by Mark Pitcavage
Europa players are, in general, curious folk, slightly different from your average wargamer. It would be unusual, for instance, to come across a Europe Aflame player debating the exact number of guns, tanks and men that make up each counter. Europa players are people who have discovered and relish - the wealth of detail available in the highly-playable Europa system. The inclination towards detail that draws players to the Europa system also orients their thoughts. This emphasis on particulars is evident in both the endless rules-fiddling which Europa players undertake and in the nature of articles published by the Europa magazine. Recent articles have included an analysis of assault gun counters and an essay on terrain that corrects the location of some remote glacier hexes. Few other game systems, especially at the Europa level, are able to offer such in-depth looks at game design and analysis. However, this advantage possesses a corresponding disadvantage - it draws players away from the higher realms of military operations, namely strategy. In the pages of TEM, only one article has appeared in recent issues that dealt to any extent with strategy (and that one, an excellent article by Roy Lane, was entitled "Russian Tactical Doctrine!"). This can be compared with The General which manages to include an article on Third Reich in most issues, despite the fact that the magazine covers a great many games. This fact raises many questions: are the Europa games ill-suited for strategic analysis? Is there a realm for strategy in Europa? Do Europa players dislike writing articles on strategy? My answers to these questions would be, in order: "somewhat," "yes, and "definitely." This article is the first in a projected series which will include strategic overviews of various Europa games. Hopefully, these articles will generate goodspirited debate and will open a discussion of strategic avenues available in the various games. If they are wildly successful, they might even give a dedicated counter of tank rivets something else to think about for a while. Before this discussion can go any further, it is necessary to define what strategy is. It is a nebulous concept, difficult to pin down, and often used to describe different things. Allan R. Millet and Williamson Murray, editors of the 3-volume series Military Effectiveness (a must-read for any serious Europa enthusiast), provide the following worthwhile working definitions of the various levels of military concepts: "One cannot assess military
effectiveness without fundamental
judgments about the purpose of military
activity (national policy); the translation
of political objectives into broad plans for
military activity (strategy); conceptions
for the use of military forces in the
destruction of enemy forces, the
resources for war-making, and political
will (operations); and the techniques of
the actual use of firepower and
maneuver to kill the enemy and destroy
enemy targets (tactics)."
[1]
How then, does Europa fit into this
scheme? In what areas are players able
to make effective decisions? The
highest sphere, that of national policy,
is beyond the pale of most Europa
games. In almost every case, players of
Europa games are locked into preset
courses of action before a single
counter is lifted. This is not to say that
Europa players are devoid of options -
any player can inform you to the
contrary - but rather that Europa players
have a lack of national options.
The German player in Case White,
for instance, can't decide upon a
negotiated settlement before the
invasion, nor can a player with Fire in
the East and Near East decide to
invade Turkey in order to outflank his
opponent.
Nor can a Europa player, in
general, decide upon national policy.
Either national policy has already been
set before the game begins, as in
Case White, or the victory conditions
reflect the political goals. There are
numerous reasons for this, from a
desire to reflect history to a concern
for playability. Certainly an Italian
player in Marita-Morkur would set
different goals than the historical ones
had he the choice.
This is not to say, however, that
even on the level of national policy a
Europa player is completely unable to
make decisions. The possibility of
invading Switzerland in Fall of
France, or Vichy Syria in Western
Desert, certainly falls into the realm of
national policy, to at least a limited
degree. Nevertheless, one would have
to admit that the Europa system has
not been designed to operate on such
an elevated level.
The next highest level, then, is the
area of strategy, the translation of
political objectives into broad plans for
military activity. Strategy can further be
divided into Grand Strategy and Petit
Strategy with no value judgments
implied. Grand Strategy covers
industrial mobilization, resource
utilization, troop commitment and other
nonbattlefront decisions that would
enable a country to achieve its political
goals.
Petit Strategy covers the use of
the products of Grand Strategy to
achieve those goals. The decisions in
1942 and 1944 by Germany to
increase its industrial potential represent.
Grand Strategy; the Allied
decision on a Second Front in France
in 1944 represents Petit Strategy.
Europa allows players to make
Petit Strategic decisions, but not
Grand Strategic ones. Perhaps the
foundation of Europa is the detailed
OB, which informs players of
reinforcements or withdrawals.
Generally, no provision is given for the
player to refuse to withdraw certain
forces, or to voluntarily withdraw
others. Nor are industrial or natural
resources taken into account in the
games, with the exception of the
abstracted factory and oilfield rules in
Scorched Earth and The Urals (and
perhaps with good reason; I would pity
the player who had to worry about his
bauxite).
Petit Strategy, on the other hand,
is closer to operations in nature, and
as such, is more represented in the
Europa games. The Europa games
define themselves as being operational
in scope (see Scorched Earth, p. 1),
and their scale - divisions, regiments
and battalions - gives credence to that
claim. Nevertheless, as George Orwell
might have said had he been a
wargamer, some games are more
operational than others.
Certainly Scorched Earth
contains more than the purely
operational decisions to make. On
such a large scale and covering an
extended period of time, the game
allows players to make a number of
decisions that reflect historical
imperatives. Does one place the main
effort in the north or in the south?
Should the emphasis be on the
destruction of enemy forces or the
occupation of territory? What troops
should be in Finland, etc?
