Europa Games and Military History

FAQ Tag: Movement

Battle of Liege: Movement Restrictions

Question:
The scenario instructions allow ALL Germans to move, even units at reduced effect from outside the Army of the Meuse, so that any real German player will bring up eight regiments of engineers and much more artillery, use the leader and aerial reconnaissance for potential bonuses, and have an approximately 94% chance to take the fortress and completely eliminate its defenders (including almost the whole 3rd XX) during the I AUG combat phase, then exploit move southwestward without needing (given multiple armies of units and ZOC kills, the stray brigade of 3rd XX that starts outside Liege can 100% chance be eliminated in the combat phase)

Answer:
Not ALL Germans may move. The scenario only allows the Army of the Meuse to move. No other forces are available AUG I 14 as they are not listed.

Source:
Mail by Eric Pierce to the Yahoo Europa Mailing List, 15.8.2016

Battle of Liege: Escape of 3rd Belgian Division

Question:
Even if the rules are clarified to restrict the Germans to both moving and fighting only adjacent to Liege, no actual player will allow 3rd Belgian XX to escape the fortress as it historically did…if a player has no incentive to act historically and lots of incentive not to, the rule is probably wrong.

Answer:
True. An Entente player probably will not move the 3rd Div out. What a player might do with the 3rd Div may depend on other considerations. Note too that the the AUG I 14 Setup is not intended to carry over to AUG II14. MTV starts AUG II 14. Sorry if this is not clear. The “March to Victory” scenario is only the AUG I 14 turn. I added CP Setup MTV: to the AUG II 14 listing.

Source:
Mail by Eric Pierce to the Yahoo Europa Mailing List, 15.8.2016

Rule 14J: Stacking Transport Counters and Units on LC

Question:
What if the counter is on the LC with the units it wants to motorize? And what if the counter (and eventually the unit it wants to motorize) is on AT and still requires to be transferred to the LC for disembarking on the beach?

Answer:
In these cases, the unit/s and transport counters are stacked together and could move as one unit. The unit would pay c/m costs for disembarking and could move from the beach if it has sufficient MPs.

Source:
TEM 59/60

 

Rule 6, Administrative Movement

Question:
If using normal movement, unit A moved along a path, could unit B then administrative move along that same path, assuming no enemy ZoCs along path?

Answer:
Correct, for administrative movement the hex merely needs to be friendly owned at the moment that the admin movement occurs. For example, you can capture “admin paths” with friendly units using normal movement and then immediately (that is, in the phase of capture) use those captured hexes for admin movement, since they satisfy the requirements of admin movement, that is, that the hex be friendly owned, etc.

Source:
TEM 59/60

 

River Transports

Question:
When using river transportation capability, not RT units, do you have to
plan an invasion 1 turn in advance if intending to land in
enemy-controlled hexes?

Answer:
No, as river movement into enemy territory is
not an amphibious landing. Design Note: River movement uses local small
craft that can be rounded up in a very short period of time, without
giving the enemy any real warning; using a RT or regular naval units to
make an amphibious landing is a much more involved process.

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

Rule 15G: Besieged Units and Movement

Question:
May besieged units leave the hex? Seems wrong but I can’t see where it’s forbidden.

Answer:
Good point. You are right in that the rule does not prohibit this. But it should, and I will amend the 2nd bullet to Rule 15G (Siege) in The Great War Ground Rules booklet to state: “Units of the besieged player may only enter or leave a hex under siege by means of air or naval transport…”

Source:
Arthur E. Goodwin posted on the Europa Association mailing List at Yahoo,
06:27pm Jun 29, 2002 PST

Western Desert Malta Shipments

Question:

If a unit tries to ship to Malta and fails the roll, is it done with movement? Or can it continue to move from the port by road, rail, or another port? (assuming sufficient MPs remaining)

Answer:

Rule 28D (and Rule 26C, which Rule 28D draws upon for the turn-back result), places no special restrictions on the unit that was turned backed, except that the unit cannot attempt to ship to the destination again that turn (28D says that it can try in future turns, which I also read as meaning it cannot try again in the current turn). So, an Allied unit could move to a port like Alexandria, attempt to ship to Malta at a cost of 2 MPs, be turned back, and then use its remaining MPs to move elsewhere.

Historically, this would amount to something like: the high command orders the unit to Malta, but Axis air and naval interference causes the transports to turn back. When they arrive back at port, the high command has decided that the military situation now requires the unit to be used elsewhere.

Source:

Posted by John Astell on the Yahoo Classic Europa mailing list on 27.01.2013 17:34

Rule 19.E, 2nd paragraph: First turn operations

Question:

On the first turn German units are allowed to exploit 1 hex if they land in a hex occupied by Norwegian units that retreat before combat. In order to use this capability did ALL the Norwegians have to retreat or only 1 Norwegian retreated.
Example: Trondheim and Oslo both contain 2 Norwegian units. If one stands and the other retreats before combat what can the Germans do in their exploitation phase?

Answer:

All Norwegian units must retreat from the hex in order for the German
units there to get the 1-hex exploitation move. (If even one Norwegian unit
remains in the hex, all Germans units there engage in combat with it
instead.)

Source:

Answer posted by John Astell at Yahoo Classic Europa mailing list on 16.07.2013 23:40.