by Tom Johnson
After you have played Europa for awhile you begin to truly love those unsung heroes, the ENGINEERS. Not only the famed combat type, who brave shot and shell to storm the enemy fortress, but those quiet hardworking ones in the far rear (the "construction" types.) Indeed, in most games of the series it is impossible to even approach victory without using all of the engineer units to their utmost. Now we come to the frequent cry of the typical gamer: "Where are they?", followed immediately by, "I need MORE of them!" This article is about these units and what can (or should) be done with them from the viewpoint of proper military planning. Europa has several types of engineer units, ranging from "assault" to "combat" and from "rail" to 1. construction." Each has a definite place in the scheme of things and is not there just to provide the odd factor or two for stacks. The task, then, is to first understand the INTENT of the unit, and then to maximize its use according to your plan. ENGINEER TYPESFirst the unit types and uses: [Suggestion: Get the rules to Scorched Earth and turn to the section on special unit types, Rule 14.1] Assault These units lead the big attacks against fortresses or major cities (not a happy life, but ... ). They are given benefits to enhance their use in these assaults, but are not allowed to build anything (they just break things well). Combat These units combine the ability to build with the ability to fight; they combine a mix of construction and assault training to give them a more balanced capability. They can help the attack, but are normally best used in the construction role (as we will see below). These folks are the ones who "dig them, then die in them." Rail These units exist to regauge rail. They are the only unit that can do so and are thus primarily to be used that way. The SE rule allowing quick construction to be used with these people gives the player additional flexibility to extend his supply lines at a rapid clip (at least in good weather). Construction The slow, weak ones. But if used properly these units can give the offensive a boost towards victory, or a defense that critical edge to stave off defeat. These units are best used in the rear; they can hardly defend themselves, much less attack anyone. ENGINEER UTILIZATIONOffensive Now that we have reviewed the unit types and special capabilities of each, how does one integrate these into a plan to achieve one's goal? For an example I will reference German play early in Barbarossa, but the principles examined are similar for any offensive operation. The 2-10 Combat (CBT) types provide a highly mobile unit that can advance six hexes and then build a temporary airbase. The 2-8 CBT types can advance four hexes and perform this same task. From these bases Ju 87's and Me 109's can operate to provide added power and fighter protection to the spearhead forces. Using administrative movement, units of the 0-1-5 construction (CON) type can arrive in the next movement phase, take over the job of maintaining the temporary base and later begin construction of a permanent one if needed. By means of this "rolling" method, the German can provide his advancing force with fighter support to clear away enemy air units, and with short range, high bomb-load ground support units to assist in his drive. This can make a big difference to the drive as it leaves the area dominated by prewar Axis airbases and enters the zone of Soviet massed airbases. Rail engineers should be ready to advance as quickly as possible to the beginnings of Soviet broad gauge rail net and regauge either individually or using quick construction with the appropriate help from their fellows. The object, of course, is to regauge the maximum number of hexes along the main routes needed to speed reinforcements and resources to the spearhead. The remaining 2-6 CBT type units roll along with the infantry corps or use admin. movement to get into position to repair the rails to assist the rail engineers or build airbases to support the drive. Thus each type has a role and is accounted for in the plan. Defensive On the defensive, construction capability becomes most vital, and it is here that care must be taken to plan out the defense lines one wishes to establish. The parameters are the number of units that can build forts and airbases, the amount of resource points one wishes to expend on the project, and the space one wants to defend. In general, it is best to figure that a good defensive line will need two rows of forts: one solid row in the front, and a second 1-2 hexes to its rear with forts only in alternating hexes. Air bases should be placed to allow fighter coverage of the most threatened sectors, but not ignoring other possible attack routes. A further set of bases may be needed to ensure ground support aircraft are within range of an endangered sector. CON units should be available to quick construct forts to fill in gaps caused by breakthroughs, both in front and to the flanks (sides) to make the job of the reserves in containing the breakthrough easier. It is wise to retain some of the 2- 8/2-6 CBT units in pairs in areas where the enemy might bomb vital rail lines or where partisan activity is likely. Pairs are required so they can spend only half the movement point cost to repair a hit and allow vital units to rapidly transit the point. (REMEMBER, a broken rail cannot be used for ANY rail movement at all.) Rail networks are vital to sustain the defense of an area. Operating on just one line is fine while things are going your way, but should the situation change or other opportunities offer themselves, you could be stuck. On the defensive, a single line will make it very difficult to transfer troops to the sides of a breakthrough in order to seal it off. Make use of the rail engineers constantly. The first priority is to support the attacking spearheads, but when defending, get them working on lateral lines that can allow rapid movement of your units behind the front, without making long detours to the far rear. Tallying up the hexes listed in the SE 1942 Scenario indicates that the German has "converted" 244 hexes from broad to standard gauge. He has had 19 turns to accomplish this with his eleven regiments (counting the ten battalions added in "Rails through the Russias" in TEN #7 as five "regiments" for this calculation). This means each "regiment" has to convert just over 22 hexes, or approximately 1.1 hexes per turn. This sounds small, but remember the terrible effects of WEATHER on these units! Granted that during the fine weather they can crack off three hexes per turn or four using quick construction, but once MUD or SNOW hits the rate drops to an average of 1.5 hexes per turn or 2 hexes using quick construction. Also, these units take a turn or two to reach the broad gauge rails in most cases and any Soviet-induced delay adds to the problem. Care must be taken to ensure that the rail net will be able to sustain a good defensive in winter and give the needed access to the front for the offensive in the spring of '42. Having a general idea of where one wants to be when the bad weather hits makes the planning much easier. If you know that you will be capable of drawing supply from an existing railhead, then switch the rail engineers in that area to building either lateral lines, or extending other railheads where needed. CONCLUSIONTo summarize then: Be aware of the "job" of the engineers and tailor your plans to include these special talents and limitations just as you do those of the panzer or infantry divisions. Back to Europa Number 12 Table of Contents Back to Europa List of Issues Back to MagWeb Master Magazine List © Copyright 1990 by GR/D This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |