by Rick Gayler
Truth in AdvertisingIf I substitute a Korpsabteilung for the three German cadres in 0207, and this unit ends up in the replacement pool at the end of the game, the Soviet player scores only 2 VPs. However, if I don't use this optional rule and the three cadres end up in the replacement pool, the Soviet player scores 6 VPs! Isn't this a big advantage for the Germans? The German player also gains a ZOC and a cadred unit, all for the sacrifice of only two defense strength points. For all of these reasons, the Korpsabteilungen rule is optional, and should be used only for play balance purposes. Players should also be advised that this rule was not in the scenario as submitted by Flavio, but was added by yours truly. Messing with the SystemThere is a raging debate among the Europa hardcore as to whether the proliferation of experimental rules is a strength or failing of the system. Here is a sampling of opinions:
I don't mean to sound inflexible; I realize that without 'Messing with the System' we could never have state-of-the-art Europa. I do however feel that players should be encouraged to play 'RAW' when playing an opponent, especially a novice. A convention may not be the place to demonstrate rules changes, at least not to the public. If a person or team wants to customize their games, that's okay, but only if their opponents are agreeable. There are many of us that just do not have the time to memorize custom rules and we depend on 'RAW' to enjoy our games. I hope my comments aren't misconstrued by some as a condemnation of 'MWTS', I just feel that we as Europa players mustn't confuse beginners or discourage play through daunting, unwieldy rules."
"I would like to thank you for your company's fine publications, both the Europa series of games and TEM. I would also praise you for allowing players some input to the design process through letters to the EXchange and other means. This process of continuing interaction between players and designers is probably one of the strongest aspects of the Europa design."
As demonstrated by the above two offerings, there is wide divergence on the subject of rules experimentation. I am convinced that, for better or worse, Europa players will continue to offer up their ideas for "improving the system." When ideas worthy of consideration find their way into print, and they stand the scrutiny of the Europa community and bear up under extensive playtesting, they may just one day be incorporated into the ever-evolving Europa system. Meanwhile, restraint on the part of our scenario designers with regard to special rules, as exemplified by the 2nd edition of Leningrad 1941, Operation Crusader, and The Battle for Kiev, 1943 is a trend worthy of emulation. Messing with the system, as with most things in life, is best done in moderation. As Different as Night from Day A reader from Scotland, Alan Philson, writes the following:
To refresh everyone's memory, the trick in question went as follows: An RAF fighter group is at Matruh, within scramble range of Alexandria, but no other airbase. The Luftwaffe targets Matruh with a strong raiding force, and prevents the RAF group from scrambling away by bombing Alexandria with an Italian SM.79 unit flying an extended range port bombing mission, at night. (The "at night" aspect is important, as Allied fighter groups in Alexandria would otherwise patrol and intercept the SM.79.) Despite the miniscule bombing strength of the Italian unit, it is sufficient to deny Alexandria to the RAF group as a safe scramble haven. Was this, in retrospect, an illegal, sick trick? The scramble rule (20B) states, "A fighter may not scramble to an airbase that is in the target hex of any enemy air units." So far, so good. But what about the night air operations rule (24E)? It states, "Air operations are assumed to occur during the daytime; however, air operations during the night are possible... Air units operating at night do not interact with air units operating at day. For example, a bombing mission made at night may not be intercepted by fighters flying during the daytime." Hmm... I see Alan's point. Following the logic of 24E, an air unit scrambling during the daytime may scramble to an airbase that is in the target hex of any enemy air units bombing at night. I am compelled to classify the "Night Trick" a sick one, and declare it illegal. Note that if the SM.79 flies its mission during the day and avoids enemy patrol attacks, the trick still can be pulled off, albeit at grave risk to the SM.79, which will likely be abused by interceptors. (WitD does not allow missions to be abandoned, and so the SM.79 would have to stand and take its lumps after denying Alexandria as a safe scramble haven.) The City at the End of the WorldSome of the strangest cases to land in Rules Court pop up along the edges of the map, where rules blur and tricks abound. Consider the bizarre issues that arise in Scorched Earth when Kuybyshev (7A:4701) is besieged by the Germans. What? You say you have never played a game of SE where Kuybyshev has been besieged by the Germans? Well, it can happen, and if it does, all sorts of weird stuff occurs if you aren't using The Urals maps, and the world ends at the edge of map 7A. First of all, it is impossible to isolate the city or put it out of supply. Rule 12C lists among the Soviet regular supply sources "any rail hex on the east edge of the map." Thus, the city of Kuybyshev is a regular supply source, capable of supplying any units within it, no matter how many divisions the German player places in the five hexes adjacent to it. Further, the Soviets can reinforce the city with ease. Rule 34A states that "reinforcements arriving from the (off- map) eastern MDs are placed in hexes on the east edge of the map, within two hexes of any hex containing a rail line exiting the east edge of the map." The city of Kuybyshev certainly meets this requirement. Rule 34B2 adds that "units replaced by R.Ps from the eastern MDs or from factories in the Urals enter play the same as reinforcements from the eastern MDs." This should allow the Soviet player to keep an NKVD political unit stashed in the city at all times, along with an ample supply of cadred units. Thus, the city should be able to weather all but the fiercest Axis assault-getting a DE against a well-garrisoned Kuybyshev is very unlikely. The only reasonable (and gentlemanly) solution to this problem is to add a couple of hexrows to the east edge of the map near Kuybyshev (or break out The Urals maps if you have them). Hint: The hex due east of Kuybyshev is clear. Rules Court Back to Europa Number 32 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 |