EXchange

Letters to the Editor

by the readers


Gary Helmer

First, I think it's great that you guys are making Europa parts available, and there are a number I would like to order, but how are we supposed to remember which counters were in which counter sheet in a game that we bought years ago? Suppose my cat ate the French Colonial divisions from FoF. How do I know which one, if any, of the eight available counter sheets contains these units? How about publishing a onetime general description of what each counter sheet and map contains, e.g.; SE Europa sheet 52: Soviet: RR engineers, corps markers, and air units; and Map 513: northern Norway and Sweden, western Finland. This would help a lot and I'm sure you'd get more orders. How about it?

Secondly, I have to speak up about a disconcerting tendency in the last couple of issues of TEN. I subscribe to TEN to get Europa news, articles, errata, variants, etc., so I clon't like seeing space taken up by purely historical articles such as Louis Rotundo's article about Russian reserves (#6) and Jack Radey's "The Battle for Kiev" (#7).

This is not meant to detract from these authors' work, nor from the great way that TEN has expanded. Both articles were interesting and I liked having Rotundo's bibliography, but that's not my point. There are many other periodicals that are available for "pure" military history, and this is where I would like to find these articles. For historical information presented in TEN, I prefer to see it more in the fashion of Shelby Stanton's "Facts Behind the Counters," Charles Sharp's articles on Soviet artillery, David Hughes' "'M issing' U nits of the British Army," etc., in which the historical information presented is directly related to or translated into Europa terms. In short, if I ward military history, I can (and do) go to the many other sources available, but nowadays only in the pages of TEN and ETO can I get the Europa goodies I look forward to each issue. Let's not forget that the 'E' is the most important component of TEN!

The Europa game map display, which appears on the inside back cover of TEN #8 and at the end of John Astell's Europa Almanac, should provide adequate assistance in determining which areas are covered by the various maps. Conveying the contents of the numerous counter sheets is another matter. Since many sheets contain quite a variety of counters, describing what is on each sheet is not always as easy as in your example. And if a Soviet air unit were lost, there are several sheets containing these; how does one know which of them is needed?

It is recommended practice to make photostatic copies of all counter sheets prior to punching to be filed for future reference. This is helpful in several regards, not the least of which is tracking potentially "missing" units. Recognizing that many Europa gamers have not done this, we are considering publishing 50% reductions of the fronts of the existing Europa counter sheets in a future issue of the magazine if there is enough interest out there. We would appreciate hearing our readers' opinions on this proposal.

We are disappointed to hear that you take exception to the appearance of "pure" military history articles in TEN, but there are no plans to change the nature of our current article mix. We will continue to solicit and print articles such as this issue's "The Spanish Civil War" by John Gee. While we concur with you about "the 'E' thing", and are on guard against drifting into the mainstream, as The Grenadier did, we disagree with your contention that such articles are not directly related to Europa.

We feel that interesting historical articles on the subject of World War II in Europe by Europa savants such as Messrs. Rotundo, Radey, Gee, and Prieskop are an integral part of a well-rounded magazine on the Europa system.

Louis Rotundo

It was with a great deal of interest that I read the recent article on Soviet artillery by my good friend Charles Sharp. Given the usual depth of his excellent research, it is with a large degree a hesitation that I suggest an additional review of that ground. However, I thought your readers might enjoy some further information on this subject.

In Soviet pre-war doctrine, fire destruction of enemy forces was to be carried out throughout the entire depth of the enemy defenses. The main role in that activity was assigned to artillery. Artillery was split into two components, the organic artillery and the artillery of the RGIK (High Command Reserves), later RVGK. The artillery organic to formations is self-explanatory.

The RVGK artillery was designed as qualitative, quantitative, and sometimes simply as special, reinforcements. It was to include ground and antiaircraft guns. Under pre-war doctrine there were no provisions to establish RGK antitank units. However, the stunning results of the German attacks in the West repudiated this thesis. But, it was only in April 1941 that such units began to be formed.

