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Let's look at "Scorched Earth Partisan Rule 40 Revised" in Issue
30. First, some commentary on its introduction:
- Hex Blockage: The article mentions that players use
partisans to try to block the enemy out of hexes.
1) In particular, players put partisans in rail hexes to
try to hinder German railroad regauging efforts. But, this is
exactly the problem the Germans encountered when they tried to
get the Soviet railroads into operation: they had to first clean out
the partisans, survivors of smashed Soviet units, and other riff-
raff from the rail lines. 2) Players also put partisans
immediately behind the Axis lines where a Soviet offensive is
scheduled to come in, to force the Axis to retreat further than
usual. Again, this is indeed historical: this was the mission, for
example, given the partisans for the assault on Army Group
Center in 1944. (The Soviets actually hoped the partisans could
block German units from retreating at all, so that the assaulting
forces could destroy them outright, but this was beyond the
partisans' abilities.)
The hex blockage component of the partisan rules was
included to cover these historical considerations. The case can be
made that perhaps hex blockage is more effective than it should
be, but the rules aren't wrong per se for including hex blockage.
- Sabotage (Part 1): The article asks: "Why can partisans blow
ports while actual combat units cannot?" In my opinion, most
combat units just don't contain the expertise to wreck a port.
They can do some superficial damage, sure, but the historical
evidence isn't there for most units doing anything substantial to
ports. To do that, you need to bring in experts, and the best way
to represent this in the game system is to restrict port demolition
to engineers.
Partisans are different: they get lots of demolition
experience of all types. Further, the Soviets could and did send in
experts (by air at night) to assist and control the partisans'
efforts. With this in mind, if the Germans let partisans run
around loose in a port, you can bet the Soviets will find the
means to damage it.
- Sabotage (Part 2): "There seems to be evidence indicating that
partisans performed few, if any, acts of sabotage against airfields
and air units." There is a reason for that, and it's not that
partisans are too stupid to recognize enemy airbases when they
see them. It's that the Germans guarded their airbases, so that a
band of men with submachineguns and hand grenades wouldn't
destroy expensive aircraft. The partisans, not being stupid at all,
preferred to blow up unguarded rail lines than to attack guarded
airbases. Had the airbases not been guarded, you can bet, again,
that the partisans would be taking out aircraft left and right. The
rules, thus, recreate this situation: if you do not guard your
airbases, you must take your lumps.
The article goes on to revise the partisans in two significant
areas: attack ability and displacement.
- Attack Ability: The rule gives partisans a quarter-strength
attack ability against regular combat units, with dire results to the
partisans if they get anything other than DR, DH, or DE. The main
effect of this seems to be to give the partisans the ability to scrag Axis
position AA at will. (This makes airbases even more vulnerable to
partisans, paradoxical to the article's earlier complaint!) The attack
ability is at once too liberal and too restrictive.
I designed a partisan vs. regulars combat system for the SE
partisan rules. I never put it into formal rules language, as it seemed an
unnecessary complication to an already-complex situation: partisan vs.
regulars happened so rarely in this theater that it could be ignored. (The
situation in the Balkans is different, and I planned to bring out the
system when we eventually covered the Balkan partisans.) Well, I guess
it's time to bring it out.
A partisan unit represents many small partisans bands, operating
more or less independently, scattered throughout the hex. To collect the
bands up into an effective fighting force, able to attack large (battalion-sized or bigger) regular units requires time and organization. Further,
collecting the bands into a coherent unit means the partisans lose their
special abilities. There's too many of them in one place, under regular
military discipline to boot, for them to effectively elude enemy forces or
to merge successfully into the civilian population. To represent these
considerations, at the end of a Soviet player turn, the Soviet player may
convert any of his partisan units from 14 partisan mode" to "regular
mode," by flipping the counters over to their revealed sides. (The current
partisan rules define partisan-mode abilities.) A regular-mode partisan
unit functions exactly like a regular combat unit (can be overrun, no
retreat before combat, supply, support, etc.), including the ability to
attack. Note that the Axis gets a turn to react to a concentrating regular-mode partisan unit. Also at the end of any Soviet player turn, the Soviet player can
convert any regular-mode partisan units to partisan mode.
