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Storm Over Scandinavia - Operation Icarus (1)


A Grand Europa Battle Scenario by Arthur Goodwin
Icarus - The Battle for Iceland July - October 1940


The supplementary Iceland map issued with Europa Magazine # 65
Introduction

'Operation Icarus' is a scenario for Storm Over Scandinavia covering a hypothetical German invasion of Iceland in the summer of 1940. The battles for Norway and France have just ended in Allied defeat. While the British are reeling from the disastrous losses at Dunkirk and girding for an expected invasion of Britain itself, Germany has decided to make a grab for Iceland as well. Establishment of Axis air and naval facilities on the island would allow for potentially crippling attacks on England's vital convoy routes across the North Atlantic. Will the German plan succeed? Or will Iceland be where Britain first stems the German tide of conquest?

Background

Germany had contemplated a jump into Iceland to take place shortly after Norway was occupied. This plan was codenamed 'Operation Icarus'. (The codename refers to one half of a pair of mythical heroes (the other was his father Daedaelus) who escaped imprisonment by the gods by fashioning wings from feathers and wax; but Icarus ventured too close to the sun and plunged to his death as a result.) The heavy losses suffered by the Kriegsmarine during the Norwegian campaign, the loss of most of the staff of the designated lead division for this operation (the 163rd) when the cruiser Blucherwas sunk in the Oslofjord, and the longer-than-expected Allied resistance in northern Norway,, all delayed implementation of the plan and allowed Britain to reach Iceland first. German preoccupation with the Battle of Britain and the decided lack of enthusiasm for this project exhibited by the Kriegsmarine command, finally resulted in the operation's cancellation in late 1940. This scenario, however, postulates that Germany decides to continue with the operation, gambling that a surprise descent can be pulled off once again and that German aerial might will be sufficient to supply, reinforce, and support the attacking force even in the face of overwhelming British naval superiority.

Components

To play this scenario you will need the Iceland map, 'Operation Icarus' Off-Map Holding Boxes and Distance Display, and Axis and Allied OBs in this magazine; various charts and counters and the Scenario Rules (including the 18 January 1999 errata) from the Storm Over Scandinavia game; and the following additional British counters.


Plain version


Europa colours added
Note: Counters for the position AA and Marine Commando units can be found in the game Second Front. Counters for the other units will have to be manufactured. (Although all of these counters will probably appear in the upcoming game Lightning War.)
Preparing for Play

The Axis player is the first player and the Allied player is the second. The scenario starts with the Jul 140 game turn and ends upon the completion of the Oct II 40 game turn.

Starting Conditions. Use the Iceland map and 'Operation Icarus' Off-Map Holding Boxes and Distance Display Chart provided in this magazine. Use the Jul 140 initial forces and reinforcements from the'Operation Icarus' Axis and Allied OBs in this magazine. Units may deploy broken down.

Note the following conditions on the Iceland map:

· Reykjavik (hex 3210) is a minor port until improved by engineers to standard port status per the scenario special rules. Use any agreed upon marker to show this.

· The other Icelandic ports also initially have reduced port capacities. Place one hit of damage on Akureyri (hex 3905) and two hits of damage each on Isafjordur (hex 3002) and Seydisfjordur (hex 4606) to show this.

· The following sections of the Icelandic road net do not exist until built by engineers per the normal construction rules (use hit markers and/or line cut markers to show this): Seydisfjordur (hex 4606) to hex 4004; hexes 3706 and 3605; hex 3209; and hex 3412 to 3812.
The Axis player controls the German national forces and owns the following off-map holding boxes: North Norway, Central Norway, and South Norway.

The Allied player controls the British national forces and owns all hexes in Iceland within two hexes of Reykjavik (hex 3210) and the following off-map holding boxes: Faeroe Islands, Orkney Islands, Hebrides Islands, and The Clyde.
Neither side owns the off-map South Greenland holding box or any hex in Iceland more than two hexes from Reykjavik.
Special Conditions. The weather die roll for the Jul 140 game turn is automatically a 1 (clear weather in all weather zones and calm sea seas in all sea zones).

Iceland (including that portion owned by Britain), is surprised, per Rule 37H (and the 18 January 1999 errata) during the first game turn. Exception: British units in Iceland do not have their defense strengths halved for surprise during the first turn.
Victory. See below.

