EXchange

Letters to the Editor

by the readers


Kevin Barrett, Ontario

I've been looking through the GR/D Europa releases, along with the 1994 publishing year of TEM, and have put together a few observations (for what they're worth).

On The Magazine: This is an invaluable resource for Europa players and grognards. The presentation and interaction of ideas by authorities and lay folk of this system is incredible. One really gets a sense that if you play a game of Europa, and make a comment about your experience, you're making a significant contribution to the growing mythos of our community. Never let it stop. On another point, the multitude of scenarios being published is mind-boggling. I have a sneaking suspicion that most Joe-gamer followers of this system only get an opportunity to play a couple of times per year. With matches few and far between, how much real value is there in three or four published scenarios over the same period of time? Considering most people are likely playing campaigns out-of-the-box, perhaps several scenario design efforts might be better expended in attaining the Holy Grail of Grand Europa. I shake my head in disbelief (and perhaps a little awe) when I read about players who manage to replay an obscure scenario several times, and can then develop strategy articles or tactical tips around those particular experiences. Wow, what happened to making a living? Anyway, more power to them, I suppose.

On Grand Europa & Rule Changes: John Gordon's considered review of Europa's shortcomings in TEM #37, and Flavio Carrillo's remarks in TEM #38/39 really hit the mark. There must be an opportunity within Grand Europa, or any of its parts, to recreate history, purposely, or otherwise. I'll happily throw my opinion behind historically helpful concepts like weekly turns, attack supply, and reduced capabilities for inept or disorganized forces. Additionally, there may be some value in other system alterations, like reserves (to reward foresight and simulate historical use of troops), a 2D6 CRT with a few new results (to smooth out combat effects while adding uncertainty or wild effects at the same time), percentile odds (to emphasize playing over mathematic optimization), or even concealment counters (to hide forces not in contact with the enemy). Essentially, many of us have been with Europa long enough to accept that fundamental changes are inevitable (e.g., new maps, new air system, etc.), and are, in fact, looked forward to. Don't be afraid to shake the foundations of the game if Grand Europa will be better off for it. Onwards.

On The Changing Industry: I dove into collectable trading card games, along with nearly every gaming buddy I know. And, like many, I spent way more money than any sane person would for pieces of colored paper with funny-looking symbols on them. Sure, everyone else who produced games in '93 and '94 got hurt. You could see that in the stores, plain as day. However, Europa has survived 20 years of industry dead zones and upheavals, and it will survive this one too. Here's why-if we've learned one thing through the spate of role playing games, arcade games, miniatures games, computer games, and now trading card games, it's that over the long haul, nothing, and I mean nothing, has replaced or might replace a good of fashioned, dice-rolling, counter-pushing, face-to-face wargame. Nothing. We're with you, GR/D. Bring on War in the Desert !

Alan Philson, Scotland

I wish to correct a typo in my article "Anti-Aircraft Command 1939-1940" from TEM #38/39 regarding British AA forces. Amend the first sentence of the third paragraph as follows:

"AA regiments during this period commanded from 1 to 5 batteries, the norm being 3 batteries of 8 guns each in a heavy regiment or 3 batteries of 12 guns each in a light regiment."

Randy Carrenne, Georgia

I am extremely optimistic about the future of Europa.

First, GR/D seems to have attained a more secure business footing. The new game For Whom the Bell Tolls appears very well done, and from early indications is a hit. The schedule for future releases is also impressive. I hope that GR/D will be able to parlay this momentum into a more stable financial situation.

Secondly, TEM just keeps getting better. Frank Watson is a talented addition to the editorial staff. And let's not forget Rick Gayler; his supervision has brought the magazine to its current level of excellence. Kudos to the entire team.

Finally, a number of thoughtful players continue to expand the boundaries of the Europa frontier: Flavio Carrillo, Jason Long, Mark Pitcavage and Charles Sharp merit special mention for their pioneering proposals. Commendably, John Astell is willing to listen to this symphony (or cacophony) of suggestions with tolerance, if not acceptance. As players we are appreciative that GR/D and TEM provide the environment for this spirited debate without undue recrimination. Such broad-mindedness is more and more a rarity in the hobby these days-too often game companies and gaming "personalities" take themselves far too seriously. I get the feeling GR/D is just a bunch of regular guys having a good time. Keep up the good work!

John Berger, Hawaii

Here's a request for more information on Grant Luetkehans' maps of the Sudan. I'd rather invest in a game/module covering that area than a new edition of a previously-published game.

Perhaps an "African" module could also include maps of West Africa south to Dakar.

Deane Kishel, Minnesota

I want to congratulate you on the continued high quality of the Europa magazine. The whole Europa organization is doing an excellent job and deserve the players' immense gratitude and support I especially want to comment on issue #40.

