Greek Tragedy Rules II
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a GMT GAMEPLAYERS Series Game ? GREEK TRAGEDY ATATURK: The Greco-Turkish War, 1919-1922 UNARMED GOLIATH: The Italian Invasion of Greece, 1940-1941 Number of Players: Complexity: Moderate (4 out of 9) Learning Time: 30 minutes Playing Time: 3-8 hours Solitaire: High (7 of 9) a RICHARD H. BERG Game Design BNA Rules 1 ©Richard Berg, 1995 (1.0) INTRODUCTION A Greek Tragedy covers Greece’s two major wars after WWI: her attempt to seize the Ionian/western portion of Turkey, 1919-22 - the Ataturk game - and the woefully sorry invasion of Greece by Italy during WW II, Unarmed Goliath. In the Gameplayers series, the emphasis is on accessibility and playability, with as much historical flavor as we can muster. Given a choice between playability and historicity, we have tended to “err” on the side of the former. Each campaign has some of its own, specific rules; these are given in that campaign’s Scenario Book. Unless stated otherwise, the rules in this book apply top both campaigns. (2.0) COMPONENTS The game includes the following items: 2 22”x34” game maps ? sheet of combat counters (large) 1 sheet of informational markers (small) 1 Rules Book 2 Scenario Booklets 2 Charts & Tables Cards 1 ten-sided die (2.1) THE MAPS The gamemaps are overlayed with a grid of hexagons - hexes - which are used to regulate movement. The various types of terrain represented are discussed in the rules, below. The map of Greece is used for the Unarmed Goliath scenario; the map of Turkey for Ataturk. The two maps do link up; not that we provide any reason to do so. (2.2) THE COUNTERS The large, 5/8” Combat counters represent the mostly foot infantry units, with very few armored or motorized units. There are also smaller, 1/2” Support Units - Artillery and Air - and informational “markers” which are used to help keep the players on top of things. Most Combat units are printed on both sides; the reverse shows the unit in a “Reduced” state. Some units (usually with a combat strength of ‘1’) have no reverse side. The individual scenarios contain a larger list of units and their descriptions. Full Strength (Greek) Infantry Formation 5 [Unit ID: 5th Division] [Activation Indicator and Parent, xx [Unit Size: Division] the “B” Corps ] B X [Unit Type: Infantry] [Combat Strength Points] 5 7 8 [Movement Allowance] Cohesion BNA Rules 2 ©Richard Berg, 1995 Reduced Strength Formation 5 [Activation Indicator and Parent xx the “B” Corps ] B X Red [Unit Type: Infantry reduced] [Reduced Combat Strength Points] 3 6 8 [Movement Allowance] Reduced Cohesion The Activation Markers (5.1) indicate the Command to be activated. XXV Corps AM (2.3) THE DIE The game uses a ten-sided die. A ‘0’ is a “zero”, not a “ten”. (2.4) DEFINITIONS AND ACRONYMS Awareness of the following terms will help as you read through the rules: AM = Abbreviation for Activation Marker, discussed in 5.1. Each Command has at least two AM. In this game, most AM are Corps level. Armor Points: Used as a Dieroll Modifier in Combat. There is very little (effective) armor in this game, and we have kept the use of Armor as simple as possible. CDR = Cohesion Dieroll, used to check whether a unit has “survived” Combat, or reacted adversely. Cohesion = A unit’s ability to withstand the rigors of combat, stated numerically. Combat Strength = A unit’s ability to engage in combat, rated numerically. Command = A group of combat units activated by play of an AM, and assigned to a specific Corps. DR = Alphabet soup for dieroll. A DRM is a dieroll modifier. Fully Activated = a unit that is capable of using all its abilities to the fullest. Units that have Limited Activation - usually those unable to trave an LOC - are restricted in what they can do. LOC = Line of Communication, a path of hexes that, when traced, enables a unit to be Fully Activated. Motorized = Units that move by wheel or track, as opposed to those on Foot. Most units in these games are Foot. PC = Port Capacity, the ability of ports to have resources - manpower and RP - flow through them. RP = Resource Points, the game’s currency. The equivalent of supply, command efficiency, planning, organizational structure, et al. BNA Rules 3 ©Richard Berg, 1995 ZOC = Zone of Control, or the ability of a unit to extend its presence into adjacent hexes. (2.5) THE SCALE The map scale is approximately 7.5 miles per hex. Each turn covers one month of real time. Units range from battalions all the way up to divisions. Very, very loosely, each Strength Point is the equivalent of 1500 men. Each Air unit represents about 20 planes. Artillery units, many of which are generic, are used to represent far more than just the number of guns involved. See the Artillery rules for more information. (2.6) QUESTIONS? xxxxxxx (3.0) SEQUENCE OF PLAY Each game-turn follows a set sequence. Within that sequence when individual units move is somewhat random, depending on when, or whether, their Activation Marker is drawn. A. Initiative Determination Phase. 