Strategy by AI · Ongoing Wargame № 1
France against Germany, 1935–1940
A country that held the resources to prevail and lost on strategy, not on the battlefield. We replay it — not to relive 1940, but to discover what France could have done, turn by turn, with only the knowledge it had at the time.
France in 1940 is the clearest case in modern history of a failure at the level of strategy, not of force. France had the divisions, the tanks and the industry; what it lacked was a strategy equal to its situation, and the will to execute one. That is precisely the level Strategy by AI models — and precisely the level ordinary wargames cannot reach.
We chose it for three reasons. It is self-validating: everyone knows what actually happened, so the alternative strategy the methodology recommends can be judged against real history. It is counterfactual: the interest is not in replaying the defeat but in discovering the France that could have been. And it showcases the one thing no other system offers — a Germany that behaves from its own 1935 structure, not from a script written with hindsight.
Who plays — the hybrid gallery
The Blue Cell
France’s strategic leadership
A 6–8 seat cell that makes France’s decisions at each fork — the seats reproduce the Third Republic’s real leadership (premier, General Staff, Quai d’Orsay, War, Finance, and more), assigned at onboarding once Documents 1–4 reveal them. A Président-du-Conseil chair holds the final decision.
The Public Gallery
Follow, question, vote
Open to all, organised into factions behind each seat. The gallery reads each published document and figure, argues the forks in the open, and votes its own preferred move alongside the cell’s — the audience and the pressure-test.
The Facilitation Team
Strategy by AI
Builds and plays Germany from its dossier, runs the turn engine, adjudicates each move under the rule of disciplined play, and sets the fog the cell receives.
The Sponsor
A professional wargaming board
Convenes the players and hosts the game. The board sets the pace, the decision windows, and the density of the fog.
Why play — the value you gain
A wargame is a real commitment of time. Here is what each kind of participant carries away from it — knowledge, skills, and an experience you cannot get from a book or a lecture.
Take France’s chair in 1936, decide under the fog they actually had, and find out whether you could have changed 1940.
Follow history’s most consequential strategic failure, replayed with the ending left open — and help decide it.
Rules of play
- Asymmetric build. The Blue cell builds France through Modules Two–Four by the internal-executive workflow; the facilitation builds Germany by the external-investigator workflow. Each side’s opening dossier may be shown to the other; nothing after it is.
- Blue goes dark. Once competitive play begins, the France cell no longer receives Germany’s documents. Its only knowledge of German action is the methodology’s situation analysis — which it may question and correct through the workflow. The fog descends.
- The fork mechanism. At each decision point the methodology computes Germany’s most probable move and issues a deliberately limited set of figures — France’s perception, not the truth. The cell reads them, verifies against what it holds, and decides within the sponsor’s time limit. Germany’s decisions at its own forks are made by the methodology, building the tree of outcomes.
- The product is the tree. The game’s deliverable is not who “won” but the turn-by-turn tree of outcomes — the map of decisions, divergences and their consequences — read back in the closing seminar.
The hindsight gate — how we keep it honest
Because everyone knows Germany attacks in 1940, the game’s rigour depends on one gate. It converts the question from a moral one (“did you use hindsight?”) into an evidentiary one (“can you justify this from your 1937 picture, and is it within France’s capacity?”). Every Blue decision is submitted with a short rationale and checked on two counts:
- Information support — the rationale may cite only the intelligence France holds at that date. A move whose only justification is knowing the outcome has no evidence behind it.
- Structural feasibility — the move must lie within France’s own capacity as its dossier defines it. A choice that requires transforming French institutions faster than 1935–40 allowed is infeasible, not clever.
A move that fails either check is returned for revision — and the return is published to the gallery as part of the lesson. Bold, forward-leaning moves that are both supported and feasible are welcomed: that divergence from history is the entire point, and each turn carries a short historian’s note on where France departed from its real conduct.
The module-outcome map — this game, module by module
This is the engine’s universal spine instantiated on the 1935 case. It is a living map: each row’s documents and figures are published as we produce them through the analytical phase (late October), so the audience can watch the actors take shape before competitive play begins.
Sequence of play — 1936 to May 1940
The competitive game runs from the Rhineland trigger to the fall of France. Five decision points are Module Six turns, where the France cell must decide and each activates only the execution sub-assessments the juncture stresses. Between them, warning activations inject the changing scene — light to run, and the raw material of every decision. The game terminates at the May 1940 culmination; the full Module Six synthesis then reads France’s alternative history against the real one.
Rhineland remilitarised
TriggerCloses the strategic-situation analysis and opens strategy formulation. France’s response to the fait accompli is the opening move of competitive play.
Spain: war and Non-Intervention
WarningA threat opens on France’s rear — the Pyrenees and North Africa. France chooses non-intervention; the Rome–Berlin Axis begins to form. Scene & actors.
Spain: the dress rehearsal
WarningCondor Legion, Guernica, Italian divisions — enemy air and armour tested in the open. Italy drifts from the Stresa Front into the Axis; France reads capability and loses a counterweight. Power technologies; actor realignment.
Anschluss
Module Six turnActivates: Commitment · Command & Control · Tempo. Does France act on Austria, and can its command decide at all?
Munich / Sudeten crisis
Module Six turnThe central fork — France’s Czechoslovak alliance and the choice to stand or fold. Activates: Centre of Gravity · Cohesion–Collision · Culmination.
Occupation of Prague
Module Six turnAppeasement collapses; the guarantee pivot. Activates: Adaptation–Change — the strategy-change trigger.
Spain: Franco’s victory
WarningAn Axis-aligned but cautious Spain fixed on the Pyrenees; the Retirada refugee wave. The southern flank is settled adverse. Spatial expanse; strategic risk realised.
Khalkhin-Gol
EmergencyGermany’s global-strategy gambit via Japan fails: the Soviet victory keeps the USSR active in Europe and turns Japan toward the Pacific. The Soviet Factor is set. Strategic risk × variability; the Soviet & Japan factors.
Molotov–Ribbentrop Pact — the concession
EmergencyThe Soviet counterweight France never secured is conceded to Germany. Hitler manages the Soviet risk “in another way.” Actor realignment; power-pole shift.
Invasion of Poland — and the Pact in operation
Module Six turnPoland’s army destroyed; the USSR takes eastern Poland; the partition holds without clash — the concession proven real. Activates: Commitment · Tempo & Friction — France’s Saar decision and the Phoney War.
Winter War — Finland
WarningSoviet westward pressure under the secret protocol; the Red Army’s weaknesses exposed and re-read by all sides. Actor capability re-assessed.
Oil and ore
WarningThe scramble for Romanian oil and Scandinavian iron ore — France’s economic-strategic periphery, and the road to Norway. Power technologies & resources.
Invasion of Norway
EmergencyTempo and fog rise across the northern theatre on the eve of the decisive blow. Feeds the culmination turn.
Invasion of France
Culmination · game endThe decisive engagement. Activates: Centre of Gravity · Culmination & Reversal · Strategic Termination. The game closes; the full Module Six synthesis reads France’s alternative history against the real one.
Calendar
Cell onboarding & seating
The Blue cell is onboarded and the 6–8 seats are assigned once Documents 1–4 reveal France’s leadership structure.
Analytical phase — public
Modules Two–Four published over the build: France and Germany take shape in the open, document by document, figure by figure. The learning phase, and the shared knowledge baseline.
Formulation — competitive play opens
Module Five. The France cell formulates its strategy; Germany’s yardstick and behaviour are set. Blue goes dark.
Execution — turn by turn
Module Six. History is injected as it broke; the cell decides at each fork under fog; the tree of outcomes is built to the May 1940 culmination.
Assessment & seminar
The tree of outcomes is read back — France’s alternative history measured against the real one, and the lessons drawn.
Take part
Join the public gallery to follow the analytical phase, argue the forks, and vote your own moves.
Apply to the France cell if you want to make the decisions. Seats are limited and named.
Follow the game on LinkedIn and X · convened with a professional wargaming board.