops. Also the Russians who might be weak had Tanks and artillery in large qualities. If it was awar France and England might have come in.

  2. This isn’t the first of this topic. S&T has a Magazine game called CASE GREEN. I actually own it and it is on my list to try and play this summer. Although I hasn’t gotten much played yet.

  3. Hey Stephen, Yes he explored the French entry via What If 1936. Similar system, similar terrain, but had a monolithic ‘automated’ French Corp barrel down on Berlin.

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