Fateful Lightning [Ziplock game] ================================ Counters: Pender's span should be 46-50. Three counters (2/1 MdE, 1/1 MdP, 2/1 MdP) are in US formation 55, not formation 22. The 2/1 MdP should have a combat factor of "1" on the reverse side. There are 920 counters in the game. Counters: On each of the following counters, the range rating on the front side should be "2" instead of "1." (Note that a number of units have a front-side range of "0," this is correct - they are musket-armed units.) 13Ms, 17Ms, 18Ms, 21Ms (all in CSA formation 6) 2SC (CSA formation 7) 16NC, 22NC, 34NC, 38NC (all in CSA formation 48) 14Ga, 35Ga, 45Ga, 49Ga (all in CSA formation 49) TEC: The combat effect of steep slopes should be "+1 Downhill," not -1. Order of Battle: There is no sharpshooter in Union formation 7. Scenario Card: The Union Train enters at Hex G. Johnson's (CSA) division sets up within 3 hexes of 2424 in Scenario III, and within 2 hexes of 3124 in Scenario IV. 3.3 First Player Determination. Skip the determination roll on the first couplet of each scenario. 5.1 Reinforcements in General. A "group" is every unit listed on one line of the reinforcement. 6.5 Rout & Rally. Change the second sentence of the second paragraph to read: ..."If it can trace an LOC to a friendly entry hex, but not the train, place it on the next highest box on the track ("7" remains a "7")."... 6.5 Rout Example. The 20 Me has a morale of 6, not 7. 6.6 Disruption & Recovery (clarification). Morale may never be modified for any purpose above 8 or lower than 1. 8.2 Terrain Effects on ZOC's. ZOCs do not extend into woods; the TEC is correct. 10.4 Creating Stacks (clarification). A stack may be created even if all stacking units move; the benefit to having one unit not move is no die roll is necessary. 13.4 Effects on Movement. Units moving along roads at night may use the road bonus (if all pertinent requirements of 9.5 are met), or may use roads to negate other terrain (as in 7.4). 14.0 Charge Example. There should be a hero (a "3," not a "+2") stacked with 18 NC, not 12 SC. The final result of the 37 NC vs 5 Ma is the disruption of the attacker, not the defender. There is no advance. 14.5 Follow-up Charges. A follow-up charge may be conducted against any hex, including one which has already been attacked or is still to be attacked (by any method) during that combat phase. 16.1 Bombardment Procedure (clarification). A unit may bombard an adjacent enemy unit as long as the bombarding unit is not in an EZOC. 16.8 Infantry/Cavalry Fire. An infantry/cavalry unit may fire on an adjacent enemy unit as long as no other friendly unit is in the target unit's EZOC. 17.2 Leader Movement (change). Any commander (only, not hero) moving alone, may move double it normal MA in addition to treating all hexes like roads. In other words, he has 24 MP. 17.3 Commander Bonuses (clarification). The Combat Morale bonus may be applied offensively or defensively to any unit stacked with a leader (either type). 17.3 Commander Bonuses (clarification). Each leader can apply one bonus per couplet. The Combat Morale bonus may be applied to the same unit/stack during both the offensive and defensive phases. (change). Delete the "Create Extra Strength" bonus. 17.5 Killing Leaders (clarification). In a combat with leaders participating on both sides, both are killed on a die roll of "5." 18.2 Initiative States: Low Initiative. Change the second sentence to read: "No unit may move adjacent to (EZOC or not) an enemy infantry unit unless 1) it moves adjacent to a friendly unit already adjacent to an enemy infantry unit, or 2)...." 19.3 Creating Reserves. In the last paragraph, change "...a single turn..." to read "...a single couplet...." 20.4 Extra Fortune. The extra fortune is received only when an enemy commander, not hero, is killed. If opposing commanders die in the same combat, neither player receives a fortune. Line of Sight Table: The >2 and >4 hexes are the number of hexes from the higher elevation (whether it's the observer's or the target hex.) Scenario Card: Set-up is simultaneous in all scenarios. Any units eligible to be in Reserve may be set up in Reserve markers. No volley markers may be deployed. Scenario IV Set-up: Substitute the following set-ups for both sides: Confederate Set-up. Anywhere: Lee w/any 1-10, 15, 16: Longstreet w/any 17-34: Trimble w/4 5140: 1-5 w/3 4738: 6-10, McLaws w/5 1647: 11-14 w/2 4339: 15, 16, Alexander w/2 2430: 17-19, 21, Early w/2 3025: 20, 22-25, 27, 30, Johnson w/1 2724: 26 w/3 2437: 28-29, 31-32, Rodes w/1 2438: 33-34 w/3 3641: 35-40 w/1 2243: 41-45 w/3 2839: 46-52 w/10 1132: 53-57, Stuart 1647: Train Confederate Losses. Latimer KIA Union Set-up. Anywhere: Meade, Warren w/1 3128: 1, 2 w/2 3230: 3-6 w/any 1-6: 7 w/4 3833: 8-18, 54, Hancock, Gibbon w/2 4431: 19-25 w/1 of any Little Round Top or Big Round Top hex: 26-31, 56 w/2 4832: 32-34, 39, Sedgwick w/2 5531: 35 w/2 3822: 36 w/1 3528: 37-38 w/any 32-39: 40 w/3 3132: 41-47, Howard w/2 3428: 48-53, 55, Slocum, Williams w/2 4223: 59-60, Buford w/10 4716: 61-62 w/any cavalry: 65 w/any unit or w/1 4328: 58 4223: Train Design Note: Yes, I know Buford and his brigades weren't there on the third day, but I deliberately did not include rules for withdrawing units from the game. There was no good reason for the cavalry to withdraw - yes, they were tired, but so was the rest of the army ($*&#! cavalry) - and the Union player is not likely to push them off voluntarily. A more generic rule allowing units to leave (probably through an FOW with the opponent doing the moving) could lead to some weird results. As a practical matter, we found the cavalry spent a lot of time on the rout track anyway. Works Set-up (if 20.0 is used) Scenario III - the Union player gets 6 breastworks, which may be placed on or adjacent to any Cemetery Hill hex (the Big Hill hexes contiguous with Hex 3031), plus 2 breastworks with any unit from formations 1 and/or 2. Scenario IV - same as Scenario III, plus trench markers in hexes 3226 and 3227. Q & A: ===== Q: [6.5] Rout and Rally. If a unit fails it's morale check, is the rout track position of the unit based on the unit's printed morale or modified morale? A: Printed Morale Q: [11.0] Combat. Does terrain and/or night affect D# results? eg does a D5 effectively become a D9 when it occurs in woods at night? A: No, terrain affects only the morale die roll itself Q: [11.5] Do multi-hex DEFENDERS suffer the -1 penalty if differing formations are involved? A: NO, only attackers. Q: [11.6] Does a D9 result automatically disrupt a unit or can leaders nullify even this result? A: D9 disrupts any unit no matter what -- morale cannot be modified above 8 or below 1. Q: [12.0] Trains. Do Trains have movement restrictions based on initiative or do they always have 4 MP to spend? A: Always 4 MP Q: [13.0] Night. When MA's are halved does this include any bonus Movement provided by active commanders? A: No, the bonus is always full. Q: [16.8] Can infantry bombard in the same turn that they move? A: No. Q: [17.3] Leaders can affect one unit per couplet ... can they assist a unit in defending against combinations of bombardments, combats and charges? A: YES -- the single action is assisting the unit's morale for the entire couplet. Q: [18.3] Should the General Assault rule mean: "Units receive 4MP providing that they end up adjacent to an enemy stack and AT LEAST ONE unit in that hex attacks" or does a General Assault mean that ALL units must attack (necessitating a large number of charges)? A: At least one unit in each hex must attack. Q: [20.3] Can a FOW move attempt on an enemy reserve force it to deploy all it's units? A: YES!