By Keith Schlesinger
Here are designer Bill Banks' latest pearls of wisdom concerning Thapsos and Alexandria: 1. Ballista attack will cause the removal of the Fort construction marker from the defending unit, as stated in rule (H - 1). 2. Fortifications can be removed by the occupying unit at any time (H - 1). 3. Treat all special units (siege Towers, Rams, Ballistac) as Marine units for movement and combat, but only one can exist in a hex and stacks there for free. (H - 4) 4. The counter mix is the only limit on Fort markers (8 Egyptian, 7 Roman). 5. Captured ships always have a Crew Quality of zero, per (B - 1). 6. The example on pg. 20 is incorrect. Only the Boarding combat is possible in the example, and the Egyptian Marine making it ought to read " 1 - 2. " 7. B - 6 should read: Ships may only enter hexes containing only sea (no land), plus the two causeway hexes connecting the lighthouse to the mainland. (Ships could pass through tunnels beneath the land bridge.) No ship can end ts movement in a causeway hex." 8. Marine., on board a ship may attack an ad . Went land unit or use archery against a land unit two hexes away, in accordance with rule ,F - 2. 6. The first paragraph of Ramming (rule Q should read: "A ship may ram an opponent only if it can move adjacent to the target. Even then, it must have the 2 points needed to enter the targets hex (without actually doing so.) If the ship has 4 points available, it could use them to perform the Ram and then move to the opposite side of the target." Note that the "7+" line on the combat tables are to allow for future scenarios that might utilize drms. Back to Table of Contents GameFix # 3 Back to Competitive Edge List of Issues Back to Master Magazine List © Copyright 1994 by One Small Step, Inc. This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |