by John M. Astell
The Italians had drawn up plans for an invasion of Jugoslavia; however, they decided to invade Greece instead. This scenario explores the possibilities had the Italians gone with their Plan Y. Italian Order of Battle 1. Use the Italian Initial Order of Battle Chart, deploying the units as specified, with the following modifications:
b. The unit required to deploy north of Tirane may deploy anywhere in Albania. c. The air units and airbase specified for Brindisi may be deployed anywhere in Italy (but not in Zara or Albania). 2. Add the Italian Second Army to the starting forces. 3. The Italian reinforcements appear exactly as specified. Jugoslav Order of Battle Use the Jugoslav Order of Battle Chart. Game Length The game begins on the Nov II 1940 turn and ends following the Mar II 1941 turn, for a total length of ten game turns. Victory Conditions The Italians win a decisive victory if they control all Jugoslav supply cities by the end of the Feb I 41 turn. They win a substantial victory if they hold these cities at the end of the Feb II 41 turn. They win a marginal victory if they hold the cities at the end of the Mar I 41 turn. The game is drawn if the Italians hold all Jugoslav supply cities at the end of the Mar II 41 turn. The Jugoslavs win if the Italians do not hold all Jugoslav supply cities at the end of the Mar II 41 turn. Special Rules 1. Deployment and Movement Order. The Italians deploy first. The Italians move first. 2. Italian Surprise Attack. Prior to Jugoslav deployment, roll one die. A roll of 1, 2, or 3 means that the Jugoslav units must be deployed as specified. A roll of 4 or 5 allows the Jugoslav 7th Army to be deployed anywhere in Jugoslavia within three hexes of the Italian border. A roll of 6 allows the 7th Army to be deployed as described above and allows the High Command Reserves to be deployed anywhere in Jugoslavia. 3. Jugoslav Supply. Jugoslav units are in supply only if they can trace a line to any two Jugoslav supply sources. 4. Border Guards. No Jugoslavian reserve or border regiment may move until an Italian ground unit moves within five hexes of the regiment. The Jugoslav player must have a total of at least fifteen regimental equivalents of his units adjacent to the Hungarian border; if, at the start of any Axis player turn, this requirement is not met, the Hungarians intervene. 5. Hungarian Intervention. The Hungarians intevene as described above. Also, the Hungarians intervene on the first Axis player turn following the turn that any Italian ground unit enters or moves adjacent to the Backa or Baranja. 6. Greece. The Italian player must keep at least three regimental equivalents in Albania adjacent to the Greek border at the end of his player turn. The Italians may not invade Greece in this scenario. 7. No German, British, Greek, or Commonwealth units appear in this scenario. 8. The following Marita-Merkur rules are not used: Albania (30E), Jugoslav Coup (31D), German Units (31E), German Invasion (31F),Jugoslav Defection (31G), Rhodes (31N), and Victory Conditions (34). Back to Grenadier Number 7 Table of Contents Back to Grenadier List of Issues Back to MagWeb Master Magazine List © Copyright 2001 by Pacific Rim Publishing 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 |