From: United States
I have been playing board war games since about 1976 and computer war games since about 1995. Anyway here is a longish list of board war games that have used partisans in various ways and formats with generally corps or corps / army level games. Personally I think that the way WarPlan implements partisan is really good and there is no need for removal.
One of the more popular board war games back then was from a company called GDW (which later became GR/D) they introduced a popular series back then called the Europa Series, which was essentially a division level game at about 16 miles to the hex. In the 90's a fellow release a play test version using the same system modified to fit the Corps level at around 25 miles to a hex (IIRC).
Here is the "Partisan" Rules for this Corps level game A World At War:
Rule 29 - Guerrillas
A side may conduct guerrilla activities in each contested region and each enemy-owned, occupied region. To begin conducting guerrilla operations in a region, place the guerrilla marker for the region on its inactive side in the regional holding box on the strategic map (Rule 25). A side accumulates guerrilla points in regions where guerrilla activities are being conducted. A side's guerrillas are inactive in a region until one or more of the following occurs, whence they immediately become active.
• The side performs a guerrilla sabotage in the region,
• the side forms a guerrilla unit on the map, or
• the side has ten or more accumulated guerrilla points in the region.
When the guerrillas become active, flip the marker to the active side.
Once a side's guerrillas are active in a region, they remain so until the region is no longer enemy-occupied or contested. When a region containing guerrillas is no longer enemy-occupied or contested, then disband (Rule 29D3) any on-map guerrilla units, reduce the number of guerrilla points in the region to zero and remove the guerrilla marker from play.
A. Guerrilla Recruitment.
During the friendly initial phase, for each region in which guerrilla activities are being conducted (i.e., for each region containing a guerrilla marker), a number of guerrilla points equal to the side’s guerrilla recruitment rate for that region is received. (The guerrilla recruitment rate is printed on the region’s guerrilla marker.) If the guerrilla recruitment rate is fractional, use the Fractional Rates Key to determine when guerrilla points are received. Add the guerrilla points received to the accumulated guerrilla point total for the region.
Guerrilla points may be used for sabotage attempts. In his friendly initial phase, after guerrilla points are received, a player may perform sabotage attempts in each region that he has accumulated guerrilla points.
For each sabotage attempt, the player selects a target and allocates a number of guerrilla points. Each guerrilla point may only be allocated to one attempt per turn. If the weather in the target hex is poor, the number of allocated guerrilla points is divided by two to determine the number of effective guerrilla points. A particular target may only be selected once per turn. Targets must be in the region of the guerrillas that are performing the attempt. A target may be a rail-marshalling yard, a supply depot, an industrial center or a resource center. The owning player may resolve sabotage attempts in any order resolving some before allocating others, at his option.
To resolve a sabotage attempt use the bombing table (Rule 13A2) substituting the effective guerrilla points for air bombing strength.
A player may engage in anti-guerrilla suppression operations during his movement phase (only). Each operation has as its target one region in which active enemy guerrillas are operating. A region may be the target of only one operation per player turn. A region in which enemy guerrillas are inactive may not be targeted.
One or more friendly ground units may participate in an anti-guerrilla suppression operation. Air and naval units may not participate. To participate in an operation, a unit
• must occupy a city hex in the target region,
• may not be adjacent to a non-guerrilla enemy unit, and
• may not move, spend MP or perform any other activity during the movement phase.
Anti-guerrilla suppression operations may be resolved in any order. An anti-guerrilla suppression operation is resolved in a manner similar to normal combat except that only one side (the phasing side) makes a resolution die roll. Determine the total attack strength (as modified by supply and terrain as given on the regional holding box on the Strategic Map) of all units participating in the operation. Roll one die and modify it for oth player’s DRMs. Note: as there is only one die roll (the attackers), all attacker DRMs will automatically be added to it and all defender DRMs will be subtracted. If a region has multiple weather zones with differing weather, use the largest weather DRM. Use the terrain DRM for the terrain indicated in the regional holding box on the Strategic Map. Only AGEC is in effect; all other SEC are not applicable to anti-guerrilla suppressions. On the Combat Results Table cross-index the modified attack strength with the modified die roll to determine the result.
Reduce the region's accumulated enemy guerrilla point total by the number of strength-step reductions resulting from the comb
1.Formation and Upgrade.
In the enemy initial phase, a player may form guerrilla units that are in his Available Forces Pool and upgrade guerrilla units on the map. To form or upgrade a guerrilla unit, deduct five guerrilla points from a region’s accumulated guerrilla point total and either
• place a strength-step-one guerrilla unit in any unoccupied, isolated hex in the region, or
• upgrade a strength-step-one guerrilla unit that started the initial phase on-map, flipping it to its strength-step two side.
