SEALION (40) No. of Turns: 15 Battle Posture: Axis = Attack Allies = Defense Per Turn Prestige Boosters: Axis = 0 Allies = 84 No.of Units Available for purchase: Axis = 1 Allies = 2 - The deep objectives of Norwich and Birmigham and London's stubbornness to fall make the low turn number an advantage to the Allies. It is the low turn count and the distance through stiff opposition that sway this scenario deeply in the favor of the Allied forces. No. of Objectives: 10 Axis = Take all objectives. - Three objectives are on the French coast an held by the Germans. Canterbury will fall quickly so the main contestable objectives are your two northern and western objectives and London. Each is readily defendable because of the distance and time constraints and almost reckless need to advance by the German forces. Major obstacles are the Thames River which the Wehrmacht must cross and go around to strike into the heart of Great Britain. Prestige: Axis = 675 Allied = 1320 - Even Advantage. Both sides start with numerous units. Allies have a large area to cover and no doubt will protect units with AA guns therefore much of their 1320 is spent before the game begins. Fortress London will eat up Axis prestige in repairing units. New Unit Exp: Axis = 1 Star Allies = 1 Star Air Superiority: Slight Axis advantage due to the number of planes available plus the intro of the FW190a which totally outclasses anything the Allies can put into the air at this time. However its high cost is prohibitive and the German player can probably only afford one. Cheap AA guns for the Allies in combo with fighters make this a contested struggle Ground Superiority: The advantage here is fairly even. The Germans begin with mostly top of the line units all experienced. They must land on the beaches which they are exposed until artillery cover and AA guns can come into play. The allies also begin with a number of units 1 star experience and spread out but effective. Those in cities and around London are already entrenched heavily The British equivalent to the Energizer Bunny, the Matilda II is available. AXIS: In all the Sealion scenarios, naval action is relatively peripheral compared with air power, which is essential to ensure adequate close air support on the ground and ensure that your paratroops get through to and take their objectives via the air. Your naval forces can help with some bombardment early on, after which their main task is to engage the Allied fleet and keep it from interfering with the land battles, particularly around London. Your U-boats can wreak havoc on the Allied capital ships if the Allied escorts can be cleared away. Your time is limited, so you should attempt to seize all your objectives concurrently rather than in sequence. The least diversion could be fatal. Once you have secured a beachhead, divide your forces into 4 battle groups. The first battle group, landing in the east, is to take Canterbury and then assist with artillery in the attack on London from the east, but its main thrust actually passes by London across the Thames and heads toward Norwich, supported by the nearby naval task force. A bridging unit can be quite useful. The second battle group will assault London from the south, and is weighted towards artillery and infantry units but will include some tanks to help deal with Allied armor. The third and fourth battle groups are smaller and advance on Birmingham and Bristol respectively, although initially they advance jointly on Winchester, Newbury and Oxford before splitting. The third battle group can be aide d by advance airborne landings near Birmingham, or the parachute forces can be used to seize Peterborough or Harwich and then Norwich, in which case the first battle group encircles London from the north rather than continuing north to Norwich. Sealion Plus is easier because the presence of the Italian fleet speeds the destruction of the Allied navy, while in Sealion 43 the Allies are much better prepared and the fight will be tougher. ALLIES: While it is best to catch the Axis ground troops in their transports with your air or naval forces or force them to surrender on the beaches, this is a risky strategy and it is likely that they will obtain secure footholds from Dover to Portsmouth regardless of your efforts. Concentrate any early attacks on artillery, pionieres and engineers--the most essential troops for the Axis attack on London. Your overall strategy will be to use the enormous fortress of London and its garrison to block their direct advance, while using additional forces to keep them from slipping around it. Holding onto London till turn 12 isn't worth much if the Germans are already in the Midlands. Your strongest defense line once the Axis have secured a lodgment on English soil will run from London along the Thames to Newby and Winchester. While you hold the enemy advance on this line for several turns, you will be able to dig in blocking forces and garrisons to defend the approaches to Bristol and, especially, Birmingham. Don't forget the air defenses! Your air force is relatively good, and in 1943 the American air force can play a significant role if it survives long enough to catch up in experience. Contest Axis air superiority whenever feasible, but early on try to pick off or hunt down the troublesome Axis paratroops to keep your rear areas secure.Since the key battles will be inland, the Axis navy will play a small part. Your navy can initially either try to win naval superiority or instead concentrate on supporting your defense line with shore bombardment. The choice involves a tradeoff and either option can pay off. General Info: The weather is mild with only a slight chance of bad weather grounding the air fleets. If it wasn't for the Thames and fortress London the terrain would be ideal for the Germans. But the a fore mention obstacles tip this in favor of the Allies. The fleet battle is in favor of the Axis because the three subs available to them. Final Evaluation: Prestige Experience Axis +2 0 Allies 0 -1 I have played this scenario against humans and computer and I can't tell you how many times I have said "JUST A FEW MORE TURNS!" The lack of time shifts this scenario in favor of the Allies. A +1 to the Germans is not unreasonable.