At the outbreak of the war, there were 74 (not 73) RGK artillery units. These were broken down as shown on the Soviet Artillery Chart (right).

The problems for Soviet artillery on June 22, aside from many units being deployed away from the border, were compounded by the lack of traction and the absence of air cover or air defense. The shortage of traction can be traced to the dispersal of the artillery weapons to the field firing ranges for summer maneuvers and firing exercises. The prime movers were then loaned to the construction forces working on the "Fortified Areas" along the border.

This situation of course presupposed that all tractors even existed. For example, in the ten antitank brigades the level of motorization on June 22, 1941 was only 20%. Similarly, the lack of antiaircraft guns could not be made good as they simply did not exist. Within the Red Army as a whole, against a total TO&E of 4,900 AA guns in the rifle divisions and corps, there were only 1,382 guns.

These problems never occur in game terms as they did in real life. For instance, German air units destroyed the Soviet counteroffensives of June 23 on Western Front while at the same time they established clear air supremacy and disrupted Soviet railroads. Nor in game terms is Soviet mobility as handicapped as it was in the real world of summer 1941. These are issues that should be addressed in any reasonable scenario of that campaign.

Concurrent with the problem of mobility was the profound shortages of shells. This problem resulted less from negligence in production, although severe shortages had been indicated to the General Staff as far back as 1940, but rather coincided with the overrunning of the many supply dumps in the western districts.. These dumps were not mobile and thus fell easy prey to the advancing Nazi forces.

In total, 30% of all ammunition supplies were concentrated, and lost, in just ten dumps. Over 50% of Soviet fuel was lost in the eight days, June 22 - 29. As a result, Soviet artillery continued to experience severe shortages of ammo, Soviet troops suffered equipment losses simply from lack of fuel, and Soviet forces experienced a lack of combat power merely by neglect. It was not until August that many of these problems began to be addressed.

In the course of the border battles, the Soviets suffered heavy losses in artillery. The RVGK large caliber artillery (280mm mortars and 305mm howitzers) were withdrawn simply because they were not mobile enough to be of use and the danger was great that they would be lost in the fluid frontline situation. At the outbreak of war, there were 14 heavy gun artillery regiments and 2 battalions, 13 heavy howitzer battalions, and 11 mortar battalions.

At the start of the war, there were no rocket units in the Red Army. However, the growth of this handy weapon was quite rapid. By December 1, seven regiments and 52 battalions (total equivalent 24 regiments) had been activated. By May 1, 1942 it was up to 72 equivalent regiments and by mid-November it was 138 equivalent regiments.

In spite of the new production and the careful attempts to conserve artillery, the overall quantity in the Fronts by September 1, 1941 when compared to July 1, showed a decrease by a factor of two. By October 1, it had declined by a factor of 2.5.

At the start of the war, there were 4,854 guns/mortars in the RVGK. By December 1, this number had grown to 5,704. As the new production came on line, the corresponding artillery totals showed a rapid increase. By May 1, 1942 it was 10,080 and by the time of Stalingrad the total was 18,133.

By the late summer, the General Staff determined that the large brigade-type AT units were cumbersome and unmanageable. Except for the 14th AT Brigade (formed in Leningrad during the war), they were broken up. From these formations and new equipment, 72 AT regiments of the RVGK were formed (4, 5, or 6 four gun batteries) during the last six months of 1941. In July - August alone, 42 regiments were created. In total, these AT units constituted 2,903 guns or 69% of the RVGK (4,252 guns).

The RVGK mortar units were also broken up since the 48 mortar units proved very difficult to handle. In January, 1942 they were deconstituted and 20 mortar units were created. By April there were 49 RVGK regiments and by September, 70.

In game terms, this information may be useful to players who wish to overhaul the units listed on the OB.

However, I caution any player that raw numbers reflect little in Soviet reality since many units "hid" under false size titles. Secondly, numbers of weapons mean little if they are not mobile and lack fire control and communications.

Ben Knight

I find the Europa font diff icult to read. For instance, is TEN #7 page 24 Appeals or Uppeals? Is page 10 Kalmuck or Kalmucf? Yes, the Europa font is visually stimulating, but it is also hard to read.