This is not always the case in
Europa games. Players do not always
have the flexibility to make such
decisions. The Allied player in Fall of
France, for instance, has his strategy
planned before the game starts; the
French player must move his mobile
divisions into Belgium to repel the
supposed German main thrust. In
general, though, Europameisters have
the power to plan the campaign
themselves, and this area, Petit
Strategy, is the one most applicable to
Europa.
There is one further area of
strategy that cannot be overlooked in
any discussion of any game, Europa or
otherwise, and this is the area of
Game Strategy. Gamers are certainly
familiar with Game Tactics - in Europa
this can range from factor counting (an
odious and time consuming habit; I
hope all gamers out there allow only
limited inspection of stacks) to figuring
out exactly how much AECA needs to
be included to get the desired modifier
and even to arranging air-to-air combat
matches the best possible way.
Game Tactics range from the
harmless and perfectly natural who
wouldn't use combat engineers if a city
had to be assaulted? - to horrible
(people who optimize every single
combat, and sometimes even write
them down, are my personal pet
peeve). The term rules lawyer has
been invented for masters of Game
Tactics; perhaps the better term ought
to be rules sergeant.
Regardless of whether or not one
is a user or abuser of Game Tactics,
they are a part and parcel of every
game - it is the nature of the beast.
The more complicated the game, the
more involved the Game Tactics will
become, and Europa is a very complex game.
Game Strategy is similar to, but
not the same as, Game Tactics. It is
unlikely that "Slick and Sick Tricks"
would ever expound upon an item of
Game Strategy. Game Strategy - as
opposed to strategy - arises from the
the fact that games are simulations
designed to portray various actual
historical occurrences, and as
simulations sometimes use artificial
means to achieve their ends. Thus
there sometimes arises a difference
between "game goals' and the actual
historical goals of the participants involved.
An example might make the idea
of Game Strategy more clear: In
Western Desert, the Axis player is
awarded 30 victory points for every six-
month period in which he is in control
of Cyrenaica.
An Axis player on the retreat near
the end of this six-month period might
decide - and would be smart to do so -
to fight fiercely, perhaps even
sacrificing certain forces, for the turn or
two required to rack up the victory
points, following which the forces could
retreat for as long as they wanted.
Does this equate historically? In
general, no. Although one can make
up historical rationales for hanging on
as long as possible to this piece of
land for that short time period, there is
no historical equivalent. At the highest
level of command, Hitler fought against
any retreats whatsoever; lowerdown,
Rommel was loathe to waste troops on
a hopeless stand. But in game play - which is by definition artificial - the
decision might make sense.
The Marita-Murkur victory
conditions offer another case in point.
Although there were historical
conditions for invading Crete in 1941,
the only game reason to invade the
island is to avoid a tie, or to increase
your victory level. Therefore, if the
German player has been very
successful he need not invade Crete at
all - certainly a warping of the historical
rationale for Operation Merkur.
It might seem that the existence of
game strategies would be detrimental
to a game or game system. To some
extent this is true; the examples listed
above show that such strategies might
well produce ahistorical results.
On the other hand, a wargame that
did not have game strategies - even
very elementary ones - could hardly be
considered a wargame. This is
because game strategies unlike game
tactics, which arise because of
conditions in the rules - arise from
victory conditions. If a game has no
victory conditions, or if it merely had a
referee who told the the players at the
end who won, then players would not
resort to using game strategies.
Likewise, if a player or players
paid no attention whatsoever to victory
conditions, then the significance of
game strategies would largely
diminish.
This, of course, is unlikely to
occur. Virtually all people who play
wargames competitively use the
victory conditions of that game. Even
people who prefer or resort to solitaire
gaming usually use the victory
conditions to measure how well each
side performed. Therefore, the
existence of game strategies is almost
unavoidable. This should not cause too
many problems - people who are used
to the idea of hexagons and to the idea
of "zones of control" ought to be able
to handle this concept as well. And
luckily for Europa's players, its games'
victory conditions are usually such that
game strategies are kept to a
reasonable minimum.
In conclusion, I'll answer the
question that some of you must be
asking about this article: "Okay, but
what's the point?" My purpose was to
show where Europa fit into a strategic
context, and to provide a context to
discuss Europa strategy in the future.
For astute readers, this article
ought to provide several kernels of
thought, but I'll highlight one, since it is
of relevance to all Europa players: If
Europa games are at heart operational
games, how much/little will Europa
have to be changed in order to become
Grand Europa? How can the same
framework that produces such
excellent campaign games be used to
produce a game of, essentially, Grand
Strategy?
The problems of translation are of
necessity enormous. For example, the
orders-of-battle (the heart of the
Europa system) are historical orders of
battle. That is, their sources are the
historical campaigns themselves.
But what happens if a game of
Grand Europa develops ahistorically?
What if, for example, the Germans
manage to do better than they did
historically? If that is the case, do the
Germans still get the quickly-raised
and poorly trained units several years
later that they actually did in '44-45?
Every participant of the war based
some of its force-raising decisions on
the results of previous campaigns.
What is the other alternative - a force
pool where each player can decide
what type of unit to produce? Would
this be Europa ?
There are many more questions
that can be asked about Grand Europa,
but these are enough for now. For the
future, look forward to an analysis of Marita-Merkur.
[1]
Allan R. Millet and Williamson Murray,
"The Constraints of the Waging of War:
Military Effectiveness in the Twentieth
Century", unpublished manuscript.
Victory Points and Strategy in Europa [E29]
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