Partisan units are always recruited in partisan mode, never in
regular mode.
With regular mode, we can lose the hex blockage mechanics from
partisan mode. If a player really wants to block a hex, he'll convert
partisans there to regular mode.
- Displacement: I've advocated displacement for partisans in the
past, but now that I've seen it in print, I'm less sure. It seems open to
abuse: the Germans can place chaff units in lots of hexes and then "herd"
the partisans to particular hexes where antipartisan units will finish off
the "roundup." I can just see a bunch of construction regiments and the
like carpeting an area, so that a security division can then force local
partisans to displace to a particular hex. This seems very gamey and
possibly fatally flawed.
Instead of displacement, I suggest "mixed stacking:" partisanmode
partisans and enemy regular units are allowed to stack in the same hex.
This was my original system, which I abandoned solely for game play
considerations-historically, partisans and enemy regular units could and
did "share the same hex." It proved difficult to play the game with this
mechanic. Soviet players would stick partisans at the bottom of Axis
stacks and hope the German player would forget the partisans were
there. German players typically would spend a significant amount of
time each turn checking stacks simply to find partisan counters. This
slowed the game down too much, so I adopted the current SE system.
Well, I've thought of a way to make it work without slowing
down the game. When partisans and enemy units are in the same hex,
always place the partisan counters at the top of the stack of counters in
the hex. That way, players can quickly see where all the partisans are
without endlessly thumbing through stacks. (There is one slick trick the
Soviet player can pull if using this rule: place a partisan in a hex with a
single Axis unit and hope the German player thinks the stack consists of
two partisans and thus forgets about his unit. This doesn't seem a major
problem, as my experience indicates the German player typically has a
good idea where his units are and anyway usually checks out visible
partisan stacks to make sure they aren't up to anything important.)
Mixed stacking works with few modifications to the current rules:
- APZOCs: APZOCs of units in a hex that contains
enemy partisans have no effect on the partisans in that hex. (Due
to the intermingling of the regulars and partisans in the hex, it's
assumed the regulars there are unable to form effective cordons
against the partisans. Note that antipartisan units in other hexes
still have effective APZOCs against the partisans in the hex, and
that the anti-partisan units in the hex do have effective APZOCs
against partisans in other hexes.)
Example: A German
security division is in a hex with a partisan-mode partisan unit,
attacking it in the German combat phase. The combat result
requires the partisan to retreat, and the APZOC of the security
division is ignored for the retreat.
- Combat: Units may (but are never required to) attack enemy
partisan-mode units in their hex. (Units in adjacent hexes may
attack, too).
- Regular-Mode Partisans: A partisan-mode partisan may
convert to regular-mode even if the unit is in an enemyoccupied
hex. In the following enemy player turn, the enemy units in the
hex may move from the hex during the movement phase, or they
may stay in the hex and must attack the regular-mode partisans
there during the combat phase, per the same-hex combat
provisions of Rule 25C.
(Note: It is conceivable that a partisan unit could convert to
regular mode in a hex containing a 0-attack strength enemy unit,
which subsequently remains in the hex for whatever reason. To
handle this situation, modify Rule 9G, Zero Strength Units, to
allow 0-attack strength units to attack. However, if the total
attack strength of the attacking ground units is 0, then the
attackers receive an automatic AE result.)
Dismissal: With regular mode added in the game and with hex
blockage no longer a feature of partisan-mode, we can dispense with
mandatory dismissal.
Conclusion: These partisan rules aren't written up rigorously, but
they outline how things work. If you have a "reasonable" opponent, you
can incorporate them into your game. I invite the partisan revisers of the
Issue 29 article to work through these cases and to formalize their
language.
Inside Europa You Ask, I Answer
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© Copyright 1993 by GR/D
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