The number and variety of articles was greatly appreciated; there should be something for every taste. I especially enjoyed Gordon Johansen's "Battlefield Report." John M. Astell's "Weird Europa" article and Jason Long's "Counterbattery" were also excellent. Here are some thoughts I have formulated after reading these.

One-Week Europa is an interesting idea worth testing thoroughly, even if it makes the game run longer. The issue of excessive casualties could arise with such a system. Perhaps Jason Long's suggestions for increasing Infantry Special Replacements and adding Armor Special Replacements would allow for more frequent combat by providing a larger pool of forces to compensate for the bloodier situation. I would like to see more about One-Week Europa.

John M. Astell's suggestion for low-odds overruns also provides for more dynamic play. Again, the special replacement rules from "Counterbattery" could help offset the greater losses sure to be generated by Mr. Astell's liberalized overrun rule. I would further suggest one additional group of rules be included to make for an "Advanced Overrun" package. These were described in TEM #38/39 "EXchange," and are repeated here:

To add uncertainty to play (and speed it up as well), use the following rules:

    1. Do not allow examination of opponents' stacks.

    2. Place the strongest unit possessing a ZOC on top of each stack. If there is no unit with a ZOC in a stack, place the strongest unit without a ZOC on top.

    3. The contents of a stack are only revealed when combat is declared against it, or it participates in an attack.

    4. Resolve combat using Incremental Combat Odds, as follows: Calculate the odds ratio to one decimal place, rounding down. If the odds are greater than 2:1, the attacker first rolls a 10-sided die (1D10) to determine the final combat odds. If the 1D10 roll is equal to or less than the decimal remainder, resolve the battle op the next higher odds column. A `0' die roll = `10' for this purpose. Example: the odds are 34:9. This yields preliminary odds of 3.7:1. Roll 1D10. If the result is 1-7, resolve the combat at 4:1 odds. If the result is 8-0, resolve the combat at 3:1 odds.

I realize this causes some problems for the veteran player who counts on perfect intelligence to allow for the maximum number of perfect or near-perfect high-odds attacks. However, with an increased number of attacks created by low-odds overrun attempts and greater replacements for losses via special replacements, play should be faster and more exciting. Players can risk a little more when attacking and Incremental Combat Odds help equalize the problem of reduced attack effectiveness if the attacker comes up a few strength points short.

I recognize and appreciate the conservative approach taken towards rules changes in Europa, and believe it is the most appropriate manner of dealing with a tested game system. However, I wonder if it might be possible to provide in one body of text a complete listing of proposed experimental rules; that is, all those the designers and developers of Europa would like to see seriously tested. These test rules could then be referred to in an organized manner and given a thorough workout by the Europa community. You have published such rules before (Boot Camp rules for beginners and Supermarina rules for testing a naval module), so this idea doesn't seem to be too outrageous. The magazine would seem the perfect forum for such an alternative rules set. Alternately, GRD could post such items in the "libraries" of their Bulletin Board services, GEnie and America Online.

Finally, I was wondering if the staff have e-mail addresses, and if they could be provided. This would be an easy and timely way of transmitting messages. Thanks again for your great publication and keep up the good work.

Jess L. Hansen, South Dakota

It has been a long time since I have weighed in on the subjects hovering over Europa. What can I say, life is always getting in the way. But Europa is going through a lot of changes lately, so it's time to give my two cents worth.

Bean Counters Unite: I wholeheartedly agree that logistics in Europa is lacking. The way I see it there is too much attack! attack! attack! going on with no one running out of food, gas or ammo. In FitE/SE I never have time to upgrade that armor or convert those units because I am too busy driving back the Red Hordes. I mean, what army can fire massed artillery non-stop for four years without letup? Where is the reality in that? War, after all, is in large part a series of lulls with periods of short violent battles in between. Where are the periods of rest and recuperation? In World War II there were such periods that lasted anywhere from a day to a month. If this game system is to survive it needs a logistical reality check. Even Patton had to stop for lack of gasoline and bullets occasionally.

It is time to put in a good logistics system that limits offensive action and forces players to build up supplies in order to attack on a major scale. I, for one, will accept no half measures. Give us a full-blown logistics system. Please, no moans, groans or boos from the Rambo ranks. No one likes logistics, but it is a reality of war that must be represented.

NODL Schmodle, Quit Complaining and Soldier, Soldier: I think NODL's are a problem best addressed by aggressive play, not major rules changes. In games of FitE/SE, where NODL's most often occur, I have found that aggressive action on the part of the German player is the best way to avoid NODL's. If the enemy is more worried about keeping you out of Moscow in 1941, he will be less worried about making NODL's. I will concede one point: I agree with the proponents that revising the overrun rule to allow overruns at lesser odds is a good idea. But one thing everyone should remember about this game is that not everyone is a Patton or a Rommel. I, for one, will be the first to admit my skills may be lacking. Being aggressive or cautious is a personality trait, and Europa does not automatically give you a diploma in great generalship. Great generals are made, not born, so there is still hope for the rest of us. It is enough to know that someday you can say, "I just kicked Rommel's posterior, and didn't even half try." Just remember that experience is still the best teacher, so play those games.

Closing Bits and Pieces: I really like my new Second Front game. It was more than I expected, but less than I wanted; I will comment further on that some other time.

I just received For Whom the Bell Tolls, and I want to give my congratulations to all of you at GR/D. This is a truly great game. Which international brigade was Ernest Hemingway in? I anxiously await War in the Desert. Keep those presses pumping-we'll get this game system licked yet.

Randy Pukalo, Michigan

I would like to let Europa readers know that Avalon Hill's Battle of the Bulge (1991 edition) mapboard is the perfect scale for Europa counters (5 miles/hex, divisional units in the game). When I play, I use my much more attractive (and accurate) counters from Second Front. The map is very appealing and can be bought for only $10 from The Avalon Hill Gaming Company as a spare part.

This brings me to another point, namely that one of the greatest assets of Europa is its standardized unit ratings and scale. Many times in the past (before Europa), I had wished a gaming company would standardize, so that counters from one game could be used in "what if' scenarios in another. Luckily, GR/D has done just that, and with the release of Second Front we now have the entire OB of European WWII at our fingertips. This versatility should be exploited to the fullest. What we need now (and I am willing to work on) is a standardized set of rules and game scale (such as 5 miles/hex, daily turns) to recreate the great battles of the war.

After the rules have been established, all we would need would be maps and scenario information. As I mentioned above, Bulge `91 is a good starting point. After that, GR/D could occasionally put out scenarios and maps (two pages should do it for most battles) in the Europa magazine. Perhaps you could later offer for sale color copies of the maps from the scenarios that prove most popular. I know that I would be willing to pay $10-15 for a nice map like the one in Bulge `91.

Imagine: Kursk, Alamein, Vistula-Oder offensive, and the Bulge could now be refought as battles. Explore the possibilities of the "small solution" proposed by Model. Why not, we have all the units of the 15th Army at our disposal. Perhaps this time IV SS Panzer Korps is sent to the Ardennes instead of Hungary. Or the 6th FJ Regt is dropped, or British XXX Corps is committed, or...

In summary, we've got the most important and expensive part of the puzzle-the counters. There is even a great map already out there. All we need is a standardized rules system, and some people willing to get involved.

I don't own the 1991 edition of TAHGC 's Bulge game, but I dud peek at a copy in my local hobby shop after reading your letter. The game is an introductory level simulation and sells for $25. I plan to pick it up the next time I have a little extra cash, so your plug has made at least one sale for TAHGC.

As it happens I was already working on something similar to your concept as a result of the design and development of "Drive to the Meuse" (see next page). We'll have to see how things evolve, but I do admit to a great deal of enthusiasm for Randy's idea. cabers, what do you think? --Rick

James Broshot, Missouri

Greetings! It's been awhile, so I thought that I would touch base. I note that you guys have been very busy (and so have I).

Does GR/D keep a master list of Europa units? From what I remember seeing on GEnie, there is none. Now that I am buying Tessin, I have started working on a list of all of the German engineer (Pionier and Bautruppen) units just for the heck of it and to check up on your research. Since I only have about a third of the books (and none covering the higher numbered units) my research will take awhile to complete. So far your OB accuracy is fantastic and I have only found a few nits to pick.

I also picked up a copy of the British Official History covering Sicily, Salerno and Anzio, and, sorry to say, I am also working on a blast at the amphibious invasion rules. I have pretty much confirmed my suspicions that even using the "new, improved" amphibious invasion rules, the historical invasion of Sicily is not possible in Second Front. More later.

Last note: I've had a chance to look into the strength rating of the German 26th Inf XX at 5-7-6 vis 8-6. It does appear from Tessin that the 26th Volksgrenadier Division was nothing more than a newly created, late-war 3-regiment, 6-battalion unit, and not some extra-large veteran division like it is shown in most Bulge games. Have fun at Origins!

Actually, master listings of most Europa units do exist. Tim Arnold has created lists for Second Front and FitE/SB. the units are listed sequentially by nationality, showing their date of arrival or starting location per the OB.

Jim has expressed an interest in producing these lists on heavy stock, colored paper and offering them for sale at a reasonable cost through the magazine. 'The only reason this hasn't happened yet is that I haven't gotten around to finalizing the details. Hopefully, this admission will prompt me to get the lead out so we can include ordering information in the next issue of TEM.


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