13.07.2015 Views

the franco-prussian war - Strategy & Tactics

the franco-prussian war - Strategy & Tactics

the franco-prussian war - Strategy & Tactics

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

COMBAT RESULTS TABLEEXPLANATION OF DISRUPTED RESULT(Omission): If a disrupted unit is disruptedagain, <strong>the</strong> two disruptions apply against <strong>the</strong>unit concurrently. Units which enter a hexoccupied by a disrupted unit become disrupted<strong>the</strong>mselves.GAME SCALE (Omission): Each hex represents100 meters from side to side. EachGame-Turn represents <strong>the</strong> passage of tenminutes of "real time."NormandyAs a result of post-publication playtesting, <strong>the</strong>following errata has been assembled to clarifyand correct various errors or ambiguities in <strong>the</strong>original game components.The errata for Normandy follows <strong>the</strong> sequenceof <strong>the</strong> Normandy rules folder.GAME EQUIPMENT (Omission): A completegame of Normandy should include <strong>the</strong>following: one set of die-cut units, onemapsheet, one rules folder, one Allied Order ofBattle sheet, two Combat Resolution Tables,and one die.UNlT TYPE SYMBOLS (Correction): Thereare no Armored Infantry units in <strong>the</strong> Normandycounter-mix. The counter-mix does includeeight Allied Naval Gunfire Support Missioncounters and a number of Entrenched markersfor both <strong>the</strong> Germans and <strong>the</strong> Allies. The topnumber on <strong>the</strong> Naval Gunfire units is <strong>the</strong>attack-support strength. The middle number is<strong>the</strong> defense-support strength. The bottomnumber is <strong>the</strong> range (in hexes) over which <strong>the</strong>Naval Gunfire units can support land combats(see naval Gunfire Support rules).MOVEMENT(C) (Correction): Units must be movedindividually, never in stacks.(L)(Clarification): It should be understood thatunits out of supply must move to<strong>war</strong>d aFriendly supply source (area).(N) (Clarification): Armor units may alwaysmove one hex (even if <strong>the</strong>y do not possesssufficient Movement Points to enter a givenhex) only if <strong>the</strong>y are in supply. UnsuppliedArmored units must pay <strong>the</strong> normal cost toenter each hex. Unsupplied Armored units maynot enter a hex if <strong>the</strong>y do not have sufficientMovement Points to pay <strong>the</strong> appropriate"entry cost."COMBAT(J)(Correction): Armor units may not attack, ifstacked solely with units which have a"defensive" only Combat Strength (see UnitType Symbols).NAVAL GUNFIRE SUPPORT(F) (Clarification): In effect, only one NavalGunfire Mission may support an attack ordefense of a single occupied hex. When asingle hex-group of Allied units is adjacent toand attacking more than one German occupiedhex, <strong>the</strong>re is nothing to prevent <strong>the</strong> AlliedPlayer from allocating a Naval attack-supportmission against each German occupied hexexcept range considerations.EXAMPLE (Correction): In this example, if <strong>the</strong>Allied Player employs a Medium Naval GunfireMission his Attack Strength would be raised to51. If a Heavy Naval Gunfire Mission is chosen<strong>the</strong> Allied Attack Strength would be raisedto 36.ZONES OF CONTROL(A) (Correction): There is an error in <strong>the</strong>movement example given in this Case.Assuming <strong>the</strong> Allied unit has a MovementAllowance of six or greater, <strong>the</strong> correctmovement expenditures are as follows: twoMovement Points to leave an Enemy controlledhex, three additional Movement Pointsto enter an Enemy controlled hex, and threeMovement Points to enter a Bocage hex (seeTerrain Effects Chart Errata also).ENTRENCHMENTGENERAL RULE (Clarification): An Entrenchedmarker should be placed on top ofentrenched units. Units may entrench in anyterrain except in fortification hexes. Entrenchedunits may disentrench and attackduring a Friendly Combat Phase.TERRAIN EFFECTS CHART (Clarification)The effects of terrain on combat are notcumulative, i.e., defending units benefit from<strong>the</strong> single most advantageous terrain effect.The combat terrain effect for River hexsides isonly applied when all attacking units areattacking across a River hexside. The for<strong>the</strong>xes # QQ 29 and RR 31 are also to betreated as Bocage hexes, i.e., armor cannotattack units in <strong>the</strong>se hexes, and Bocage hexmovement costs are applicable in <strong>the</strong>se hexes.Note: The cost to leave an Enemy Zone ofControl is one Movement Point for Allied unitswith a Movement Allowance of four or less,and two Movement Points for Allied units witha Movement Allowance of six or greater. Theword "additional" may be ignored.PARACHUTE INFANTRYGENERAL RULE (Correction): The AlliedPlayer receives eight (not seven) paratroopunits at <strong>the</strong> beginning of <strong>the</strong> game.