by John M. Astell
In Issue 29's "Europa On Line," the harp section of the great Europa orchestra plays upon the theme of non-overrunnable double lines. (These have the silly acronym of "NODLs"-the crux of the matter is, however, overrun-proof lines, OPLs, and doubled lines is a secondary detail.) In a nutshell, the plaintive tune goes: You know the maximum stack the enemy can build. You thus know the minimum stack you need so that the enemy can't overrun you. Now, if you have enough troops, you form an OPL to limit the enemy advancewith overruns impossible, the enemy now can only move up to the OPL and attack it. If you have even more troops, you form a second OPL somewhere behind the first, to limit the enemy exploitation after combat. The tune is played in a frustrated key of The Ride of the Valkyries, because, of course, only the Soviets have the troops and space to take advantage of OPLs over the course of many turns. (By the way, OPLs allow almost exactly the reverse of a runaway defense. It's ironic that Europa gets criticized in the same issue for allowing both runaway defenses and forward defenses. No pleasing some people, I guess.) The first question is, is this even a problem? It certainly isn't a central failing of the system, as the trumpet section in the article blared forth. Let's take a look at a few factors:
If there's no real problem with OPLs, then what's with all the harping? Well, I think that there is a problem somewhere else, which people blame on OPLs. Fire in the East/Scorched Earth doesn't quite simulate the extent of the confusion and loss of control the Soviets suffered at the start of the campaign. The Soviet plan (stopping the enemy on/near the borders, then counterattacking and advancing into enemy territory) proved unrealistic, its execution was botched, and, in true Soviet totalitarian style, the high command didn't know how bad things were because no one dared to tell them. FitE/SE's surprise turn and first turn Soviet restrictions cover a part of this, but allow the Soviets to recover from the shock too quickly. This lets the Soviets extricate troops, form OPLs, and start limiting the German advance sooner than they should. It's not a fatal problem, but it's enough to be dissatisfying. What can we do? First, let's dispense with requiring the Soviet player to set up with an exact historical deployment for 22 June 1941, as some have suggested. No way am I going to force the Soviets to sit in barracks for over a week while the Germans range at will. (Would you require a defending football team, no matter how inept, to stand still for the first 30 seconds of a game?) Things simply did not happen this way. We can, however, tune up the initial deployment. In the border areas, the mechanized corps were actually deployed some ways back, while the infantry typically hugged the border. (The mech corps were to move up as the situation developed and counterattack the invaders.) This deployment situation can be represented legitimately. Instead of all forces of the border armies deploying "within 5 hexes of the Soviet border," let's try:
In theory, these deployments reflect the situation, allowing the Germans to pierce the infantry screen before the mechanized forces can move forward effectively. In practice, these new deployments need to be tested thoroughly, to see if they work or if they make the Soviets too weak. Next, insert a Soviet reaction phase at the end of the German surprise turn (and before the first regular German player turn). The reaction phase represents the Soviet defense plan kicking in and going awry. In the reaction phase, the Soviet player gets to move Soviet units (except position AA) that are within 7 hexes of "active enemy units" but are not adjacent to any enemy unit. (Active enemy units are all Axis units in Greater Germany and the Soviet Union, as Axis forces elsewhere (Norway, Finland, Romania, etc.) haven't started operations yet.) Units qualified to move have their movement allowances halved in this phase. For each hex containing units allowed to move, the Soviet player rolls one die and consults the success table; roll for all hexes before moving any units. Success means the Soviet player can move these units as he wishes (including not moving them at all). Failure means the Soviet player rolls one die for the hex and moves the units there one hex in the following direction:
Note: If all units required to enter a particular hex cannot enter the hex due to stacking, units up to the stacking limit must enter the hex and the rest do not move. This rule simulates the overwhelming confusion and misfiring of plans that went on in reaction to the invasion. Expect odd things to happen, such as mech corps wandering into swamps. Historically, two tank divisions reportedly did drive into a swamp and got stuck. The German player in the following player turn gets to exploit this confusion, just as the Germans did historically. As above, this rule needs to be tested thoroughly to see if it works well or is too favorable for the Germans. The net effect of these rules is to let the Germans pierce the Soviet front more effectively and to prevent surviving Soviet border-area units from forming a new line as easily as before. The Soviet first turn restrictions remain in force, with these additions/changes:
Well, here's a lot for Europa players to test. If you try these rules, please report your results to EX-change. Inside Europa You Ask, I Answer
Victory in Europa Mountain Units and Operational Flexibility Grand Europa Economics Partisans Finland HX: Exchange Commentary Army Group North Operations Leningrad 1941 Tournament Cancelled Overrun-Proof Lines Back to Europa Number 31 Table of Contents Back to Europa List of Issues Back to MagWeb Master Magazine List © Copyright 1993 by GR/D This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |