In his TEM #38/39 article, "Europa: the Next Generation," Flavio Carrillo points out that the Europa ground combat system stands in need of great revision. Specifically, it is too difficult to achieve the breakthroughs of armored spearheads because of NODLs; broad frontal attacks are too easy to carry out and inflict too much damage; attacking power is rarely eroded by combat losses; and there is no logistical restraint on ground combat operations. I am sure these criticisms came as no revelation to me or any other experienced Europist.
My own concerns are crystallized around the little-played Fall of France. The entire course of Grand Europa hinges on quick German victory in 1940, but after my experiences in FitE/SE, I have no doubt that, as the Allied player, I could contain the Ardennes breakthrough for several months, probably until the onset of winter rains, expressly through use of the NODLs Mr. Carrillo takes exception to.
Such concerns were exacerbated recently while reading Field Marshal Rommel's memoirs. He describes how in May 1940 the 7th Panzer Division (in the equivalent of two Europa turns), acting mostly without air support and only briefly reinforced by one additional panzer regiment, engaged and destroyed well over a dozen French and English divisions. To express this in Europa terms: the unit made more than a dozen attacks at odds of between 3:2 and 6:1 (+2 or +3). Yet in actual play, this action would have to be treated as just two attacks at odds of 1:2 or 1:3, since a 13-9-10 panzer division, even with a4-2-10* panzer regiment, could never overrun even the weakest French division. So the discontinuity between history and Europa is not trivial. I take it as axiomatic that any important historical action ought to be reproducible in Europa.
Mr. Carrillo further points out that no simple change, such as lowering the overrun odds, can hope to be an adequate remedy; rather, the entire complex of armored breakthrough, attacker attrition, and logistics must be reformulated together in a "Grand Unified Theory of ground combat." No doubt Mr. Carrillo is well-equipped to attempt a redesign, but he preferred merely to state the problem in order to stimulate debate within the Europa community. He succeeded in my case, and so I proceeded at once to work up the prototype rules revisions presented here. I followed many of the helpful suggestions offered by Mr. Carrillo (as well as those in other articles and EXchange letters). However, a few of the suggestions he made are quite radical, such as adding more than two steps to combat/motorized divisions, and using a combat resolution system without a CRT. I do not think that such wild ideas will be accepted.
Europa is inherently conservative. While new developments take place, they grow naturally within the existing framework. The new on-demand air system, for example, still uses the same CRT and the concepts of interception and patrol attacks. I doubt John Astell would have long entertained the notion of adopting "air power points" from a game like Campaign to Stalingrad. And rightly so, since this is not a Europa concept. Similarly, I would not like to learn that even my Collector Series games had to be replaced because panzer divisions suddenly gained a third step.
So, in what follows I have tried to preserve the core of the Europa system, while developing new elements that will more adequately model mobile warfare. I choose to present my ideas as changes and additions to FitE/SE simply because the East is and must remain the heart of Europa. However, the principles ought to be easily applicable to Grand Europa. The general idea is that combat should be difficult and relatively unrewarding, except when a breakthrough is achieved. Furthermore, most advances will be limited by inevitable logistical breakdowns.
Rules Changes Fire in the East/Scorched Earth
Rule 6 - Movement (add to first paragraph):
All phasing cavalry and fast infantry (all non-c/m units with a movement of 8 except Bicycle, Jager and Mountain units) may move during the exploitation phase, expending up to half their movement allowance. Eligible Axis-Allied units may move in this manner only if they begin the exploitation phase stacked with a German c/m division, cadre or HQ. Eligible Soviet units may only move in this manner beginning on the Jul I 42 turn.
Comment: This will allow Russian cavalry to pour though gaps as it did historically. "Fast infantry" represents units with a motor pool, but insufficient transport to motorize the entire unit at once. Rommel constantly complained about the superiority of this type of British unit over the Italians in terms of mobility and exploitation ability. He generally described any unit with this kind of establishment as "motorized."
Rule 9C - Combat Results (replace with the following):
A. Attacker Halved. The attacking player must eliminate units so that at least half of the total printed strength of the attacking units is eliminated. Units with cadres may be reduced to cadre strength. Surviving units must retreat.
