What was case yellow




















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The Notice is then published by the General Secretariat in our database, which alerts police in all our member countries. While some of our Yellow Notices are restricted to law enforcement use only, many are available publicly. Search Yellow Notices. If you have any information that could help locate or identify the people listed as missing on this website, please contact your local police authority and the INTERPOL General Secretariat as soon as possible with details.

In most cases the Germans have the initiative and go first by playing one of their four action chits. Each German chit is marked for movement or combat, and the German player chooses what his army will do though the German player during the course of a turn must use two chits for movement and two chits for combat. At the end of movement, any panzer or motorized formation adjacent to Allied units has the option to attack. If combat is chosen, all German units adjacent to Allied units may attack if allowed by terrain.

Two Allied chits are marked two for movement and two for combat — not both. The creaky Allied command structure will bedevil the Allied player throughout the game.

Need to move? Sorry — you just drew a combat chit. Set up to attack? You drew a move chit, and only the number of motorized formations equaling the roll of a six-sided die can attack. Zones of control reflect that the infantry of both sides still fight by the rules of World War One. Infantry units must stop when entering an enemy zone of control. Mount a one hex infantry attack against a defender hex, and you attack only the units in the defender hex.

Mount a two hex or greater infantry attack against a defender hex, and all adjacent enemy hexes must also be attacked large-scale infantry attacks take time to set up, and the defender has the time to integrate adjacent units into the defense plan. Motorized units play by different rules, though the Germans with their better-trained, veteran formations do it much better than the Allies. Only a solid line is proof against motorized unit exploitation and envelopment, and only so long as combat does not create gaps.

Additionally, motorized units only may attack a defender hex from two hexes without engaging any other adjacent defender units — the speed of motorized concentration allows the attack to go in before a traditional defensive response can be established. The Luftwaffe is present in overwhelming strength, allowing the German player to negate the toughest defensive positions if necessary. Each Luftwaffe asset marker provides a one column shift on the combat table.

Each Allied air asset marker provides the same shift, but there are far fewer Allied markers — not that the Allies had far fewer planes they had almost as many , but the Allied air-ground coordination was so cumbersome that planes usually did not arrive in time to influence the battles being fought. Fortress Holland. This introductory scenario is playable on an 8. It features the major Dutch and German units that fought in The Netherlands.

Duration is two game turns. The German player employs airborne and air landing troops to form a friendly corridor for German motorized troops to reach the heart of the Netherlands and end the war in The Netherlands quickly before the Dutch can fully mobilize.

Can you pull off a flawless airborne landing instead of the historical disaster around The Hague that almost doomed the German efforts? The Historical Campaign. Ten game turns and the entire map. Consequently, in February the German army war-gamed Manstein's plan. In contrast to the original plans for Case Yellow Manstein's plan coupled simplicity with deception and concentrated strength.

Manstein's plan featured an aggressive operational tempo; strong combined arms German armies would attack into the Netherlands and draw allied forces to meet what appeared as the German army's main attack axis. At the same time the primary strike force, including the strongest armored concentrations, would attack through the thinly defended Ardennes and penetrate deep behind the Allied forces advancing into Northern Belgium and the Netherlands.

Upon breaking out of the Ardennes the German armor would turn, but not southwest into France as the allies anticipated. Instead, the German armor would turn northwest, driving to the English Channel, and trapping the Belgian army, Dutch army, the BEF, and France's best armies in one huge pocket. In seeking to strike a decisive blow Manstein's plan met the essential elements underlying German army doctrine since its Prussian antecedents.

In spite of the strength of his ideas, Manstein still needed a break if he were to have a proper hearing on the merits of his plan. Manstein got his break when Henning von Tresckow, one of Manstein's former students at the General Staff, and one of the leading organizers of the wartime military resistance to Hitler's rule, turned out to be friends with General Schmundt, Hitler's Wehrmacht ADC.

From these connections, Manstein found his most powerful supporter. Hitler reviewed Manstein's work and instantly took to the plan. As a result, on February 17, Hitler approved Manstein's plan, issued new Army Operational Orders, and consequently changed the course of history.



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