Cambrai 1917 (Rand Games) RULE MODIFICATIONS Addition to CCC Explanation In exchanges, units are not computed at doubled or halved rates, always at the normal, unmodified, strength. Section VIII, Para. B. Supply lines cannot be traced either through range of influence hexes or hexes adjacent to enemy units without a friendly unit occupying the hex. Addition to Section XII, Para. A. If the re-entry hex of a cavalry division is blocked, it may re-enter whenever the re-entry hex is unblocked. If "trapped" for more than six turns, however, it is considered destroyed Clarification to Terrain Analysis Chart, note While no unit can be more than doubled on the defense, it is possible for a unit in a town or trench hex behind the wet canal to be doubled while units attacking across the wet canal hexside are halved. A note to the players CAMBRAI, 1917 is a see-saw battle. The British have the advantage for the first three turns, but then it begins to slip away. The German commander then has the opportunity to stabilize the situation and sieze the initiative with his counterattack. Therefore, the German should not give up if things look bad after the first few turns. The situation can change drastically every turn until the end of the game. 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)