From: Markus Stumptner Subject: Errata for S&T 144 CHAD: THE TOYOTA WARS Errata and Clarifications by Keith R. Schlesinger Begun: 15 Se 91 Last Update: 1 De 91 THE MAP Add Wells (solid blue dots) to the following hexes: 1817, 2019, 2410, 2818, 2916, 3615, 3812, 4426, 4621 The following hexes contain Oasis terrain: 2111, 2308, 2506, 2819, 3020, 3516, 3922. Airbases symbols are printed in the following hexes: 3810, 1537, 2053. Ignore the terrain and road in hex 2053, since the hex and its airbase are actually located off the map, 7 hexes south of the border with the Central African Republic. Hex 3810 functions as a Libya sanctuary entry hex, but the airbase is considered to be four hexes off the map and is ignored for purposes of land movement. The following hexes are off limits to all units, and are not considered Chadian territory: 1543, 1544, 1810, 1811, 1853, 1910 Marsh terrain exists only in hexes fully or nearly fully covered by the appropriate marsh symbols. Examples: 2136 and 2231 are Perrenial and Seasonal marsh hexes, respectively. Hex 2134 does NOT contain Perennial marsh. Prefecture Display: "Ouddai" should be "Ouaddai." The phrase "Median Production" refers to the thick black lines on the display. The two vertical columns past "13" should be labeled 14 and 15. Write "14" at the right end of the Logone row, and "15" at the right end of the Logone-Orient row. The area around El Geneina (4234) is not a prefecture. It is part of Sudan, bordering Biltine and Ouaddai prefectures. See rule 4.54. The prefecture boundary of Aouzou and Ennedi extends along hexside 4818/4819 to the eastern map edge. The prefecture boundary between Logone and Logone-Orient runs along hexsides 1949/1850 and 1949/1950, through the town name "Moundou." All partial land hexes on the south shore of Lake Chad (1335, 1435, 1534, 1635) belong to Chari-Bagurmi prefecture. Town names are printed in bold type. THE COUNTERS FANT (purple) infantry companies numbered 22 through 26 are airborne infantry. Players may wish to draw a larger, darker paratroop "wings" symbol beneath each unit's infantry ID box. PLA units on their pro-FAN (blue) side should all have a white-bordered lightning symbol. CHARTS AND TABLES SECTION The Sequence of Play Summary was inadvertantly omitted: {CALLIE: FORMAT THIS AS A CHART, IF POSSIBLE. I WILL SEND HARDCOPY FOR VERIFICATION} 3.00 SEQUENCE OF PLAY SUMMARY WET SEASON (October to March) -- 1. Annual Harvest & Random Events Phase 2. GDP Determination Phase [Production, Tax Increase, Foreign Aid] 3. Government Budget Allocation Phase 4. Tactical Phase a. Guerrilla Sanctuary Adjustment b. Intervention Task Force Adjustment c. First Impulse d. Second Impulse e. Third Impulse f. Special Guerrilla Withdrawal g. Desert Supply Water Check 5. Government Presence Adjustment Phase DRY SEASON (April to September) -- 1. Guerrilla Affiliation Phase [Allegiance Checks] 2. Guerrilla Replacements Phase 3. Tactical Phase [Same as Wet Season, step #4] 4. Government Presence Adjustment Phase 5. Victory Determination Check (Campaign Scenario only) Annual Harvest Table (6.30): Roll two dice. Drought occurs if a 4 or 5 is received. On a result of 2 or 3, there is Severe Drought. Guerrilla Pre-Combat Withdrawal Table (5.82) (clarification): Do not add two to the die roll for either Perennial or Seasonal Marsh hexes during Drought. Random Events Table (6.40): Event 1. (addition) Note down when this event takes effect on the Game Status Sheet. The FAP player can cede the BET whenever FAP is the government, OR when the FAN player is the government and has P0 presence in ALL BET prefectures. This event can only be implemented once per game, and is always in effect EXCEPT when the FAN player is the Government AND has P2 markers in all three BET prefectures. This event remains fully in force for each BET prefecture which contains only a P1 or P0 level of government presence. All presence markers are removed from the BET the instant the FAP player becomes the Government. Event 1 [a] (clarification) Libyan and Legion units in the BET (i.e. North Region) are not affected in any way by Libyan withdrawal, and always remain in play unless eliminated in combat or voluntarily withdrawn by the FAP player. The composition of the Libyan Task Force currently in play, as specified in chart 7.48, establishes the limit on the total number of Libyan and Legion units (combined) that can