Narvik:
Some differences that make it unique
Narvik differs from most other
Europa games in the series because, although all Europa games have special rules
and unique variations, there are some concepts in Narvik that make a number of
variations to the basic Europa rules. The main differences are: 1)
Time scale: 4 days as opposed to 2 weeks. Case White/First to Fight is the only
other games in the series that has such short time scales. Short time scales makes
it impossible to build fortifications in time to stall the advancing Germans and
consequently there are no engineer units. This also prevents the building of airfields.
2) Mobilization Centres: Because Norway was slow to mobilize for fear
of upsetting the Germans (like Poland) this resulted in a number of forces not
being generally mobilised until the invasion was well under way. In 'Narvik' there
are 16 mobilization centres throughout Norway. If a mobilzation centre is captured
any mobilized troops for that turn are lost.
3) Artillary Stores: There
are three such centres all in southern Norway, and artillary when delivered appears
at these centres according to the orders of battle. If a store is captured then
the Norwegian player receives instead one correctly numbered artillary formed
infantry battalion within 3 hexes of the captured artillary stores counter.
4)
Interdiction by Sea: The campaign at sea was important in the Norwegian conflict
and the Europa rules are a little better in 'Narvik' than is generally the case.
Naval Interdiction (blockade), landing-craft, and Anti-Aircraft fire rules are
clear, however, movement, basing and other key factors are not. This is a vast
improvement on Marita-Merkur (Balkan Front).
5) Mandatory Retreat before
combat: In the first turn only, applies to Norwegian forces of course, based on
a role of the die.
6) Limited Option to retreat: In subsequent turns only
7
Trucks: Seen in many other wargames, the appearance of trucks used to transport
infantry (up to 1 battalion equivelant) is unique in the Europa series.
8)
Supply lines and states: Again this varies in Narvik and in general to standard
Europa rules. There are three states: - Attack Supply - General Supply -
Out of General Supply See below for further details
9) Disruption: More
prominent in this game than any other in the Europa series, with the addition
of AD (attacker disrupted) and DD (defender disrupted) to the Combat Results Table
(CRT)
10) Absorbtion of units: HQ units allow a greater number of units
to stack in a given hex, this is done by HQ units absorbing certain units. (see
further details below)
11) Unit breakdowns are critical in this game as
opposed to any other in Europa, in fact the game can't reasonably be played without
'breaking down' all German combat units in advance of game-play.
12)
Stranded sailors: the Axis player receives a Naval regiment headquarters and four
battalions in Turn 2 if German destroyers are sunk when Allies interdict an Axis
held port.
Introduction
Narvik simulates the historical events
surrounding the German invasion of Norway in April, 1940. The game recreates the
situation and explores the alternatives open to the opposing field commanders.
General Course of Play
Narvik is a game that may be played
solitaire, or with two or more players. There are two opposing groups represented
in the game. Norway, and her allies (Britain, France, and Poland), represents
one side. Germany represents the opposing side. The game is played in sequenced
turns during which players move their units and gain geographic objectives. The
German player will attempt to occupy Norway. The Allied player will attempt to
prevent the occupation and/or extract the highest possible toll from the invaders.
Victory
Determination
Victory points are scored by either side by destroying
key units, however, the game is won or lost by ownership at the end of the game
of any of the following ports:
Stavanger; Andalsnos; Namsos; Narvik; Kristiansand;
Bergen; Trondheim
Sequence of Play
The sequence of play is
standard Europa rules.
Narvik is played in turns, called game turns. Each
game turn consists of a German player turn followed by an Allied player turn.
The player named in a game turn is the phasing player. Each player turn consists
of five identical phases:
A. Reinforcement Phase. The phasing player
brings B. Movement
Phase. The phasing player may move any or all of his ground units in accordance
with the provisions of the movement rules.
C. Air Phase. Both players
fly air missions, conduct air combat and return to friendly airbases in accordance
with the rules.
D. Combat Phase. The phasing player must attack
those enemy units in the same hexes) as his own units. Combat procedures are contained
in RULE 10.
E. Exploitation Phase. The phasing player may move (again)
any or all of his units that are listed as combat/motorized on the unit identification
chart. These units may move as in the movement phase, except that they may not
use rail movement or enter a hex occupied by an enemy ground unit with a defense
strength greater than zero.
No activity conducted outside of this sequence
is allowed.
