Europa Twilight

Campaign Rules

Home
Campaign Rules
Battles
Results and Score
Sides
Gallery of Photos
Maps
After Action Reports
Contact/Help/Comments

Here are the rules and how they will apply in the Europa Twilight tournament, please take the time to read them and understand them, if you need any help clarification will be provided.

f4oi9x.sized.jpg
Fishing down by the river

Rules

The campaign will follow standard Steel Panthers rules as used on the Blitz website in regards to scoreing, setup, gameplay and ettiquete but there will be several other rules that will be used. See below for special rules.

The Special Rules are as follows


1. Random Factors
2. Rounds
3. Intel Option
4. Core Forces
5. Elites

If you think there are any problems with the rules, or you think they need to be modified please contact me and let me know, I am amenable to changes if it can be shown that a rule is unfair or will unbalance game play but please note that the rules have been implemented to help provide a degree of variety and chance to the games by allowing players to field various combinations of forces which will hopefully give the battles a more realistic and variable feel allowing for a more tactical (and realistic) use of troops and weapons.

1.Random Factors

Random factors are based on a number between 0 to 9 as assigned by each player. Before the setup the referee will choose a number at random (by rolling a ten sided dice) between 0 to 9 and compare it with the players random factor numbers.



Random factors like in the war games of old can change the course of a battle or a turn by changing the weather/visibility, day or night, allowing new or extra units or giving a point bonus. They can be good or bad for both players depending on who is closest to the random factor.



If both players guess get the random factor or are equidistant from it then both are subjected to the same good or bad factors and no player is penalized.



Please note: the random factor number works on a circular system so that 9 and zero are considerd next to eachother to allow players to choose numbers other than those in the middle range (4,5 and 6).

2.Rounds


Rounds are two months long, players who go over their limit will be penalized at 200 points a day and 2 tournament points per week unless they have a good reason for doing so.


3.Intel Option
The intel option is where players assign a number between 0 and 99 as their intel numbers (players choose a new number if at the start of each battle). In the first round players try to guess their opponents number. if they are correct or are within a certain range they will be able to get extra information in regards to their opponents forces and positions.


20 to 10: Approximate Force Positions


If the guess is within 20 to 10 of the number then the player will receive map hex numbers for any large force clusters that his opponent may have. ie, Tanks and infantry in large numbers around 34,27 or Point 45 (terrain reference)


9 to 5: Force Numbers


If the guess is within 9 to 5 then the player will receive the same as above and a listing all major enemy units units by type, ie 6 Tanks at 23,145.


4 to 2: Identification of major units


If the guess is from 4 to 2 then all major units in clusters will be identified by type and number. For example 5 Sherman tanks at Hill 243.


1: Detailed OOB


If a correct guess is made of the intel number a full enemy OOB and locations of major unit clusters will be given.


Please note that all intel is given from starting positions of forces from the first round of forces at the battle. Any subsequent movement is not accounted for and players may place forces as decoys if they wish should their intel be given.
4.Core Forces
Players may opt to choose core forces such as tanks or infantry but this option can only be chosen at the beginning of the tournament and once chosen must always be followed despite the type of battle, terrain or other factors.

Core forces can gain the option to upgrade by the referee allowing more points to be spent beyond alloted percentages for the battle as well as units that may normally not be chosen. Also settings in the game preferences for such factors as searching, hitting, quality and toughness can be increased as the campaign progresses at a rate of 5% per battle. This is to reflect that units get better over time with experience.

Also any player taking core forces will gain extra points (based on the score for the battle) at the end of each battle. 5% extra will be allocated if the player losses and 10% if the player wins.


Core forces can only be one of the following


Tanks - 2 Companies.



Infantry - 2 Battalions.


It is important to note that in some battles (such as para drops) ceratin units may not be available, if your core units are not compatible for such a battle scenario (such as tanks in a paradrop)then you are not allowed to take those units for that battle despite having chosen them as your core. If this happens you must choose units that are compatible and will gain no core units bonus for that battle. Infantry are the only units which are always available and as such are recommended as your core choice. If you choose otherwise and find yourself unable to take them into battle such are the fortunes of war.

Players do not have to choose core forces if they dont
want to. But if they do they must take the same core
for all battles, there will be chances to upgrade
parts of your core as the tourney progresses but
basically once you choose a core you must always buy
that core.

also if you choose a core you can buy other units
apart from the core but you must always buy that core
first before buying any other units.

in the event that you dont have enough points to buy
your core you must buy the main units first, ie tanks
if you have a tank core or infantry (in Company
formation)if you have an infantry core.

here are some clarafactions of definitions used in
relation with core forces.

SUPPORT= forces that are part of your core but are not
the main unit, for example if you have an infantry
core then if you add AT guns to your core then they
would be considered support. Support must always be
bought after the main units.

AUXILIARY= forces that are not part of the core and are
bought after you have purchased all the core, they can
be any units you like as long as they

a. confirm to all limits or restrictions, if any,
placed on a side for a game. for example if you
choose your core and then want to get Tiger tanks but
the restrictions for that battle say no Tiger tanks
you cannot have Tiger tanks but you may get other
kinds of tanks.

b. an allowance for this is for Elite players who
are not bound by the restrictions on what type of
units they want but must always get the best/most
expensive units of that particular class. So an Elite
player can ignore the "no Tiger tanks' rule but must
get the most expensive kind of tigers if he wishes to
do so. This rule applies in all situations. If tigers
are in the elite core then he can get tigers as well
as Tigers for his Auxiliaries. The only limit on this
is he cannot be more than double the allowed amount
for his Tiger tanks, excepting his core, so if he has
10 tigers in his core and the limit is 6 tigers then
he can only get 2 more which makes it 12 tigers and now
double the limit.

