Great Patriotic War

Rules Amendment

by Frank Chadwick



Add the following to the descriptions to the Axis Panzer Movement Phase and Soviet Armored Movement Phase: "In addition, any other unit (ie. any infantry, mountain, airborne, or short unit) which begins the phase not in an enemy ZOC may move half of its movement allowance."

Note: This rule amendment is specifically designed to prevent the "fall back one hex a turn" tactic without eliminating the difference between mobile and non-mobile troops. There is now considerable motivation to leave behind delaying forces, and a general breaking off of contact will lead to a rapid general pursuit.

In the course of preparing this rule amendment, a much more substantial mechanical change occurred to me and I would like to present it as well. Europa players are, after all, incurable tinkerers in my experience, and you may enjoy tinkering with this rule. Note that when using this sequence of play, you should not use the rule amendment presented above. Sequence of Play

The sequence of play is altered as shown below.

First Player's Turn
1. Reinforcement-Replacement Phase
2. General Movement Phase
3. Combat Phase
4. Rail Movement Phase
5. Panzer/Armored Movement Phase
Second Player's Turn
6. Reinforcement-Replacement Phase
7. Rail Movement Phase
8. Panzer/Armored Movement Phase
9. Combat Phase
10. General Movement Phase

Initiative

Players determine initiative at the start of each game turn. Each player rolls one die and adds to that number the total of the command values (command radii) of all of his commanders currently in play. On turn 1, for example, the German player would add 6 (3-Rundsteadt, 3-Bock) while the Soviet player would add 0. The player with the highest modified die roll decides which player will be the first player and which will be the second for the current turn.

Whenever a player launches a shock attack, no initiative roll is made; the player launching the shock attack automatically has the initiative and moves first. Infantry is not allowed the 1 hex move in the Panzer/Armored Movement Phase when this rule is used. Instead, all attacks are conducted with a +1 column shift.


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