>>To: consim >>From: asterix@linknet.it (Cremona Luca) >>Subject: SEARCH FOR ERRATA >> >>There is someone who owns the "medieval" serie from 3W (from Royalist and >Roundheads to Ironsides) and played it long enough to have some sort of ERRATA? I once made a sheet of rules-interpretations and errata for the series. Many points are mostly minor, but they were discussed during actual games, (Royalists & Roundheads II, The Black Prince, The Crusades, Age of Chivalry). I'll write them down here, and I hope Rob Markham will comment on them: 2.2 Game counters. - Leaders are units: in relation to 6.24 where a unit has to stop when it enters ZOC, even when there is a friendly unit. 3.0 Sequence of play. - [home rule] Command chits may not be changed in the first turn. (to encourage historic flow of the battle) - [home rule] First Player changes his command chits first. 5.11 Attack Command Chit. - [change] All units with an attack command must move towards the enemy. They must decrease the distance with the enemy by at least the amount they could using half their movement allowence taking the fastest route, and with a minimum of 1 hex. (a bit complex, but meant to prevent too much tactical subtleties). - [change] Charging heavy cavalry blocked by friendly non-charging units charge through those units, inflicting one step loss on them and causing them to rout. (only for mediaeval knights). 5.16 Muster Command Chit. - [change] Command range for leaders with a muster command ignores enemy units and ZOC. (often a line has been broken at this moment, cutting command range, but a general retreat must have been pretty obvious, with maybe trumpet signals, or the retreat of the flag etc.) 5.2 Changing command chits. - [home rule] Player must name all leaders who's command he wants to change, and have their new chits choosen (secretly), before he starts rolling for success. (the orders are out, now only pray that they will execute in a coordinated manner). 5.33 Out of Command. - [clarification] Out of Command units may choose not to move. - Units no longer out of command remove their marker at the start of their movement phase. 5.34 Overall leaders. - Combat units may only trace command to their overall leader if not in range of their own leader. 5.4 Skirmishers. - Skirmishers retreat at the start of the Melee Phase, not the start of the Combat Phase. 6.12 Change Facing. - Change facing after melee takes place after advance, but before breakthrough. - Defenders may also change facing after melee. 6.15 Free Change of Facing. - [change] The free change of facing during the Movement Phase must take place at the start of the movement phase, before MP's are spent. (leader points in the general direction and there they go; pay for any wheeling while on the move) - see new 8.22 road movement. 6.24 ZOC. - Units entering ZOC may not thereafter change facing. - Units starting movement in ZOC may use their free change of facing in the ZOC and then move away, if 6.25 allows them so. 8.22 Road Movement. - [change] Units using road movement may not start or end their movement in ZOC nor attack in any way in their combat phase. Units with an attack or stand command may not use road movement. Units moving along a road do not pay MP's for changing facing as long as they follw the road. 9.1 Fire Combat. - Fire Attacks do not have to be announced in advance, but all fire attacks on one hex have to be resolved before another hex is attacked. 9.32 Melee Procedure. - All melees must be announced in advance. - [clarification] Skirmisher units retreating before melee may retreat through ZOC and friendly units, but may not end their retreat there. - Defending units that rout in step 4 retreat 1 to 3 hexes, not 3. - [clarification] Attacking units advance after melee if all defending units vacated the hex for any reason: retreat, elimination or rout. Units that failed their attack check in step 2 may not advance. Stacked units can become unstacked this way. - Change facing in the melee phase takes place after advance, but before breakthrough or the next melee combat. Routed units may not change facing this way, but routed units that lost a step for failing to retreat may, because they are not actually routed. 9.5 Retreat. - Routed units that retreat or move must move according to the following priorities: 1) They may never decrease the distance between them and the nearest enemy unit. 2) Non-skirmisher units may never enter ZOC or hexes occupied by friendly units. 3) They may not reenter the same hex during retreat. 4) If possible, each hex entered must increase the distance to the enemy. 5) They do not change facing unless they have to in order to obey rules 1) to 4). If they move in the movement phase, they may use roads. 10.2 Rally. - If routed units failing to rally cannot retreat the three hexes according to rules 9.5 they are eliminated. - Routed units can retreat off the map and will if rules 9.5 direct them that way. In game terms they are considered eliminated. - Routed skirmishers may try to rally if they are in the command range of any leader. Erik Springelkamp E-mail springel@noord.bart.nl Snelliusstraat 134 WWW http://www.noord.bart.nl/~springel NL 9792 JS Groningen Tel. +31(0)50 527 3583 The Netherlands