Europa Boot Camp

Advanced Training

By Deen Wood


Rule 13: Overruns

Overruns may occur during the movement and exploitation phases. The phasing player performs an overrun by moving units into a single hex adjacent to the enemy units to be overrun; the overrunning units may not exceed the stacking limit of this hex. The overrunning units must have a total attack strength sufficient to achieve 10:1 odds or more against the enemy units being overrun. Overrun odds are computed in the same way that combat odds are, taking all terrain, weather, supply, and support modifications into account, including hexside effects.

For example, non-artillery units would be quartered when performing an overrun across an unfrozen major river hexside.

Special Case: Offensive and defensive bomber points are ignored for overrun purposes.

All units performing an overrun must be able to enter the hex being overrun; each overrunning unit must spend 2 extra MPs for the overrun, plus the MPs normally required to enter the hex.

Units performing an overrun may ignore the ZOCs of units in the hex being overrun. However, they may not ignore the ZOCs of other enemy units, and must stop immediately when entering the ZOC of an enemy unit that is not being overrun.

Enemy units in the hex being overrun are completely eliminated and removed from play (even if they have cadres).

The units performing an overrun must enter the hex being overrun. They may continue moving if they have sufficient MPs remaining and are not in an enemy ZOC. If they are in an enemy ZOC, they must stop moving unless they or other friendly units overrun the enemy unit exerting the ZOC.

In both Example #1 and Example #2, the German 1st Pz XX overruns the Polish 44th Inf cadre. In both examples, the 1st Pz XX must enter the hex containing the 44th Inf cadre and end its movement, as it will be in the ZOC of an enemy unit (8th Inf XX) not being overrun.

Note that overruns may be made directly from one enemy ZOC to another provided that all the overrunning units begin the phase adjacent to the enemy hex being overrun and have sufficient MPs to enter the hex, including the 2 additional MPs for the overrun. An example of this case is shown in Example #2 above.

A unit with insufficient MPs to pay the full MP costs to enter the hex being overrun may not pa.rticipate in the overrun, even if it has not moved at all in the phase.

Overrunning units may use the road movement rate when executing an overrun if all other considerations for road movement are met.

Rule 14: Special Rules

A. Engineers

1. Construction Engineers

Construction engineers and other construction units have a variety of construction abilities, as described below.

A construction unit may build a fort in any hex, except one already containing a fort or fortress. The construction unit begins building a fort during its initial phase and must be in supply. (Place a fort counter on the unit to show the construction.) It takes one game turn to build a fort in clear or rough terrain and two game turns to build a fort in any other terrain.

For example, if a fort in a woods hex is begun during the Axis initial phase of the Sep I 41 turn, then it will be completed in the Axis initial phase of the Oct I 41 turn. (When completed, place the fort counter at the bottom of the stack.) If the construction unit leaves the hex at any time before the fort is completed, the fort counter is removed from the map.

A construction unit may build a permanent airfield in any clear, rough, woods, or wooded rough hex (including such hexes containing other features such as reference cities or forts), except one already containing a permanent airfield. A permanent airfield is built in the same manner as a fort, taking one turn to build in a clear or rough hex and two turns to build in a woods or wooded rough hex.

a. Weather

Poor weather (mud, frost, winter, poor, rain, and snow) affects construction abilities. All construction costs are doubled.

Example: Two turns are required to build a permanent airfield in clear terrain during poor weather.

b. Construction Limits

The number of airfields and forts that a side may build is specified in each set of Boot Camp supplemental rules.

2. Combat Engineers.

Combat engineers are construction units. Also, when at least two of the units attacking a major city, fortress, fortified hexside, or fort are combat engineers, the combat resolution die roll is modified by +1.

3. Assault Engineers.

Assault engineers are not construction units. They do have the special combat abilities of combat engineers. In addition, an assault engineer attacking a major city, fortress, fortified hexside, or fort has its combat strength doubled. For example, a 1-8 assault engineer battalion attacking a fort would have an attack strength of 2 and would be counted as one combat engineer unit toward the two necessary to receive a +1 die roll modifier.

4. Maximum Modifier.

The maximum modifier for combat and/or assault engineer units in combat is +1 no matter how many of these units are present.

5. Railroad Engineers.

Railroad engineers have no special abilities when using the Boot Camp rules.

B. Divisional Breakdowns

Divisions are not allowed to break down or assemble when using the Boot Camp rules.

C. Rail-Only Units

A unit with a printed movement rating of "R" may not move except by using rail movement. In combat, it may attack any adjacent hex; however, it may not advance after combat. A rail-only unit required to retreat may retreat only to a hex it could enter using rail movement. If there is no such hex available, the unit is eliminated instead.

D. Fortifications

When an enemy unit captures a hex containing a fort, the fort in the hex is destroyed. Forts may be built during the game by engineers (see Rule 14A1).

Fortresses and fortified hexsides are printed on the maps. When captured by the enemy, the fortification effects of these hexes are immediately and permanently lost. A fortress or fortified hexside may not be built or repaired during the game.