*. Attacker Attrition. The attacking player must eliminate 3 REs (a division may be reduced to cadre). However, the attacker is never required to eliminate strength points greater than the printed defense strength of the defending stack, even if only 1 or 2 REs are eliminated. For example, if a German stack consisting of three 7-6 infantry divisions and a 3-2-8 artillery regiment obtain this result against a 3-6 Soviet rifle division, only the artillery would have to be eliminated; however, if it were obtained against a 4-6 rifle division, 3 REs would have to be eliminated by flipping one of the divisions to cadre.
Ignore this result in weather zones A and G.
S. Attacker Stopped. The attack is inconclusive. Neither side retreats.
x. Half Exchange. Same as per the existing rules.
X. Exchange. Same as per the existing rules.
d. Defender Attrition. The defender must eliminate 3 REs (a division may be reduced to cadre). Ignore this result in weather zones A and G.
R. Defender Retreat. All defending units must retreat.
D. Defender Halved. The defender must eliminate units so that at least half of the total printed strength of the defending units is eliminated. Units with cadres may be reduced to cadre strength.
E. Defender Eliminated. All defending units are eliminated. Any unit with a cadre strength is reduced to its cadre strength; all other units are removed from play. Units reduced to cadre must retreat.
A CRT result may contain several of the above elements; apply each individually. For example, a result of A* means the attacker must eliminate half his total attacking strength, retreat the survivors, and then lose an additional 3 REs.
Comment: The most obvious difference in this revised CRT is the Attacker Attrition result. This can cause the attacker to pay a cost for achieving even some good results or inflict a penalty for a "stalemate" (Attacker Stopped). A division seems about right. In general, the table is a little harder for infantry and about the same for armor (the new "-2" and "9" lines contribute to this). Half Exchange has vanished below 3:1 odds. The Attacker Stopped result is much more common and Attacker Retreat is done away with. Failed attacks generally fell back no further than the start line. Attacker Halved takes care of real disaster.
An actual Europa example illustrates how ahistorical AR is. As the Soviet s, I once launched a 3:1 (-1) attack in the summer of 1942 against the hex east of Rostov out of the city and across the Don, and received an AR. This meant entirely intact units (with political officers, mind you) would retreat past a fortified city and a mile-wide river and expose the whole of the Caucasus to Fascist conquest. In the event, my highly rational opponent agreed to treat the result as an AS, and although he eventually forced me to resign, he did not cross the Don for another year.
Rule 9F1 - Retreats (change the appropriate section):
A unit which retreats to a hex in the ZOC of an enemy c/m division (corps only in the case of the Soviets) is reduced to cadre; if it does not have a cadre (or already is a cadre) it is eliminated. Other ZOCs are ignored during retreat.
Comment: Units can retreat safely through non-c/m ZOCs. The reason for this is simple:
"Non-motorized infantry divisions are only of value against a motorized and armored enemy when occupying prepared positions. If these positions are pierced or outflanked, a withdrawal will leave them helpless victims of the motorized enemy, with nothing to do but hold on in their positions to the last round. They caused terrible difficulties in a general retreat. For ... one has to commit one's motorized formations merely to gain time for them. (B. H. Liddell Hart, editor, The Rommel Papers [New York, 1953], p 208).
I seriously doubt the feeble ZOCs of infantry units could have this kind of effect, or could seriously damage retreating armor. However, these same units could inflict terrible harm by surrounding the enemy with a solid ring of units.
Rule 9K - Exploitation Combat (new rule):
German c/m units (and Axis-Allied c/m units stacked with a German c/m division, cadre, or HQ) and Soviet c/m units (except divisions) which performed no attacks during the combat phase may execute special attacks at the end of the exploitation phase. Combat at this time is identical to that performed during the combat phase, except that only the above units may participate, and no GS or DAS missions may be flown. Non-c/m divisions, HQs, and artillery units may not provide support for units making these attacks.
Rule 13 - Overruns (replace existing rule):
Phasing units may overrun enemy units in the movement and exploitation phases. The phasing player performs an overrun by moving units into a single hex adjacent to the enemy units to be overrun; the overrunning units may not exceed the stacking limit of the hex being overrun. All overrunning units must be able to enter the hex being overrun. German c/m units must have a total attack strength sufficient to achieve at least 5:1 odds against the enemy units; all other units must have a total attack strength sufficient to achieve at least 6:1 odds. Overrun odds are computed in the same way as combat odds, taking all terrain, supply, stacking, and support modifications into account. Air units may not fly GS missions in support of overrun attempts or DAS missions in support of units being overrun.
Units being overrun lose their ZOCs at the instant of overrun. Each overrunning unit must then spend MPs sufficient to enter the hex being overrun, paying all terrain, ZOC, and overrun MP costs. (Note that ZOC costs are not paid due to units in the hex being overrun, but are paid due to enemy units in adjacent hexes.) Each unit participating in an overrun must pay overrun MP costs, as given on the overrun summary below. A unit with insufficient MPs to pay the full MP costs for an overrun may not participate in the overrun, even if it has not moved at all in the phase. Phasing units may execute as many overruns as they have MPs to pay for (unless they are stopped by the results of a low-odds overrun, see below).
Overrunning units may use the road movement rate when executing an overrun if all other considerations for road movement are met.
Overruns at 10:1 odds or higher succeed automatically and the defending units are totally eliminated (even if the units have cadres). Resolve overruns at 9:1 or lower odds as if they were attacks. Roll on the CRT, applying all modifiers due to terrain, fortifications, and armor effects, and implement the result. (Note: Divisions reduced to cadre by this procedure may retreat.) Treat odds of 8:1 or 9:1 as 7:1 (+1). If the hex being overrun is cleared of enemy units, all overrunning units must advance into the hex. If the result obtained is any except "E," the overrunning units must immediately end their movement for that phase. If the result is "E," the overrunning units may continue moving and perform additional overruns if they have sufficient MPs remaining. Overrunning units ignore the Attacker Attrition (*) result.
A unit with a defense strength of 0 may be overrun at no MP cost by any unit with an attack strength greater than zero.
A unit that may retreat before combat may use this ability when enemy units overrun the hex it occupies. When the overrun is announced, these units may immediately retreat, using the retreat before combat rule, at the owning player's option. The overrun odds are then recalculated (if necessary), and the overrun resolved. If all units in a hex being overrun retreat before combat, then the overrunning units do not pay the overrun MP cost for the overrun attempt, but must advance into the hex and pay all other MP costs.
Comment: These overrun changes, based on John Astell's article from TEM #40, obviously make both movement and exploitation more powerful. Overrun now amounts to a series of combat phases, a situation which seems to me eminently historical. This, combined with exploitation combat, offers the final solution to the NODL. NODLs won't disappear (as they shouldn't, since Europa has no other way of simulating defense in depth), but they no longer make breakthroughs next to impossible, only difficult. Exploitation combat is not so great a change as it may seem. Armor may still make a concerted attack only once per turn, but may delay it to take maximum advantage of a breakthrough. Such actions were greatly favored by the Soviets, but were not unknown to the Germans. To cite a specific example, I would describe the two German pincers at Kursk (which battle took place entirely within the Jul 143 turn) as breakthroughs against infantry in forts, followed by attacks against tank reserves resulting in Exchanges. I do not see how this could be simulated in Europa under the existing rules. The Russian tactic of breaking through with massed infantry and artillery, and then pouring tanks and cavalry through the gap can now also be adequately simulated.
The whole thrust of these rules is to make breakthrough attacks decisive operations, whenever sufficient strength, reserves, air assets, and logistical support can be amassed. The exploitation attack segment lets armored attacks be coordinated in a more historical manner. Obviously, such increased flexibility would seriously overbalance play in favor of the attacker if it were used in conjunction with the standard CRT, but hopefully with the revised CRT a new and more realistic combat balance will be achieved.
I disallow air support in overruns and exploitation combat because the pace of breakthrough operations tended to outrun the ability to coordinate air support. Incidentally, I assume in these rules that all future play of FitF/SE will incorporate the on-demand air system.
Requiring that no MPs be spent to overrun a unit with a defense strength of zero does away with the trick of strategically placing position AA units to screen a main line of defense.
Rule 12 - Supply (supplement; replace first para)
The effectiveness of units is affected by supply conditions. There are three supply conditions: in attack supply, in general supply, and out of supply. Only units in general supply may be in attack supply. Units in attack supply operate to their full extent. Units in general supply operate to their full extent except when attacking or overrunning. Units out of supply operate less effectively in all respects.
Rule 12C5 - Attack Supply (new rule):
In order to be in attack supply, a unit already in general supply must trace an overland supply line to an activated Army HQ at the instant it carries out an attack or overrun. Attack supply is not considered or traced at any other time. Only a limited number of units may trace attack supply to an individual Army HQ. Note that a small number of units may trace attack supply to an inactive Army HQ.
Attack supply may be transported by air or naval transport in the same manner as regular supply. During any friendly initial phase, an active Army HQ may make up to 30 points of attack supply available for transport. Such an Army HQ is immediately deactivated.
Rule 12D - Supply Effects (add as last para):
Army HQs are never checked for elimination due to being out of supply.
Rule 12D1 - Attack Supply Effects (new rule):
A unit that is not in attack supply has its strength halved when overrunning or attacking. This reduction is not cumulative with other supply effects. For example, a unit that is both out of attack supply and has been out of general supply for two turns only has its attack strength halved.
Rule 12G - Logistical Points (new rule):
Logistical points are used to activate and replace Army HQs (see Rule 12H). Logistical points are held in an off-map pool and are not subject to destruction or capture (except on the German surprise attack turn, Jun II 41). LPs are received as reinforcements (see Rule 34).
Rule 12H - Array Headquarters (new rule):
Each national force has one or more Army HQs. Soviet Army HQs are called Front HQs. In order to be in attack supply and overrun and attack at its full strength, a unit must trace an overland supply line to an Army HQ of its own nationality. Note that a limited number of Axis divisions may draw supply from an Army HQ belonging to another Axis nation. Eastern troops are considered to be German for this purpose. Foreign troops in Soviet service are considered to be Soviet.
Army HQs are 0-strength combat units. They do not count against stacking. They pay movement costs like artillery and may use administrative movement. All Army HQs are non-c/m, including Panzer Army HQs. German Army HQs have a movement allowance of 10, all others have a movement allowance of 8. An Army HQ may advance after combat.
Army HQs may never move by rail, air, or naval transport. Exception: An Army HQ may move by strategic rail in the movement phase, if instead of planning to activate the HQ, the owning player plans to move it in the following turn. Such an Army HQ must be accompanied by at least 1 division of its command. It costs 5 REs of rail capacity to move an Army HQ.
Army HQs may retreat before combat and are unaffected if forced to retreat through ZOCs. They are never eliminated due to being out of supply. Army HQs are eliminated only if they are isolated and no other friendly unit can trace an overland supply line to them, or if they are forced to retreat when surrounded by enemy units and prohibited terrain in all six adjacent hexes. An eliminated Army HQ may be replaced during the next friendly initial phase by expending 1 LP and placing the Army HQ with a friendly division. Such an Army HQ may not be activated the turn it is replaced. No more than 1 Army HQ may be replaced per month.
The Axis player may create one (only) ad hoc German Army HQ during any initial phase, using the same procedure by which an Army HQ is replaced. It may be activated on the same turn it is created. To maintain this Army HQ, 1 LP must be expended at the beginning of each quarter it is in play. The ad hoc Army HQ may be disbanded and recreated at a later time. Example: The ad hoc Army HQ is created during the Dec 142 turn. 1 LP must be expended' for its maintenance on the Jan 143 turn, and another on the Apr 143 turn, and so on until disbanded.
Army HQs are considered inactive until activated. Army HQs are activated by expending logistical points. During each initial phase (or before the start of play in the case of the Jun 1I 41 surprise attack turn) a player may expend an LP for each Army HQ he wishes to activate in the following game turn. During the following game turn, Army HQs that are out of general supply or in an enemy ZOC (except Panzer Army HQs stacked with a German elm division or cadre, and an undepleted truck) remain inactive, and any LPs spent to activate them are lost. If an Army HQ is successfully activated, indicate this by flipping the unit to its active side. At the start of each initial phase, all Army HQs revert to their inactive sides. German LPs may be used to activate an Army HQ of any Axis nation. The LPs of other Axis nations may only activate their own Army HQs.
The Soviet Player may always activate a Front HQ which is located on an LP source (i.e., Baku or any multi-hex city in the Soviet Union), even if it is isolated or in an enemy ZOC, so long as the Front HQ is in general supply.
To be in attack supply, a unit must trace an overland supply line to an Army HQ at the instant of overrunning or attacking. Only a limited number of units may draw attack supply from each Army HQ.
Up to 12 REs (no more than 3 divisions) per phase may draw attack supply from an inactive Army HQ. They need not be the same units in each phase. An inactive Army HQ may not extend attack supply to units stacked with a Soviet Tank Army HQ, nor to any unit during the exploitation combat segment.
