X-Sender: nwright@infogo.com (Unverified) Subject: napoleon's first battles errata Napoleon's First Battles Clarifications 20 June 1993 (and otherwise) Counters: Ney/2, French commander in Montenotte, has a command radius of "2". Murat's Division in Marengo is part of the French force. Also, Zach's 1 and 2 Art units should not have elan ratings and the Austrian 5 Hus unit is a cavalry unit, not infantry. (Replacement counters are in S&T 162) French "Mas" in Arcola should have a combat strength of zero (0). Players should make a "x10" disintegration marker for each army; place them on the top track marked 1 to 5. Maps: Arcola -- "North" points toward the top map edge (xx00 hex row). Unit color codes (page 15) Arcola: French "Kilmaine" (Kil) are gray "shadow" stripe, Austrian "Provere" (Prov) are dark red stripe. Pyramids: French 5th Div (Vial) are gray "shadow" stripe. Terrain Effects Chart (p. 16) -- Under "Defensive Shifts", change Hilltop from "1" to "0" and Slope from "0" to "1". (see 8.45) Player Aid Cards: Beneath Disintegration Track, add "Each Rallied or Reorganized Unit: 0". 1.1 There is a Player Aid Card with the Time Record, Disintegration Tracks, and Assault Combat Results Table on one side, and the unit abbreviations on the reverse. 1.23 last sentence should read: "Most units also have a colored stripe on their front side to identify command elements. Some units have the national color as their stripe. Some units have a white stripe indicating they are commanded only by the Supreme Commander." 2.0 "Battle Rules" are the same as "Scenario Rules." 2.0/E: The third to last word should be "reorganize." 3.11 Reinforcements must spend their first movement point(s) to enter the specified reinforcement hex. 3.12 second sentence, add "...during the next OR SUBSEQUENT friendly reinforcement SEGMENTS..." 4.2 The TEC is located on page 16. 4.23/5 The second sentence should read, "They may BEGIN Road March stacked with other friendly units." 4.36 second sentence, fourth word, should be "wishes". 5.03 The last sentence should read, "However, there is a penalty for this if the hex contains no friendly units (see 8.73)." 6.02 following "...without penalty", add, "except when using Road March (see 4.23/5)." 6.03 (change) Excess units can displace to any hex that is not enemy-occupied, but must obey normal retreat rules (8.7). 7.2(2) the presence of Rivers, Streams, and Bridges do NOT affect Bombardment Combat. 7.46 LOF can always pass through a blocking hexside into an immediately adjacent hex, but no further. 7.47 LOS is the same as LOF. 8.33 second sentence: "...the Player may choose any OF HIS OWN UNITS INVOLVED IN THAT PARTICULAR COMBAT if an attacker loss is called for." 8.45 (new rule) A defender receives a CRT column shift if all attackers assault through adjacent Slope hexsides. In the Line of Fire example (p12), the 2-3 artillery unit would receive the shift when defending against the 9-3 infantry. If a unit in the 2-3's hex assaulted the 9-3, the 9-3 would also receive the shift. 9.2 & Assault CRT: All surviving units affected by the combat result must retreat, not just Good Order units. 9.4 Each Commander may attempt to Reorganize ONE unit per Rally segment. An eliminated unit remains available for Reorganization throughout the game, and is only removed from play permanently when a Commander fails to Reorganize it. 9.41 Any Commander can reorganize any unit belonging to his side, not just units of his command. (It makes sense for a Commander to reorganize his units. He can then place them In Command.) 10.0 The Friction segment in the Advanced Game occurs as the first step before determining Command. 10.0 G. Rally segment-- add, "...adn attempts to Reorganize friendly eliminated units." 11.12 A Commander may enter an enemy ZOC if stacked with a friendly combat unit, or if a friendly combat unit already occupies the ZOC hex. 11.16 If a Commander is forced to retreat by itself into an enemy-occupied hex, or an enemy ZOC not occupied by a friendly combat unit, make a casualty check (11.14). Commanders retreating in a stack with combat units do not make a casualty check unless all combat units in their stack are eliminated during the retreat. 11.33 Movement and Road March rates for Out of Command units remains unchanged. 11.37 Units marked with a WHITE stripe have no Secondary Commander, and must be commanded by the Supreme Commander. 13.24 Once a unit Countercharges, it is "finished" and may not perform it again that enemy player turn, no matter how many eligible enemy units pass by. Place spare markers on top of "finished" units as a reminder, and remove the markers at the end of the Rally segment. 13.25 A surviving defender that receives a combat result from Countercharge immediately ends its movement in the hex it ends up occupying after any retreat. 13.26 Add an additional sentence: "The Countercharging Unit(s) may advance after combat." 14.2 & 14.4: Destroyed Bridges and Redoubts can be marked by "Destroyed" markers, or any other spare markers available. 15.3 Screens are revealed and eliminated even when stacked with other friendly units. 16.0 Units which have disrupted or eliminated, and are restored via rally or reorganization, do NOT subtract any Morale/Disintegration points from their Army's Disintegration Index. 17.0 Out of Command units may NOT move adjacent to any enemy units at Night. Out of Command units already adjacent may attack normally. Pyramids Scenario: The First Player is the Mamelukes. French Engineers deploy on any Deployment Hex (same as Napoleon and Dumas). Special Rule #6 should read "Ravine". Mameluke heavy artillery do not count toward stacking limits (6.01). Marengo Scenario: French engineer and Reserve (not Guard) Artillery arrives at 1200 in F6. ........................................................................... This an important rules clarification I found out about with regard to "Empires at War", which also applied to "Napoleon's First Battles": An Army's Disintegration Level increases each time a "Disruption" result is received on either CRT, not merely when a good-order unit becomes disrupted. (This makes a considerable difference.)