We feel the Europa font ("Fraktur script" to the rest of the world) adds a great deal of distinction and flavor to the magazine. However, as you note it can be difficult to read sometimes. Why, it even makes the word Wehrkreis appear to be misspelled in the article title of TEN #8s "Facts Behind the Counters".

A.E. Goodwin

Now that it's revealed that all the German security divisions actually do have three REs in game terms, I wonder what went into the Hungarian security divisions (3-5) and light divisions (4-6) which show up in the game. Historically, these were two regiment divisions, also.

Here's a little Europa Geography quiz for all of you:

1. Where does the single "wooded intermittent lake" hex appear on the game maps?

2. Where does the only "forest rough" hex appear on the game maps?

3. What is the only hex on the game maps with a river running through the center of the hex?

4. Which is the only map which is signed by the drafter?

Answers appear at the end of "From the Editor".

Jay Kaufman

The Urals is outstanding! In a recent issue of ETO, Bill Stone wrote that in terms of physical quality, the only glitch he identified was that TU's shade of blue was darker than that of the rest of the series. My copy is darker than the blue appearing in SE's maps, but my SE maps'blue is lighter than that in FitE, so I guess everything is evening out. The obvious questions of utility (what do we really need them for) and usability (how do we set'em up and still reach Gorkiy) are real.

But any Europa fan who sees the maps has to have them, will make do one way or another, and it is nice to just sit far away from the Axis player humming the Internationale while he gropes around near Mogilev. I sincerely hope TEN will devote some space to The Urals; I'm often more hobbyist than gamer and can get as much pleasure from reading about a game as I sometimes do from playing one. Since few of us will ever actually "play" The Urals, reading about the effects of the new maps and rules on play may be all the direct pleasure to be gained. Most interesting would be an analysis of the new "Industrial Rules" concerning energy supplylines.

TEN has also become a first-class operation. The physical quality is obviously the biggest improvement, but the articles, especially those by John Astell, Charles Sharp, and Shelby Stanton have reached a high, professional level. One comment: could you please always include clues about the identity of Europa ghosts? The latest one (Litvinov) was much harder, and less interesting since only the fellow's mug shot appeared.

The preview of future counter types was very interesting, but I think I have a better suggestion for Political Police. The symbol I recommend (which if not apparent represents a flashlight) was among those listed in a set of rules for some modern miniatures game. It's intended, in that game anyway, for psychological warfare troops, but I think the symbol is creepier than that; I imagine NKVD or Gestapo men giving some partisan the third degree!

Meanwhile, there are several articles on the various materials contained in The Urals under development. And thanks for the prod for more "ghost clues" -- check out this issue.

James Douglas

I picked up The Europa News for the first time today (#7) and was generally pleased with its form and content. The production quality (printing, graphics) is very good and the articles well written. I will, however, make a few (?) critical comments.

You make some reference to members of "The Europa Association", but omit to tell new readers how to join that association or give an address for further details. Just because you know what the address is does not mean that everyone knows! As a Europa player since the middle 70's I have watched the modules come out with eager anticipation, but I've never heard of The Europa Association (don't make too many assumptions about your readers' involvement with organizations).

This problem with addresses is also to be found in GR/D's new game, The Urals, which I recently purchased. Much as I looked I was unable to find any address of any type (for GR/D) in the rules, on the box, or even hidden on the maps. This is poor practice.

Also I might suggest that in the future you shouldn't print things like the map of Eau Claire on the back of the mail-in registration form. Once the form is mailed in, the map is no longer available, making me wonder why it was printed in the first place. Printing tear/cut out forms in the magazine requires that buyers mutilate their magazines to use them, something which many people will be reluctant to do. The same problem applies to the Europa Parts order form.

By letting readers write out their orders on some convenient piece of their own paper, the magazine need not be mutilated. That also leads to more room for articles/ads without adding additional pages.

