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Chow time |
Battle Types
Battles in Europa Twilight are fought over a abstract map of the eastern front.
There are three (3) different types of battle that can be fought.
1. Search and Destroy
2. Take and Hold
3. Raids
1. Search and Destroy.
This type of battle has no Victory hexes (VHs) to capture but instead players must seek out the enemy and destroy as many
of them as possible (and hopefully more) to gain more points and hence victory.
2. Take and Hold.
In Take and Hold players battle for crucial pieces of terrain (be it a hill, a road or a building).Take and hold battles
are the opposite of search and destroy. Players must fight to gain strategic objectives on the map (VHs) and hold them to
gain a victory, any points taken in the battle are recorded but have no influence on the outcome. The side with the most VHs
is the winner. In the event of both sides having equal amounts then the battle is a draw.
3. Raids
Raids are a mixture of S&D and T&H. Victory hexes are hidden on the map to reveal themselves at a certain point
in the game. When they appear players may attempt to take and hold them until the end of the game at which point the player
with the most VHs is the winner. In most games the number of VHs on the map will be even and useualy placed well to each players
rear so that for a player will have to strike deep into his opponents territory to capture a VH.
Battle Map and Terrain Types.
Terrain Types
Each sector may contain one or more of the following terrain types.
A. Urban/Built up
B. Open/Steppe
C. River
D. Swamp/Marsh
Different terrain types are represented in the game by different maps and the different terrain types will also affect
what type of battle is fought.
For example, urban areas are more likely to be take and hold than open areas which are more likely to be search and destroy
but this may not always be the case.
River areas cannot have raids fought on them only S&D or T&H
Also different terrain types may be more suitable to a player with a particular core force, for example a player whose
core force is composed of tanks is less likely to choose an urban area as it much harder for tanks to operate in such built
up and confined terrain. Conversely a player who has taken a core of infantry may be less willing to fight it out over an
open map portraying the Russian steppe. There are no restrictions on where a player may choose to fight except for the fire
fighting rule (see below) and so may in fact choose to commit his core forces to battle in unsuitable terrain. Bonus points
are awarded to a player who fights in unfavorable terrain and is victorious but not if they fail.
Weather.
Various terrain types may also be affected by the weather. For example in winter rivers may freeze and be easily passable
by tanks or open ground may be covered with deep snowdrifts. In summer swamp may be dryer and less muddy. In the rainy season
open ground may be muddier and have marshy patches. many different terrain outcomes are possible and commanders need to be
aware that weather played a big part in battles on the Eastern front and as such there are three main weather types that may
be encountered.
A. Rainy Season - The Start or end of winter (spring/autumn)
B. Dry Season - Summer
C. Cold Season - Winter
Weather is determined randomly for each campaign season. Campaign seasons are determined randomly but start in 1943 and
finish in 1946. Campaign seasons may be focused around a single period of time or battle or spaced out over a longer time
frame but there are 5 campaign seasons in all. Different sectors of the battle map can have different weather so while it
may be sunny in the Crimea it may be snowy in Leningrad.
Players on the side which has gone over to the offensive (see below) may choose which area/sector they wish to fight in
and there is no limit to how many players may choose an area but all areas of the battle front must have at least on battle
occurring in them. If no players have chosen a particular area then one player from each side will be allocated to that sector
by the referee under the firefighters rule (see below).
Also very important to note is that certain terrain types and certain sectors confer benefits in certain weather and to
certain units and in certain types of battles.
Sectors
Berlin/Moscow - give defensive benefits to their respective sides.
Narva - gives defensive benefits to any SS units stationed there.
Stalingrad - Russian infantry gain defensive benefits.
Oder - German players gain points bonus for successful defense.
Leningrad - Russian players gain points bonus for successful defense.
Caucus - German players gain points for successful offense there.
Terrain
Open - players with tank core forces gain offensive benefits in summer.
Urban - players with infantry core forces gain defensive benefits in winter.
River - Defensive players may take fortifications such as mines, barbed wire and AT obstacles while offensive players
may take extra artillery.River may be totally or partially frozen in winter.
Swamp/Marsh - defensive player gains benefits in summer which are doubled in autumn and removed in winter.
Going on the offensive
An important part of Europa Twilight is which side (Russian or German) is on the offensive.
The side on the offensive is able to choose which sectors its players will fight in while the side on the defensive cannot
and must react to the movements of its opponent.
Which side is on the offensive is determined by the level of success in each contested sector of the battlefront and not
on the overall success level of a side.
For example if the battle front consists of the Smolensk, Kursk and Rostov sectors then the level of success in each sector
is counted to see who will stay on the offensive or go over to the defensive. So if Germany has 3 wins to 1 in Smolensk, 1
win to 2 in Kursk and 2 wins to 1 in Rostov then it has control of two sectors while Russia has control in one, Germany therefore
is on the offensive while Russia is on the defensive.
The Smolensk and Rostov sectors would then come under German control while Kursk would remain in Russian hands.
In the following round Germany could then make the following moves (NOTE! advances may only be horizontal or vertical
on the map, NOT Diagonal!)SEE PICTURES AT THE BOTTOM OF THE PAGE.
A. Advance from Smolensk into Narva or Kursk.
B. Advance from Kharkov into Kursk (again)
C. Advance from Rostov into Kursk or Stalingrad
The Firefighters Rule.
In the event that no players on the offensive side choose to fight in a particular sector then two things happen.
1. One enemy player located adjacent to that sector is chosen at random and may go over to the offensive and stage an
attempted surprise breakthrough into that sector in which case one player from the offensive side is chosen randomly and is
redirected to the threatened sector to act as a "fireman".
If the offensive side has elite units, they are more likely to be chosen to be the fireman than regular forces (such is
the price of being elite, the SS were often used in just such a way and often in situations which only the highly skilled
and Fanatical SS could stop the Russian hordes). The fireman player is considered to be on the defensive as they attempt to
plug a hole in the line.
Any offensive player from any part of the map may be chosen and as such may find themselves in the wrong place at the
wrong time or conversely in the right place at the right time, such are the fortunes of war, and such was the Eastern Front
in WW2.
Also the attacking player gets a 20% points bonus while the defending player gets a minus 20% points penalty, such is
the price you pay for leaving holes in your lines. Dont do it!
2. If the Breakthrough attack is successful then then the two sides automatically change over in the next round from offensive
to defensive and vice versa, regardless of the results in any other sectors.
The Reasons For This System.
The reason for the battle map system is to give players a large degree of strategic flexibility and also to require some
degree of coordination between players on each side as numbers may make all the difference in a crucial sector of the front.
Players are no longer stuck into a simple system of win or loose and can have a much larger influence on the overall progress
of the campaign, they can fight where they are strong and avoid where they are weak but also they are much more responsible
for their decisions, choices must be made carefully or battles will be lost.
How To Achieve Victory.
Overall Victory in the tournament can be one of three ways.
1. If the enemy capitals of Berlin or Moscow are captured then the Tournament is automatically over. Note for this to
be archived the capital must be attacked from two (2) or more sides in the same turn, it cannot be attacked from only one
(this prevents straight drives for the capitals).
Offensive players may still attack capitals from only one direction and may be successful but cannot capture them, defensive
players remain in control of the city.
2. After 5 campaign seasons and then it is determined who has the most tournament points.
3. If one side captures all sectors including the capital city one.
This how the Battlemap will look at the beginning of the tournament showing the attack options for both sides (note the maroon
indicates sectors that are either controlled by both sides or that have had equal results in the previous campaign season).
This is how the battlemap would look after the first round showing Germany successful in capturing the Rostov and Smolensk
sectors but the Russians being in control of the Kursk sectors. It also shows that the Germans are on the offensive and their
attacks into Russian held sectors (round 2)
Setup notes for Campaign 1 - Kursk.
Campaign One - Kursk/Prokhorovka
Summer 7/1943
Time - 20 turns
Battle type - Take and hold. Meeting Engagement
Visibility - 60
Points Germany - 8000/7200 for Elites
Points Russia - 8000/7200 for Elites
Baseline Preferences
Searching - 60%
Hitting - 80%
Rout/Rally - 100%
Troop Quality - see below *
Tank Toughness - 110% (yes it has been reduced)
Infantry toughness - 100%
Breakdowns - yes
Command - yes (thanks to walrus for the point out)
Ammo limit - Yes
Moral - yes
Training - Off
Shoot and move - Yes
Pre Bombardment - OK (in fact encouraged1 :)
*Troop quality.
Germany - 70%
Russia - 60%
These are provisional for the first battle, if they
dont work out they will be reset. REMEMBER - IF YOU
HAVE ELITES/CORE FORCES THESE NUMBERS WILL GO UP AT 5%
PER BATTLE.
PLEASE NOTE the above preferences can be changed for individual battles due to the random factor.
ERRATA
A. AT guns and AA guns are not part of the artillery limit, only actual arty such as howitzers, mortars etc are subjected
to the limit.
B. Planes. The number for planes is for the number of PURCHASES not the number of actual planes. For example a purchase
may have 1, 2 or 3 planes in it so if you bought 10 purchases with 3 planes per purchases then you would have 30 planes.
Limits per side
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Germany -
Armor - 70% of total points.
also size 5 tanks (Tigers, Panthers, Ferdinand's)
cannot exceed any more than 15% of the total points,
the only exceptions to this are Elites who may take up
to 30% and core players who have an excess number in
their core. Also Germans may only spend up to 5% of
their total points on captured tanks.
Artillery - 15% except for Elite players who may up
this to 30% if they so desire.
Infantry - No limits excepting the usual, ie you can
only take elites if your an elite player.
Misc - no limits
Planes - 10
ammo dumps/Munitions - yes, no limit.
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Russia -
Armor - 80% of total points
also size 5 tanks (KVs, M-10s etc) cannot exceed
any more than 15% of the total points, the only
exceptions to this are Elites who may take up to 30%
and core players who have an excess number in their
core. Also Russians may only spend up to 10% of their
total points on captured tanks.
Russians may not take and Lend Lease tanks except
M-10s.
Artillery - 15% except for Elite players who may up
this to 30% if they so desire.
Infantry - No limits excepting the usual, ie you can
only take elites if your an elite player.
Misc - No limits
Planes - 10
ammo dumps/Munitions - yes, no limit.
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Campaign Two setup notes
Smolensk
Open
Points
Russia - core force + 6000/5400 points
germany - core force + 4000/3600 points
VH Flag Hexes
56,58
56,62
54,66
51,64
3,75
34,37
40,43
44,68
32,72
25,72
16,77
Take and Hold battle
Ass-Def Battle
Lookout Rule - Russian
Battalion HQ Rule - German
Prebombard - Russian only
Attacker Prefs
Tank - 50%
Infantry - 60%
Arty - 10%
Bunkers - no
Mines - no
Planes - 2 (no transports)
Infiltrators - no
Defenders Prefs
Tank - 70%
Infantry - 40%
Arty - 15%
Bunkers - yes
Mines - yes (100 mine points)
Planes - 2 (no transports)
Infiltrators - no
VonBismarck vs Weasel
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Smolensk
Urban
Points
Russia - core force + 5250/4680 points
germany - core force + 3500/3150 points
Ass-Def Battle
Search and Destroy battle
T-34 rule - Russian
Prebombardment - no for both sides
Attackers prefs
Tank - 35%
Infantry - 60%
Arty - 15%
Bunkers - no
Mines - no
Planes - no
Infiltrators - no
Defenders Prefs
Tank - 50%
Infantry - 60%
Arty - 10%
Bunkers - yes
Mines - yes (100 mine points)
Planes - no
Infiltrators - no
Splintex Vs Jadpanther
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Kharkov
Urban
points
Russia - core force + 6000/5400 points
germany - core force + 4000/3600 points
Ass-Def Battle
Search and Destroy Battle
T-34 rule - Russian
Pre bombard - no for both players
Attacker Prefs
Tank - 60%
Infantry - 60%
Arty - 15%
Bunkers - no
Mines - no
Planes - no
Infiltrators - no
Defender prefs
Tank - 60%
Infantry - 60%
Arty - 10%
Bunkers - yes
Mines - yes (100 mine points)
Planes - no
Infiltrators - no
Yogi Vs Thexder
Vesku Vs Walrus
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Rostov
Open
points
Russia - core force + 6000/5400 points
germany - core force + 4000/3600 points
Ass-Def Battle
Search and Destroy Battle
T-34 Rule - Russian
Prebombardment - yes Russians only
Attacker Prefs
Tank - 40%
Infantry - 60%
Arty - 10%
Bunkers - no
Mines - no
Planes - 4 (no transport)
Infiltrators - no
Defenders prefs
Tank - 50%
Infantry - 30%
Arty - 10%
Bunkers - yes
Mines - yes (100 mine poinst)
Planes - 3 (no transports)
Infiltrators - no
Jolly Roger vs Keepitloki
July vs Brm3K
Model vs Epoletov
Mikekille16 vs 2nd Lt Fjun
Thesix vs Greybeard
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Rostov
Urban
points
Russia - core force + 6000/5400 points
germany - core force + 4000/3600 points
Ass-Def Battle
Search and destroy Battle
Lookout Rule - Russian
Prebombardment - Yes both sides
Attacker prefs
Tank - 15%
Infantry - 70%
Arty - 15%
Bunkers - no
Mines - no
Planes - no
Infiltrators - no
Defender Prefs
Tank - 25%
Infantry - 70%
Arty - 15%
Bunkers - yes
Mines - yes (100 mine points)
Planes - no
Infiltrators - no
Stonefire vs Asidun
Wigam vs Olegus
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RULES
T-34 Rule
Any Russian player operating with the T-34 Rule may only take T-34 tanks (of any type) and no tanks of any other kind,
larger or smaller. This does not include scout cars, APCs, trucks or support vehicles but does include tanks of any kind.
NOTE Elite Players are not Bound by this rule.
Battalion HQ Rule
Any player who operates under the battalion HQ rule Must locate their A Unit (the commander) within 5 hexes of the designation
"battalion HQ" on the map. The Unit may move but may not move beyond 5 hexes of the designation. Players will be
checked at the start and end of their games to see that they have followed this rule.
Lookout Rule
Any Player who operates under the batalion HQ rule must locate any FO units within 5 hexes of the designation "Lookout
Point" on the map. The Unit may move but may not move beyond 5 hexes of the designation. Players will be checked at the
start and end of their games to see that they have followed this rule.
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Round Two Prefrences
PLEASE NOTE - the first number is for non core/elite players. the second number is for Core/elite players. Please check
with you Opponent.
Searching - 60/65%
Hitting - 80/85%
Rout rally - 100% Non elite,core/ 105% elites
Troop Quality - Germany/Axis 70/75%
Russia 60/65%
Tank Toughness - 110%
Infantry Toughness - 100/105%
Armor - See individual battles notes
Infantry - See individual battles notes
Arty - See individual battles notes
Planes - See individual battles notes
Mines - See individual battles notes
Bunkers - See individual battles notes
Infiltrators - See individual battles notes
Time - September 1943 (Autumn/Rainy)
Day
Turns - 20
Visibility
Smolensk - 45
Kharkov - 30 (lots of smoke from the fighting etc)
Rostov - 50
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