Any number of overrunning units and up to 20 attacking divisional units (including corps and artillery divisions), and any number of non-divisional units attacking with them, may draw supply from an active Soviet Front HQ.
Any number of overrunning units and up to 15 attacking divisions (up to 3 of which may be Axis-Allied divisions), and any number of non-divisional units attacking with them, may draw supply from an active German Army HQ.
Any number of overrunning units and up to 10 attacking divisions (which may include up to 3 German divisions, but no units of any other nationality; e.g., A Romanian Army HQ may not provide attack supply to any Italian units), and any number of non-divisional units attacking with them, may draw supply from an Axis-Allied Army HQ.
The divisions selected to receive attack supply need not be adjacent to each other or stacked in the same hex; they may be stacked with divisions that are not in attack supply.
Army HQs may not operate in the Arctic. For operations in that theater, see Rule 30.
Comment: Attack supply has been around for a long time, and is, of course, an organic part of the desert games. But just incorporating the WitD rules into FitE/SE would be too cumbersome (and not especially realistic, given the quite different situation). Other alternatives seem to defeat their own purpose through over-simplification (e.g., keeping a general pool of attack supply points for ready use), or to be mere game constructs (e.g., arbitrarily multiplying the number of resource points and making them serve double duty as attack supply). The bookkeeping of planning Army HQ activation one turn in advance (like special operations) may seem cumbersome to some, but I think it will prove no more inconvenient than tracking replacements or rail capacity, and it allows a great increase in the realism of the simulation.
HQs can't move during the exploitation phase to reflect that the combat power of exploiting units erodes as they draw further away from their supply depots. The loss of LPs used to activate HQs subsequently put out of supply is a penalty for mud weather and encirclements, while those lost to HQs in enemy ZOC show the cost of disruption due to enemy penetration. The Germans can nullify the latter by use of a truck, symbolizing a special effort to supply one of their own breakthroughs. The limited ability of inactive HQs to provide attack supply should cover the needs of local counterattacks.
The mobility of Army HQs would be quite different in Second Front; for example, they could move via naval transport. The optional pipeline rules hinted at in SF could be formulated to facilitate the movement of Allied LPs.
Rule 20F1e - Oilfields (add):
Baku or Ploesti produce no LPs during any turn that a resource point from the oilfield's production is eliminated by bombing hits.
Rule 25D - Planning and Preparation (add):
1 LP must be expended at the instant an airdrop mission is initiated. If the mission is abandoned, the LP is not recovered. Units conducing air drops are automatically in attack supply on the player turn they drop.
Rule 28C2d - Amphibious Landings (add):
As in the case of an air drop mission, one LP must be expended to execute an amphibious landing.
Rule 29D1a - First Winter, Axis Attacks (replace):
All Axis nations except Finland may experience logistical difficulties. During each initial phase, one die must be rolled for each non-Finnish Army HQ to be activated. On a roll of 4, 5, or 6, it remains inactive; the previously expended LP is not recovered. On the first snow turn of the first winter, activation rolls fail on a roll of 3, 4, 5, or 6.
Romania may produce no LPs during the first winter.
Comment: This new effect of the first Russian winter makes the -1 combat die roll modifier to Axis attacks unnecessary.
Rule 31C - Soviet Mobility Limits (add):
From Jun I 41 to Jun I 42 the Soviet player may count no more than 4 REs in a single hex as AECA capable; AECA in excess of 4 counts as neutral. AECD and ATEC are unaffected.
Active Soviet Front HQs have their movement allowance halved to 4 MPs.
No more than one Soviet elm corps may be stacked in a hex that does not contain a Tank Army HQ. No Soviet Tank Army HQ may be deployed until Jun II 42. Only an activated Front HQ may extend attack supply to units stacked with a Tank Army HQ. A Guards Tank Army HQ may only be in play in a hex containing a Guards tank or mechanized corps. With the exception of the above, Tank Army HQs function in the same manner as army markers per Rule 8C.
Comment: Note that Soviet mobility limits have been even more stringently restricted until mid-1942.
The stop-and-start nature of Russian offensives is modeled through the relatively slower accumulation of LPs and the mobility limit placed on Front HQs. The Tank Army HQs (lifted from Flavio Carrillo's "The Battle for Kiev, 1943") are necessary not only to better simulate Soviet mobile combat capabilities, but also as a logistical/administrative check on the Red Army's ability to exploit breakthroughs.