In the case the players core limit already exceeds the
game limit the core will be allowed but no more units
of that type may be purchased. this is for elite
players only, for non elite players wit a core see
below.

c. I f Tiger tanks are part of your core you may
ignore the no tiger tanks option in regards to
purchasing tiger tanks for your core but not for your
auxiliaries. for example if you have 4 tiger tanks in
your core you may ignore the no tiger tanks rule for
getting the 4 tigers for your core but you may not get
any more tiger tanks for your auxiliaries.

If you do not have a core you can choose any units you
like, be they infantry or tanks, or any mix thereof,
but you must conform to all limits placed on units for
the game.


Note: In some battles victory is not determined by points but by gaining objectives, in these situations points will still be awarded but have no bearing on the outcome of the battle.

5.Elites

Any player may choose to take an elite force (such as the SS or Guards) and gain the advantages of taking an elite force but there are also penalties for taking an elite force also.

The following rules apply for taking elites.

Penalties.

1. If you choose to take elite forces you must buy only elite forces if possible, you cannot mix regular and elite forces when there is the option of taking elite units over regular. If there are no elite units for a particular unit or weapon then you may select it.You also may not mix different types of elites such as paras or mountain troops.

Notes on SS units. If you choose to take SS units you can take any units with the "SS" designation but no other kind of elite units, so if you want snipers you must take SS snipers and you must be sure that there are no SS snipers available before taking non SS units.

In lieu of elite units you must also take the most expensive and best equipped units. For example you may not take conscripts or Volkstrum units unless they are the only units available. Also if faced with a choice of rifel squad or panzer grenadiers you must take the panzer grenadiers as they are more expensive.

When choosing vehicles you cannot take a less expensive type of vehicle if there is a more expensive model, such as a cheap scout car over a later model which is more expensive.For example if you choose Pz IIIs You must take the most expensive Pz IIIs available.

2. You must choose a core force if you select elite forces.

3. Your battle points are reduced by 10% for all battles. Elite units are often not as numerous as their regular counterparts and as such you have less to work with.

4. If you choose elites you may only choose one kind of elite. You may not mis SS with Paras, or Brandenburgers with Mountain troops etc. if you choose one kind of Elites you must only take that kind. While a certain amount of flexibility is allowed there is little historical data on elite units mixing and as such you must take and make do with the core of elite troops you have taken.

The only exception to this is if you can show to the Refs satisfaction that there was an actual mixing of elite forces for a particular place and time at a company level, in that case it may be considered.


Bonuses


1. Elite units are not subject unit restrictions for selection of units at the start of battles.

For example if player A (taking elite SS) and player B (regular Russian forces) buy units for a battle, player A need not follow the unit percentage ratios set down for the battle such as a 10% limit on arty or a "no Tiger tanks" rule. The only proviso to this is that an elite player may never have more than double a unit ratio for any particular unit than his opponent ie - if the regular player has 10% artillery then the elite player may take up to 20% but no more.

This bonus is to reflect the often better quality and availability of equipment and men available to elite units.

As with Core forces Elites have the option to upgrade such Preferences as searching, hitting, quality toughness as well as rout/rally if they are victorious in battle at 5% per battle.


What are Elites?


Elites are any infantry forces such as Ski troops, grenadiers, SS, Guards, mountain troops and paras which are not mainstream troops. mainstream troops can be considered to be normal troops and engineers (on foot, motorized or mechanized).

It is less equipment but their moral and experience ratings which count here to determine if they are considered elites as well as the simple fact that they are not run of the mill troops.


Elites.


Only players who take the elite option may
choose elite forces of any kind. If you do not choose
the elite option you cannot buy elites for core or
Auxiliaries.

Elites are usually considered to be units which are
not regular soldiers such as paras, commandos, Guard
units, SS, mountain troops, Ski troops etc. looking at
a units Moral and experience is usually a good
indicator of who is elite or not, any thing which has
a plus in moral or experience should be considered elite, but if there is any doubt clarifaction will be provided if asked for.

In certain circumstances elites may be allowed for
certain battles but this will be announced before the
battle

Engineers are considered to be not elite units and as
such are available to all and in any number including
Elite players but the must get elite engineers if
possible. Elite players must always get the best/most
expensive of all units in whatever class they are
buying from, exceptions can be made for a few points
but otherwise it must be the most expensive units all
the time every time. In the case of artillery players
can choose the caliber but must get the most expensive
of that caliber.

6.Penalties

In the event of players not following the rules there are various penalties which may be imposed at the discretion of the Ref.

Penalties can range from such things as having certain units over an alloted range (having 800 points of arty when you are only allowed 500 or having more than a certain amount of Tanks of a certain type or size, mixing elites etc), having units that are not allowed (such as Lend Lease tanks in the first battle), not sending your game files in for the intel check and then starting without approval.

The form of penalty can be one of the following.

A. Restart of game
B. In game restriction (such as certain units to be deactivated or location given to the other player)
C. Modification of VH held at the end of the game
D. Point Penalty
E. Forfeiture of game
F. Victory awarded to the other player
G. Anything else my fertile imagination can conjure up.

Players may be given warnings but repeated failures to abide by the rules will lead to a penalty being imposed without discussion.

THE RULES ARE NOT ARBITRARY, THEY ARE THERE TO ENSURE AN EVEN GAME AND ALLOW FOR PLAYERS TO HAVE FUN. BREAK THEM AT YOUR PERIL.

ajl.sized.jpg
Whoops!

Hell on the eastern front