Europa Games and Military History

FAQ Tag: Garrison

Rule 38D5 (Insurgent Gobernito border garrisons) and Rule 39D (Intrinsic Garrison)

Question:
For the purposes of 1) Insurgent REs triggering Gobernito garrison release, and 2) checking the required Insurgent Gobernito border garrison, are the REs of intrinsic garrisons (of pacified cities) considered units?

Answer 1:
39D specifies that intrinsic garrisons are treated as units.  The trigger conditions listed in the Loyalist OB for release of the various Gobernito Garrisons refer to insurgent units without modifying the term “units” in any way.  Therefore, yes, Insurgent intrinsic garrison “units” that otherwise meet the conditions specified in the OB *do* count towards Gobernito garrison release.

Note that the trigger conditions for the release of the various garrisons all require the Insurgent units being counted toward the garrison’s release to be inside the Gobernito.  If the Insurgent player has taken a city inside a Gobernito and pacified it (thus leaving an intrinsic garrison behind), then that intrinsic garrison is definitely contributing towards the unease being felt by that Gobernito and should count towards the release of that Gobernito’s garrison.

Answer 2:
There is no such thing as an “Insurgent Gobernito border garrison”.  38D5 refers to “Insurgent Gobernito Guard Forces”.  Per that rule, “Only Insurgent ground units with an attack strength greater than 0 may be used for these guard forces”.  Since 39D specifies that intrinsic garrisons always have an attack strength of 0, intrinsic garrisons cannot be counted towards part of any Insurgent Gobernito Guard Force.

[AEG, Developer, 03-Mar-04]

Loyalist OB – Conditional Reinforcements, Releasing Basque Garrison

Question:
One of conditions for release of the Euzkadi garrison is the presence of 4 REs of Insurgent units north of the 19xx hexrow.  Does this include the 19xx hexrow itself?

Answer:
No.  The term “north of the 19xx hexrow” means just that.  Units *in* hex of the 19xx hexrow are not *north* of the 19xx hexrow.  Had it been intended that units in the 19xx hexrow be included, the Loyalist OB would have specified “on or north of the 19xx hexrow”.

Source:
[AEG, Developer, 03-Mar-04]

 

Rule 24: The Missing Garrison ploy

Question:
The problem with the Sudden Death ploy is that garrison units cannot appear at a city if an enemy air unit air dropped in the hex has gained onwership of the hex. This ploy can be used in many other ways: the Allied player could drop units on Bucharest, Budapest or Rome attempting to capture the governments of these countries. The Allied player could attempt to take any city, regardless of the size of its garrison.

Answer:
Note, however, that you activate the garrison immediately upon the entry of the first enemy unit in the region. Also, if the air-droppable unit was disrupted, garrison forces could appear in the same hex with them. Note also that the utility of this ploy was based upon the faulty rules interpretation that simply capturing a capital caused a nation to surrender; this is not so. None of the Axis nations that appear in Clash of Titans (nor Second Front for that matter) will surrender due to the loss of their capital unless other conditions have been fulfilled as well. Besides, having one battalion of on-map forces defending your capital is probably not too much to ask of a player, if it is at risk of being captures by such a daring raid.

Source:
TEM 74

 

Rule 23I: Can Air Units leave Garrison Boxes?

Question:
Rule 23I2 states that Allied air units may enter and leave garrison boxes. Rule 37E1 says that the Allied player “must maintain garrisons in certain districts or pay a penalty”. Does this mean that the Allied player can voluntarily exit air units (for instance, the 20 fighters from the Britain garrison) and then later return them to the garrison again? If yes, when is the penalty implemented?

Answer:
Yes, you can choose to have air units leave a garrison. They may do so during a friendly initial phase, simply move the air unit from the garrison box to the associated holding box. This occurs when you do replacement/reinforcement activities. Note that you check required garrisons before replacement and reinforcement activities. So, if you remove one or more air units from a garrison, you will be short that many air units from the garrison at the beginning of your next friendly initial phase. When you check required garrisons, you will be penalized one ARP per air unit missing from the harrison at that time. You will be unable to have any air units enter that garrison before the penalty is assessed, due to the sequence of play.

Source:
TEM 73

 

Forming units counting half their RE size

Question:
Forming units can be part of a garrison but count at half RE size, is this correct?

Answer:
You are correct. This does leave the Germans in SW Africa short 1 RE towards their garrison requirement. In this instance I would go with the historical deployment
overriding the garrison requirement.

Source:
Arthur E. Goodwin posted on the Europa Association mailing List at Yahoo,
11:47am Jun 27, 2002 PST