1. Roll die to see who goes first. (4.0) 2. Check Weather B. Resource Allocation Phase. Players determine how many of their Available Resource Points they wish to use this turn. 1. Determine number of RP available for that turn (9.12) 2. Roll for Available Air Suport in Rain/Snow Weather 3. Place Arriving Reinforcements in Appropriate Box or Hex. (6.5) 4. Italian Corps Assignment (“Unarmed Goliath” only; 5.4) C. Marker Selection Phase. 1. Initiative Player chooses which Command (AM) will start the turn 2. Place all remaining Activation (and Random Event) Markers in The Pool D. Activation Phase (Applies only to units whose AMs are in Pool) 1. Draw Activation Marker from Pool. (Exception: C/2) 2. Activate Units for that AM by spending Resource Points (9.13) 3. Operations Sequence (to be fllowed strictly): a. Units Move b. Units engage in Combat c. Units that did neither ‘a’ nor ‘b’ may engage in Construction d. Refit (for units that did none of the above) (8.6) “D” is repeated until there are no AM left in the Pool. When that happens, go to: E. Isolation Phase. 1. Apply effects of Isolation 2. Determine changes in Isolation Status F. End Turn Phase. 1. Remove Air Interdiction markers 2. Proceed to next turn and top of Sequence, unless it was the last turn, in which case, determine Who Won. BNA Rules 4 ©Richard Berg, 1995 (4.0) THE INITIATIVE PHASE (4.1) DETERMINING INITIATIVE In the Initiative Determination Phase, each player rolls the die. High total has the Initiative for that turn. If there is a tie, No player has the Initiative, and all AMs go into The Pool. Play Note: Some scenarios either designater which player automatically has the Initiative, or gives one player a DRM for Initiative determination. The Player with the Initiative may (not must) pre-select (choose specifically) with which AM - and command - he wants to start that turn. (4.2) WEATHER Weather affects the Movement capabilities of units, as well as the ability of air support to function. (4.21) At the start of each game-turn the players determine the weather for the start of that turn by rolling the die, consulting the Weather Table for that scenario, cross-referencing that DR with the turn/month, and determining what the Weather is. (4.22) During the course of the turn, the Weather may change. See the indiviual scenario rules for how this occurs, as well as for the scenario-specific effects of weather. (4.23) Rain and Snow Weather provide negative DRM for any combat. (5.0) ACTIVATION (5.1) ACTIVATION MARKERS (AMs) Activation markers are used to determine which player may “go”, and what units he may then use in the Activation Phase. All Commands have two AM. Each Activation Marker (AM) represents a Command - usually a Corps, and all the units in that Corps - as indicated on the side of each combat counter, and also by specific colors. AM activate the units assigned to that corps, allowing them to undertake operations. (5.2) THE ACTIVATION PHASE (5.21) Combat units are assigned to a specific Corps. How corps are represented is covered in each scenario, and is often different for each side. All AMs are available if any units for that corps are either on the map (including the various boxes) or scheduled to enter as a reinforcement. (5.22) All available AM are placed in the AM Activation Pool - an opaque cup (or similar container) - for random selection during the Activation Phase. Exception: 4.1. (5.23) In the D/1 segment of the Activation Phase one of the players - it matters not which - draws, randomly and blindly, one AM from The Pool. That AM designates which Corps may activate its units, as well as any independent units under that AM. (5.24) Full Capacity Activation. When a Corps is activated by an AM, the units of that command that can trace a Line of Communications (LOC, as defined in the individual scenarios), at the instant of activation, which allows them to receive Resource Points (supply) may operate at Full Capacity: BNA Rules 5 ©Richard Berg, 1995 •• Move up to their printed Movement Allowance. •• Attack •• Undergo Construction, if they neither moved nor attacked •• Refit (for units that did none of the above) (5.25) Limited Activation. Units of an activated command that have not received Resource Points (see 9.2), operate under the following restrictions: 1.