by Jeffery Turner
For those of us, who play cardboard wars all by our lonesome, such things as hidden movement and surprise invasions can be a problem. Just how do you surprise yourself? Fire in the East and the other Europa games that use airdrops, amphibious invasions, and of course Scorched Earth's partisans present this solitaire dilemma. To help you get around this difficulty, below are a few ideas and guidelines to put a little fear and loathing into invasions and sabotage campaigns. Air/Sea InvasionsHow do you account for the possibility of your enemy detecting your invasion force and having on hand, or quickly marshalling, forces to thwart your attempts at battering "his" shores? In normal twoplayer Europa your surprises are planned in advance, and if the enemy does not have sufficient covering forces you execute the air- or seaborne invasion as preplanned. When the "enemy is us," you can't really use this normal sequence and simulate the risk and rewards of a surprise from the sea or air. So, I offer this simple procedure that will let you execute your omniscient invasion but with the possibility of a nasty surprise.1. Plan the invasion as normal but execute it the same turn you plan ft. This is a departure from the standard rules. Do not resolve the disruption die roll for airborne operations or resolve combat for amphibious invasions until after step 2. 2. Now for the bit of uncertainty. Perform the following die rolls: Reaction Distance: Roll one D6. This number is the "reaction distance." This defines how far an enemy unit can be, in hexes, from the invasion hex and execute a "reaction move." Subtract 2 from the die roll in poor weather. Number of Reacting Units: Roll one D6 and consult the following table.
This is the number of units that may exe- cute a "reaction move" adjacent to your invading units. The units must be within the "reaction distance" defined above. Subtract 1 from the roll if the weather is poor. Note which units made this non- standard move. They may not move in the next friendly movement phase. They may move in the exploitation phase if eligible. This method puts some uncertainty back into invasions if you are playing all alone as I do. If you want to adjust the maximum number of units or the maximum reaction distance, please do so to suit your own tastes or historical research. I admit I haven't done any research to see when and how efficiently forces were marshalled to meet an invasion. PartisansThey come out of nowhere and destroy that vital bridge or railway and put the 10th Army out of supply. Or they pay a visit to the local "birdfarm" and destroy that one dive-bomber unit you needed for the current armored onslaught. Here are a few simple home- brewed rules I use to keep the security units busy in the rear areas. The basis of this system involves a little bookkeeping but will assign targeting priorities to partisan units and keep you from knowing which units are real or dummies until they attack.1. Recruitment. When you get your units, turn them all upside down and shuffle them so you don't know which ones are real and which ones are the dummies. This keeps you in the dark and thus simulates the uncertainty in two-player games. 2. Unit Placement. Before you place the units per the standard rules, assign a priority target to each. Again, you don't know which units are real or not. Place the unit as close as possible to its assigned target while obeying the standard rules. Move it towards the assigned target in as straight of a line as possible while obeying the movement rules. When the partisan unit is at its target, resolve the attack as normal. At that time you will know whether your attack is successful or not and if it is a real unit. Once you know whether the unit is real or not, you should continue trying to attack the assigned target while obeying the standard rules. Finally, you cannot assign more than one partisan unit to the same target hex. For example, if two partisan units are assigned rail lines as their target, they cannot attack the same rail line hex. I hope these simple rules will help those of you playing solitaire enjoy partisans and air/sea invasions more. While these rules may not be historically accurate, I have fun with them. Hopefully, your security units will be used for anti-partisan warfare instead of mere garrison duties, and your partisans will not sit in your Scorched Earth box without a purpose. Back to Europa Number 3 Table of Contents Back to Europa List of Issues Back to MagWeb Master Magazine List © Copyright 1988 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 |