Special Rules


Use the Storm Over Scandinavia scenario rules booklet, as modified by the 18 January 1999 errata sheet, and by the following special rules.

Geography (Rule 3E). In this scenario Britain consists of the Orkney Islands, Hebrides Islands, and The Clyde off-map holding boxes. Norway consists of the Northern Norway, Central Norway, and South Norway off-map holding boxes.
Stacking (Rule 8). The regular stacking limits apply to the Faeroe Islands and South Greenland off-map holding boxes (that is, treat each of these holding boxes as if it were a single hex). An unlimited number of units may stack in each of the other off-map holding boxes.

Supply (Rule 12). Any major port in Norway is a regula supply source for Axis units. Due to Allied navy superiority, the Axis player may not trace a naval elemer supply line through any sea hex on the Iceland ma unless: 1) The Faeroe Islands off-map holding box is Axis owned, and 2) at least one Axis naval TF unit is on-map. player may not trace a naval element supply line from the Faeroe Islands or South Greenland off-map holding box the box in question is blockaded. A holding box blockaded if an enemy naval TF unit is present in the box

Use Optional Rule 44B4, Cartage of Supply/Resource a regular rule during this scenario.

Construction (Rule 14A1). A construction unit me upgrade Reykjavik's port from minor to standard status the same manner as building a fort, taking 4 turns 1 complete.

Use Advanced Rule 43A8, Incremental Construction ~ Airfields, as a regular rule during this scenario.

Naval Patrol (Rule 20F2i)
. The Axis player may fl naval patrol bombing missions against Allied convc routes using his air units in Iceland or in the Faeroe Islanc or South Greenland off-map holding boxes only. (Note th air units in Norway may not fly this mission.) The Axis player assigns air units to naval patrol as normal, but, the end of each player-turn, any such air units which ai still operational are assumed to have spent the player-tu patrolling against Allied shipping on the North Atlant convoy routes.

Determine the effects of this patrolling as follows: F each TBF of each eligible air unit, roll two dice, apply ar applicable dice roll modifiers, and consult the Convc Bombing Table below. If a hit results, Allied convoy trafl has been adversely affected by the patrolling. Award tl Axis player 1 victory point (VP) per hit for the first two h each player-turn and 1/2 VP per hit thereafter.

Example: The Axis player assigns three Ju 88A1 s (3! 3-5/S/26) based in Iceland to naval patrol during the All initial phase. During the Allied player-turn one of the 88s was used to make a naval patrol attack again: British TF and is thus not eligible to attack Allied convc The other two Ju 88s are still operational at the end of player-turn and thus assumed to have been patro' against Allied shipping. As the Ju 88s have a total TBFs, the Axis player rolls a pair of dice six times, app' a +2 modifier to each dice roll (+1 as the Ju 88s ha range of 20 or more and +1 as the Ju 88s are code thus anti-shipping capable). He rolls: 9, 8, 10, 11, 4, a which are modified to 11, 10, 12, 13, 6, and 4 yieldin Axis player 2.5 victory points.

Floatplanes/Flying Boats. (Rule 23F3). Each poi a port capacity greater than zero is an airbase fo code F air unit.
Crating Air Units (New Rule). Air units may be and shipped by naval transport. To be cratE subsequently to be uncrated), the air unit must be it or holding box with both a friendly-owned port and a The crating (or uncrating) of an eligible air unit during the player's initial phase, before any of activities take place. (Use any agreed-upon marker to show a crated air unit.) While crated, an air unit exists only as potential cargo; it is eliminated if its hex or holding box becomes enemy-owned. For naval transport purposes, a crated type F air unit is 1 RE in size, and all other crated air units are 2 REs in size. When an air unit is uncrated, immediately make it inoperative. Non-type F air units may not fly any air missions during the player-turn in which they are uncrated. (Note that type F air units are under no such restrictions.)

Weather Zones/Sea Zones (Rule 36). All hexes on the Iceland map are in the 'C' weather zone. The weather zone an off-map holding box is in is printed in the holding box. All sea areas in play in this scenario are in the Atlantic Ocean sea zone.
Extreme Ravines Terrain (new terrain type). The terrain in Iceland map hex 3611 and similar hexes is extreme ravines. The movement and combat effects of this terrain are shown below on the TEC Addition.

