Europa Boot Camp

Basic Training

By Deen Wood


Rule 1: Introduction

Welcome to Europa Boot Camp. If you are new to the Europa system, these rules will assist you to learn to play an Europa wargame. Since these rules are generic, they can be used with most existing Europa games. While providing much of the flavor of the Europa system, the Boot Camp rules are streamlined and designed to be learned quickly and easily.

You will learn the important features of the system, including combined arms, logistics, air power, and the special value of armor. While the Boot Camp rules do not provide as much realism as the standard rules set, remember that the goal here is simply to learn to play an Europa wargame and to have fun. When you are ready for more detail, step up to the standard rules and charts for a fuller view of World War II.

When using the Boot Camp rules, start with those listed under the Basic Training section. After you are comfortable with them, add on the rules in the Advanced Training section.

The Boot Camp rules are written to cover as wide a range of Europa games as possible. To play a specific Europa game, use the Boot Camp supplemental rules for that game. These rules contain all the additional information you need for play.

Rule 2: Components

The components necessary for playing each game (maps, counters, charts, etc.) are specified in the Boot Camp supplemental rules for that game.

Rule 3: General Game Concepts

Here are some of the basic concepts and definitions used throughout these rules.

A. Units

When the term units is used by itself, it refers to ground units only and does not include naval units or air points. The term forces refers to ground units, naval units, and air points collectively.

Units are differentiated by size and type, as shown on the Unit Identification Chart (UIQ:

1. Divisional Unit: Any unit with the division, divisional grouping, or corps symbol, except for headquarters. All other units (brigades, regiments, battalions, batteries, cadres, and headquarters) are non- divisional units.

2. Artillery: All unit types listed on the Unit Identification Chart as artillery. Note that for game purposes antiaircraft and antitank units are not considered artillery.

3. Combat/Motorized: Any unit type listed on the UIC as combat/motorized or which has the motorized symbol (two wheels) used in conjunction with its unit type symbol. Note: Combat/motorized is abbreviated "c/m" in these rules. "Non-c/m" refers to units that are not combat/motorized.

This is the 2nd Motorized Infantry Division. It is a c/m unit.

B. Game Mechanics

1. Fractions. Unless otherwise stated, always retain fractions when halving. For example, half of 7 is 3 1/2.

2. Cumulative Effects. Unless otherwise stated, all effects to units' strengths and all modifications to die rolls are cumulative. For example, a unit halved in strength twice is quartered in strength.

3. Die Rolls. All rolls made using two dice are specifically identified as such in the rules. All other rolls are made using only one die.

4. Accumulation. Each player receives various abilities which he may use on a turn-by-turn basis (such as moving units by rail). These abilities may not be accumulated from turn to turn unless the rules specifically allow them to be accumulated.

C. Ownership

A player owns a hex if: 1) his units occupy the hex or 2) his units were the last to occupy the hex.

D. Major City

A major city is any partial hex, full hex, or multihex city. A major city hex is any hex of a major city. E. Sides.

1. Axis. The Axis player controls the forces and owns the territory of the Axis nations in the game.

2. Allied. The Allied player controls the forces and owns the territory of the Allied nations in the game.

3. Neutral. Some nations are neutral and are controlled by neither player. A nation that joins one side during play has its forces controlled and territory owned by that side's player.

Rule 4: Sequence of Play

The game is played in a series of game turns. Each game turn consists of a first player turn followed by a second player turn.

A. Sequence

Each player turn consists of the following phases:

1. Initial Phase. The phasing player receives reinforcements and replacements. Both players determine the supply status of their units.

2. Movement Phase. The phasing player moves his ground units.

3. Air Phase. Players allocate bomber and fighter points.

4. Combat Phase. The phasing player resolves attacks made by his units.

5. Exploitation Phase. The phasing player may move his c/m units again.

B. Phasing

During the first player turn, the first player is the phasing player and the second player is the nonphasing player. During the second player turn, these roles are reversed.

C. Restrictions

Unless otherwise noted, activities may not be conducted outside this sequence. The activities mentioned above are explained in detail in the rules which follow.

Rule 5: Zones of Control

The zone of control (ZOC) of a unit represents the control a unit exerts over the surrounding terrain. ZOCs affect many activities in the game, as covered in the appropriate rules.

Only divisional units have ZOCs.

