by Tom Johnson
This variant is designed to give the Axis commander control over the military planning needed to carry out the order given by Adolf Hitler, "invade and destroy the Soviet Union." Historically, the final directive for the entire campaign was a result of staff studies made (or ordered) by Marcks, Lossberg, Halder, and Hitler. Each of the studies had a differing view of what could or should be accomplished in the campaign as envisioned by the planner. Such vital matters as the exact commitment of the Finns, the loyalty of the other allies, the ability to sustain units outside the main German/Soviet front, and the units available to be committed to the campaign had to be considered. Indeed, given the various ideas, it was important that the entire GOAL of the 1941 campaign be considered BEFORE the establishment of any kind of order of battle. The armies and panzer groups we see in FE/SE exist because of decisions made during the planning process. The initial OB provided by FE/SE gives us the answers that the original plan required. Unfortunately, not many of us seriously figure on knocking off the USSR in a "lightning campaign." Thus we have to improvise, from the goal set by the high command, to the victory point goal. In effect, then, we are the absolute military commander from the first turn (on both sides!) but not during the portion that makes or breaks a military operation: THE PLANNING STAGE! There is no valid reason why the decisions made by the historical Axis commanders should be forced onto the commander of the game. The game does not require us to follow any historical decisions once the game starts, so why should we be forced to follow them after being tasked to make the attack? We have been given a strategic task by our commander-in-chief (Adolf), and the high command has said that these units are available for our use. WE must now develop a plan and deploy our forces in accordance with it. To our Soviet opponents we can only offer these thoughts: Stalin has ordered you to deploy based on HIS planning; the Axis reacts to you, and not the other way around. (Keep in mind that you also have no "idiot" rules requiring holding every foot of ground or attacking!) "Free" Setup Instructions1. All German units that are FE/SE assigned to AGN, AGC, AGS, and Rumania may be deployed anywhere in Greater Germany or Rumania. Rumanian forces not FE/SE assigned to reserve may deploy anywhere inside Rumania. 2. Each hexside of the German/Soviet demarcation line must be in the ZOC of or occupied by a German unit. 3. At least 28 and no more than 31 REs of German troops (excluding positional flak or aircraft) must start in Rumania. For purpose of this count, combat/motorized type units count for double their RE value. 4. Use Optional Rule 39C (Finnish War Effort) for the deployment of the German Army Norway and Finnish forces. 5. Soviet and Hungarian forces set up per the FE/SE initial OB. 6. Taking Moscow automatically shifts the final victory point count one level in favor of the Axis. (It need not be held, but all hexes must have been Axis owned at the same time.) 7. The use of John Astell's variant rules in his article "Panzers East" (Nuts & Bolts #19/20) is encouraged but not required. 8. All other rules for FE/SE are in effect. Advanced and optional rules may be used or not (except 39C) as decided by the players. This variant offers less of a "sure thing" in planning for the Soviet player. He no longer can site his ATEC and AECD forces to ensure maximum delay to units he KNOWS are right over the border in zones such and such. His uncertainty is also increased by the Finns being an unknown, and the chance that German panzers may erupt out of Rumania. All this is a fair price to pay for perfect strategic intelligence. It also places a prime price on the loss of Moscow (the propaganda value alone!) that the current Soviet player is not terribly concerned with (by rules). This all allows YOU, the Axis commander, to decide the EXACT plan you wish to follow for the game to meet the goals you feel can be attained during the 1941 operations. The game sets victory points as the goal for the entire game, so you now control all the steps in the effort to acquire them. We know that the Soviets are not bound to repeat the mistakes of the past, nor are we required to overextend ourselves as the historical Germans did. Let's start the game out bound by historical situation, not historical straitjacket! Back to Europa Number 4 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 |