by Dave Roberts, Simulations Games Committee
Each section of these clarifications refers to the section of the AH instructions similarly labeled. We have made every effort to conform to official AH interpretations. Our purpose is to clear up rules problems in order to make possible more enjoyable games for the buff and serious gamer alike. We have made a great effort to be as thorough and clear as possible. However since no one is perfect. We have instituted a bounty system to encourage players to improve on our efforts. We will give a year's subscription (or extension) to the SGC Dispatch to the first person who finds any ambiguous situation not explained in the rules or in these clarifications. I. Mapboard A. Nivelles, Gosselies, and Charleroi are primary roads. Primary road extends into LL21, TT16, and UU15. Genappe and Marchienne au Pont are not primary roads. B) The following hexes with hex-sides just touched by rivers are not river hexes: Y13, Y14, Y16, Y17, X19, N21, A32, S25, S38, V38, and A56. C. Bridge hexes occur where roads cross rivers, even if the blue is not broken where the road crosses. Thus the following are bridge hexes: UU9, UU15, UU19, D27, and C27. D) The following hexes are not woods hexes: T20, 123, B39, and E44. E) The following hexes are not hilltops from the hexes given: TT15, from UU14, Z26 from Y27, U24 from T24, S33 from T33, S36 from T35, N29 from S38, and 038 from 037. II. Prepare for Play A. French units starting between Charleroi and Fleurus may be placed on TTI5, SS15, RR14, QQ15, PP15, 0016, 0015, PP14, PP13, and on the road to and including JJ13, but not on RR16. RR17, or SS16. B) Prussian units start on row EE or north of row EE, and on or east of Y26, Z25, AA25, B824, CC24, DD23, and EE23. III How to Win A. If both sides' last remaining combat units are eliminated simultaneously in an exchange, both sides win. This is war. B) Once the French player has exited combat units off the board, the P-A-A player cannot win through eliminating French combat units since the exited units are not considered eliminated. C) If all P-A-A units are eliminated from the board, but remaining P-A-A reinforcements cannot enter because all entrances are blocked, and the French cannot exit enough units to win by defection, the P-A-A wins. IV How to Have Combat A) All units that move into an enemy ZOC must attack some enemy unit. B) A unit may not move from one enemy ZOC directly into the ZOC of another enemy unit. If a unit wishes to withdraw from an enemy ZOC it must first move to a hex completely free of enemy ZOC. C) A unit defending on a hilltop attacked by at least one unit from a clear terrain hex defends at basic combat factor. D) A unit defending on a river defends against a unit attacking from a different river at basic odds. E) A unit defending on a hilltop from attacking units which are all on both river and slope hexes is doubled (providing that the hilltop is the hilltop of the slope on which are the attackers). V. Movement After Combat A) A unit attacking from a river or slope hex may advance after combat even if the defender was not doubled due to the attack also coming from a clear hex. B) A unit attackinq from a slope may only advance aqainst a unit defending on a hilltop of that slope. C) ZOC have no effect on advance after combat. A unit may move directly into or through enemy ZOC in this case. VI. Special Terrain Movement In cases other than B, C, D. or E (below) a unit may not use a road to avoid stopping on a woods or river hex. In effect each road hex is divided into zones by the road. The terrain in each zone determines road hex movement properties. B) A unit may move through woods or river hexes when traveling along roads as long as it crosses hex - sides crossed by the road. C) A unit moving along a road through a woods or river hex may move to an adjacent non-road hex if there is no woods or river in the zone adjacent to the hex to which the unit is moving. D) A unit may move from a non-road hex to a road-woods or road-river hex and continue moving along the road if there is no woods or river in the zone adjacent to the hex from which the unit approached. E) A unit is not required to stop by the river in a bridge hex. A unit is not required to stop by a river hex if it is moving along the river from a bridge hex, or from a hex of the end of the river. F) A unit may never move through a road-river hex (unless it is a bridge) or a road-woods hex unless at least one hex-side crossed by the road is moved through. G) A unit may only use the primary road bonus through hex-sides crossed by a primary road. VII. Order of Appearance A. Incoming units may not be placed "strung out" along the road in order to gain movement advantages. All incoming units start moving from the edge of the board counting the hex of placement as its first basic movement factor used. B) In the event that an entrance road for incoming units is blocked, the P-A-A player may deliberately delay their arrival, or he may bring them on the next unblocked road. If he decides to delay their arrival he does not nullify his option to bring them on the next unblocked road later. VIII. Use of Headquarters Units A. HQ units, if used, are purely ornamental, and have on effect whatever on movement or combat. They neither soak-off or delay. IX. Combat Results Explanation A. The first hex of a retreat may not be a non-road woods hex, however a unit may retreat into a woods hex after legally retreating through one other hex. B) A unit may retreat onto a river hex if it enters the river hex from a road hex-side, or from a bridge hex, or from a river end hex. C) A unit may retreat through a woods or river hex, in any way that it could leqally move through that hex according to cases B, C. D, or E, of section V (above). Back to Table of Contents -- Panzerfaust # 60 To Panzerfaust/Campaign List of Issues To MagWeb Master Magazine List © Copyright 1973 by Donald S. Lowry. 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 |