[WarInEur] Allied Partisans
sgm
sgminfo at aol.com
Fri Aug 3 13:41:57 EDT 2007
I vote for the alternate view.
Reason?
A calculating German commander can skimp on garrisons knowing the
maximum level of partisan contamination he is going to suffer. In
reality (perhaps) the failure to provide an adequate garrison should
enable the local underground to develop and expand. Their restriction in
recruitment is in no way cramped by this inadequate garrison, so the
running sore remains a problem, and will get worse unless a timely
effort is made by the occupier.
In other words the penalty is there, but it should not be a penalty that
the occupying power can afford to ignore for ever, this acts as a
further incentive for him to actually do something or the situation
continues to get out of hand...it is sufficiently slow that he can take
action...but if he leaves it, then the situation only gets worse. I.E. a
shortfall of 1 in the garrison is no disincentive, and he has no need to
take timely remedial steps, there will only ever be that one extra unit
loose. 1 additional partisan per turn, now he really has to think about
dealing with it.
-|steve|-
kentsue at cox.net wrote:
> I know this has been argued on the List before but have forgotten the
> consensus view.
>
> The rules state that if the Axis fail to garrison a country the Allied
> player may place Partisan Cadre in number equal to the shortfall
> between the required garrison and the actual garrison.
>
> Some players interpret this to mean that if the Axis have 29 divisions
> in France the Allies may place one Partisan Cadre in France.
>
> Other players interpret it this to mean one Partisan Cadre per turn as
> long as the short fall exists. Players who hold to the first view
> claim that this interpretation allows the Allied player to place more
> than the garrison shortfall.
>
> If I remember correctly, those players who wanted to expand the
> partisan capabilities I.E. Let them cut rail rather than, merely block
> rail movement and move from one enemy ZOC to Another so they can't be
> trapped, wanted to put all 21 Partisans in a country even if the short
> fall only a single division.
>
> I have a problem with these enhancements to Partisan capabilities
> because it distorts the game in which SPI included the Partisans for
> historical flavor and suggested that the players might want to ignore
> them in the interest of speed in what was an already long game. By
> the time the DG rewrite was complete, rules which were suggested
> options by different player groups, were no longer options but written
> into the basic game.
>
> Anyway, what should the choices be for CWIE2?
>
> Go with the SPI rules as written and then have Options for Partisans
> cut rail (already included) , one partisan Cadre Per turn per garrison
> shortfall, and Partisan Units can move from ZOC to ZOC (When under an
> Axis unit)?
>
> This would allow players who believe that the original SPI rules were
> correct could play that way, while those who believed that Partisan
> Capabilities should be enhanced could select the Options they want.
>
> Kent
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