"roads" to minor rail lines reflects more accurately the true density of
rails, and their use. The collectors series of maps {They are Beautiful, Buy
the new issues of the games if only to get them!} makes a much more accurate
survey of the transportation systems of the period (Kudos to Arthur
Goodwin).
The rail capacity of a
nation represents it ability to move troops by rail, it IS NOT the entire
railroad capacity of a nation. Civilians need trains also.
When invading another
nation, the use of trains on the newly captured rails (before the rail
network is completely in your control) covers both trains coming into the
new lands from your existing networks (at no Rail cap cost to the captured
network) , and movement inside the captured rails or out of the captured
area is done using the captured capacity (the REs gained by capturing enemy
cities). While this is not the 'perfect' method to show rail operations, it
is close enough to serve here.
Given the importance
of rails to most armies in this war, the rail net will guide your campaigns
as it did in the real war.
Rule 8 Stacking
The stacking rule is
changed to reflect more accurately the unit density that was normal during
the period. In some instances this is LESS than historically done, but
rarely is it higher than possible (what could be done vs. what was done).
When units were packed in tighter, it normally represents the historical
units being at a reduced strength, where the game holds them to a standard
strength overall.
In Master standard
stacking is 12 Regimental Equivalents of units, PLUS 8 Regimental
Equivalents of artillery class units This means that in 1941 (for example) A
German player can place 4 Panzer Divisions and up to 8 regiments of
artillery in a single hex).
Rule 9 Combat
The effects of combat
are adjusted to align with guidelines set in US Army manuals for judging
maneuvers, and operational analysis of historical outcomes of combats. The
chance of success (taking the hex) is factored into the result as much as
the chance of taking or inflicting losses.
The AR result is gone,
since it is pointless when the attacker can move back during the
exploitation phase.
The result NE is
removed. I think we are all tired of this argument. In theory the NE meant
that nothing has changed in the positions of the forces, and the losses are
not significant enough to disable the units involved (yes, being killed is
VERY significant to the guy what gets elected, but that is far below the
level the game represents).
I have opted to reward
all the time and trouble of an attack with something, maybe good, maybe bad,
but something! We are judging the effect of the attack at the
operational/strategic end of the spectrum. so a poorly conceived attack will
make a bigger dent than if Capt. Van Gorza decides to attack a pillbox and
it just doesn't get off the ground as an attack.
The effects of being
unable to retreat should be viewed as being flanked by the attacker.
The most radical
concept here is the German Combat Effectiveness Variable (CEV). This is
based on the research done by Trevor Dupuy, and a good look at the German
situation by 1944!. See Dupuy's books on the Quantified Judgment Method of
Analysis (QJMA) for a more detailed review of this subject.
Basically the CEV acts
as a force multiplier, with the combat factor of the German unit being
multiplied based on the time of the war, and the nation it is fighting. For
example in 1944 a German 5 - 7 - 6 Infantry Division facing Soviet forces
receives a CEV of 2.5, making it a 12.5 - 17.5 - 6. The same unit facing US
forces would receive a CEV of 1.2, making it a 6 - 8.4 - 6. Thus German
tactical ability and cohesion is accurately represented.
Rule 10 Armor &
Antitank Effects.
There is no change in
concept here, but to clarify how I see it:
AEC represents the use
of a force heavy in armor in an offensive manner. Yes, even AECD. AECD
represents the use of armor in the counterattack role rather than in the
bunker and ambush ATEC method. ATEC then represents the defensive use of
armor and antitank forces to stop an enemy advance.
These are slight
differences, but critical in concept to how the rule works.
Rule 12 Logistics
The heart of military
operations at the level the game represents is Logistics. The special supply
system is based on tonnage's required and delivered to all the major
combatants, the methods and means used by them to supply their front-line
units, and the historical operations of forces at the level shown in the
game cut off from supply for the duration represented in the game. (15 Days
minimum!).
The effects of the
first turn out of supply isolated are 'reduced' to allow the tactical choice
to "attack OUT of here", or to assist a relief force to open a route for
supplies. The effect is reduced to allow this, and thus seems to jump up
radically for the next U level.
Supply is calculated
at a rate of tonnage (daily) per division slice, multiplied by 15 days. The
figure for supply is averaged for all nations, so there is some variance in
exact totals of tonnage. however this variance is well within reason when
the entire service and support rear area is factored into the exact number
represented when a supply point is delivered to a combat unit.
The air forces are now
finally brought into the logistics picture, with the provision for isolated
airbases requiring supplies to operate at full capacity.
The Overseas system
allows the game to proceed and yet brings those troubles that logistics
bring to the command level we represent that were MAJOR considerations for
our real counterparts. The "division" is used since the logistics for all
theaters was calculated in terms of the "Divisional Slice". This represents
the logistical requirements for every unit, air and ground, and the
administrative elements in the theater, divided in by the number of
divisions that were assigned. This basic calculation allowed the military to
calculate how much more was need to commit each new division to the theater.
This factor then becomes crucial to the high level commander, when planning
and conducting operations in a theater.
In the game, the
Quartermaster Corps sets new standards in delivering the exact required
tonnage's of the exact required types of supply to meet this figure {great
job guys}. In effect the supply system is given this miracle, so you only
have to worry about the delivery of tons of stuff.
The supply system now
eliminates almost totally the utility of "Ants" making deep raids, by making
them very ineffective (as they would have been in reality) for the cost of
the units usually used as "ants". {Ants die like flies, which is a
particularly ignominious way to go!} You can now calculate the tonnage for
every unit in the game. Carefully note that "ship tons" , "Metric tons" ,
and "long tons", are all being mixed together here!
Rule 14 Special unit
types
Resource points are
not used in Master. The calculation for construction and repair is engineer
assets and time spent on the project, exactly as real commanders allocate
projects. An engineer regiment can construct an air base (holding 3 air
units) by spending 3 movement points. 2 such regiments could construct the
same base by both spending 1.5 points.
Rule 15 Partisans
This is a tricky area,
the effects of the partisan campaigns varied greatly throughout Europe. I
believe that the rules now show the effects, strengths and weaknesses of
partisan operations, and reward the player who can coordinate their use with
the main forces. The influence has been primarily shifted towards
demolition's and sharp raids on under-protected targets (airbases etc.).
The Partisan game can
be very important, but the proper coordination of the partisans for
harassment, and bridge blowing is vital.
Rules 18 - 22 Air
rules
Airbases are
considered to be what they were, grass fields (in the main). Thus the larger
number that could be in an area, and the ease of building them (take a real
good look at the typical W.W.II airbase and see if you still think concrete
and bulldozers were essential). Type HB and SOME jets required the big
runways, but this was not a major a deal for the countries who had them and
so needed to have the bases to operate them.
The air system has
been redone to eliminate the Air Zone of Patrol, as this is one of the most
abused and misused rules in the Rules as written (RAW).
The entire air combat
system is designed to allow texture (for the "air enthusiast") and yet speed
play in the game.
The assumption here is
that the air combats we do, represent the main effort of these units over
the span of the 15 day turn. Each combat does not represent a single air
combat, nor a single mission.
Also eliminated is the
"damaged" air unit, at this level the air unit either accomplishes its
mission, or not, and is either able to fly effectively or not. This also
saves the time for rolling for each units repair.
The air combat system
is designed to save time, represent the effects of massed air combat, and
show the impact of the types of aircraft in combat. The experience factors
are vital to show that though the plane may be good, the pilot and his
support elements may not be.
The close support
rules add in a very interesting aspect, FOG IN WAR. You will not be sure
of the attack odds in the planning stage, so you best send enough "stuff" to
be sure (just like the real world!). The defender allocates any available
defensive air support to a hex under attack AFTER the attacker has declared
the attack, and allocated the air support to it. The attacking air units
begin to be assigned to ensure both combat odds (TBFs) and air superiority
(or at least parity) to get the bombs on target, while the defender has a
very flexible ‘reserve’ of reaction power to apply if not used in an
offensive role first.
Other missions such as
harassment of possible reaction forces also begin to come into play during
the game
Last warning to you
factor counters, the world is changing, so its time to start thinking like
them folks with the uniforms and maps (grin).
Rules 23 - 31 Naval
rules
The naval system is
designed to allow the player to choose between a very detailed naval
simulation, or (especially if just running one game or scenario) a simple
naval game.
The base for the
system is the excellent work done by Frank Chadwick in Their Finest Hour. I
have modified his system in several areas however.
First, I do not use
the ‘sea zone’ concept, as it just cannot generate the correct feel to naval
operations in the game. Instead the War at Sea module provides a set of map
sheets that link up to cover the world from North and South America East to
Hong Kong - Manilla - Wellington. These are scaled at 200nm per hex. The
rules include a simple technique for changing from this map to the standard
Europa™ maps, and the ships are rated for movement on both maps.
The Naval Action
Segment (NAS) is just slightly over a day (about 25 hours) in length, this
to allow a more even transition from naval phase to real world time. The
ships are rated at their ability to move a distance at their normal cruising
speed during that time period. I have 7 of these in each player turn
(totaling 14 in a game turn or 2 weeks). All naval movement occurs inside
the regular movement phase (unlike RAW where ships are moving during
exploitation (per SF)).
The gunnery and
protection ratings for the ships are the excellent work of Alan Philson.
Another one of the people to whom I owe so much on this project. The ships
are rated at three possible firing range bands: Long (L), Medium (M), and
Short (S). The rating is total firepower at the range (the closer you get,
the more damage the ship can do to you. The different guns of the period can
lead to such interesting situations as a Cruiser being able to engage at
Long range. For example the German CA Prinz Eugen is rated at 3 - 8 - 14
while the British BC Hood comes in at 7 - 21 - 38.
All ships are rated
with their endurance (the number of NAS they can operate without refueling)
as check boxes on the laminated ship cards. You need only check off the box
with a marker and thus the time remaining for the use of that ship can be
easily checked.
Submarines are not
represented by counters, but EVERY German U-boat is accounted for. British
Submarines are provided, but I suggest that their only truly effective area
in the game is in the Mediterranean Sea.
Each Naval Transport
Point (NTP) represents 5,625 tons of cargo delivery capacity, NOT an
individual ship.
RULE 37 Field
fortifications
The basis for the
ratings is derived from US Army FM 31-50 (Mar 1964), Chapter 2 section I,
page 8.
"5. Types of Fortified
areas. A fortified area is one containing numerous defensive works. These
may include fortified weapon emplacements, or bunkers, protected shelters,
reinforced natural or manmade caves, entrenchment's, and obstacles.
Depending on its location, extent, and depth, a fortified area and its ports
may be classified as follows:
1. Fortified Locality
{ME level 1}. A grouping or defensive works about a single location, either
without regard to any other defensive system, or as part of a large
defensive system.
2. Fortified Position
{ME level 2}. A series of strongly organized localities disposed in width
and depth in such a manner as to be mutually supporting. Exceptionally, it
may be a single, strongly organized locality.
3. Fortified Belt {ME
level 3}. A linear grouping of fortified positions.
4. Fortified Zone {ME
level 4}. A system of fortified positions extending laterally and in depth,
normally consisting of two or more fortified belts."
The Field
fortifications in the game represent these levels, and thus avoid the need
to discuss if there are "portable pillboxes" or sufficient mines to create
an area. The point is that the result of the works causes this level of
benefit to the defending forces.
I recommend that you
use the fortification markers provided with the game, dividing them into
four groups, and marking them 1 - 4 to show a level of fortification.
The removal of
unoccupied fortifications shows the normal reuse of construction materials &
mines that occurs when a friendly position becomes a rear area one. The
requirement also places limitations on players having a "more realistic"
theory of defense. (Such as Germans building a 5 hex thick- solid wall of
fortifications along the Polish border while the army is fighting around
Moscow!) In the real world, commanders requesting permission to establish
fortified areas to the far rear of their positions are not "encouraged in
their career paths". (Especially if they are proved right!)
Rule 39 Victory
conditions
As the rule says, you
decide how the game went based on the situation at the end of the game.