Plan Y?
Because We Like It

Options

by Mark Pitcavage


Whatever detection results are rolled (a 50-50 proposition), both players of the Plan Y scenario should find the game extremely challenging and fun to play. But if either player is having any problems, or if players just want to consider possible historical alternatives, try some of these:

1. Different Victory Conditions:

The Plan Y scenario victory conditions are not totally suited to the rules; one only has to read occupation rule 28D to discover this. Victory conditions based on victory points would add more flexibility to the game. Below is a VP Chart for such a system. It is unplaytested, and might require some "fixing" to perfect it. Based on the playing I have done, a requirement of 70 VPS for an Axis victory seems about right.

Note that several of the other options listed below involve additional victory point awards or penalties.

2. Because it is unrealistic that out-of-supply units could remain combat effective for up to four months, especially during the winter, use the supply effects from Scorched Earth for out-ofsupply units. This will primarily affect the Yugoslav player, and will do so adversely.

3. It is likely that after a period of time, Yugoslavia would have utilized its military manpower more effectively. Accordingly, starting on the Feb I turn, allow the Yugoslav player to convert supplied 0-1-5 units into equal numbers of replacement points. Only infantry units can be replaced with these replacement points, and only four points per turn can be generated.

4. Whether realistic or not, all of those Yugoslav 0-8 antiaircraft units get really irritating. To alleviate frustration, starting on the Jan I turn, allow supplied 0-8 AA battalions to combine into 1-8 AA regiments. Three 0-8 battalions are required to create a 1-8 regiment; these regiments will have an AA strength of 3. You must create these counters.

Optional Plan Y Victory Point Chart

Caeture of Capital +20 VPs
Capture of Partial Hex City +15 VPs
Capture of Dot City +10 VPs
Capture of Reference City + 5 VPs
Per turn Capital is uncaptured after Feb I - 5 VPs
Per Axis air unit destroyed - 3 VPs
Per Yugoslav air unit destroyed +2 VPs
Per Axis Inf or Cav division eliminated - 2 VPs
Per Axis Arm or Mtn division eliminated - 3 VPs
Per Yugoslav division eliminated (See note) + 1 VP
Per Axis garrison missing per rules Per rules Note: Yugoslav divisions eliminated prior to full mobilization are not counted for this purpose.

5. One of the largest problems the Italians had when invading Greece was supplying their army through the relatively small ports in Albania. Accordingly, allow no more than 20 REs of units to be supplied through each port in Albania (for ease of play, the Axis player does not have to specify through which port a particular unit is tracing supply; note this eases supply-line considerations as well).

The capture of Bar can add 15 REs to this, if the road between Bar and Durazzo belongs to the Italians.

If players agree on this rule, they might also allow up to 10 REs of Italian units to trace a supply line to Bulgaria (if Bulgaria is active). This would, however, allow some Italian units to be in supply while attacking Beograd.

6. The Germans would probably have been as likely to assist an Italian invasion of Yugoslavia as one of Greece. Accordingly, let the Axis player call for German assistance. He can do so no more than twice, and suffers -3 vp for each call in addition to the costs listed in the rule 28A2a. The Axis player can choose to call for less than 5 REs if he so desires.

7. It is not that farfetched that Great Britain or Greece might have chosen to provide limited help to the Yugoslavs. Great Britain would of course have done everything in its capacity to aid the Yugoslavs, while Greece might have provided limited aid if it felt such aid would not provoke a German response.

At the end of the first turn, the Yugoslav player rolls two dice twice and consults the Aid Tables (see below). The first roll is to determine British/Commonwealth participation; the second to determine Greek aid.

If any British assistance has been granted, subtract one from the Greek assistance die roll to represent Greek fears of German intervention.

8. Yugoslav troops in exile might have helped the Allies much as did the Poles, Greeks, Dutch, Belgians, Norwegians, and French. Accordingly, for each RE which crosses the border into Greece during the game, the Yugoslav player gets 1 VP (1/2 if it is a 0-1-5). Croatian and Slovenian units do not count towards this total.

9. It is quite plausible that Germany and Hungary might have allowed Italian units transit through their countries. Therefore allow up to 15 REs (per game) of Italian troops to travel through the territory of the two above named countries; these troops are also in supply if they can trace overland and/or road supply to a rail hex in either of those countries.

10. Yugoslavia could hardly know which of its neighbors would attack; therefore no 0-1-5 units based on the German or Romanian border may enter nonborder (German or Romanian, of course) hexes until Jan I (by when presumably intentions would have been divined). Similarly, units based on the Hungarian and Bulgarian borders may not enter non-border hexes until those countries intervene.

11. Use rule 28A1a with the following modifications: The 3-RE garrison is now a Greek Defense Garrison, the garrison must be maintained on or south of the 14A:4200 hexrow, and the garrison must no longer be maintained only if the Yugoslav player owns at least two cities in Albania.

One or two of these options might add a little spice to the game, or adjust balance between players of unequal experience. Whether or not you choose these options, I urge you to try Plan Y - it is a welcome addition to Europa scenarios, just as Balkan Front is a welcome addition to Europa games.

British/Commonwealth Aid Table

    Die Roll Effect
    8 or lower: No effect.
    9-11: British send air reinforcements as per reinforcement chart, staging through any airbase in Greece. These units can be withdrawn in the same manner during any Allied air phase.
    12: British send ground reinforcements, pressuring Greece to allow them to use Thessalonike as a supply terminal. Use reinforcement chart; British units can only trace supply to Thessalonike. British ground reinforcements are not received if Axis controls all cities in Macedonia. If at any point this event occurs, all British ground units must evacuate.

Greek Aid Table

    Die Roll Effect
    7 or lower: No effect.
    8-9: Greece will supply any Yugoslav units which can trace a valid supply line.
    10: As above, plus Greek air units can fly missions in Yugoslavia. Greek air units must still base in Greece, and cannot perform offensive ground support. They suffer standard penalties if lost.
    11-12: As above, but Greece will provide assistance much as will Germany. Yugoslavia can call for up to 5 REs at same VP costs, once per game. Units must trace supply back to Thessalonike. In addition, Greek air units can perform offensive ground support. Cost per unit lost in combat or out of supply at end of the game cost 2 VPs per RE (3 VPs per mountain unit RE).

Plan Y? Because We Like It Italian Invasion of Yugoslavia 1939


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