E. Weather

Weather may affect many activities in the game, as covered in the appropriate rules. Rules for determining weather conditions, and any special effects they may have on play, are specified in the supplemental rules for each game.

Rule 15: Air Rules

A. Air Phase Sequence

Activity within the air phase occurs in the following sequence:

1. Phasing Player Bomber Point Allocation.

2. Non-Phasing Player Fighter Point Allocation.

3. Reduction of bomber points due to fighter point allocation.

4. Reduction of bomber points due to AA fire. B. Bomber and Fighter Points.

No air unit counters of any type are actually placed on the map. Instead, the supplemental rules for each game specify the number of bomber and fighter points each player has available. These points may be used by that player in each of his turns.

Transport air units and gliders are removed from play when using the Boot Camp rules.

C. Air Concepts

1. Allocation.

A player allocates his bomber points during his air phase. He allocates his fighter points during the enemy player's air phase.

2. Bomber Points.

A player allocates his bomber points to specific hexes as offensive air support (OAS) or defensive air support (DAS) during his Air Phase. Each bomber point allocated as OAS adds 1 to a player's attack strength against the designated hex during the following friendly combat phase. Each bomber point allocated as DAS adds 1 to a player's defensive strength in a predesignated hex during the following enemy combat phase.

Suggestion: Write down the allocation of bomber points for reference.

OAS may never contribute more than the printed attack strength of the attacking ground units. DAS may never contribute more than the printed defense strength of the defending ground units. Additional bomber points may be allocated to anticipate reductions due to enemy fighters and/or AA fire.

Each player has a limited number of bomber points, as explained in section B above. Each bomber point may be used only once per player turn. A bomber point allocated as OAS may not also be allocated as DAS in the same player turn, or vice versa.

3. Fighter Points.

A player may allocate his fighter points during the enemy's Air Phase to specific hexes to negate enemy OAS or DAS. Each fighter point allocated to a hex negates 1 enemy bomber point.

Each player has a limited number of fighter points as explained in section B above. Each fighter point may be used only once per player turn.

4. Losses.

Bomber or fighter points are never lost due to combat during the course of the game.

5. Weather.

Weather has no effect on fighters. In rain, mud, poor, snow, and winter weather, the number of bomber points allocated to a hex is halved. This halving is done after reductions due to enemy fighter points and AA have been applied.

6. Terrain.

Terrain has no effect on bomber points.

D. Air Reinforcements

Air reinforcements are received in most Europa games. The corresponding increase in the number of bomber and fighter points for each side and when they are available will be listed in the supplemental rules for each game.

1. Withdrawals.

In some games air power must be transferred to another battle front during the course of the game. The corresponding decrease in the number of bomber and fighter points for each side and when they are no longer available will be listed in the supplemental rules for each game.

2. Other.

Ignore any air replacements or conversions of air units that may be listed on the various orders of battle.

Rule 16: Airbases

Major city hexes, dot cities, fortresses, and permanent airfields are airbases.

A. Airbase Capacity

Air points are allocated from airbases. All airbases have a capacity of 10 bomber points and 10 fighter points (i.e., you can allocate no more than 10 bomber points from Base "A" in your turn and no more than 10 fighter points from Base "A" in your opponent's turn).

Air points may be allocated from one or more airbases to the same target hex. Air points may be allocated to more than one target hex from the same airbase. Any number of bomber and fighter points may be allocated to a hex, limited only by the number of airbases in range and the total points available.

B. Allocation Range

Bomber points may be allocated to any hex within a 15-hex range of a friendly-owned airbase. Fighter points may be allocated to any hex within a 5-hex range of a friendly- owned airbase.

C. Airbase Capture

Enemy airbases may be captured and used. An enemy airbase is captured when a friendly ground unit gains ownership of its hex. A captured airbase immediately becomes friendly-owned and may be used from the instant of its capture.

D. Airbase Removal

During his turn a player may abandon any of his permanent airfields. Remove abandoned airfields from the map. The airbase capacity of cities and fortresses may never be abandoned or diminished.

Rule 17: Antiaircraft

Various units and locations have antiaircraft (AA) strengths and are able to reduce enemy air support.

A. Capabilities

1. Combat AA Units.

A combat AA unit is any unit with the AA symbol, a unit size, and a combat strength. A combat AA unit has its AA strength printed in the upper left corner of its counter.

2. Position and Naval AA Units.

These units are removed from play when using the Boot Camp rules.

3. Intrinsic AA.

All fortresses and major city hexes have an intrinsic AA strength of 2 points. All dot cities and permanent airfields have an intrinsic AA strength of 1 point. This AA strength is never lost or diminished, regardless of changes in ownership.

B. Effectiveness

All AA strength points in a hex may fire upon enemy bomber points allocated to that hex. Every strength point of AA negates one enemy bomber point. Note: AA may not be fired against the nonphasing player's defensive air support during the phasing player's turn.

You have now completed Advanced Training. You may again use the supplemental rules and play a game of Europa. When you are ready, you may move on to the standard rules set for a more detailed look at WWII.

Europa Boot Camp


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