A player may form and upgrade any number of guerrilla units in a region so long as he has remaining guerrilla points to do so.
2.Guerrilla Unit Capabilities.
An on-map guerrilla unit is treated in the same manner as an ordinary ground unit with the following exceptions.
• A guerrilla unit has an operational area (Rule 28D1) limited to the region in which it was created.
• A guerrilla unit may use admin movement (Rule 5B) to enter a hex with any type of terrain spending one-half the normal MP cost of the terrain.
• A guerrilla unit may ignore enemy ZOCs for all purposes including movement and retreats. However, AGZOCs (Rule 29E) affect guerrilla units in the same manner as ZOCs affect regular units, including movement and retreat effects.
• Regardless of a player’s retreat declaration, all guerrilla units must retreat from ground combat in the Implement Combat Result step (Rule 8A) if the combat hex is enemy-occupied at that time.
• A guerrilla unit has no ZOC, even in the hex that it occupies. As such, a guerrilla unit never gains ownership of territory including the hex it occupies.
• A guerrilla unit is not reduced from isolation (Rule 11C4).
• When a guerrilla unit is eliminated, it is always placed into the Available Forces Pool. Guerrilla units are never placed into the Eliminated Pool.
Guerrilla units are treated as light infantry for movement purposes per the Terrain Effects Chart. However, guerrilla units do not have light infantry special effects capabilities (Rule 9).
A player may disband guerrilla units that are in play on the map gaining guerrilla points for the region in which the guerrilla resides. To disband a guerrilla unit, in the enemy initial phase, remove the guerrilla unit from the map and add four guerrilla points to the region's guerrilla point total for each strength step of the guerrilla unit.
Alternatively, guerrilla units may be disbanded or stripped down in the same manner as other units (Rule 30D). A guerrilla unit yields Inf [C] BP. Add the Inf [C] BP received to the legal government’s total. If the legal government of a guerrilla unit is not in play, then the BP are lost instead.
E. Anti-guerrilla Zones of Control.
Each security and police unit, regardless of size, exerts an anti-guerrilla zone of control (AGZOC) in its own hex and into each adjacent hex. An AGZOC is exerted in the same manner as a regular ZOC, except that an AGZOC has no effect on a regular unit; it instead affects guerrilla units and guerrilla sabotage attempts. Note that units exerting an AGZOC may still exert a regular ZOC (Rule 4A).
Here is another Corps level game from Avalon Hill the game was Russian Front:
12.2 THE PARTISAN ACTIVITY STEP: If the Soviet player has no partisan factors available or chooses not to use any, this step is skipped.
12.2.1 PARTISAN ACTIVITY PROCEDURE: This procedure simulates the effects of the attacks by Soviet partisan units in Axis rear areas.
184.108.40.206 SELECTING PARTISANS:The Soviet player selects one to three partisan factors from the AVAILABLE PARTISANS area on the mapboard, adjusting the hit unit there to reflect the number of factors chosen for use. The number of partisan factors chosen can never exceed three.
220.127.116.11 USING THE PARTISAN TABLE: The Soviet player then rolls the die and consults the PARTISAN TABLE on the Game Card. Modify the die roll by “+l” if the weather conditions in the central weather zone are mud or snow, and by an additional “+1” per partisan factor used. Find the amount of Axis rail reduction on the line containing the modified die roll.
This is only part of the rules for DG Advanced ETO game it is really an Army level game and has a complex set of partisan rules.
Specific nations are subject to possible partisan activity if invaded by any enemy power (but not before). Partisan activity is interminable, even after the invaded nation has been conquered. Partisans are represented by specific chits, which (if eligible) will arrive on the map (in their own invaded nation) during the Replenishment Step of the End Phase. An invaded nation that is eligible for partisan activity is subject to a specified partisan limit, indicating the maximum number of partisan chits that may exist in that nation at any one time. Furthermore, the partisan limit is increased in any nation that is entered by any German SS General (i.e., General Hausser and/or Dietrich) and/or any German SS land unit (see below). Nations that are eligible for partisan activity (and associated partisan limits) are listed as follows:
FINLAND FRANCE GREECE IRELAND ITALY NORWAY POLAND SOVIET UNION SWEDEN TURKEY YUGOSLAVIA
FINLAND = 1 Partisan : Finland is not eligible for partisan activity unless invaded beyond the gray-dotted border.