(D) (Clarification): Paratroop units cannotmove or attack until <strong>the</strong>y are brought intosupply. If attacked before <strong>the</strong>y are brought intosupply <strong>the</strong>y have <strong>the</strong>ir Combat Strengthhalved for defense.GAME-TURN 1 PLAY SEQUENCEGERMAN UNlT PLACEMENT (Clarification):The fort hexes # QQ 29 and RR 31 are notconsidered partially sea-hexes. German unitsmay be initially deployed in <strong>the</strong>se forts.PARADROP (Clarification): Paratroop unitswhose drop zones are occupied by Germanunits must still consult <strong>the</strong> Scatter Table. Ifsuch units are scattered onto a non-Germanoccupied hex, or an unoccupied hex, <strong>the</strong>y mayland safely. If, due to scattering, Alliedparatroop units exceed stacking limiations,invert <strong>the</strong> excess units. As soon as <strong>the</strong> stack isin supply, <strong>the</strong> excess units must move toconform to <strong>the</strong> stacking limits. If <strong>the</strong>y can'tmove, <strong>the</strong>y are eliminated. After moving off,<strong>the</strong>y are turned upright and can functionnormally. [The non-inverted units may moveoff <strong>the</strong> stack instead, so long as <strong>the</strong> Stackingrules are obeyed by <strong>the</strong> end of <strong>the</strong> first AlliedMovement Phase in which <strong>the</strong> stack is insupply.] Inverted units are not counted in <strong>the</strong>Defense Strength of a stack, and areeliminated if <strong>the</strong> stack is eliminated, retreated,or involved in an exchange. In <strong>the</strong> case of anexchange, <strong>the</strong> inverted units are not countedby <strong>the</strong> German Player when maiching Alliedlosses. Note: This errata pertains only tooverstacking caused by Paradrop scattering.ALLIED FIRST MOVEMENT PHASE (Clarification):Allied units may not use <strong>the</strong> roadmovement rate on <strong>the</strong> first Allied Player-Turn.They may, however, use bridges to <strong>the</strong> extentof crossing bridged River or Flooded hexsidesby paying only <strong>the</strong> movement cost defined by<strong>the</strong> terrain in <strong>the</strong> hex being entered.VICTORY CONDITIONS (Clarification): TheVictory Points a<strong>war</strong>ded for exiting Allieddivisions (or division equivalents) off aparticular map edge may only be scored onceper map edge, i.e., <strong>the</strong>re are no additionalpoints a<strong>war</strong>ded for moving more than onedivision off a single map edge. Similarly,Victory Points are only a<strong>war</strong>ded for <strong>the</strong> singlemost deeply penetrating Allied unit regardlessof <strong>the</strong> number of Allied beachheads.LEVELS OF VICTORY (Correction): An AlliedDecisive Victory is achieved if <strong>the</strong> Allies score40 (not 49) or more Victory Points.COMBAT RESULTS TABLEEXPLANATION OF RESULTS (Omission):DRIAR: Units may not retreat in violation ofStacking limitations (Stacking limitationssre ineffect throuahout <strong>the</strong> Combat. Phase). Unitswhjch retreat into a Friendly occupied hexwhich is subsequently attacked during <strong>the</strong>same Combat Phase may not apply <strong>the</strong>irCombat Strength to<strong>war</strong>d <strong>the</strong> defense of <strong>the</strong>hex-group, but are affected by <strong>the</strong> results of<strong>the</strong> combat.As of October 1973, errata sheets for <strong>the</strong>following games are available:The American Revolution, The ArdennesOffensive, Austerlitz, Breakout B Pursuit, 1812(Strategic and Grand Tactical versions), ElAlamein, Franco-Prussian War, Grenadier, LaGrande Armee, Lee Moves North (new title forLee at Gettysburg), Leipzig, The Marne, TheMoscow Campaign, Musket & Pike, NATO,Normandy, Red StadWhite Star, Rifle 8Saber, Soldiers, <strong>Strategy</strong> I, and The WildernessCampaign.Games published in <strong>Strategy</strong> 8 <strong>Tactics</strong>Magazine:The Fall of Rome (SBT #391, CA (SBT #38),Scrimmage (SBT #37), Destruction of ArmyGroup Center (SBT #36), Year of <strong>the</strong> Rat(SBT #35), Armageddon (SBT #34), WinterWar (SBT #33), Borodino (SBT #32), FlyingCircus (SBT #31), Combat Command (SBT#30), U.S.N. (SBT #29), Lost Battles (SBT#28), Grunt (S&T #26), and Centurion(SBT #25).Errata for games o<strong>the</strong>r than those listed aboveis not yet available. As we make available newand/or updated additional errata sheets, anannouncement will be posted in ei<strong>the</strong>r SBT orMOVES. Please wait until errata for a particulargame has been announced as being availablebefore requesting it. Requests for errata sheetswill only be answered when accompanied by astamped, self-addressed envelope (one SSAEfor each sheet requested). O<strong>the</strong>r than that<strong>the</strong>y are free.

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!