A unit's ZOC is exerted through the six hexsides of the hex the unit occupies into the six surrounding, adjacent hexes. A unit prohibited from entering a specific terrain type or crossing a specific type of hexside does not exert a ZOC into that hex or through that hexside. For example, no unit exerts a ZOC through an all-sea hexside.

Rule 6: Movement

A. General

Any or all phasing units may move during the movement phase. A unit's movement rating is the number of movement points (MPs) the unit may normally spend in a movement phase. A unit may move up to the limit of its movement rating, as restricted by terrain, ZOCs, and supply. The phasing player moves his units voluntarily; a unit is never required to move.

Each unit spends MPs as it moves from hex to hex. It spends a varying amount of MPs for each hex entered; this MP cost depends upon the type of terrain in the hex being entered and, in some cases, on the type of terrain of the hexside being crossed. The movement effects column on the Terrain Effects Chart states the MP costs for the various terrain types. The MP cost to cross a hexside is in addition to the cost to enter a hex; it is indicated by a plus sign W in front of the cost. The notation "prohibited" means that type of terrain may not be entered or crossed by a unit (such terrain is called "prohibited terrain").

A unit must stop as soon as it enters an enemy ZOC and may move no further that phase (Exception: Advanced Rule 13-Overruns). Note that a unit that starts its movement in an enemy ZOC may move directly from one enemy ZOC to another enemy ZOC, but must then stop immediately.

There is no movement point cost to enter or leave an enemy ZOC.

In general, a unit may not enter a hex occupied by an enemy unit. Exceptions to this are covered in the appropriate rules.

A unit may always move a single hex (except into or across prohibited terrain) in a phase in which it may move. The unit may enter an adjacent hex, even if the cost to enter the hex exceeds the number of MPs the unit has available that phase or if the unit is moving directly from one enemy ZOC to another. The unit must then end its movement.

A unit with a movement rating of "0" may not move from the hex it occupies for any reason. If forced to retreat due to a combat result, it is eliminated instead.

Overruns (Advanced Rule 13) may occur during movement. Special forms of movement, such as rail movement, are covered in separate rules.

Weather may affect movement and is covered on the Terrain Effects Chart or by special weather rules contained in the supplemental rules for each game.

B. Exploitation

In the exploitation phase, all phasing c1m units are allowed to move again, following the movement rules presented in Rule 6A above. C/m units begin this phase with a full movement allowance (as modified for supply) and may move normally, including conducting overruns. They may use road movement. They may not use rail movement. Note that a unit's supply state for the entire player turn, including the exploitation phase, is determined in the initial phase of that player turn.

Rule 7: Transportation Lines

There are two types of transportation lines: railroads and roads. A unit may use the transportation line movement rate only when moving in hexes directly connected to one another by the line. Both road and railroad movement may be combined with regular movement during the same movement phase. A unit may participate in combat after moving on a transportation line.

A. Railroads

All units pay 1/5 MP per hex to move by railroad. A usable railroad consists of friendly-owned, connected rail hexes. Units moving by rail must stop upon entering an enemy ZOC; units moving by railroad may not move through enemy ZOCs. The number of units a player may move by railroad per turn is specified in the supplemental rules for each game.

Some games have high and low capacity rail lines. Both types are "railroads" in the Boot Camp rules and do not differ from one another.

B. Roads

A unit moving along a road pays the MP cost for clear terrain for each hex it enters; the actual terrain costs for hexes entered and hexsides crossed are ignored. Movement along a road is subject to the same limitations as regular movement. For example, a unit moving along a road must stop upon entering an enemy ZOC.

Roads may be used in both the movement and exploitation phases.

Each railroad may also be used as a road. So, even when a unit is prohibited from using a railroad in a hex, it may still use the rail line there as a road.

Movement Example

In clear weather an 8 MP cavalry unit enters a woods hex across a minor river hexside (3 MPs = 2 MPs for the woods hex and +1MP for crossing a minor river hexside), then a woodedswamp hex along a road 0 MP = same as clear), and then a forest hex (2 MPs). Although the unit has 2 MPs remaining, it decides to voluntarily end its movement in the forest hex.

Rule 8: Stacking

A. Stacking Limit

Only a limited number of units may stack in a hex. Up to six units of any type (including artillery), no more than three of which may be divisional units, may stack in a hex. In addition to these six units, two non-divisional artillery units or one artillery division may also stack in the hex. So, the maximum possible stacking limit is eight units in a hex.

