by Duane Romfoe
While writing "Forward... March!" I had to make some decisions as to what to include in order to keep it a reasonable length. Including all of the findings of the research conducted, and a discussion of it, would have resulted in an article three times the length of the one published. However, due to this editing some important material was left out, and I would like to briefly touch on some of it now. "In Eastern Europe, however, the horseman retained both his glamour and his usefulness... Conditions of climate, to some extent, account for Cavalry's present importance in Russia; more important, however, are the undeveloped roads... It [cavalry] will have to fall back on the very features that put the horse above the motorized vehicle: mobility in difficult territory, and temporary independence of supplies. It must not be overburdened with vehicles, which restrict its mobility. Above all, however, it must fight, refusing to be scattered and split up." From 'Armor and Speed in Warfare' by Colonel General Heinz Guderian, The Axis Grand Strategy, p. 220 "The experience of the Patriotic War confirms that cavalry, when it is correctly employed and given adequate air support, possesses fully as much mobility as it ever has in the past. In certain conditions - roadless terrain, mud, deep snow, for example - cavalry is even more mobile than mechanized forces, and in any case, it is no less mobile." From "Employment of Large Cavalry Formations," Battle for Moscow, p. 85 These two quotations capture the essence of the findings regarding the mobility of cavalry. With current Europa rules, and the base rules presented in the article, the mobility and combat ability of cavalry is not adequately represented. To properly represent the mobility of cavalry it should have full exploitation. This is particularly true if players are using the revised RR engineer rules contained in "Rails through the Russias" in conjunction with the rules in "Forward ... March!" I agree with Louis Rotundo that some type of mobility restriction on the average Soviet division is in order (Ref: TEM #11, "EXchange"). The question is, what form should it take? The most obvious form is to limit their exploitation abilities by time period. Although this is certainly a viable technique, I believe that there is a better, more general solution. There are many divisions represented in Europa which never showed the type of proficiency necessary to conduct mobile warfare. Rather than developing a rule to limit all of them by time period, I think that a good solution is to base the limitation on the characteristic which many of them share in common: low strength. This will limit, among others, the following types of units: Soviet 3 point Rifle Divisions, Luftwaffe Field Divisions, Security Divisions, French Category B Divisions, and Iraqi Infantry Divisions. This approach has an advantage in that it limits Soviet divisions as most of them appear initially, but allows them to "grow" out of the limitation by conversions and upgrades which reflect increasing capability on the part of Soviet units. I think that this captures the mixed historical performance of Soviet units well. It also gives a strong incentive to keep divisions with a lower combat ability, particularly specialist formations such as security divisions, out of the main battle areas. Providing this rule is not too strong in application, or too wide in scope, I think that it may be the best solution. Anyone using the rules in "Forward... March!" will find that they have the effect of encouraging the game to develop along historical lines at the Soviet border. The reason for this is that there is now a strong incentive for the Soviet to act historically. Unless the Soviet moves enough units adjacent to German units, the Germans can now make unopposed marches into the Soviet interior. As long as the Soviet units move adjacent to German units they might as well attack, although this is not required by the rules. Although this is not as strong a handling as Mr. Rotundo suggests in his alternative to the current surprise turn, it leads players in that direction naturally due to the alternate modeling of the movement abilities of the units represented by the counters in Europa. I believe that the rules in "Forward... March!" serve as a sound basis for at least an advanced movement rule. They provide a flexible and sophisticated movement system which eliminates some of the inappropriate results from the current system, such as the "run away" defense, with a minimal cost in overhead. So far I have not encountered any real problems with these rules, although it is possible that they may need some minor adjustments if wider play demonstrates the need. The two biggest questions with these rules are ones that I think need additional play to be fully resolved. These are:
2. With the current supply rules, should cavalry units be bound by mobility limits? These two rules (limits on exploitation, and full cavalry exploitation) interact to give the Soviet a new set of limitations and abilities. This combination hasn't been as thoroughly tested together with the current supply rules as the rest of the "Forward... March!" rules and therefore may need some additional balancing, although it seems to work fine so far. The only other concern I have is that unrestricted exploitation in poor weather may be too generous. All things considered I am confident that the rules presented in "Forward... March!" are viable, playable, and a more accurate representation of the mobility of the armies of the period than the current rules. That does not mean that there are no costs involved with using them. Like any change they require some adjustments on the part of players. I think that anyone who does take the time to adjust to their use will not go back to the current rules. The rules included in "Forward ... March!," with additions, now read as follows (ref: Scorched Earth rules): Change "Rule 6 Movement" to read: All phasing units may move during the movement phase. During the exploitation phase, all phasing combat/motorized and cavalry units may move at their full movement point value; all other phasing units may move at 1/2 their movement point value. A unit may always move a single hex (except into or across prohibited terrain) in a movement or exploitation phase. New: "Rule 6 C Unopposed Movement" The unopposed march rate may be used in the movement phase only. A unit making an unopposed march is considered to have movement points equal to 1.5 times its printed movement point value, and may move into enemy owned territory. A unit may make an unopposed march only if the following conditions are met: The unit must be in general supply at the start of the turn. Units marching unopposed may not engage in combat; however, they may overrun enemy units. A unit making an unopposed march may never start, move, or end movement adjacent to any enemyoccupied hex, except for hexes occupied by partisans, or units which are overrun under Rule 13. Units making unopposed marches may only spend movement points for movement and paying overrun costs. Change "Rule 31C Soviet Mobility Limits" to read: 31C Mobility Limits The following unit types may not move in the exploitation phase if: 1) they start that phase in the ZOC of an Axis unit, or 2) if they attacked during the preceding combat phase: 1. All non-c/m divisions (except cavalry) with 3 or less attack points regardless of nationality. 2. Soviet c/m divisions and c/m division cadres except Guards units. Soviet c/m corps and c1m corps cadres are exempt from this rule. 3. Artillery divisions. Change 39D1 Guards Cavalry from: "Once the armor RPs are spent, each Guards Cavalry unit has a limited exploitation ability. It may move in the Soviet exploitation phase, but it has its movement allowance halved in this phase." to "Once the armor RPs are spent, each Guards Cavalry unit is considered to be 1/6 AEC capable." Change Rule 31G Soviet Unpreparedness from: "On the Jun II 41, Jul I 41, and Jul II 41 turns, the following rules are in effect: In all weather zones except zones A and G, Soviet units with ZOCs have reduced ZOCs. Soviet fortified areas do not have the effects of fort counters." to "On the Jun II 41 turn, in all weather zones except zones A and G, Soviet units with ZOCs have reduced ZOCs. On the Jun II 41, Jul I 41, and Jul II 41 turns, Soviet fortified areas do not have the effects of fort counters." Terrain Effect Chart: Double all costs to cross rivers. Back to Europa Number 13 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 |