1863: CLARIFICATIONS & ERRATA by John Leggat The following are clarifications for 1863 which we have received from Richard Berg. Although not yet "officially" approved by GMT, I recommend that they be used in anticipation of approval: 1. When using leaders in the modified Basic Game, do they have to make a commitment roll in order to move in the Operational Phase? No. The only time you make such a roll is to enter an enemy ZOC during the initial movement phase. 2. Can the attacker advance after melee if the hex was vacated by an Exchange result? Yes. The attacker can so advance after an Exchange. 3. Is horse artillery treated as mounted cavalry for purposes of determining the Rally die roll modifier? Yes. 4. In the Basic Game, using Berg's Optional Commander rules, can the leaders provide a die roll modifier? The way the rules are written imply that leaders are only used in the Advanced Game. You can attach any leader rules you wish to the Basic Game. 5. What does "a direct a path as possible" mean for rout movement? Is it literally a straight line to an entry hex or the fastest way via movement point (pikes, roads, etc.). Also, can/do units rout off the map? Direct Path = Path of Least Resistance in terms of MP's and enemy presence. Sort of like flowing water.... rule is meant to stop the "rules lawyers" from wandering around in circles to avoid routing off the map. Yeah, I know that's dumb - but I've seen people do it because "the rules don't say you can't... 6. Rule (13.54)A says that "The Union Player receives 2 VP's for each combat unit with Good Unit Morale or better that is East of Mine Run. Shouldn't this be west of Mine Run? Yes! 7. In the Basic game if rain is rolled for at the beginning of a turn with a DR of 1 what happens if it also comes up on the Basic Game's Random Events Chart? Is it ignored, worse weather, the RE rerolled? When using Basic Game Random Events Table, ignore 5.7. However, Night Turn rain rolls still apply...rain doesn't get worse, it just increases the chance of it happening. 8. Are going up a hill and other hexside costs increased as a result of rain or does leaving a ZOC costs go up as well? All terrain-oriented movement costs are affected by Rain; not the ZOC cost. So, yes, it does get more diflicult to move uphill (as you suggest) in the rain. 9. Does "As though they were in a chain" regarding the entry of reinforcements mean that you need to set up a chain in case there is a log jam and you need to roll in the operational phase. Is the terrain directly off the map considered the same as the entry hex for stacking purposes? Union Entrance hexes 2,3, & 4 should also be woods hexes. All arriving reinforcements are considered to be on the road, unless you desire differently. For those purposes, they're all coming in on a road that cuts through the woods. Stringing them out in chain fashion wouldn't be a bad idea. 10. Do roads/pikes/trails negate streams for purposes of movement. Since there is only one bridge on the map crossing the Run, we weren't sure how to treat the other crossings. Roads negate streams; trails etc. do not. For movement, that is. 11. If an artillery unit moves in the Operational Phase can it fire in the next Ranged Fire segment? Artillery that moves in an operational phase is free to fire in the next turn. 12. Would you elucidate as to what 1/D on Fire table means. The "1" applies if the firing unit is small-arms OR artillery firing Return Fire in the Sim-Fire Segment at a one hex range (i.e., simulates the effect of grape when charging a battery, etc. etc.). The 'D" is used for artillery firing, Ranged Fire or "offensively". I think the term 'Defensive Fire " is left over from a previous draft that just never got spotted. This is all covered in 8.18, by the way. 13. Is Horse artillery doubled in a hex for melee purposes because it's cavalry? Horse artillery is treated as cavalry for movement purposes ONLY - not for melee. 14. Can disordered artillery fire in the Ranged Artillery Fire Phase? The rule says "no offensive" fire allowed. Disordered arty may not fire in the Ranged Phase - only in the Sim-Fire segment as Return Fire. NB submitted by John Kula (kula@telus.net) on behalf of the Strategy Gaming Society (http://www.boardgamegeek.com/~sgs), originally collected by Andrew Webber (gbm@wwwebbers.com)