CM Risk: EUROPA -- Version 2 -- some ideas
Finally get to type up some more of the ideas/concepts for version 2.
THE MAP
The map stays pretty much the same, but with one important difference -- the REGIONS and REGION bonuses fall away, so regimes will have to rely on their cities and territories for PP's (production points)
Good news is that enemy cities can now be captured and regimes no longer collapse if their capital city is captured.
I am toying with the idea of adding 6 more territories to the map to give each side 7 starting territories -- these would be:
1. Cyrenaica (Libya split in half)
2. Ankara (Anatolia split in half)
3. Sardinia & Corsica
4. Cyprus
5. Crete
6. West Ukraine (split Ukraine in half)
Not sure about this, as it might shift too much focus on the naval war in the Med. (still thinking this over)
So the territories would be coloured in to indicate ownership like on the map below:
CAPITAL CITIES, CITIES & NAVAL BASES
In addition to the Capital City which is placed randomly in the starting territory draw (with a 1 territory-wide buffer region around it), each regime will then get to place a secondary CITY in any friendly territory of their choosing other than the Capital City territory.
This city region produces 3 PP's (the Capital City 5 PP's).
Also, each regime gets to place two NAVAL BASES in any friendly territory with a coastline (also those containing Capitals or Cities) -- these will be used as the construction sites for FLEETS and also as supply bases for the fleets.
All cities and naval bases can be captured and used by the capturing power with the following limitations:
1. Captured CAPITALS will revert to CITY status and only produce 3 PP's for the foreign occupying power
2. Naval Bases will be considered DAMAGED and out of action for ONE TURN after capture (to reflect battle damage or sabotage by defenders)
PRODUCTION
Only geographically joined territories, or those connected through sea areas that are neutral, friendly navy-controlled or controlled by an allied regime which allows for free traverse of merchant marine traffic, may pool their production points to build or supply armies/units.
This means that a regime's PP's might be pooled in two or more PRODUCTION ZONES -- and each area may only build or supply as many units as it can support with it's own PP's.
Bonus PP's earned for VICTORIES will accrue to the Production Zone the battle occurred in.
If a Production Zone gets cut off from the main regions for any reason, it will have to disband enough units in the next Production Phase to cover the shortfall.
BATTLES and COMBAT
This is where a major change is planned from Risk Europa Vers 1.
Units will be generally cheaper to build and supply -- although there will also be less PP's to go around.
Each unit on the map will have an equivalent value in terms of QUICK BATTLE points and UNIT TYPES that can be used in the CM battle.

In the chart above, the unit counters with two white stripes are HALF STRENGTH units
In the CM battle OOB, each ground unit counter is represented by a separate COMPANY in which units can be bought to the points limit in the chart above and ONLY from the Unit Type allowed.
This sounds complicated, but it is quite simple (may require the use of a calculator

) -- let me explain with an example below:
YELLOW attacks RED from Moscow into Belarus:
YELLOW attacks with: 1 Infantry, 1 Tank, 1 Mech Inf (half strength) 1 Air Support unit (total QB points: 4750 )
RED defends with: 1 Infantry, 1 Tank (half strength), 1 Artillery (total QB points: 2750 )

This will require setting up a QB of sufficient points to allow for those unit purchases.
YELLOW purchases units in the following way:
1. Infantry: buys up to 1000 points of any units available from "INFANTRY ONLY" Menu by using a Company as a base unit and renaming it "1 Infantry" *
2. Tanks: buys up to 1500 points of any units available from "ARMOR ONLY" Menu by using a company or platoon as a base unit and renaming it "1 Tank"
3. Mech Inf (half): buys up to 750 points of any units available from "MECH INFANTRY ONLY" Menu by using a Company as a base unit and renaming it "1 Mech Infantry"
4. Lastly RED buys up to 1500 points from the "AIR SUPPORT" Menu. **
* Armies/Units counters will probably be numbered on the map to make the naming and keeping track easier -- so it might be "10th Infantry" once armies get larger
** Always ensure that one or more of your ground units contain FO's to make use of the air or arty units.
RED purchases units in the following way:
1. Infantry: buys up to 1000 points of any units available from "INFANTRY ONLY" Menu by using a Company as a base unit and renaming it "1 Infantry"
2. Tanks: buys up to 750 points of any units available from "ARMOR ONLY" Menu by using a company or platoon as a base unit and renaming it "1 Tank"
3. Artillery: buys up to 1000 points of any units available from "ARMOR ONLY" Menu
The separate COMPANIES in the ground unit OOB's will facilitate CASUALTY counts after the battles -- which I will explain later.
The OOB set up files must be saved and then be sent to the Tourneymeister (me) which will then be compared to the final file to determine casualty counts.
BATTLE RESOLUTIONS
The CM battle result will reflect on the strategic map in the following way:
Attacker TOTAL, MAJOR or TACTICAL VICTORY will result in the DEFENDER retreating from the territory and BOTH sides' units are reduced/eliminated according to the CM battlefield casualties.
(if the defender is unable to retreat, his armies are eliminated)
Attacker TOTAL, MAJOR or TACTICAL DEFEAT will result in the ATTACKER retreating from the territory and BOTH sides' units are reduced/eliminated according to the CM battlefield casualties.
Attacker MINOR Victory, DRAW or MINOR Defeat will result in a CONTESTED TERRITORY. -- both sides's forces are adjusted to reflect CM casualties and both armies REMAIN in the territory to fight a MEETING ENGAGEMENT battle in the next turn.
Both sides may feed in reinforcements in the next turn's movement phase from any direction to be added to the battle.
If despite the DRAW/MINOR results one or the other side's units are all eliminated after casualties, then the side with surviving units in the territory claims ownership.
CASUALTIES
After every CM battle, the OOB's are assessed and casualties counted.
If a full strength unit suffers more than 50% casualties, it gets reduced to half.
If it loses more than 75% casualties, it is eliminated.
If a half strength unit loses more than 50% casualties, it is eliminated.
With TANK units, we count vehicles.
With INFANTRY we count troops lost.
With MECH INFANTRY we combine combat vehicle (halftracks, armoured cars and AA vehicles) and troop loss percentages.
So even if you are defending with weaker armies, you might lose the battle from the start, but if you can inflict painful losses on the larger force (ambush his tanks, catch his infantry with nasty artillery strikes) it can make a big difference to the strategic battle.
ARTILLERY and AIR SUPPORT unit casualties are handled differently.
ARTILLERY: every time a Artillery Unit is forced to retreat, it loses a STRENGTH LEVEL -- this applies to both as attacker or defender.
AIR SUPPORT: If both sides have Air Support units assigned to a battle, a AIR SUPERIORITY battle is fought using a combat results table (CRT) similar to the one used for the NAVAL battles. Surviving Air Units can after that take part in the land battle.
WITHDRAWAL & RETREATS
There are FOUR options for withdrawal:
1. STRATEGIC WITHDRAWAL: Before the CM battle is set up, the DEFENDER may decide to voluntarily retreat from a hopeless battle into an adjacent territory. (artillery retreat casualties apply, the ATTACKER will gain ownership of the territory and earn the victory bonus point) This also applies to MEETING ENGAGEMENT battles in CONTESTED territories.
2. BATTLE RETREAT: Any time after 15 turns/minutes, the DEFENDER may announce he is RETREATING from the battle, the battle is immediately cease-fired and casualties assessed. Any units in the DEFENDER"s WITHDRAWAL ZONE will be deemed safely withdrawn -- any units still on the rest of the map are lost and added to the casualty count. -- (WITHDRAWAL ZONES will be explained below)
3. ATTACKER WITHDRAWAL -- Any time after 15 turns/minutes, the ATTACKER may announce he is RETREATING from the battle. The battle is immediately cease-fired and casualties assessed. The defender retains control of the territory and gain a Victory Bonus point.
4. MEETING ENGAGEMENT RETREAT -- In a ME battle in a CONTESTED territory, BOTH sides will have WITHDRAWAL ZONES and after 15 turns/minutes, either side may announce he is RETREATING from the battle, the battle is immediately cease-fired and casualties assessed. Any units in the retreating player's WITHDRAWAL ZONE will be deemed safely withdrawn -- any units still on the rest of the map are lost and added to the casualty count.
WITHDRAWAL ZONES
This is a zone at the friendly edge of the map which slopes away and is out of LOS from the rest of the map which the player may use to move his units into to facilitate a RETREAT or WITHDRAWAL.
If the enemy player advances fast and far enough, he may freely move into or fire into this zone up until his opponent announces his retreat (which can only happen after 15 minutes) -- at this point, any surviving units in the withdrawal zone are deemed to have retreated successfully.
COMBAT MISSION ZONES
For added flavour, the Mediterranean, North Africa and Middle East battles will be fought using CMFI/GL ... there'll be dry area, desert/rocky terrain featured QB maps (we have some Tunisia maps on hand as well) ... the slightly reduced OOB options will reflect a slightly well-resourced environment.
If CMFI expands into later 1944 and/or the CMFB introduces Commonwealth units, we can introduce a full range of seasons as well)
(see map below -- green areas is CMBN)
... this is what I have so far. More tomorrow or Monday evening.