Allies:ORIGINAL: Red Prince
At the beginning of Impulse #5, here's the situation in France:
HQ-I Billotte is holding down Paris with 12 factors (14 vs. Armor), and there isn't much else left in the area to help out.
For the CW, HQ-I Gort is going to pull back to Ruoen and await the transport fleet to get him out of there. There's only one problem -- The Germans forced the CW holding fleet in the North Sea to abort to Plymouth. That means Gort may have to remain in France for at least two more impulses, particularly if the weather remains bad enough to prevent Naval Air Combat. The CW needs a Combined or Land Action right now to get him into position to be pulled out, and then they'll need a Naval Action to actually retrieve him. The problem is that Germany has a strong fleet in the North Sea 4 Box, and the CW can't match it without its CVP, since the majority of the heavy BBs went to Gibraltar to take on the Italians in the Med.
Some of them could get back to defend the 1 Box, and some can get to the 2 Box, which could be good enough to defend the TRS needed to take Gort back to the UK, but is it worth the risk? The next weather roll might tell, but if the CW chooses a Combined Action, it might need to move those ships now. The other option is to wait for better weather and hope Gort survives that long.
For the French, there's little to do. The GARR beneath Billotte will swap with the 6-4 INF, and I don't know if there's any other move worth making.
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I would pull both CW units back to Rouen and move the 7-4 into the hex next to Paris. Then move Georges into Paris and both Billotte and the garrison unit into the hex held by the 6-4. The 6-4 moves into Paris.
I believe this maximizes the likelihood of holding Paris for this turn. Losing the CW 7-4 motorized is worth it if the French can hold out for another turn - even another impulse.
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Axis:
But the Germans should start moving units to the east via rail if you are planning on a 1940 Barbarossa. Rebasing as many air units as possible east is also important. Have any air units you fly return to base in cities. That way they have the option to move eastwards by rail next turn.
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Playing WIF well means executing dozens of these "small efficiencies" when you move your units. In the aggregate they can make a big difference in the game's outcome.