Date indicates latest revision OCS Series (ver 2.0i) (10 April 97)1. RR Repair units can use rail movement through hexes repaired/converted in that phase, but such units cannot then be used to repair/convert rail hexes beyond that section of track. Such movement and repair constitutes leapfrogging. 2. An airbase can be repaired (to eliminate damage) one level at a time until the base is back to the highest actually built level it ever held (it cannot be improved beyond that limit in this way) by any 1 RE unit with the expenditure of 2T. There is no die roll for this method of repair--regardless of terrain. The repairing unit need not be engineer or attack capable--but it must be classed as a unit according to 3.1. 3. DG units cannot do recons. 4. If a breakdown regiment is stacked with a division capable of absorbing breakdowns (but not this one, due to action ratings, etc.), then the breakdown does not add to the combat strength of the hex. The breakdown becomes a 1-step, zero strength, zero action rating unit while it remains in the hex. 5. In situations where units must "eat off the map" (i.e. they cannot trace) pay 1T per 2 REs or fraction thereof. This is a change to 11.6d. 11.6d is dropped entirely and replaced with "Pay 1T per 2 REs (or fraction thereof)." In effect, the player is now paying as if 4 REs equaled a division under the old rule (eliminating the anomaly when multiple non-divisionals are present). It is also simpler to deal with. Change references to 11.6d and its effects in 11.6f and 11.6h. 6. HQs cannot use their draw and throw abilities while in Strategic Move or Reserve Mode. 7. When optional rule #4 Destroying Hedgehogs is used, no more than one level can be destroyed in a hex per turn, even if more than one "unit" is available (two if an engineer capable unit is in the hex). 8. Future reinforcements, and breakdown regiments which have not yet entered play in the normal manner cannot be "rebuilt" using Pax and Eq Repls before they do so. 9. The following require an _attack capable unit_ to perform (and--just so it is clear--units in Strategic Move Mode are not attack capable, regardless of the counter's strength): capture of an enemy Dump, Truck, Wagon, or airfield OR entry into an enemy controlled Hedgehog, Village, Port, Minor or Major City hex. "Control" is defined here as belonging to the last player to pass a friendly attack capable unit through the hex--apply common sense to those areas obviously behind friendly lines and so on. 10. "Breakdown" Regiments are infantry regiments marked with either "Brkdn" or no unit identification at all. Back to Table of Contents -- Operations #25 Back to Operations List of Issues Back to MagWeb Master List of Magazines © Copyright 1997 by The Gamers. 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 |