An Alternative Naval Replenishment

Second Front

by Peter Rogers


I followed the "Great Naval Replenishment Debate" on the Europa e-mail list server with some interest. It generated lots of interesting historical information and argument. I was, however, somewhat dismayed by a lack of concrete rules suggestions. Europa is after all a game system. It seems to me that discussions of Europa should focus on its rules, OBs, and other elements of its system. Historical facts and interpretations support discussions about the game. Thus I'm offering the following modifications and additions to the Second Front naval logistics system. It attempts to cover many of the points raised in the ongoing replenishment thread. It also represents the public debut of one element of the naval system I've been working on. As usual, I welcome any comments, criticism, or questions.

Rule 30A9. Naval Bases. There are three types of naval bases: repair bases, refit bases, and replenishment bases. Each has different capabilities in regards to various naval logistics activities. There is a hierarchy of bases: a repair base is also a refit base and a replenishment base. A refit base is also a replenishment base.

a. Repair Bases. Repair bases are major dockyards capable of extensive repairs on warships. They cannot be created in the context of the game. Each side has the following repair bases:

Axis: all friendly-controlled, functioning great or major ports in Mainland Italy and Greater Germany.

Allies: all friendly-controlled, functioning great or major ports in Britain (includes off-map ports), and Alexandria, Valetta, and Gibraltar.

Damage to TFs and CGs may only be repaired at a repair base. Sunken TFs and CGs may only be replaced at a repair base. Otherwise, conduct the repair and replacement of TFs and CGs as stated in Rule 35.

A repair base loses all TF and CG replacement and repair capability for the duration of the game if controlled by the enemy at any point during the game.

b. Refit Bases. Refit bases are intermediate facilities that are capable of providing limited repairs and maintenance: gun tube replacement, engine repairs, etc. For game purposes, this activity is referred to as refitting.

TFs and CGs must refit as explained in Rule 34L below. Also, sunken NTs and LCs many only be replaced at refit bases * Otherwise, the replacement of NTs and LCs is conducted as stated in Rule 35. Certain of these exist at the start of the game, and others may be created during the course of the game, as explained below.

All friendly-owned great and major ports at the start of a scenario are refit bases for the duration of the scenario.

A refit base may be created at any friendly-owned, functioning great or major port. Creation begins during a player's initial phase, at the same time as fort and airfield construction, if 1 NT, 1 RP, and 1 engineer with construction ability are all present in a friendly-owned, functioning great or major port not in an enemy ZOC. The RP is expended at the time creation begins. The NT and engineer may not move or perform any other activities while the refit base is being created (note, the NT is immune from normal fuel replenishment restrictions and requirements while creating a refit base). Two turns later, the refit base is created and operational. Creation can be voluntarily terminated at any time by the creating player, and is involuntarily terminated if the NT is sunk or any enemy unit at any time exerts a ZOC in the port hex of creation.

c. Replenishment Bases. Replenishment bases are minor facilities where ships can be refueled, (Rule 34B Fuel Replenishment below), or take on ammo, (Rule 34c Ammunition Replenishment below). Certain of these exist at the start of a scenario. Permanent and temporary replenishment bases can be created during the course of the game, as explained below.

All friendly-owned great, major, or standard ports at the start of a scenario are permanent replenishment bases for the duration of the scenario.

A temporary replenishment base may be created at any friendly-owned, functioning port. The port hex must not be in an enemy ZOC. One NT, 1 RP and 1 RE of engineers with construction ability must be present in the port hex during a friendly initial phase. At the same time as forts and airfields are being built, the RP is expended, and the temporary replenishment base comes into being. It remains operational until the friendly player moves the NT and/or engineer unit, or until the NT is sunk or an enemy ZOC is exerted upon the port hex. Neither the NT or engineer unit may move or perform any other activities while the temporary replenishment base is operational. The NT is exempt from normal fuel replenishment restrictions and requirements while maintaining a temporary replenishment base.

A permanent replenishment base may be created at any friendly-owned, functioning port in the same manner that a temporary replenishment base is created except that 2 RP must be present in the port hex when construction begins if the hex contains a minor port. The RP(s) is/are expended when construction starts. The permanent replenishment base appears two turns later.

Rule 34B Fuel Replenishment (was Replenishment)

The phasing player replenishes the fuel of his naval units during his player-turn. A naval unit replenishes its fuel by expending MPs. The amount expended depends on its proximity to a friendly replenishment base (note reaction movement and naval patrol may be conducted in response to fuel replenishment). The amount of MPs expended for fuel replenishment depends on the length of a naval supply line traced to a friendly replenishment base in the same sea zone as the replenishing naval unit, as follows:

Replenishment Table
Naval Supply Line LengthMPs to replenish fuel
Zero (or in holding box) 30 MPs
15 of less naval MPs 30 MPs
16 to 30 naval MPs 60 MPs
31 or more naval MPs 90 MPs

Naval patrol air attacks do not affect or interrupt fuel replenishment. Naval combat does not affect or interrupt fuel replenishment unless a replenishing naval unit successfully disengages. If a naval unit successfully disengages then it may not resume fuel replenishment until the next friendly naval movement step. A naval unit that resumes fuel replenishment after disengaging retains any MPs it has previously expended in the player turn as well as the number of MPs expended by the reacting naval unit prior to naval combat.

Example: an Allied TF must expend 60 MPs to replenish. It spends 30 MPs prior to an Axis naval reaction move. The reacting Axis TF spends 10 movements prior to initiating naval combat. After one or more rounds of naval combat, the Allied unit successfully disengages. The Allied naval unit may resume fuel replenishment in the next naval movement step and is considered to have expended 40 MPs for purposes of fuel replenishment.

If a disengagement move places the refueling naval unit closer to a replenishment base, this does not change the amount of MPs it must expend for replenishment purposes. (Exception: if a naval unit ends its disengagement move in a ftiendly replenishment base, then it may start the replenishment process over there.) If a disengagement movement places the refueling naval unit farther from a replenishment base, then it has to expend the number of movement points for fuel replenishment mandated by its new distance from a replenishment base. A naval unit may not resume fuel replenishment from a different replenishment base after a disengagement move; it must start the entire fuel replenishment over again.

The movement of a reacting enemy naval unit may interrupt the naval supply line being traced for fuel replenishment. Recheck all replenishment naval supply lines at the end of all reaction movement in a naval step. If a new and longer naval supply line must be traced, then the replenishing naval unit must expend the additional naval movement points required for its new distance from the replenishment base.

The Axis player must expend one RP each time an Italian TF replenishes fuel at sea.

A naval unit that did not replenish its fuel during a friendly player turn has low fuel. Place a U-1 supply status marker on the naval unit to note this state.

A naval unit with low fuel at the beginning of a naval movement step has its movement allowance and gunnery strength halved for naval combat during the step (its NGS and AA strengths are unaffected). These modifications are cumulative with the modifications for being un-refitted.

If a naval unit with low fuel is unable to replenish its fuel in its next player turn, it must be scuttled (Rule 34D) at the end of that player turn.

Rule 34C Ammunition Replenishment (was Ammo Depletion)

A task force has its ammunition depleted when it provides NGS in a combat phase. Place a U-3 supply status marker on the TF to note this. An ammo-depleted TF has its NGS strength halved when providing NGS in subsequent combat phases. This modification is cumulative with any modification for being unrefitted.

A TF has its ammunition replenished when the TF completes fuel replenishment. Remove the U-3 marker at this time.

Note: Ammo depletion only occurs due to NGS and only affects NGS. Naval combat does not deplete ammunition, and the gunnery strength of an ammo-depleted TF is unaffected for naval combat.

Rule 34L Refitting (new)

TFs must be periodically refitted in order to remain their full combat and movement effectiveness. A TF must refit after six turns of movement, six instances of NGS, or any combination of movement and NGS totaling six. A TF is considered to have moved during a turn if moves either during a friendly naval movement sub-phase or makes a reaction move during an enemy movement sub-phase.

A TF which does not refit after six turns of movement and/or six instances of NGS suffers certain restrictions until it has refitted. An un- refitted TF has its NGS strength halved when providing NGS, its gunnery strength halved in naval combat, its AA strength halved, and its movement allowance reduced by one third (20 MPs during a friendly naval movement step and 10 MPs when reacting during an enemy naval movement step). These reductions are cumulative with any other reductions from ammunition depletion or low fuel status. A TF may remain in an un-refitted condition for an indefinite period.

In order to refit, a TF must spend two consecutive friendly naval movement sub-phases, not necessarily in the same friendly player turn, in a refit base without moving or spending naval movement points for any purposes. Consider a refitting TF to be fully replenished with fuel and ammunition while refitting.

Allied Italian naval units may never be refitted. German-captured Italian naval units may not be refitted unless the Axis control at least one operational Italian repair base.


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