by Kevin Zucker
French Set Up and Reinforcement Table(Change) Napoleon does not begin Scenario 2 reduced.
French Casualty Track(Add) Cavalry Corps Demobilization Level - 4 Game MapTreat the following hexsides on the Petit Morin River as fords: 1910/1911, 2312/2313 and 2514/2614 Rules Folder2.11 First Player Turn Command Segment (and) Individual Movement Segment (clarification) Note that Officers which successfully roll for initiative remove their "out of command" markers but individual units in the some situation do not. (See also Rules 5.21, 7.12, 7.41, 7.42) (change) Delete the entire italicized "Note" (oat' sentence). 7.32 Out of Command Effects on Movement (change) Modify the last sentence to say, "They MAY move into an enemy ZOC". 7.42 Combat Unit Initiative Checks (change) Modify the last sentence to, "If the Combat Unit passes this check it may move, but its "out of command" marker is not removed and, therefore, it may not advance after combat. 8.22 Road March Restrictions (clarification) Road March is performed single unit by unit; the restriction prohibiting entry of friendly-occupied hexes was meant to imply that units making a road march may not stack. 8.3 Forced March (Night March) (change points 1 and 4 as follows:) 1. All Commanders (Napoleon, Blucher, Sacken, Ney and Grouchy). 4. All Combat Units that have been linked to the "chain of command" by a Commander. (They were given a Com- mand Point directly.) EXCEPTION: Demoralized units. 9.1 Bridge Trains (delete the bracketed matter) They move as "wheeled" units (bot pay the cost of Infantry Combat Units). See Rule 8.11, Repulse (change) Note: The simple combat strength comparison by terrain and other factors (see Repulse or Special Leader (5.28)). There are no Repulse markers in the game. 11.31 Terrain Effects on Combat A. Villages/Towns (change): Defending Combat Units have their Combat Strengths increased by 50%. 11.33 Commander Present Modifier Delete this rule entirely. 11.4 Applying Combat Results (change) Ex Exchange All Combat: units on the, weaker side are eliminated and the stronger side eliminates a number of units at least equal in total face value Combat Strength Points to those lost by the weaker side. Artillery Bombardment (change) Artillery Combat Units may perform Bombardment. Artillery may only perform upon enemy combat units in an adjacent hex. [Delete the next sentence.],(See Rule 11.52). 14.2 Depot/Supply Source Hexes French (in blue) Hexes 1007 and 4825 15.1 How Reinforcements Enter the Map (add new first sentence) Reinforcements may move (in command) and attack freely on their turn of entry, and may arrive stacked. 17.11 Coalition Independent Units Delete this rule entirely from the game. 21.7 Scenario 2 (clarification) French units are listed as exiting the map. These units historically exited at the north map edge to pursue Sacken and York. In the campaign game, however, French units do not exit. 21.8 Campaign Game (Addition) The VP award for exit may not exceed Coalition total VPs gained per Rule 21.3. pufsue Sacken and ~York. In,thecampaign game, however, French units do not 21.8 The Campaign Game (addition) The VP award for exit may NOT exceed Coali tion total VPs gained per, Rule 21.3. Back to Art of War Issue #29 Table of Contents Back to Art of War List of Issues Back to MagWeb Master Magazine List © Copyright 1998 by Clash of Arms Games. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |