Strategy & Tactics issue no. 224

Game Title: Variants for Previously Published S&T Games

Date of Publication: September 2004

Decision Games, PO Box 21598, Bakersfield, CA 93390

Decision Games hereby grants permission for its customers to download and/or print copies of this file for their personal use. Discussion folders for this game are located on Consimworld.com's discussion board.

S&T MAGAZINE GAME VARIANTS
by Joseph Miranda

ASIA CROSSROADS VARIANT (S&T 216)
Errata Counters
	Add the three Afghan (AF) combat units to the counter mix. Substitute the “Dos Moh” Agent and the Punjab flying column for the misprinted units in the original edition. 
Flotilla units. (gunboat icon)
3 x British flotillas: factors are 3-c-9
3 x Russian flotillas: factors are 2-c-9
ASIA CROSSROADS ADDITIONAL RULE
[F.0] FLOTILLA OPERATIONS 
General Rule. Players may conduct Naval Operations with their flotilla units. Flotillas are treated like other combat units, with the following modifications.
F.1 Flotillas cost 16 pounds to build. Flotillas are mobilized on any city occupied by friendly forces located on a coastal or navigable river square, or the player’s Home Base.
F.2 Flotillas may only be placed in and move into navigable squares: ports, coast, sea and navigable river squares. They may also be placed in and move into/out of friendly Home Bases. Navigable Rivers include all river squares except those that contain mountain terrain. 
F.21 Movement. Flotillas always pay one (1) movement point for every navigable square entered.
F.22 Flotillas block enemy movement. Enemy land units on a port or coastal square block movement into the square by Flotillas units.
F.3 Flotilla Transport. Land units may be transported by Flotillas. 
F.31 Embarking. Both the Flotillas and the land unit must start the movement in the same square or Home Base. The fleet picks up the land unit(s) and then moves. Transport is indicated by placing the land units under the fleet units. 
F.32 Capacity. 
1) A flotilla that starts its movement in a friendly port square may transport the following number of units:
	a) four brigades/groups (or equivalent).
	b) An unlimited number of agents.
2) A flotilla that starts its movement from any square other than a port may transport the following number of units:
	a) two brigades/groups (or equivalent).
	b) An unlimited number of agents.
F.33 Units moving by flotilla move with the flotilla’s movement factor. 
F.34 There is no movement points cost to embark/debark units from a Flotilla. 
F.4 Debarking. Land units must disembark at the end of each flotilla movement; they may not remain embarked on a flotilla. They may only debark on land squares or a home base. If unable to debark, the land units are eliminated. Units may not continue moving once debarked unless they initiate a new operation.
F.5 Flotillas may not transport other flotilla units.
F.6 Flotilla combat. 
F.61 Flotillas may attack enemy units in any squares they occupy. Combat is conducted exactly as land combat. Flotillas may attack land units and land units may attack flotillas.
F.62 Units which were flotilla transported may conduct combat at the end of their movement normally. 
F.63 Flotillas never gain terrain advantages for defense. They always defend at their printed strength. 
F.7 Provisioning. Flotillas must be provisioned in the same manner as land units. They count against a square’s forage value. Land units being transported by fleet must be also be provisioned. 
F.8 Home Bases. 
F.81 British flotillas may enter the Central Indian home base by paying three movement points to/from the Persian Gulf. 
F.82 Russian flotillas may enter the Caspian home base by paying 3 movement points to/from the Caspian Sea. 
F.83 Flotillas may never enter enemy Home Bases.
F.9 Scenarios
F.91 SCENARIO 1: On to Afghanistan!
Russians receive in Gur’ev: one flotilla.
British receive in Central India Box: one flotilla.
F.92 SCENARIO 2: Clash of Empires
British receive in Central India Box: two flotillas.
Russians receive in Gur’ev: one flotilla.