Ground Unit Movement
Ground units are moved during
the movement and exploitation phases of a player's turn. Movement is calculated
in terms of movement points (MPs). A unit's movement rating is the number of MPs
that unit may spend in a single phase. During the applicable phase, the phasing
player may move any or all of his units up to the limits of their movement ratings,
as restricted by terrain. During the exploitation phase, only those units listed
as combat/motorized on the Unit Identification Chart may move. Movement in this
phase is in addition to that during the movement phase.
A unit expends
one or more MP for each hex entered. This cost varies with the terrain type of
the hex entered or the hexside crossed as listed on the Terrain Effects Chart.
Units are moved voluntarily, expending MPs as they trace their path through the
hex grid. Units may never pass through a hex containing enemy units, but they
may enter such a hex and stop.
During the exploitation phase units may
not use rail movement or enter a hex occupied by an enemy ground unit with a current
defense strength greater than zero.
If a unit starts its movement phase
in an enemy-occupied hex, it may leave the hex (however, see RULE 10E), as long
as the unit does not move directly from one enemy occupied hex to another. A unit
may always move a single hex, even if it does not have sufficient MPs to enter
that hex. This is the only movement the unit may make in the phase and it may
not move directly from one enemy occupied hex to a hex occupied by an enemy ground
unit with a current defense strength greater than zero. A unit may never enter
a hex or cross a hexside of terrain that is prohibited to that unit type, as listed
on the Terrain Effects Chart.
No enemy movement is allowed during a player's
movement and exploitation phase.
A mobilization center, airfield, port,
or city belongs to the last player to occupy its hex with a ground unit. If both
players have a ground unit occupying such a hex, then it belongs to the last player
whose ground unit solely occupied the hex. Note that at the beginning of the game
all hexes in Norway belong to Norway.
In certain instances, units have
their movement ratings halved. Whenever this occurs, always retain fractions.
Stacking
A.
Stacking Limits. In a single hex, a player may stack up to: any two ground units
(regardless of size or type), plus either one artillery battalion or two artillery
batteries, plus an unlimited number of supply depots, tank units (regardless of
size), and non-artillery company-sized units. For the purposes of stacking, artillery
is defined as any unit with the artillery, mountain artillery, antiaircraft, or
antitank symbol (including headquarters with such symbols). British naval troops
may be stacked freely in ports.
Enemy units never apply against these stacking
limits. Stacking limits apply at the end of each movement and exploitation
phase and throughout each combat phase.
B. Overstacking. Occasionally,
due to combat, units may be forced to violate stacking limits. Also, a player
may voluntarily overstack units in a hex. However, all overstacked units (owning
player's choice) are flipped to show they are overstacked. Overstacked units contribute
nothing to the defense of a hex under attack. Overstacked units are affected by
all of the adverse effects of combat.
C. Headquarters Units. Headquarters
allow greater numbers of units to stack. This is done by the headquarters absorbing
certain units. Many headquarters have their own combat strengths, which may be
used whether the headquarters has absorbed units or not.
Headquarters that
have absorbed units have their movement rating reduced to that of the slowest
unit absorbed including that headquarters.
Non-mountain division headquarters
may not enter mountain hexes or cross mountain hexsides except while moving along
a transportation line. Mountain division and all non-motorized brigade, group
and regimental headquarters may enter mountain hexes and cross mountain hexsides.
The
phasing player determines which units are to be absorbed or detached from a headquarters
during each movement and exploitation phase. A unit may be absorbed by a headquarters
at the beginning of a movement or exploitation phase, be detached during movement
or exploitation and be reabsorbed at the end of a movement or exploitation phase.
A
headquarters is not required to absorb or subordinate
unit stacked with it; whether a unit is absorbed or not is at the option of the
owning player.
1. German and Allied Headquarters. German, British, French
and Polish headquarters represent the headquarters of specific field formations.
A number of non-headquarters ground units bear the same historical designation
as each headquarters; these are the various units subordinate to that headquarters.Subordinate
units may occupy the same hex as their parent headquarters and be absorbed by
it. Absorbed units are removed from the map and placed in the appropriate headquarters
box on the unit composition chart. Units on the chart are not counted against
stacking, but they are considered to bew in same hex as the parent headquarters
unit for all other purposes. The headquarters themselves do count against stacking,
whether or not any subordinate units have been absorbed.
2. Norwegian Headquarters.
Norwegian headquarters do not have specific units subordinated to them: instead,
they may absorb any friendly unit within certain limits. A Norwegian headquarters
may absorb Norwegian and Allied units; however, it must absorb at least one Norwegian
unit before it can absorb any Allied units. |