Jean-Claude Besida - 08:43am Mar 6, 2001 PST (#1181 of 1186) L'esperance a sur la fortune quelque secrete influence qu'on ne saurait prevoir - Descartes Jim, Thanks a lot for these questions. Although we read and re- read the rules, you pointed a number of discrepancies. I am sorry about these inconsistencies. The fact that it is my first published design may explain (if not excuse) this lack of polishing. Q. The organizational off-map display has two listed under Guderian's command: the 19th and 39th (busy boy). It is a typo. Should be 39 Schmidt and 19 Guderian Q. I understand that a mechanized corps needs a minimum number of divisions to be formed and can continue to exist even after losses, but what about at the beginning of the game? Most of the mech corps start out understrength, can we deploy the corps markers at start? Free deployment scenario : German may combine what panzer/motorized corps he wants with the forces available. You may want to leave some Panzerkorps to build only PzK with 3 divs. Note that you may build juggernaut-panzer stacks this way : one full panzer Corps with 3 PzD (=3 stacking points) plus another "free" PzD (=1 stacking point). French may use the Prioux CC and Keller's GC1. The latter is initially restricted to 2 DCRs though on turn 1. After that, the allied player may give it 2 DCRs or 1 DCR + 1 DLM. Historically, GC 1 was more an administrative echelon than a truly operational HQ. Historical deployment : Players use 14.4 "Deploiement historique" Germans : 39 PzK (1PzD+1SS Bde), 14 AK (3 IDMot), 16 PzK (2 Pz and 1 IDMot), 19 PzK (3 PzD), 41 PzK (2 PzD), 15 PzK (2 PzD). Yes, some of these are "understrength", which means they have only 2 divs instead of 3. French : only Prioux CC (2 DLM). Q. Does the 237-238 DLI enter as a Turn 7 reinforcement? Yes, I forgot them. Q. The RAF random event says -1 to German air support. Is that one less air unit or are they all reduced by 1 shift bonus? Also, what is the RAF counter for? The RAF counter is not needed for the game. Use it for your own variants. The RAF random event effect is one less air unit for the German this turn. Q. What are the movement and combat effects for difficult/forest combined hexes? In the Terrain Effect Chart, Rough+Forest is listed with the name "difficile". Movement : 3 MP for mot, 2 for foot. Combat : Motorized halved and 1 column left. Foot : 1 column left. Q. What does normal for combat effect of bridges mean? No effect on combat and apply the river effects? Otherwise, the coup de main rules are a little off. Yes, "normal" is somewhat clumsy. The bridge per se has no effect. For movement, use the rail (negates river). For combat, use river/major river. Or try a coup de main to negate the river. Coup de mains can be used even if there are no bridges. Q. Could you give a hex number example of "zone innonde" and "accidente"? They appear on the terrain table but not on the map legend. Zone inondee is marsh : (hex 0611). NB if you attack Dunkirk, be careful to use all the terrain effects : marsh (1 left for motorized nattacking into), town (1 left when attacking into), and maybe canal for those units coming from hexes 0511, 0612 or 0712(1 left for attacking through). "Accidente" (rough) : 1715 "Difficile" (forest+rough) : 1816 Q. Refugees: the Terror rules say they are created only by bombing a city or a 2 quality unit, but the Refugee rules say they are only created by bombing or by placement in a city. Are all three applicable? Also, the Terror rules say refugees are created by eliminating a cadre, but cadres are 3 quality units. Should this have said by eliminating the last step of a 2 quality unit instead? Terror bombing on low qual infantry : in rule 10.2, erase the statement "Si c'est une unite cadre, une unite de refugies est creee." Terror bombing may reduce or eliminate low quality infantry but these bombings don't create refugees. And if the low-quality unit is in a major city, the German player must choose between raiding the city (and creates refugees) and bombing the troops (reducing or eliminating them). Refugees : they can be created 2 ways. 1/ terror bombing a major city (even if it is behind the frontline), 2/ spreading panick in a major city 3 hexes away from its marchning troopers or roaring panzers (airborne units don't count for that purpose). Optional Addendum : Refugees should be moved along railroads so that they are each turn closer to south and west map road hexes (1232, 0732, 0332, 0129, 0120 and 0122). Q. May units that move by rail also move normally? No. Rail movement is unlimited in distance (within the rail network you control and provided you don't enter an enemy ZoC). But it uses up all the movement factors of a unit. Q. How many times can an HQ provide his combat bonus during a turn? Once per player turn? To as many units as are in range? Once per combat phase (ie once attacking and once defending). The bonus is applied to *one* combat, involving as many units as you wish. If some units are out of the HQ range, the bonus can't be given. The bonus may not be split between two combats, even if the number of units involved is low. Attack : all the attacking units need to be in the HQ command range. Defense : the defending stack must be in the HQ command range. Be careful of unnegated enemy ZOCs as they stop HQ effect. Q. Does "under his command" just mean within range or are historical organizations taken into account? Historical organizations are not taken into account. In fact, combat bonus (Heavy arty, engineers, extra tank battalions) came from army-level HQs. These were left out for understandable reasons. Jean-Claude Besida - 09:33am Mar 6, 2001 PST (#1183 of 1186) L'esperance a sur la fortune quelque secrete influence qu'on ne saurait prevoir - Descartes Q. We do have one question though, which is sort of a show-stopper: what is a 2 sp unit (i.e. a unit with a ZdC of its own)? The rules say it is a corps. But the rules also define a corps as a 3 step unit. So how about 2 step corps (all Dutch, some Belgian, few French), do they have a ZdC? Thank you, Niek for the question. You are true : a rule clarification is really needed here. After a short phone talk with Francois-Stanislas Thomas, here it is. All divisions are worth 1 SP. Thus to create a ZoC, you should use a couple of divisions. All infantry units stated as "Corps" or "Korps" on their counter are Corps . Dubious cases : the following units are divisions or divisional equivalents : Belgium : 1/2 DLC. Holland : Leicht div, A/B, AS/GR, IN/IS, BET/MAA. BEF : RAC (despite the C meaning Corps), 1e DB (rather,1st Armoured isn't it). France : all DIMs, DCRs, DLCs, DLMs (including the reconstituted 4/7 DLM). Germany : all PzDs, ID Mots, SS brigades, static 554-555-556 and 557 IDs (not Korps as badly stated on the counter). All other combat units are Corps or Corps equivalent, especially the following, not labeled as such : Belgium : Gpt K. France - reinforcement : CEFS, 2/8 DLIC, 17/53 DLI, 235/236 DLI, 237/238 DLI, 239/240 DLI, 83/83 DIA, 85/88 DIA, 1/2 DIP. Yes, the definition of Corps as 3 step units is misleading. Replace the sentence (rule 1) "Les corps d'armee possedent trois pas de pertes:" by the following "La plupart des corps d'armee possedent trois pas de pertes:" (Most of the army corps have 3 step losses). Some corps have only 2 steps to reflect their overall fragility, not necessarily their lack of manpower. Consequently, they do exert a ZoC on neighbouring hexes. In this case, the ZoC is not a mobile intervention capacity. These ponderous infantry units are simply deployed over a wider area. (The origin of this confusion comes from the fact that I sent to Vae Victis units bearing NATO symbol and XXX or XX. The final game shows nice fighting men but at the cost of some organisational accuracy).