Operation Sea Lion:
Using Alternate history to try to figure out the whole Sea Lion thing
Introductory Notes
I love “what if” fiction. I love to read theories on how Operation
Sea Lion could have worked, and then I like to theorize on ways to make that
happen while playing Axis and Allies.
Could Operation
Sea Lion really have worked?
According to most of what I’ve read, the answer is a pretty simple
“No.” Germany faced far too many challenges – how to gain naval superiority,
how to gain air superiority, how to transport the invasion force and that much
equipment, and finally, how to actually win if and when the invasion force
commenced.
To make Sea Lion even less likely, it is important to note that
the problems weren’t simply a matter of the right strategy, but were compounded
by the actual will or desire to fight this fight. Many accounts point out that
Germany never seriously planned to invade, and had no desire to. Hitler’s
overwhelming desire was to attack USSR, not UK. It is also pointed out that
Hitler continued to believe for far too long that Britain would eventually
surrender and that no invasion would ever be necessary.
In 1974 Britain conducted a series of war-games designed to
determine what might have happened had Germany chosen to attempt Sea Lion. The
end results were Germany losing.
Read about it here: Operation Sea Lion War-game
So in general, most believe that even with an earlier attack,
German success at an invasion would have been a long-shot at best.
What good is a
simple “No?”
For fiction and for playing Axis and Allies, the simple “no”
answer doesn’t offer much help.
Despite historical realities, I have very little problem with
Operation Sea Lion working in “what if” scenarios. They are always fun to read.
What I am most interested in, is reading the explanation as to why Germany ends up more successful.
In other stories I’ve read, Germany is often successful because
they launch Sea Lion earlier than planned (or possible) so UK is less prepared,
or Germany succeeds because their buildup to the war in general was different,
or there is some alternate disaster that allows greater success.
How to use this
while playing the various Axis and Allies games:
There are basically two ways to make Sea Lion happen. Variation 1
is to attack early (and often). Variation 2 is to have a longer buildup that
allows a larger more decisive attack in a late round.
Variation 1:
Round 1 Germany must:
Destroy all UK naval units and open a path for transports to reach
UK. Go all in and build only navy. Position air force during non-combat so as
strong a force as possible will be within reach of UK on Round 2.
Then, starting in Round 2, they must attempt Sea Lion and continue
for as long as possible. This is an “all in” approach where Germany ignores
USSR and MUST win the game by defeating UK. Ok, plans can change, but you know
what I mean.
Problems with Variation 1:
UK can usually spend enough on defensive units to defeat Germany. Germany
will leave itself too weak to defend itself against an invading USSR.
In most games a Round 2 Sea Lion won’t be successful. But, it is
very exciting to try and if a few lucky dice rolls happen, the game can be over
before it really begins. And, if UK isn’t paying attention of mishandles its
defense, Germany can reattempt this maneuver for several rounds in a row and
have multiple chances.
Axis and Allies 1940 allows for several attempts at Sea Lion
before USSR or USA are even in the war, so this can be a very fun strategy to
attempt.
Variation 2:
Germany tries to hide its plans and builds in such a way as to
deflect attention away from a possible attack.
This usually means that Germany spreads its spending and attacks
and focuses on Africa, USSR, as well as adding small amounts of navy along the
way. Germany must hope the UK player does not build a proper defense. Germany
can save IPCs from round 1 to spend right when the time is right. Navy can be
built in the Danish / Baltic Sea space as well as the Mediterranean.
It is a great feeling when Germany has a large navy near Gibraltar
and UK is fooled into thinking that Germany is focused on North Africa, only to
have Germany suddenly sneak attack.
In AA 1940 – Italy can be of great assistance.
Proper coordination is crucial: Italy attacks first so that
Germany gets to have a follow-up attack before UK can build new units. Italian
air force can clear an ocean route for German transports. If the Italian navy
survives, they too can help weaken UK or perhaps take UK themselves.
Proper construction and timing are paramount for this strategy to
succeed. Best case scenario is to catch an opponent off guard and win in one large-scale
attack as opposed to several rounds of back-and-forth battles.
Problems with Variation 2:
Too many things can go wrong.
Where does the attack come from? Did Germany build properly to
both attack and defend? Has UK built a proper defense? Has USSR successfully
attacked?
In AA 1940 – is USA in the war and now helping to defend?
I reviewed “The Little Admiral” here and plan to review “Disaster
at Dunkirk” soon. Both stories can be found in the book "Third Reich Victorious," along with several other alt-history scenarios.
Both of these stories provide insight into how things could
have easily been different and how important the small moments are. These stories also present ideas that are fairly simple to apply to AA gameplay as well.
"The Little Admiral” creates a world where Hitler’s primary focus
was the navy, not the military.
It is easy to use this concept as a building strategy in the game.
Germany simply builds navy. But this leaves Germany too weak in the fight
against USSR.
For alternative setups and house rules, it is easy to start the
game with additional German naval units already in place on the board. Numbers
can be adjusted to allow for more even gameplay. One method is to trade in land
units for an equal value of sea units. This way, while Germany becomes more
powerful at sea, they become weaker in Europe – UK may fall more easily, but
USSR will have an easier time of things.
“Disaster at Dunkirk” alters history so the British are not able
to evacuate from Dunkirk.
This change leaves UK less prepared, missing men and equipment,
and allows a situation where Germany can successfully prepare to invade UK.
In Axis and Allied 1940, France is divided into three territories and
Germany there are British units in France. An easy way to play this scenario
would be to have these British units removed from the board without a fight as soon as Germany
successfully captures Paris. Not only does this weaken UK, but it spares
Germany from losing any units through battle. While this is a very minor change
in the game, a few extra units can have a surprising effect on later battles.
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