From: Danny Holte Subject: 'Paratroop', SPI errata To: Multiple recipients of list CONSIM-L S&T #77 'PARATROOP' Errata Submitted by D. Holte Eben Emael Map -------------- The slope hexsides surrounding the hilltop in hex 0715 were inadvertently omitted. Each hexside of hex 0715 should be a slope hexside. Red Devils Unit Summary ----------------------- Armor, armored reconnaissance, armored infantry, motorized infantry, and airborne reconnaissance are considered mechanized units for purposes of movement. Artillery, airborne artillery, and rocket artillery units are also considered mechanized units (however, see not on the Terrain Effects Chart). All other types of units are considered non-mechanized units. -Danny From: "David S. Bieksza" Subject: Re: does Paratrooper from SPI (old) have any errata? (LONG) On Fri, 19 Jul 1996, Tony & Susan Hickie wrote: > I bought a second-hand copy of Paratrooper in a London games' shop. > Whoever had the game before me has written on the Eban Emael Charts and > Tables section of the rules: German Effect 5, Belgian Effect 4. Where > s/he got these values from, I don't know, but I offer them for what > they're worth. Negative. The correct Effectiveness Ratings were published in S&T #78: 4 for the Germans and 3 for the Belgians. FWIW, my "personal errata sheet" for this issue follows ... EBAN EMAEL ^Movement of Units^ A unit is marked with a Bold Move counter when it moves more than one hex, not when it expends more than one Movement Point. Cliff hexsides are those bordering hexes 1606-1621 only. ^Fire Combat^ A German unit is pinned on a modified die roll of 5-7 and is eliminated on a modified die roll of 8-9. A Belgian unit is pinned on a modified roll of 4-6 and is eliminated on a modified roll of 7-8. ^Sighting^ The terrain in the hex (and along the hexsides) occupied by a unit or fortification wishing to fire has no effect on sighting, nor does the terrain in the hex (and along the hexsides) occupied by the target unit. A line of sight coincident with a wall, ridge, slope, or cliff hexside is blocked; a line of sight coincident with the hexside of a woods hex is blocked only if this hexside is common to two woods hexes. Fortifications and the building have no effect on the line of sight. References to a "unit" in this rule also apply to fortifications and observation posts. CRETE ^Movement^ Stacking limits do not apply during movement, only at the end of movement. Zones of control do not extend across all-sea hexsides. ^German Airdrop^ If a unit scatters into a Commonwealth-occupied hex, the Commonwealth unit benefits from the terrain it occupies when defending. ^Landing the German Mountain Troops^ These units may only land in an airfield hex that a German unit was the last to enter or pass through. ^How to Start^ Commonwealth units may not begin the game in a transit track. ^The Results of Combat^ When an "equal elimination" result is rolled, the smaller force (in terms of the printed value of Strength Points) is removed from the map and the larger force must lose an equal amount. Surviving units, either attacker or defender, may advance after combat. When a "counterattack" is rolled and the defending force does not retreat, it must attack *all* the Enemy units in one of the hexes from which it was attacked -- even if some of those units were not involved in the original attack. RED DEVILS ^Movement of Units^ Only infantry, parachute infantry, glider infantry, and machinegun infantry may move across an unbridged hexside of the Neder Rijn River. German motorized infantry cannot use "dismounted movement (Case 4.8) to cross the river. German armored infantry cannot use "dismounted" movement at all. When a unit moves "through" the Zone of Control of a disrupted Enemy unit, it cannot move directly into another Enemy-controlled hex even if the Enemy unit in question is also disrupted. Although a Zone of Control does not extend across *unbridged* hexsides of the Neder Rijn River, it does extend across a Bridge (not Ferry) hexside. Anti-tank and airborne anti-tank units are treated as artillery for movement purposes. If a unit is in terrain prohibited to it because it is on a road, the unit can leave that hex only along the road. ^Opportunity Fire^ If the differential in a opportunity fire is less than -4, the fire is resolved on the "-3 or -4" column. Although artillery, airborne artillery, and rocket artillery cannot employ opportunity fire, anti-tank and airborne anti-tank units *can*. Note that a unit in a city hex can conduct opportunity fire at a range of one hex only. ^Combat Pre-Conditions^ Note that city hexes do not prohibit fire at a range greater than one hex, unlike opportunity fire. Anti-tank and airborne anti-tank with a range of 2 hexes are treated as "ranged non-artillery" for combat purposes (Case 6.6). ^British Reinforcements^ Airborne anti-tank units may not take part in combat on the Player-Turn of airlanding. When using the Airlanding Table, subtract one form the dir roll if the unit is adjacent to either the Neder Rijn River or a Minor River hexside. ^German Reinforcements^ When more than one German unit enters the map through the same hex, each may move its full Movement Allowance -- the units need not be "staged." ^Destruction of the Oosterbeek Railway Bridge^ The bridge crosses the 1513/1514 hexside, not the 1512/1513 hexside. ^Combat Resolution^ Mechanized units may advance after combat into or through prohibited terrain only along a road. However, German motorized infantry may always advance after combat as non-mechanized units. Column shifts cannot shift the combat differential higher than the highest column or lower than the lowest column. All column shifts are cumulative. ^How the Game is Won^ A Line of Communications can be traced *into* but not *through* an Enemy-controlled hex, even if the hex is adjacent. Example 1: British units in hexes 0805 and 0807, German unit in hex 0706. The German unit cannot trace a Line of Communications into Wolfheze even though it is adjacent. The British units can, via hex 0906 or directly from 0807. Example 2: British units in hexes 1004, 1204, and 1206, German unit in hex 1105. The German unit has a Line of Communications to the hex it occupies, but to neither of the adjacent hexes. The British units can, via hex 1107 to 1106 and via hex 0905 to 1005. Disruption has no efect on a unit's ability to trace a Line of Communications. Finally, for those who have stayed with me this long, here's my record of solitaire play. In EBAN EMAEL, historical scenario, three games were played and the Belgians won all three. In CRETE, four games were played and the results were dead even, a Marginal and a Substantive victory for the Germans and a Marginal and a Substantive victory for the Commonwealth. In RED DEVILS, three games were played and the Germans won all three, a Marginal, a Median, and a Decisive victory. Oh, and how did I play CRETE solitaire when setup requires the German player to write down allocations of units to specific map areas before he sees the Commonwealth defense? A friend of mine had this issue, so we exchanged two attack plans and two defense plans specifically for solitaire play. ------- Dave Bieksza // "Peace Through Superior Firepower" bieksza@aplcomm.jhuapl.edu // ST:TNG, _The_Arsenal_of_Freedom_