WARGAMESOSD

Storm Over Scandinavia - Narvik (1)

 

 

 

 

 

 

 

 

 

 

 

 


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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.



Narvik: The first air-raid on Oslo by bombers (3-B-5) and
and heavy fighters (5-HF-5) of the Luftwaffe 9 April 1940

A Norwegian group headquarters may absorb friendly units up to the normal stacking limits: that is, two ground units plus either one artillery battalion or two artillery batteries. It may never absorb a headquarters unit.

A Norwegian brigade headquarters may absorb friendly units up to the normal stacking limits. It may absorb Norwegian group headquarters, but no other headquarters. Each group headquarters counts as one ground unit, whether or not the group headquarters itself has absorbed any units.

Example: A Norwegian brigade headquarters may absorb an artillery battalion, or two artillery batteries, plus two group headquarters, both of which have absorbed other units. A further example is given on the Norwegian/Allied Unit Composition & Stacking Chart.

Ground Combat Results

AE: Attacker Eliminated. All attacking units are eliminated and removed from play.

AH: Attacker Half Eliminated. Units equal to at least half of the printed attack strength of the attacking units (not counting overstacked units) are eliminated (owning players choice). All remaining attacking units must retreat one hex.

AD: Attacker Disrupted. All attacking units are disrupted and must retreat one hex.

AR: Attacker Retreats. All attacking units must retreat one hex.

HX: Half Exchange. The player with the fewest printed strength points (not counting overstacked units), or, if both are equal, the defender, is eliminated. The opposing player must then eliminate combating units whose printed strength equals at least one half of the total printed strength of the eliminated enemy units.

EX: Exchange. The player with the fewest printed strength points (not counting overstacked units), or, if both are equal, the defender, is eliminated. The opposing player must then eliminate combating units whose printed strength equals at least the total printed strength of the eliminated enemy units.

NE: No Effect. No effect takes place. The attacker remains in the hex.

DR: Defender Retreats. All defending units must retreat one hex.

DD: Defender Disrupted. All defending units are disrupted and retreat one hex.

DH: Defender Half Eliminated. Units equal to at least half of the printed defense strength of the defending units (not counting overstacked units) are eliminated. All remaining defending units are disrupted and retreat one hex.

DE: Defender Eliminated. All defending units are eliminated.

Definitions unique to Narvik

F. Norwegian Retreat Before Combat. At the start of the German combat phase, before any combat is resolved, Norwegian units are allowed a limited option to retreat before combat. If Norwegian ground units are the only friendly units in a hex under attack, then they may attempt to retreat before combat. Roll one die for each unit attempting to retreat. On a roll of 1 or 2, the unit may retreat to an adjacent hex, using the rules of retreat (i.e., not through an interdicted hexside, not into an enemy occupied hex, not through a prohibited terrain hexside or into a prohibited hex, etc.) On a roll of 3 through 6, the unit may not retreat, and combat is conducted normally.

The Allied player must make separate die rolls for each unit, and he must choose to retreat a unit that makes its roll before he checks any other units. Example: There are two Norwegian battalions in a hex attacked by German units. The Allied player wants both battalions to retreat before combat. He rolls a 1 on the die for the first battalion and it may retreat. He must immediately retreat the battalion before he rolls the die for the next battalion. Once a unit successfully rolls for retreat before combat, it may not elect to stay in the hex, it must retreat.

Norwegian headquarters that have absorbed units and units absorbed by headquarters may not retreat before combat; they must stand and fight. Norwegian headquarters that have not absorbed any units may retreat before combat, but only on a die roll of 1. Disrupted Norwegian units may retreat before combat, but only on a die roll of 1.

Supply

Units must be supplied in order to conduct operations at full effectiveness. Unsupplied units suffer penalties in movement and/or combat. Different rules apply to the different nationalities in determining supply status.

A. Supply Lines and States. Units trace supply lines to determine their supply state. This supply line is traced from the supply source to the unit in question. The supply line may not pass through a hex containing an enemy unit. It may trace its path into a hex containing an enemy unit if a friendly unit is present in that hex. The length and source of the supply line is determined by the nationality of the unit being supplied.

The supply line is traced using movement points (MPs). The rate of MPs used is the same as the kind of unit being supplied. Example: A mountain battalion uses the movement rate of 1 MP per hex through mountain hexes south of the "B" weather line, as shown for the movement rate of that unit on the Terrain Effects Chart (TEC). A combat/motorized unit may not trace its supply path through a mountain hex or hexside since its movement through such hexes and hexsides is prohibited, as shown on the TEC. Supply lines may be traced using road and railroad movement as applicable (see RULE 9).

The Three Supply States

There are three supply states: attack supply, general
supply, and unsupplied.

1. Attack Supply. A unit must be in attack supply at the instant of combat to conduct that combat. If a unit moves into an enemy occupied hex with the expectation of being in attack supply at the instant of combat, but the supply line can not be traced to a supply source for any reason, the would-be attacker retreats one hex (according to the retreat rules) and becomes disrupted at the moment it would have attacked the enemy unit.

2. General Supply. A unit must be in general supply to maintain full movement and defense capabilities. A unit not in general supply suffers effects as listed below.

3. Out of General Supply.

a. During the first turn a unit is unsupplied, no effect.
b. At the beginning of the second turn a unit is unsupplied its defense and movement ratings are halved, retaining fractions.
c. Effects on a unit during all subsequent turns out of supply depends upon the nationality of the unit. Allied units defense strengths and movement ratings remain halved, retaining fractions. German units defense strengths are reduced to zero and their movement ratings halved, retaining fractions.

To determine the length of time a unit is unsupplied count the first unsupplied turn at the beginning of the player turn that the unit became unsupplied.
Example: a
British unit becomes unsupplied during the German player turn of turn 5. Its first turn out of supply would be the Allied player turn of turn 5, and the German player turn of turn 6.
The second turn out of supply for that British unit would be the Allied player turn of turn 6 and the German player turn of turn 7. The third turn out of supply would be Allied player turn 7 and German player turn 8. Note: During the German player turn 6 there would be no effect on the British unit; it retains its full defense strength and movement.

Units may use the road and railroad movement regardless of their supply state.

B. National Restrictions.

1. Germans. All German ground units are supplied through supply depots.

a. A unit is in general supply if a supply line of 6 MPs or less can be traced from the unit to the supply depot. When used for general supply, the supply depot is not expended; it may provide general supply to all German ground units that are able to trace a supply line to that supply depot for an indefinite number of turns. General supply is judged at the beginning of each movement phase and at the end of the air phase of the German player turn. Example: German ground units traced supply from a supply depot at the beginning of the movement phase of turn 5. During the combat phase the supply depot is expended. At the beginning of the German movement phase of turn 6 there are no supply depots available for ground units to trace a supply path from. During the air phase the German player airdrops supply depots in sufficient number to supply the ground units. At the end of the air phase all ground units that supply depots can trace a supply path to are supplied. German ground units unable to trace a path from a supply depot at the beginning of the movement phase counts that turn as their first turn unsupplied. If they become supplied at any time during that player turn they are supplied for that player turn.

b. A unit is in attack supply if, at the instant of combat, a supply line of 6 MPs or less can be traced from the attacking unit to the supply depot. A supply depot may supply all attacking units that traces a supply line to it. Once a supply depot is used for attack supply it is expended and removed from play at the end of the combat phase.

c. The German player has an unlimited number of supply depots available each turn. These must be transported to Norway as described in RULEs 12 and 17.

d. German ground units may carry supply depots during movement, including retreats. Each German battalion may carry one supply depot. A German regiment may carry as many supply depots as there are battalions in that regiment. Example: A German 14-4 artillery regiment has 4 battalions, thus it may carry 4 supply depots; a German 9-4 infantry regiment has three battalions, it may carry 3 supply depots. A German headquarters may carry an unlimited number of supply depots. Units that carry supply depots do so without affecting their movement ability. A supply depot may only be carried by one unit per player turn. A unit may pick up or drop off a supply depot at any time during its movement.

2. Norwegians. All Norwegian units are always in general and attack supply.

3. Allies. British, French, and Polish units receive supply bases from which they draw supplies. These Allied supply bases appear when the units land in Norway. The Allied player receives one supply base for each Allied headquarters unit. Bases are not numbered and do not correspond with individual headquarters. As Allied units land at a Norwegian port, the Allied player may place a supply base in that port. Note: Allied units may not make opposed landings and supply bases may not be placed in ports occupied by German ground units. As many supply bases may be landed at ports as are available for that turn; however, only one supply base per port is allowed. Once placed, a supply base may not be moved. An Allied unit is in general supply and attack supply if a supply line of 10 MPs or less can be traced to the unit from any supply base. Allied units unable to trace a supply line from a supply base to a unit become unsupplied as stated above. Allied supply bases are never expended and provide continuous supply.

C. Capturing Supplies. If a Norwegian or Allied ground unit is in a hex containing a German supply depot but no German ground unit, that supply depot is immediately destroyed and removed from play.

If a German ground unit is in a hex that contains an Allied supply supply base but no other Norwegian or Allied ground units, the supply base is captured by the German player. Remove the supply base from play and replace it with three captured supply depots. For each bombing hit the supply base has sustained, reduce the number of captured supply depots received by one. Captured supply depots may be use to provide general supply, but never attack supply.

On game turn two the German receives a special supply depot in Sweden. The supply depot is received during the German reinforcement phase and is placed on any road or rail hex in Sweden; it may enter Norway. Unlike normal supply depots, it may move independently. It has a movement rating of 5 and moves at the same rate as an infantry unit. The special supply depot provides supply the same as a captured supply depot. If the special supply depot is captured, it is immediately destroyed and removed from play. The German player may move the unit in the movement phase he receives it. (Use any Universal Marker)

Game Mechanics

Time Scale:
4 day turns
Map Scale: 16 miles per hex
Unit Scale: Divisions, regiments, battalions
Players: Two - Intermediate Complexity
Solitaire Suitability: High complexity

Playing Time: 24+ hours

Scenarios

1) Narvik.
2) Storm Over Scandinavia: Weserubung.
3)
The Four Hour War: Germany invades Denmark.
4)
Northern Theater of Operations (NTO):
NTO Combines Weserubung and A Winter War. It begins with the Soviet attack against Finland.
5) I
nvasion Sweden:
Germany decided against this invasion, but now you have the option of testing out such an invasion in this scenario.

Game components (Storm Over Scandinavia):

1400 Die-Cut Counters (for full game)
10 map sheets (6 for Narvikj)

2 Rules booklets (Main & Narvik)
1 Order of Battle Booklet (Main games)
Reference Charts (Main and Narvik specific)
2 Die

Game Strategy

Classic hexagonal play game using established Europa rules. This game was originally published as Narvik in 1974.

Storm Over Scandinavia was added to the Northern Theatre (known as NTO) in 1998 (including Narvik) and with A Winter War to complete the whole area of the Northern Theatre of Operations.
wargames.wilkey.org.uk
Storm Over Scandinavia comes complete with ten map sections covering Denmark, Norway, and Sweden. The centerpiece of this new release is the re-issuing of Narvik. This release ties into Grand Europa by providing state-of-the-art Order of Battle information on Swedish, Norwegian, and Danish armed forces from 1939 to 1945, and German Northern Theater armed forces from 1940 to 1943. Five countersheets (1,400 counters) cover the entire theater of war.

Narvik: This is an intense combined arms game. Germany has an overwhelming array of ground, sea and air forces for the invasion. The Allies have time and space on their side. While they can not stand toe to toe with the Germans, they can cause a lot of trouble; they can win the game. This is the second most popular The Europa Series game ever produced. It has a very even play balance and offers unending variations.

 
Storm Over Scandinavia - Narvik Turn 15 - 3 to 6 June 1940