by Phil Smith
In both OCS games, especially EatG, I have had difficulty in achieving survival of units on deep penetrations. And so you should, I hear you say, but it should be possible for units in movement mode, especially the Russians, to make breakthroughs and then dig in and defend to the last. I cite the example of the 24th Tank corps which, having stormed Tatsinskia, dug in and attempted to fend off the 11th and 6th Panzer divisions. To give the unit breaking through in movement mode a chance, I suggest the following. Any unit that wins a combat round and secures an exploitation result can give up that right at the start of the exploitation phase and switch to combat mode. The unit(s) would still be entitled to advance after combat as the exploitation right is only surrendered after the combat phase is finished the unit would not be able to move, barrage, or combat during the exploitation phase. Variable ReinforcementsMy second rule suggestion reflects my commitment to solo gaming. I particularly enjoy the uncertainty created by not knowing exact details of reinforcements. The variable replacements rule, the Ist PzA mobile divisions rule (EatG), and the 4th PzA withdrawal rules (GB) all found favour with me. However, I plan to take this a lot further with a combination of variations to standard reinforcements and bidding for extra mobile divisions/corps. Varying the standard reinforcements This rule is intended to apply only to the mobile divisions (Panzer, Motorised, Tank, Mech and Cavalry Corps) in EatG. Each unit's divisional marker should be placed at its appropriate place on the game turn track. (For a two-player game you might wish to do this in secret.) Every turn during the reinforcement phase, throw a separate pair of dice for each divisional marker on the track (excluding those which arrive on the map during the current turn) and compare the result to the table below.
To keep track of changes, reposition the divisional markers on the turn record track accordingly. Any unit deferred beyond the end of the game is lost, period. Do not assume it arrives on turn 35 and throw to try and get it earlier! Obviously such a rule will be fatal for those who are die roll challenged, but for those who like a level of uncertainty, these die rolls will be at least as entertaining as trying to take Kharkov on the run at odds of 2: 1! Varying the total reinforcement package Two of my favourite games of years gone by, Korsun Pocket and Wacht am Rhine, both contained optional rules for additional reinforcements, 24th Panzer in the former and 10th SS and 11th Panzer in the latter. Despite the fact that these units hardly ever appeared, the possibility of their arrival generated much entertainment and significant pleading to the "god of die rolls." These rules were always mandatory for me! To expand upon the EatG rules for 23rd, 3rd, Wiking, and 13th Panzer divisions I suggest the following: On a limited number of turns (say 10 turns) each player can make a single bid for additional reinforcements. A player cannot make bids on consecutive turns. Players can use any total number of bids up to ten; there is no requirement to make them all having made the first. A bid requires a die roll on the table below.
2-3 Next mobile division is redirected elsewhere 4-5 Defer arrival of next mobile division* 6-8 No effect 9-10 Throw again with a +2 die roll modifier 11-12 Receive additional mobile division *The next mobile division is deferred by a number of turns equal to a single die roll (i.e. one to six turns). Immediately adjust the position of the divisional marker on the turn record track, with any choice between divisions due on the same turn being decided by a die roll. (N.B. For the purpose of this rule only, neither the 27th Panzer Division nor the 10th Tank Corps should be treated as a mobile division: the trade-off is too attractive.) A further optional die roll modifier might be the right to adjust either your own or your opponent's die roll by plus or minus 2 at the cost of a victory point, although this is not one I would use myself. Having secured an extra mobile reinforcement, roll a single die and compare to the table below to identify the exact unit.
The 10th Panzer would be available for placement onto the turn track only up to the end of November, i.e. up until it is committed to Africa, but once on the track it remains in the game until turn 34. A die roll resulting in a unit that is already in play or otherwise unavailable will not be rethrown and the secured addition reinforcement is lost. Oh, the fickle nature of High Command. Having identified the additional mobile unit, immediately place its divisional marker on the turn record track using the following rule. Throw a single die, add 1 plus the number of the current turn to identify the arrival turn of the extra reinforcement. During subsequent turns this divisional marker will be subject to the standard reinforcement variability throws, just like any other mobile divisional/corps reinforcement. Back to Table of Contents -- Operations #16 Back to Operations List of Issues Back to MagWeb Master List of Magazines © Copyright 1995 by The Gamers. 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 |