Finally, thirty lashes to the person who decided to run that silly letter from Jay Kaufman (TEN#7, "EXchange"). His description of the working of the V-3 gun is TOTALLY WRONG! By printing the letter without correction you have now entered into the minds of your less technically inclined readers some very erroneous ideas on the workings of artillery. The side barrels contained NO projectiles, only powder charges. When the projectile passed each one, the hot gases behind it ignited these side charges, which increased the bore pressure, giving an increased push to the shell. The very idea of little projectiles being fired into the backside of a bigger one is totally stupid.

Technical items such as the workings of the V-3 CAN be checked and inaccurate impressions being held by readers should be corrected, not just dismissed or given with such descriptions as "so interesting I wanted to share it". If you aren't familiar with something like this, I am sure that there are many others in the Europa community who DO know something about artillery. Next time ask somebody.

Don't be put off by the rather negative comments above. I like the issue. I would be grateful for information on subscription rates and details on membership in The Europa Association.

Ouch, thirty times! There's never an artilleryman around when I need one. Thanks for setting the record straight.

Your remarks about The Association and addresses are weft taken; we will ensure that such information is always included in each issue of the magazine and all future games. We tend to think of our customers as close friends and so forget that there are many out there who are happening upon us for the first time. Sorry for any frustration we might have caused.

As for cutting up the magazine, we assume that people will make a photocopy of order and registration forms, and fill those out and send them in so as not to mutilate their issues of TEN. By all means, if you donT have access to a copy machine and don T want to cut or tear out a page containing such information, make a handwritten or typed facsimile and send that in to us instead. That should work just fine if you write neatly.

James Gayler

Based on the Scorched Earth reports I have been hearing, there seem to be more German victories occurring out there than Soviet ones. And now the recent ruling on railroad engineers would seem to be the final blow to Soviet chances of victory. Therefore, are we in the gaming community to sit back and say "History was a mistake - the Nazis should have won."?

I must ask that the SE rules be balanced again; it now appears the pendulum has swung too far in the Axis direction since the days of FRE.

Here's a few areas where I feel the Soviets could be given the boost they appear to need:

1 - Make more of the rocket artillery regiments combaVmotorized and have these appear sooner in the game, so that some will be available to exploit with the tank brigades during late 1941 and early 1942. 1 have felt these units were shortchanged in the mobility department ever since the days of DNO/UNT, when they were all classified as combat/motorized.

2. Allow the Soviets to rebuild some of their fragile units during the game. A limited amount, such as at least one division per month, would seem to be reasonable. There were some seasoned veterans in the Soviet Army, units which fought in Poland, the Winter War, and against Japan - it would follow that there should be some cadres around which elite rifle divisions could be reformed.

3. In order to give the Soviets a weapon to properly combat the hordes of new railroad engineer battalions, use of partisan rule 40 should be made mandatory. Even this may not be able to stop the rapid advance of the Eisenbahntruppe, now so fast as to be ahistorical.

4. The combination of devaluing the river flotillas and giving the Axis a means of unlimited bombing of the Red fleet at virtually no cost if it dares to leave port (the air-naval interaction rule 38E) was too large a swing toward the Reich. This situation needs to be reassessed.

The rules forgive the Germans, but not so the Red Army. Despite the "hordes" of Red reinforcements, it doesn't seem to matter. Recent play balance sees the Germans in command by late 1941 and the Reds are unable to turn the tide. By April '42 the game is lost to the Soviets under normal playing conditions with competent commanders. Therefore, I must ask that Mr. Astell review the situation to ensure that the game can be evenly played.

By the way, what is the prize for getting the correct answer to "Ghosts of Europa" and other such contests?

The prize is $1,000,000 or mention in the magazine - our choice. By the way, Ben Knight recently advised me that we failed to mention one of the people who correctly identified the picture of King Zog shown in TEN #5. This astute but inadvertently overlooked reader was Jim Parmenter. We hope he enjoys his prize.


Back to Europa Number 9 Table of Contents
Back to Europa List of Issues
Back to MagWeb Master Magazine List
© Copyright 1989 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