B. Effects

Units may not voluntarily end any phase, except the initial phase, in excess of the stacking limit. If, as a result of combat, a unit is forced to retreat in violation of stacking, it must continue to retreat until the stacking limit is no longer violated. If it cannot do so, it is eliminated instead. The stacking limit is not in effect at the end of the initial phase (i.e., overstacked reinforcements and replacements are not eliminated before they have a chance to move).

Rule 9: Combat

During the combat phase, the phasing player's units may attack adjacent enemy units. However, no unit may attack into or across terrain prohibited to that unit. Attacking is voluntary; units are never required to attack.

A. Combat Procedure

1. Modify the attack (combat) strengths of all units attacking into an adjacent enemy-occupied hex due to terrain, weather, supply, and support as appropriate. Total the attack (combat) strengths involved, and add any offensive air support bomber points to the total.

2. Modify the defense (combat) strengths of all units in the attacked hex due to supply and support, as appropriate. Total the defense (combat) strengths involved, and add any defensive air support bomber points to the total.

3. Compare the total attack strength to the total defense strength in the form attacker:defender to obtain a combat ratio. Round this ratio down in favor of the defender to correspond to a combat odds ratio on the Combat Results Table. For example, an attack strength of 34 attacking a defense strength of 9 is 34:9, which rounds down to 3:1.

4. Roll one die, and modify the number rolled by any terrain effects and by any special effects (such as armor effects). Cross-index the adjusted die roll with the odds column to obtain a combat result. The combat result affects the units involved in the combat; implement it immediately.

B. General Restrictions

1. No unit may attack or be attacked more than once per combat phase.

2. All units defending in a hex must be attacked collectively, with their defense strengths combined. Units in a hex may not be attacked individually.

3. Each attack must be directed against the units occupying a single hex. Two or more enemyoccupied hexes may not be attacked in a single attack.

4. Units stacked in the same hex may attack into different hexes, but each hex attacked must be resolved as a separate combat.

5. A single unit may not split its attack strength so as to attack more than one hex.

6. The attacker determines the order in which the attacks are resolved.

7. Any attack at odds in excess of the highest odds on the Combat Results Table (CRT) is resolved at the highest odds on the table. Any attack at odds less than the lowest odds on the CRT is an automatic AE (attacker eliminated) result.

C. Combat Results

Consult the Boot Camp Combat Results Table for an explanation of the potential combat results.

D. Losses

All combat losses are calculated using the printed strengths of the involved units. Terrain,, weather, supply, and support may modify strengths for combat resolution, but these factors are not considered when assessing losses. When determining losses, always use the attacker's attack strengths and the defender's defense strengths.

Bomber points may aid units in combat. However, the bomber points are not included when determining combat losses. Bomber points themselves are never affected by ground combat resolution.

E. Cadres

Various divisional units are able to take losses in combat and remain in play at reduced strengths. These units have cadres printed on the backs of their counters. When such a unit is eliminated in combat, it is reduced to its cadre instead of being removed from play. When calculating the total strength loss in a combat, the strength of a divisional unit reduced to a cadre is counted fully. For example, an 7 strength point division reduced to a 3 strength point cadre is counted as a strength loss of 7, not 4.

F. Movement After Combat

1. Retreats

When a unit is required to retreat, the owning player must move it one hex away from the hex it occupied during combat. A unit must be retreated in accordance with the following priorities: 1) to a hex not in any enemy ZOC and not in violation of stacking; 2) to a hex not in any enemy ZOC, but in violation of stacking; 3) to a hex in an enemy ZOC (regardless of stacking). When a unit violates the stacking limit, it must continue to retreat, in accordance with the above priorities, until the stacking limit is no longer violated. If it cannot do this, it is eliminated. A unit which retreats to a hex in an enemy ZOC is reduced to a cadre; if it does not have a cadre (or already is a cadre) it is eliminated. A unit with no retreat route except into or across prohibited terrain or into an enemy-occupied hex is totally eliminated, even if it has a cadre.

Defending units which retreat into a friendlyoccupied hex which is subsequently attacked in the same combat phase contribute nothing to the defense of the hex. These units are affected by all combat results achieved against the hex, but their combat strengths are not counted at all for any exchange purposes.