FRANCE = 3 Partisans : French partisans cannot enter Vichy France unless Vichy France is invaded by the Axis.
GREECE = 1 Partisan : A Greek partisan cannot be deployed on Crete.
IRELAND = 1 Partisan : A Pro-Axis Irish partisan cannot arrive in Northern Ireland, but may enter Northern Ireland.
ITALY = 2 Partisans : Allied Italian partisans can arrive in Axis occupied (areas of) Italy proper, if Italy is conquered.
NORWAY = 1 Partisan : An Allied Norwegian partisan that is occupying Narvik does not interdict the Iron Ore Route.
POLAND = 1 Partisan : Polish partisans can arrive and/or enter either side of the gray-dotted partition border.
SOVIET UNION = 6 Partisans : The Soviet partisan limit increases to 9 (not double) if any SS unit enters the Soviet Union.
SWEDEN = 2 Partisans : Pro-Allied Swedish partisans may interdict the Iron Ore Route per CONDITION 7 (see [2.26]).
TURKEY = 2 Partisans : Turkish partisans have no effect upon enemy naval movement between the Turkish straits.
YUGOSLAVIA = 3 Partisans : A +1 Partisan Arrival die roll bonus automatically applies to Yugoslavia, if invaded.
This is from GMT's game Stalin's War an Army/Corps level game.
16.0 SPECIAL UNITS 16.1 PARTISANS
16.1.1 Only the Soviet player may place Partisan markers. Partisans may only be placed in the Soviet Union, (Exception: the warSaw UpriSing Event) and may only be placed after the partiSan Formation Event
has been played. Partisans may not be placed in the Baltic States.
16.1.2 Partisan placement costs 1 OPS. Spending 1 OPS al- lows the Soviet player to place two Partisan markers. Only 1 OPS may be used for Partisan placement per game turn. There may never be more than six Partisan markers on the board at one time, regardless of their Active or Inactive status (see 16.1.6).
16.1.3 Partisans may only be placed in forest or swamp hexes. The hex either must be one that would be OOS if a Soviet unit were currently occupying it, OR the hex must be closer to an Axis unit than to a Soviet unit (counting by number of hexes rather than movement cost, but without crossing impassable hexsides). The hex may not contain an Axis unit. Partisan counters are randomly drawn and placed Inactive side up so that neither player initially knows their strength.
16.1.4 Inactive Partisans affect Axis rail movement (see 10.2.2), and retreats (see 11.4). Axis units may stack in a hex with Inactive Partisans, ignoring them. Inactive Partisans may not be attacked.
16.1.5 Once placed, Inactive Partisans are removed in the fol- lowing ways:
• By playing the partiSan Sweep Event
• If the Soviets have a supplied unit in the hex
• If the Soviet player chooses to remove them during the End of Turn Phase.
16.1.6 Inactive Partisan units become Active by playing certain Events. Partisans may not be activated in a hex containing a German or Axis unit. Active Partisan units are always In Sup- ply, and act as normal Soviet combat units except that they may not stack with other Soviet units nor participate in any attack or defense with other Soviet units. If they are stacked with Soviet units that retreat after combat, and Axis units advance into the defender’s hex, the Partisans are eliminated. Once eliminated, Active Partisans are permanently eliminated and are removed from play (unlike Inactive Partisans, which may freely recycle).
Lastly one of my favorite board war games of all time TSR's Barbarossa a Corps/Army level game on the eastern front:
Partisans are aggregates of all partisan bands in an area.
[20.1] PARTISAN CONTROL
[20.11] The player controlling a Partisan Unit is the only player who can deploy or perform Operations with it. The CONTROLLING PLAYER Column of the PARTISAN SUMMARY lists which player controls each Partisan Unit. When the word VARIES appears in the CONTROLLING PLAYER Column, control of the Partisan Unit varies from Game Turn to Game Turn but not during the same Game Turn) as per Cases 20.12 through 20.17.
[20.12] The Axis Player controls the Estonian EBF Partisan Unit unless the Soviet Player controls Tallinn at the start of a Game Turn.
[20.13] The Axis Player controls the Lithuanian LAF Partisan Unit unless the Soviet Player controls Kovno at the start of a Game Turn.
[20.14] The Axis Player controls the Latvian LAT Partisan Unit unless the Soviet Player controls Riga at the start of a Game Turn.
[20.15] The Soviet player controls the Polish NSZ Partisan Unit unless the Axis player controls Warsaw at the start of a Game Turn.
