by Dean Essig
Probably the most frustrating thing I have to deal with is the problem of unintended errors which are generated when I fix something else. The below is an exampk of this phenomena. What appears to be a waste of space reprinting the TCs Addenda from the last time is actually a corrected version of the previous one. What happened? Well, to make a long story short, in fixing the number of die rolls for overwatch, I inadvertently made units nearly invincible at range three or less. The problern was spotted by Rod Miller during his game of Bloody 110th in which the sentence "When automatic permission is granted (range 3 or less), a permission roll of 6 is assumed." This means tht regardless of overwatch marking, someone will always get to shoot when a trigger cccurs at range three or less. This was not intended. The below solves the problem by allowing the automatic permission (which will allow unmarked units to fire freely) but still requires the 6 roll on one die to get one or more marked units to fire. This brings about a more direct simulation. It would be difficult to close that last 300 yards but not impossible and the saving of units for "later" (by not firing overwatch too soon) should be important. As it was, when units closed to attack, not only would lead fly thick and fast from unmarked units but every marked mortar battery in 25 hexes would light up the hex also. While I am of late a mortarman, and my thumbs permanently so, this is incorrect and excessive. The below should give a much better simulation. Thanks for bringing this to my attention, Rod. Errata to the Second Edition TCS RulesOops! The Mortar and AT gun symbols are still switched in the Weapon Unit types diagram on the top of page 3. You-know-who forgot to switch them when the 2nd Ed went to press.. 89 Overwatch Fires (Simplification addenda, Optional) To simplify the die roll procedure, add the following to the given rules. .. A roll for Permission to Fire is as follows. On a 5, overwatch fire by units which are not overwatch marked as desired. On a 6, roll another die. This roll is the number of overwatch marked units that may fire in addition to any non-marked units the player desires to fire. When automatic pennission is granted (range 3 or less) roll of 5 can be assumed, but a die must still be rolled and a 6 hit to fue marked units. All other overwatch rules are in effect. The additional roll per overwatch marked unit is dispensed with. <>12.5 Mode Change in Movement (Addenda Optional) Vehicle and carrier units (only) may change mode buing movement. Such units may change mode at a 1/2 cost of their movement allowance. This mode change may be made at any point in their movement as long as the required movement points are still available. Units that are overwatch marked and switch mode have the marker automatically removed. Mode change during the Mode Determination Phase is unchanged. Minor Weapons Different (Optional) This rule gives life to the minor weapons difference between +2 and -2 on the Point Fire Table. It is not needed for play, unless a given player is particularly concerned about such things. This rule has no effect on Point Fire Table columns other than +2 to -2.
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