Off-Map Holding Boxes (Rule 37E) and Intrinsic Defense Forces (Rules 38B1 and 38F1). Normally, a player's forces may not enter an enemy holding box. However, the Faeroe Islands and South Greenland offmap holding boxes may be entered by enemy forces if they are flying an air mission against a target in the holding box, or making an airborne or amphibious landing into the holding box, or are blockading the holding box.

Production (Rule 40B1). Allied production is received in Britain and available anywhere at large in Britain. Axis production is received in Norway and available anywhere at large in Norway.

Players may buy additional production at a cost in victory points (see the 'Operation Icarus' Victory Point Chart), but may spend no more than 4 VPs per month to do so.

Replacement Pools (Rule 40B2).
The replacement pools used in this scenario are: Britain, Norway, Faeroe Islands, Iceland, and South Greenland.

The Distance Display. This display shows the distance in MPs by air and sea between a given off-map holding box and the indicated on-map Iceland hexes. For example, it is 60 MPs by air or sea from the North Norway off-map holding box to Iceland map hex 2901.

Optional Rules

No Dakar Expedition (or a reduced commitment to one). Historically, the British dispatched two Marine brigades to Dakar in French West Africa during August - October 1940. With German forces in Iceland, British priorities might have been different. If this option is used, the British player may, during his Jul II 40 or Aug 140 initial phase (only), declare that either or both of these brigades is diverted to Iceland instead. If a brigade is diverted, it appears as specified in the conditional reinforcements section of the Allied OB. Award the Axis player 5 VPs if one brigade is diverted or 10 VPs if both brigades are diverted.

This option requires making up two additional Royal Marines (RM) counters (these also should appear in the game Lightning War)



Plain version


Europa colours added
American Intervention. The United States had a contingency plan to move into Iceland in response to a German occupation of the island. It's doubtful if this would have taken place in 1940, however, as American isolationism was still strong and the US Congress was still actively fighting Roosevelt's efforts to enter the war. If you want an optional rule to cover this, however, roll for possible US entry when Axis ground units first enter Iceland. On a roll of 6 the US intervenes and the Iceland Contingency Force appears as specified in the conditional reinforcements section of the Allied OB. On any other roll, the US remains neutral. If the US intervenes, double the VP awards at the end of the scenario for Axis ownership of ports.

This option requires the use of the following counters (all of which can be found in the game Second Front):


Plain version


Europa colours added
Increased Axis Commitment. Germany had additional forces that could have been committed to a campaign for Iceland. Some typical forces that would have been available are listed in the conditional reinforcements section of the Axis OB. If this option is used, the Axis player may receive any or all of these forces as reinforcements during any of his initial phases. Place such reinforcements in any Norway holding boxes. Award the Allied player 2 VPs for each additional German ground unit and 4 VPs for each additional German air unit committed to the campaign.
Other. Players are encouraged to use the following optional rules from Storm Over Scandinavia: Supply Point Expenditure (44B3), Airbase Supply (44C1) and Air Drop Capacity (44C2).


Victory


In general, use Rule 42 in the Storm Over Scandinavia scenario rules. However, use the 'Operation Icarus' Victory Point Chart.

'Operation Icarus' Designer's Notes

I first learned of Operation Icarus almost two decades ago from a footnote in Ziemke's book Northern Theater of Operations, and was immediately grabbed by the sheer audacity of the plan. When a trip to the library revealed that Iceland is generally considered part of Europe, I resolved that this operation had to be gamed at Europa scale, somehow. Well, it took 15 years, but I finally managed to convince GRID to do it.

Uncovering the wherewithal of the German contingency plan was a frustratingly slow process. Bits and pieces of the plan popped up in a host of American, British, and German general sources over the years. But, until the publication of Tarnstrom's The Sword of Scandinavia, in 1996, I had no overall description of the plan. Although Tarnstrom provides only the bare bones of the planned operation, his description matches perfectly with the other pieces I'd already uncovered, and was enough to put together a playable scenario.

Initially, Icarus was two distinct scenarios: the one in this magazine and a second scenario starting in March, 1941 based on British fears of a major German airdrop onto Iceland. OB research and playtest experience showed the second scenario was not viable, however. No matter how much the Brits agonized over German ability to air assault the island in 1941, by that date England had sufficient naval, air, and ground assets not being used anywhere else to swiftly shut down any German invasion. Also, historical accounts make it clear that a German invasion in 1941 would almost certainly have resulted in an early war with the United States. A German invasion of Iceland in 1940 is another matter, however. America is much more isolationist, and Britain is desperately short of everything as they concentrate on the Battle of Britain. Playtest has shown that this scenario is a challenge for both sides.

The scenario assumes a mostly historical campaign for Norway, but that Germany retains in Norway various forces (mostly air units) that historically transferred to the West for the Battle of Britain. Three items in the German OB may not immediately be obvious: #1) The OB lists the 3rd Mountain XX as one of the lead assault units. In reality, the 2nd XX probably would have been used instead (as the 3rd was cadred during the battle for Narvik and would have been rebuilding during the summer of 1940), with the 2nd stripped-down for naval transport in the same manner the 3rd was for the Narvik operation. As there is no 'stripped-down' 2nd XX counter, I went with the 3rd so as to cut down on the number of counters players are required to make. #2) Both of the German DD TF naval units incurred losses in the campaign for Norway (reducing one to 1 pt and the other to 2 pts). I brought both these units back to full strength by reassigning to them every German light ship (CL, DD, TB) still afloat. #3) The 'Increased Axis Commitment' forces represent rebuilding and committing to Iceland the cadred mountain XX at Narvik, calling up some of the German air training schools to get additional air transport assets, and amalgamating various squadrons of day and night Ju 88C2s in order to scrape up another group of long-range fighters.

The Allied OB assumes commitment to Iceland of the historical British force, augmented by a strong Canadian reaction force (as Canada would assuredly be strongly concerned about a German presence in Iceland). I fudged two things in the Allied OB: #1) The British force in the Faeroe Islands in July 1940 consisted of a single weak infantry battalion. Having nothing in the Faeroes made it too easy for Germany to take them, however, so I arbitrarily assigned the weak RMFU Fort X here. #2) The 103rd RM X was not actually in the Orkney Islands. However, the X is standing in for those Marine assets in Britain not actively committed to the Dakar operation and that would therefore be available for operations in Iceland.

The Distance Display was modified in two instances purely for game play reasons. First, the distances from South Norway to the Iceland east map edge hexes 4711 and 4713 include a 2 and 4 hex dogleg, respectively, to avoid flying within interception range of fighters stationed on the Faeroe Islands. Second, the distances from North Norway to the Iceland north map edge were modified slightly (from a maximum of 63 to the listed 60) so as to make the initial German landing at Reykjavik work within the normal Storm Over Scandinavia surprise amphibious landing rules.

Three of the scenario special rules probably require some explanation. The naval patrol attack on Allied convoys rule covers the root and cause reason why Germany would even want to jump into Iceland in the first place-to better interfere with Allied shipping to Britain. The reduced VP awards for 3rd and subsequent hits in a player-turn represent Allied diversion of convoys to longer, but safer routes if the northern routes get too hot. The Axis player still gets some VP benefit, however, as even this diversion hurts Britain.

The rule allowing one floatplane/flying boat air unit to base for free at each port represents that these air unit types often operated for extended periods of time from seaplane anchorages with only minimal facilities. The German plan for Icarus heavily relied on floatplane deliveries of necessities during the early phases of the operation that cannot be simulated without this rule.

The crating air units rule is the only way either side can get their short-range fighters to Iceland. This also ties in with the German historical plan, as the assault force was to have included a squadron of crated Me 109Es to quickly establish German air superiority over the island.

I hope 'Operation Icarus' intrigues you. Try it out and let me know how it plays for you. If there is enough interest in this type of scenario, I can easily work up similar ones (with a one-page map for each) covering the historical 'Operation Menace' (Dakar, French West Africa), and the hypothetical invasions of the Canary and/or Azore islands (by the Germans per various 1940-41 plans, or by the Allies in late 1942 as they considered doing as part of the Torch landings in French North Africa.)



Reykjavik garrison under attack from German 2-6 strength
infantry regiments, with heavy naval support


Seydisfjordur, occupied by the Canadians on the east side
of Iceland also under attack from Axis forces

 

 

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