From: nwright@infogo.com (Noel Wright) Subject: Four Battles of the Ancient World errata Clarifications - June 18, 1992 and January 15, 1993 Maps: none (see Pharsalus for clarification of Victory Areas.) Counters: Additional counters are available direct for Decision Games; please include a SASE. Most of these counters are simply to correct misspelling or otherwise improve the clarity or play of the game. The essential correction for Cannae is the 6-3 infantry which starts on 6803 should start on 6808; and the 3-6 cavalry which starts on 6803 (this is a replacement counter). In Pharsalus, the (2)-4 slingers should have a dot; the (4)-4's should not. In Arbela, the Persian Med 3-5 should not have a dot (note that the dots are included only as an option, normally, Rule 11.0 does not apply to Arbela), the Greek (2)-4 is actually a foot archer, and the Greek Cre should be a (3)-4. Rules: These are all of the answers given so far, organized by case. Some answers are important, while some are obvious from the rules. It is our philosophy to answer as many questions as possible to promote ease of play for as many gamers as possible. An obvious answer to some may not be as obvious to others. General Rule: When halving is called for, fractions are retained until the combat odds are calculated, e.g. a 7-3 that is the target of a missile-fire attack is hit, thus its combat value is halved to 3.5 for the ensuing combat phase. Those who desire further simplicity should round .5's up to the next whole number (those who desire greater complexity should use one of the methods of continuous odds computation). 10.0 Missile Units: The "D" on the "D(x1/2)" markers stands for Disrupted. A missile-fire attack which achieves a "1/2" result on a target places a "D(x1/2)" marker on the target to denote that it defends at 1/2 strength in the ensuing combat phase. After the combat involving that unit is resolved the marker is removed. Additional "D(1/2)" results have no additional effect. Missile units with two hex range may fire at adjacent enemy units. Missile units may use missile-fire and then engage in regular combat. 11.0 Light Troops and Skirmishers: Units advancing after Combat Avoidance may advance only into the hex vacated. 12.0 Charging: Leaders do not double their modifier when accompanying charging units. 13.0 Rally: Units do not fail to rally. If a Rally die roll is successful, then the player takes one unit of his choice from those previously eliminated. Elephants and leaders can not be rallied; all other units may be rallied. Units with one-time pilum capability do not retain or return to this capability when rallied. 15.0 Demoralization and Disintegration: Disintegration occurs at the instant the level is reached; the game is over. Demoralization occurs at the instant the level is reached, and the effects of Demoralization take place with the next combat resolution if in the midst of the combat phase. However, it is possible to "recover" through the rally of a unit which brings the total losses below the Demoralization level. This would nullify the effects of Demoralization (at least, momentarily) until further losses brought the total over the Demoralization level again. 16.0 Facing: When using the facing rule, a unit's ZOC extends only into the front three hexes. If a unit is in the ZOC of an enemy unit at the beginning of its movement, it may change facing in its hex, but may not leave the hex it started in. If a unit's flank or rear is in the ZOC of an enemy unit at the beginning of the combat phase, then the unit is removed immediately. A two-hex range missile unit may fire at any enemy unit in its front three hexes or the five hexes which are two hexes from the firing unit and in its front arc. Exclusive Rules: Arbela: Rule 11.0 is not used in the regular game due to lack of stirrups at the time of Arbela, therefore disregard the dots on cavalry units (leaders still have disengagement and combat avoidance as options.) Players may wish to experiment with the possibility that light cavalry units were capable of disengagement and combat avoidance as an option. The Greek 9-3's and 7-3's are the phalanxes and receive a -1 die roll modifier against missile-fire. Darius may not move more than two hexes from 3112 even if the Royal Guard is released. The Victory Conditions are amended such that if neither side achieves 50 Victory Points, then the Persian side wins rather than a draw if neither side scores 100VPs. Cannae: For the movement required in 4.11, the northernmost line of Roman units moves first, then the next northernmost, etc. Roman units must move into the shaded area if they are not already in it by moving laterally and then northwest and northeast once they are lined up with the shaded area. Once in the shaded area, they must move either northwest or northeast unless blocked by other Roman or enemy units; if blocked by Roman units, they must move laterally toward the center of the shaded hex row they are in. There is no displacement in Cannae. There is disengagement and combat avoidance by those units with the dots (Numidians, slingers, leaders). Pharsalus: Victory Area A is any hexes northwest of the ramparts and west of hex 7011. Victory Area B is any hexes north of the ramparts and east of hex 7011 (i.e. 7012-7015). Teutoburger Wald: (2.11) There are 14 Cheruscii 4-4's. (4.6) The baggage train adds its two points for attack and defense, just like a leader. Replacement Counters - nw Cannae: Carthaginian Afr 8-3 hex 5809 " " " hex 5808 Roman Rom 3-6 hex 6803 Arbela: Macedonian Cre (3)-4 hex 2015 (has dot and arrow symbol) " (2)-4 hex 1617 (has dot and arrow symbol) Persian Bessus +1-8 hex 2904 (leader with dot) " Med 3-5 hex 3003 Pharsalus: Caesar X 10-4 hex 5222 (pilum) " X 8-4 hex 5019 " " X 8-4 hex 5020 " " X 8-4 hex 5221 " " X 8-4 hex 4819 " " (4)-4 hex 5226 (arrow symbol) " Caesar +4-9 hex 5022 (leader with dot) Pompey 2Gr 6-4 hex 6007 (pilum) Pompey (2)-4 hex 6027 (dot and arrow symbol) General: Game Turn Marker 3x Disruption Markers