From: citizenx@islandnet.com Subject: errata for Web-Groganrds KASSERINE PASS Optional Rules and Clarifications GERMAN INITIAL PLACEMENT The Germans, since they start on the board edge, must count the first hex they place their troops on as part of their movement. ADVANCE AFTER COMBAT A unit may never advance through terrain that normally would cause him to use more MPs than he is worth. AMERICAN RANGERS ZOC Due to the higher training of the Rangers, they would exert a ZOC equal to a British or French infantry unit. Hence the German PZ. or PZ. GREN. could not move through their ZOC. ITALIAN INFANTRY ZOC Due to the low quality of the Italian troops, American Armor and all British and French units may move through their ZOC at a cost of 2 MP extra per hex moved through. ALLIED AIR POWER Starting with Feb. 22 the Allies gained a decided air superiority. To reflect this allow the Allies to increase any one attack one level per turn starting with the Feb. 22 turn, As an example, this means on their attacks, they could select one, say a "3 to 1" and increase it to a '4 to 1". The Allies may do this for one attack per turn beginning on Feb. 22. NOTE ON OPTIONAL RULES Kasserine Pass is delicately balanced and the incorporation of these rules will give the Allies a definite edge. However, for strict historical accuracy, these optional rules should be used. As a compromise, we'd recommend that the Allied Air Power rule only be used if the Allied player needs help. Or roll the die to see if the Allies do indeed gain air superiority. It was a 50/50 chance.