Rule 31F1 - Surprise Attack, Ground Units (add):
During the surprise attack turn no overruns may be executed. There is no exploitation phase during the surprise attack turn.
All German ground units are automatically in attack supply during the surprise attack turn. Before the game begins, the Axis player may expend LPs to activate Axis HQs during the regular Jun 1141 turn.
Comment: The surprise attack turn has been de-emphasized because, hopefully, the new rules will allow those catastrophic events to be recreated more organically. The alternative is to simply delete it altogether (except for the air portion).
Rule 31G - Soviet Unpreparedness (add):
At the end of the regular Jun II 41 German turn, half of all Soviet LPs are eliminated; moreover, 1 LP is eliminated for each Soviet major city controlled by the Axis player at that time. The Soviet Player may not attempt to activate his Front HQs during the Jun II 41 initial phase, and may attempt to activate no more than 2 HQs on the Jul 141 turn. No LPs are received as reinforcements until the Aug 141 turn.
Rule 31I - Oil (add):
If captured, Ploesti produces no LPs for the Soviet player. If captured, Baku produces 1 LP on the I turn of each month for the German player, beginning 24 game turns after its capture.
Rule 32 - Axis Allies (add to first para ):
An Axis-Allied nation that defects immediately loses its Army HQs and accumulated LPs; it receives no LPs thereafter. Its units are treated as Soviet units for attack supply purposes.
Rule 34A1 - Axis Reinforcements (add):
The German player receives LPs according to the Axis order of battle. In addition, he receives 2 LPs during each initial phase he owns Ploesti, and that city is in general supply. If Ploesti is lost and later recaptured, it is out of LP production for 6 turns, beginning on the turn after its recapture.
In 1943-44 German LPs are subject to interference from Allied strategic bombing. Roll 1 die during the initial phase of each turn. In 1943 on a roll of 6, 1 LP reinforcement is forfeited. In Jan-Jun 1944 on a roll of 5 or 6, 1 LP is forfeited. In Jul-Dec 1944 on a roll of 4 or 5, 1 LP is forfeited, and on a roll of 6, 2 LPs are forfeited.
Add to Axis order of battle:
German LP Reinforcement Schedule
Jun 41-Apr 42: 5
May 42-Oct 42: 4
Nov 42-Dec 44: 3
Each Axis-Allied nation may receive up to 1 LP per turn at certain times. On an eligible turn, roll 1 die during the Axis initial phase for each nation. On a roll of 1 or 2, the nation receives 1 LP. Finland may receive an LP each turn it is at war, Romania each turn during 1942 (only), and Hungary each turn during 1943 (only).
Rule 34A2 - Soviet Reinforcements (add):
Beginning Aug I 41, the Soviet Union receives 1 LP for each of the following cities in the Soviet Union that it owns: Baku, Leningrad, Moscow, Stalingrad, and Sverdlovsk. No LP is received if the city is Axis owned. There is no effect if the city is partially Axis owned, or if it is isolated. If such a city is lost and recaptured, Baku begins producing LPs after 6 turns, and any other city after 12 turns. In addition, on each I turn between Apr I 43 and Mar I 44, the Soviet player receives 1 LP from Lend-Lease South.
Comment: This allocation of LPs is crude, estimated by simply looking at the West Point Atlas and counting the Armies or Fronts launching major offensives at a given time. I will gladly bow to anyone with more precise information, and, better yet, to more playtesting. The invariance of Russian LPs bothers me, but the coincidence of the number of multi-hex cities (per the new draft maps) and Baku being about right was too elegant to resist. LPs might alternately be tied to factories.
If you think LPs will be hoarded during the mud and snow turns and lavished on summer offensives, you understand how armies operated historically.
Rule 39D1 - Guards Cavalry (change):
Delete the word "limited" from "limited exploitation ability." If the Soviet player carries out this procedure, the upgraded Guards cavalry divisions may move and overrun using their full movement allowance in the exploitation phase, but may not attack during the exploitation combat segment.
Rule 39D8 - Kriegsmarine Commando (add):
Expenditure of an LP is not required when the Kriegsmarine commando makes an amphibious landing.
Rule 39J - German Replacement Army (addition): Divisions of the German Replacement Army may never receive attack supply.
Europa Reform: Order of Battle Changes
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