German c/m units (only) may ignore enemy ZOCs when retreating if they retreat to a friend ly-occu pied hex. If they retreat to a hex unoccupied by friendly units, they are affected by enemy ZOCs as normal. Note: Only German c/m units have this special retreat ability. All other units, including units stacked with German c/m units, do not have this ability.

2. Advances

Advance after combat is voluntary. If an attacked hex is cleared of defending units, the attacking units may occupy the hex, up to the stacking limit. The advance must be performed immediately upon resolution of the attack, before any other attack is resolved. Defending units may not advance after combat.

G. Zero Strength Units

A unit with an attack strength of 0 may not attack by itself. It may voluntarily be included in an attack made by other units, whereupon it is affected by the results of the attack (including advance after combat). A unit with a defense strength of 0 is automatically eliminated when attacked, unless it is stacked with at least one unit with a defense strength greater than 0.

H. Terrain Effects

The terrain of the defender's hex and the terrain of the hexside across which an attack is made may affect combat resolution. The combat effects column on the Terrain Effects Chart summarizes these effects. The references to AEC refer to armor capabilities, as explained in Rule 10. Terrain is rated by its effect on units attacking into such a hex or across such a hexside. Die roll modifications (e.g., - 1) apply to the die roll used to resolve the attack.

Rule 10: Armor Effects

All divisional c/rn units have Armor Effects Capability (AEC) and provide an AEC bonus in combat. For each attacking divisional c/m unit, the attacker adds 1 to the die roll, up to a maximum of +4. For each defending divisional c/m unit, the defender subtracts 1 from the die roll, up to a maximum of -3.

Example>

An attacker has five armored divisions and two infantry divisions participating in a combat. He gets a +4 die roll modifier. The defender has one armored division, one motorized division, one armored regiment, and an infantry division. He gets a -2 die roll modifier (for the armored and motorized divisions only; the armored regiment is not counted for purposes of AEC). The net AEC effect on the die roll will be +2 (i.e., +4 - 2 = +2).

AEC bonuses may only be used in clear and frost weather. Note that AEC bonuses are cancelled by some terrain types, such as swamp. Note: ATEC (Antitank Effects Capability) is not used in the Boot Camp rules.

Rule 11: Support

All units possess an intrinsic combat ability as given by their printed combat strengths. However, some units, termed "unsupported" units, are unable to use their strengths fully due to lack of supporting arms. Most units have supporting arms:

1. All divisional units.

2. All artillery units.

3. All units with a supported symbol (a dot) in the upper left hand corners of their counters.

All other units are unsupported. An unsupported unit has its combat strength halved as long as it remains unsupported.

Units with supporting ar ms may provide support to unsupported units. When defending, any of the three types of units with supporting arms provide support for all units stacked with them. When attacking, the unit providing the support must participate in the same attack as the units it is supporting, as well as being stacked in the same hex with them.

Rule 12: Supply

The effectiveness of units is affected by supply conditions. Units operate to their full extent if they are in supply; they operate less effectively if they are out of supply.

A. Supply Lines

The supply condition of a unit is determined by the tracing of a supply line. A supply line may not be traced into a hex occupied by an enemy unit, into a hex in an enemy ZOC unless the hex is occupied by a friendly unit, into a prohibited terrain hex, or across a prohibited terrain hexside.

B. Tracing Supply

The supply status of all units of both sides is checked during the initial phase of each player turn, after any reinforcements or replacements appear. Units out of supply at this time are out of supply throughout the entire player turn.

A unit is in supply if an overland supply line can be traced from the unit to a supply source, or to a friendly railroad or road that leads any length to a supply source.

An overland supply line may be 7 hexes in length in clear weather, 3 hexes in length in mud, rain, poor, or winter weather, and 4 hexes in length in snow or frost weather.

An Example of Tracing a Supply Line

C. Supply Sources

Each side has its own supply sources, as listed in the supplemental rules. A supply source may be used only by its own side, and only if that side owns it.

D. Effects

A unit in supply has its full combat strength and movement allowance available. A unit out of supply has its combat strength and movement rating halved.

You have just completed Basic Training. You may now move on to the supplemental rules and play a game of Europa. When ready, return for Advanced Training.

Europa Boot Camp


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