[20.16] The Soviet player controls all Ukrainian Nationalist (UPA) Partisans (NORTH, SOUTH, EAST and WEST) unless the Axis player controls Kiev at the start of the Game Turn.
[20.17] The Soviet Player controls the Chetnik MLVCH and PCNC Partisans from the start of the game until Game Turn 20, at which time the Axis Player takes permanent control of both Units.
[20.2] PARTISAN APPEARANCE
[20.21] Partisans appear in one of three ways: a) They are deployed at the start of the game as per the scenario set-up instructions; b) They are drawn from the PARTISAN CUP as per Case 20.22 c) They are deployed on the map as per the GAME EVENTS SUMMARY. Partisans must be deployed within the limits of Cases 20.24 through 20.29.
[20.22] During the REINFORCEMENT PHASE of each Game Turn after Game Turn 2, the Soviet Player draws 2 Partisans from the PARTISAN CUP Drawing Units from the PARTISAN CUP is not optional. The Soviet Player must draw the required number of Units each Game Turn (up to the number available in the PARTISAN CUP).
[20.23] A Partisan Unit must be placed on the map in the Game Turn it becomes available. If for any reason a Partisan can't be deployed, it is returned to the PARTISAN CUP.
[20.24] The controlling player places available Partisans on the map with their Back Inactive) Faces showing during the REINFORCEMENT PHASE in the area named in the APPEARS IN Column of the PARTISAN SUMMARY.
[20.25] Partisans can deploy in any terrain except Urban Centers, Fortresses and hexes containing Cities, Oil Centers and Supply Source Symbols.
[20.26] Partisans must be deployed on the map in Enemy hexes that don't contain Enemy Units. The deployment of Partisans in a hex doesn't change that hex's status.
[20.27] Russian Partisans can't deploy outside the USSR. Russian Partisans that deploy in a specific Military District must deploy only in the part that is in the USSR.
[20.3] PARTISAN EFFECTS
[20.31] Partisans enter and exit hexes containing Enemy Units by paying the OP Cost to enter or exit their ZOC's. A Partisan Unit does not change the Friendly or Enemy status of the hex it occupies.
[20.32] Enemy Units enter and exit hexes containing Partisans by paying the OP Cost to enter or exit the Partisan ZOC's.
[20.33] The Soviet Player can absorb Russian Partisans when he is the Active Player in Step 2 of the OPERATIONS PHASE and can trace a path of hexes free of Enemy Units and ZOC's through terrain passable to Russian Partisans from a Russian Partisan to any Active Soviet HQ. He spends 2 CP's, rolls one six-sided die and adds the result to the LSP total on the STAVKATRACK. The Partisan is permanently removed from play. It is not replaced in the PARTISAN CUP.
[20.34] The Soviet Player can remove anyone Yugoslavian Partisan Unit per Game Turn and replace it with one Yugoslavian Army Unit and 8 attached LSP's during Step 6 of any OPERATIONS PHASE beginning on Game Turn 40. The Partisan must be Active, has spent no OP's and is in a hex unoccupied by any other Units. The Partisan is replaced in the PARTISAN CUP and can be drawn later. The Army Unit is placed directly on the map with its Back (Inactive) Face showing in the Partisan's former hex. This option can be taken any number of times during a given game, but only 4 Yugoslavian Army Units can be on the map at once.
[20.4] PARTISANS IN COMBAT
[20.41] Partisans can only attack or be attacked by Units occupying the same hex. They can only attack in conjunction with one or more Friendly Combat Units.
[20.42] Partisans stacked with non-Partisan Units add their CS to the defense of the hex.
[20.43] Only Limited Attacks can be made against all-Partisan forces. In such cases, the attacker ignores all Loss Results and the defender ignores all A, B, C, D, E and F Loss Results.
[20.44] Retreating Partisans ignore the presence of Enemy ZOC's. Partisans eliminated during play are placed in the PARTISAN CUP.
[20.5] PARTISAN RESTRICTIONS
[20.51] Partisans can't leave the area listed opposite their entry in the OPERATES WITHIN Column of the PARTISAN SUMMARY. If forced to retreat from this area, the Partisan is eliminated.
[20.52] Partisans can't enter or retreat into Fortress or Urban Hexes or hexes with City, Oil Center or Supply Source symbols.
< Message edited by Zovs -- 10/29/2019 12:27:11 PM >
War in the East/War in the East II - Alpha Test Teams WarPlan Beta Tester DG CWIE2 tester/SPWW2 and SPMBT playtester/scenario & campaign creator