Situation Report: Editorial

Slick Tricks and Trucks

from the Editor, Rick Gayler


And Speaking of Slick

It's trick time again, and I've got some dillies for you this time out. Following are some "Guest Tricks" mailed in by Rick Parker, a Huntsville Rules Twister, accompanied by my comments:

Trick #1:

(7A3) While retreating in the Arctic and Finnish theate rs, Soviet rail engineers regauge Soviet rail to standard gauge. This slows the German/ Finnish advance. This regauging was worse before the Finns were given a railroad engineer in TEN #7, but the trick can still slow an advance. As a house rule, our group has banned RRE units from regauging to a rail gauge that their side can not use.

[A commendable approach, which in my opinion should be made official. -RG]

Trick #2:

(14B) Stack a 1-RE 0-defense Axis artillery unit with a 1/2 RE unsupported unit. This not only provides support to the non-artillery unit, but also increases the defense strength of the artillery unit to 1, as "all Axis artillery units in excess of (the REs of non-artillery units) defend with a total strength of 1."

[Boo! This is a sick trick, taking advantage of a missing sentence in the SE rules. Artillery rule 14B in Fall of France covered this point quite eloquently by adding this sentence: "Artillery with a defense factor of 0 never contributes anything to the defense." This sentence was probably lost in an intervening rules set for a game which contained no 0 strength artillery units, and then was overlooked when doing the SE rules. It will be added back, if and when the SE rules are reprinted. -RG]

Trick #3: (7A1) Form Soviet defense lines on rails if possible. When evacuation becomes necessary, units can rail through German ZOCs without cost.

[This item is a standard part of any competent Soviet general's repertoire. Pay attention boys and girls. A 1-point Pos AA unit with orders to stay in the hex while all its friends rail away is just the ticket. A 1-6 rifle regiment is also good fodder for performing this rearguard duty. - RG]

Trucks

You might recall that I started a commentary on trucks in TEM #16. I will honor my commitment and elaborate further on proper truck usage during the Barbarossa period of FitE. However, this topic deserves a full-length, cohesive treatment to allow for the proper development and coverage of all the myriad variables of this Axis logistical dilemma.

Unfortunately, this will have to wait for a while until I can set aside a block of time appropriate to deal with this complex subject, as well as to create the proper graphics to illustrate the finer issues involved.

Sorry, Deen, I know I promised, but... no plan survives contact with the enemy, and my biggest enemy is time.

Upcoming Attractions

Future issues of the Europa magazine will contain numerous items of interest for your reading entertainment:

Frank Watson introduces additional information on point cities and other notable features of North Africa; Peter Robbins explains how he plays Europa by phone; Ben Knight weighs in with a trio of articles covering Balkan Front, Western Desert, and Spain and Portugal respectively; Harold Andrews provides revised Soviet OBs for Arkhangelsk and Leningrad Military Districts; Mark Pitcavage plots strategy for Case White; James Broshot expounds upon several Commonwealth units; and our readers continue to share their experiences gained while playing Europa.

Additional material under development includes a First to Fight chronology; new slick and sick tricks; updates on various aspects of Supermarina; more coverage of Shelby Stanton's history of Europa counters; and more glimpses "Inside Europa" with John Astell.

Later this year we plan to devote an entire issue to Scorched Earth. This "theme issue" will contain a number of actual 1941 deployments; a detailed play analysis of The Urals' 1943 Scenario; a 1944 Battle Scenario; an interesting potpourri of "home brewed" chrome rules; and a detailed study of how best to employ the forces of Rumania in the Barbarossa invasion.

The State of the Union


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