operate outside the BET. Any time the number of units exceeds the limit, the FAP player must remove enough Libyan and/or Legion units to eliminate the excess. Place the removed units anywhere inside the BET within normal stacking limits. Event 1 [b] (correction) First line should read, "If the FAP player is the government..." The special GDP bonus is given to the FAP Government in Exile instead of the government if FAP is currently the Rebel and optional rule 13.70 is in use. Event 1 [c] (clarification) The special affiliation check occurs just once per game, immediately after the event is received and implemented. Unit Costs and Values Chart (9.23): The note under the portion labeled "Step Value Chart" should read -- (*) Used to determine stacking limitations (4.23) and combat losses (5.83). When determining Government Presence (10.11), count the step values of FANT infantry and Government-affiliated guerrillas ONLY. The cells of the Guerrilla Replacements Table (12.14) were not properly formatted, and are reprinted below: {CALLIE: I WILL SEND YOU HARDCOPY FOR VERIFICATION} 12.14 GUERRILLA REPLACEMENTS TABLE ____________________________________________________________ GOVERNMENT -- Number of Presence 2 Prefectures: 0 1-2 3-5 6-8 9-11 12-14 15-17 ------------------------------------------------------------- REBEL -- Number of Pro- Rebel Leaders: 1 2 3,4 5,6 7,8 9,10 11,12 ----------: Adjusted : Die Roll : :--------------------------------------------------- 1 - - 1 1 2 3 4 2 - 1 1 2 3 4 5 -------------------------------------------------------------- 3 1 1 2 3 4 5 6 4 1 2 3 4 5 6 7 -------------------------------------------------------------- 5 2 3 4 5 6 7 8 6 3 4 5 6 7 8 9 -------------------------------------------------------------- 7 3 4 5 7 8 8 9 8 4 5 6 7 8 9 10 -------------------------------------------------------------- Victory Points Chart (14.60): Under "Government Player," the last entry should read -- {CALLIE: I WILL SEND HARDCOPY FOR CONFIRMATION} +? For current Level on the GDP Scale (IGNORE THE FOREIGN AID MARKER) Examples: a GDP Level of 80% would yield 80 victory points, 125% would yield 125 points, and so on. RULES 1.10 (clarification) When using optional Main Faction Guerrilla Affiliation Checks (13.6), control of each individual FAN and FAP unit is determined by the background color of the unit. FAP and FAN never change allegience under the standard rules. 1.20 (corrction) Combat unit: any unit with both conventional and guerrilla combat values. Note that this change does not affect the list of non-combat units. 1.20 (clarification) Loyalty Factor: FAP and FAN units use this when undergoing affiliation checks, per optional rule 13.6. 1.20 (correction) Occupation level: printed in parentheses on the LEFT side of each line of the Prefecture Display, in each prefecture's Presence Level box. 2.10 (correction) The game does not include reproducable images of the countersheet. {CALLIE: PLEASE PROVIDE THIS, AT 80% OF THE ORIGINAL SIZE, SO PLAYERS CAN EASILY CREATE ADDITIONAL INFORMATION MARKERS, REPLACE LOST COUNTERS, ETC. IF SPACE IS TIGHT, PROVIDE THE FOLLOWING FOR SURE: Fort/Fort Build, IGF/No Water markers} 2.30 (correction) FAN and pro-FAN guerrillas are white on blue, with solid white or white-bordered faction symbols. FAP and pro-FAP guerrillas have solid black or black-bordered faction symbols. Example: MRP on its pro-FAN (blue) side has a white-bordered circle, while CODOS on its blue side has a solid white circle. Despite the similarity, the factions are NOT related in any way. The differently colored symbols are intended to distinguish CODOS and MRP from each other. {CALLIE: IF YOU CAN PRINT A KEY TO THE FACTION SYMBOLS SHOWING THE SYMBOL FOLLOWED BY THE FACTION NAME, IT WOULD BE A BIG HELP TO PLAYERS.} 2.30 (addition) Players may make as many IGF, NO WATER, FORT, and FORT CONSTRUCTION markers as they need. All other units and markers are limited to the number provided in the countermix. 2.40 (clarifications) Game Pieces Combat and Air Units -- The first number on every combat unit and air unit is its conventional strength. The second number is its guerrilla strength. Unit ID numbers are located on the left edge of the counters. Guerrillas, Islamic Legion, Libyan commando, and FANT units with ID numbers all have generic ID's. "PG" stands for Presidential Guard. The (optional) Loyalty Factor is the number to the right of the faction symbol, and only FAN and FAP units have it. AA unit -- The larger number is its surface to air strength against air units. Commanders -- The number on the lower left of the front side of a commander's counter is Foreign Aid Skill, the second number is Military Skill, and the third number is movement allowance. The commander's name appears below the flag symbol, and the name of his home prefecture appears to the right of the flag. Guerrilla Leaders -- The number on the lower left of a guerrilla leader's counter is his Loyalty Factor, followed by his movement allowance. The faction symbol appears to the right of the leader's flag symbol. The hex number to the left of the flag is the faction's "home town" base should it ever become an IGF. IGF markers -- The number on an IGF marker substitutes for the leader's Loyalty Factor while the faction remains independent. Production markers -- The "bundled wheat" side of a production marker (extreme top left corner of rules p.3, magazine p. 19) indicates normal production. The "crossed scythes" to the right of the bundled wheat symbol on p.3 indicates War Zone production. Fortification markers -- Fortification Construction is indicated by a crossed pick and hammer symbol, while a completed Fortification is represented by a "+3" inside a diamond. The "+3" is added to the occupying side's total conventional strength when defending against a conventional attack. 4.22 (addition) Infiltrating units may NOT benefit from functioning Roads and Tracks when entering an enemy-occupied hex, but they may use them when entering an adjacent destination hex unoccupied by enemy units, so long as the infiltrators cross a hexside containing a functioning Road or Track. 4.23 (clarification) Information on unit Step Values is available next to chart 9.23, in the Unit Costs & Values Chart on the government side of the map, and in the Step Values Chart on the rebel side of the map. 4.24 (change) River hexsides cost an additional movement point to cross even when moving along a Track. Only Roads negate this cost, due to the presence of bridges. 4.24 (clarification) Marsh and Mountain terrain takes precedence over any other type of terrain in a hex EXCEPT functioning Roads and Tracks. Ignore savannah (tan) and steppe (green) terrain in hexes containing Mountain or either type of Marsh during normal weather. EXCEPTION: Desert terrain during Drought (4.31). 4.31 (clarification) When Drought or Severe Drought is in effect, all hexes containing Savannah are treated as Desert terrain regardless of the presence of Mountain or either type of Marsh terrain. 4.32 (correction) All conventional units operating in desert terrain must begin each player segment (friendly OR enemy) on a functioning water source. Violators receive a NO WATER marker and suffer all the effects listed in rule 4.33. Guerrilla units are EXEMPT from this rule and 4.33. 4.41 (clarification) The restriction on OAU and Libyan units is in effect even when an adjacent Road or Track is not currently functioning during a normal Wet Season turn. 4.51 (clarification) Once the 1 MP cost is paid to enter a Sanctuary Entry hex, the unit(s) arer immediately picked up from the hex and placed in the "new arrivals" section of the corresponding Sanctuary box. 4.62 (change) The Government Commander may perform options 1 and 2 in the SAME friendly segment, if desired. The options can be done in any order, but one must be completed prior to starting the other. A Commander may never fly, move, and fly again; or move, fly, and move some more in the same segment. 4.70 (clarification) Assign one "build" marker to each battalion atempting to construct a fort. Remove a marker from any building battalion that leaves the hex for any reason, whether voluntarily or involuntarily. 4.80 (change) The Government Commander may move normally either before using Air Transport, or after completing Air Transport if he has not yet moved normally during the segment. See rule 4.62. 4.81 (correction) The reference in the "NOTE" should be to Airmobile Movement, not to Air Transport. 4.82 (new case) All French 11th Division paratroop units currently in play may use Air Transport and Airmobile Movement to enter the French airbase in hex 2053. The units are immediately placed in the Task Force Losses box. French paratroop units arriving as reinforcements and replacements may choose to begin their movement in hex 2053 and "fly" onto the map using either Air Transport or Airmobile Movement. 5.32 (correction) Change the phrase "the player owning the fortification" to read "the player occupying the Improved Position." 5.33 (clarification) If a unit voluntarily moves out of a Fortification during normal movement, the Fortification is not destroyed, and remains in place. 5.42 (clarification) Cross-border attacks into Sudanese Territory from a hex inside Chad are prohibited if the hex contains ANY units prohibited from entering Sudan. 5.53 (clarification) Guerrilla Withdrawal is optional for EACH guerrilla unit and leader under attack, once the Guerrilla Pre-Combat Withdrawal Table (5.82) permits withdrawal to occur. Any or all guerrilla units may remain and undergo combat. Each unit or leader withdraws separately, never in stacks. 5.63 (clarification) When modifying the dice roll, each side in a combat must choose ONE of the following modifiers: Commander's Military Skill, Guerrilla Leader, or Presence of French Units. Ignore other modifiers once the selection is made. 6.10 (clarification) Drought occurs on a dice roll of 4 or 5, Severe Drought on a dice roll of 2 or 3. 6.11 [1] (clarification) All tan colored hexes, including those containing Mountain and either type of Marsh, are considered to be Desert Terrain during Drought. 6.12 [2] (clarification) Perennial Wells (spiked blue circles), which are all located in Depression hexes, continue to function during Severe Drought, but Normal Wells (blue dots) do not. 7.21 [2] (addition) Comprehensive example of GDP rounding "to the nearest 5%": Raw Production Level: 50-52 53-57 58-59 Final GDP Level: 50% 55% 60% 7.43 (clarification) When the FAN player is the Government, FAN guerrilla units may be selected, if desired. For maintenance costs of FANT units, see rule 9.21. 7.44 [3] (clarification) Remember that the Commander is NEVER placed in the "new arrivals" section. He goes directly into one of the main sections of the Sanctuary Box he enters. 7.48 (correction) The chart is actually labeled the "Intervention Task Forces Chart." 7.50 (clarification) A prefecture with a production marker on its War Zone side cannot lose any additional levels as a result of combat within its borders during the current Tactical Impulse. Since production markers are all flipped to their normal sides at the end of the impulse, a prefecture could lose a maximum of one level during each subsequent impulse. 8.20 (addition) Note the ability of French units to attack Libyan units on the Game Status Sheet, if an when it occurs. 8.30 (clarification) All units controlled by a player may stack together regardless of nationality, with the following two exceptions: 1) Libyan and French units; 2) Libyan and OAU units. 8.40 (addition) Note down the special restriction on French/OAU forces on the Game Status Sheet, if and when it occurs. 9.40 (clarification) FANT units removed from the map as a result of breakdown or consolidation are placed in the same box or pile from which the substituting unit(s) came. Example: A battalion in the FANT Losses box is used to consolidate three companies located in a single prefecture. Remove the three companies and place them in the FANT Losses box, where the battalion unit originated. 10.11 (correction) The parenthesized Occupation Level value is located in the Presence Level space on the LEFT side of each line on the Prefecture Display. 10.12 (clarification) See the Government Presence Chart (10.30) for the effects of falling below or rising above Median Production in a prefecture. 10.22 (clarification) A prefecture already having a P1 presence level can never be reduced to P0 as a result of terrorism, tax increase, and production falling below the median. 11.32 (addition) Rotate newly placed IGF markers 180 degrees to indicate they cannot undergo another affiliation check until the next Dry Season. 12.11 (clarification) All eliminated units belonging to guerrilla factions included in the initial set-up of a scenario are eligible for replacement. This includes factions that begin a scenario as IGFs. All unused guerrilla factions never enter play, and thus cannot be received as replacements. 12.40 (change) Reinforcements may be placed on the map in violation of stacking restrictions, but may not end the next friendly movement segment of the Tactical Phase overstacked (see 4.23). 12.41 (addition) A newly received guerrilla unit is always placed in the "new arrivals" section of any Sanctuary box its faction is allowed to enter. 12.43 (changes) French units enter play at N'Djamena (1537) or any hex on the south mapedge between 1653 and 2852, inclusive. This does not include hex 1853 (off limits to all units) and 2053 (the French airbase). Libyan and Legion units enter on any Libya Sanctuary entry hex on the north mapedge. Intervention units pay NO costs for the hex in which they are initially placed. The placement hex may not contain an enemy combat unit. Any intervention units remaining in a Sanctuary Entry hex at the end of any Tactical Impulse are returned to the Task Force Losses box. 13.10 (addition) The movement restrictions for OAU units listed in Roads and Tracks (4.41) remain in effect even when using this special rule. 13.30 (clarification) French and Libyan air units are always on the map, unless they are eliminated in combat (see 13.34 and 13.35 [2]). Eliminated intervention air units are placed in the Task Force Losses box, and return to play like an intervention combat unit. 13.32 (clarification) Air units use their conventional or guerrilla strength as directed by the outcome on the Combat Determination Chart (5.81). Air units are always treated as conventional units. 13.32 (clarification) The FANT air unit may stack with any other Government-controlled air units, but is never required to do so. The FANT unit may NEVER base in an off-map airbase (hexes 2053 and 3810). 13.32 (clarification) An air unit may base at an airfield u pgraded to an airbase, but only if normal basing requirements and limitations are followed (see 13.50). 13.33 (clarification) Air units ignore all provisions of Prohibited Movement (4.25). 13.50 (clarification) Once built, an airbase counter is treated the same as the N'Jamena airbase for purposes of basing air units. 13.50 (addition) Control of an unoccupied Airbase marker goes to the Government if the presence level in the host prefecture is P1 or P2. If the presence level is P0, the Rebel side controls the unoccupied Airbase marker. The side with at least one combat unit physically occupying the Airbase marker's hex controls the Airbase, regardless of the current Presence level. 13.92 (correction) A Rebel unit receives a +1 modifier when performing recon against a hex located in a P0 prefecture. 14.13 [1] (addition) There are no restrictions on Guerrilla Withdrawal (4.52) or Guerrilla Pre-Combat Operations (5.53) due to Government Presence, which is not part of the Manta scenario. 14.13 [3] (correction) Make the MRP activation check at the beginning of each Tactical Phase. Ignore the reference to "Initiative Determination"; there is no such procedure in the game. 14.13 [4] (correction) The second sentence should read: "Ignore special rule (1) above; apply Drought effects normally, beginning with game turn 11." 14.23 [2] (clarification) When determining the placement of a P1 presence marker in a prefecture, any French and OAU combat units present are counted on the side of the NEW Government player (i.e. the former Rebel player who just captured the capital). Libyan and Legion units are always counted on the FAP player's side, whether that player is the Rebel or the Government. When removing FANT units from play, the target figure should not exceed HALF the Step Value of all FANT units currently on the map (drop any fractions) OR eight (8) steps, whichever is SMALLER. The actual number of FANT units removed must at least equal the target figure, and on some occasions will have to exceed it because whole units (not just step values) must be eliminated. 14.31 (clarifications) Government Forces -- the 16 2-2-6s, 3 2-2-8s, and 5 1-1-6s of the FANT are set up as follows: place one unit in each Airfield on the map EXCEPT N'Djamena (1537), Aouzou airfield (2504), and El Geneina (4234). Intervention Task Forces -- The French infantry battalions should be 9-4-6s, not 8-4-6s. The counters are correct. 14.33 (correction) There is no special rule #7. The reference in special rule #11 should be to #10, not #7. 14.33 [8] (addition) Habre may NOT enter El Geneina when returning from abroad, per rule 7.44. [Sudanese Territory is the stronghold of Habre's archrival Deby at this stage!] 14.41 (correction) Under "Independent Guerrilla Factions," the FAC units and leader should be placed in Mongororo (4239).