From: The Chow Subject: Rebel Yell errata Here is the Rebel Yell errata I found on AOL. ---------------------------------------------- Official clarifications and errata: May 22, 1995 This sheet replaces all previous errata sheets. 2.1 The game turn sequence in module one is incorrect. The proper sequence should be: Player 1 Small Arms Segment Player 2 Action Segment Player 1 Action Segment player 2 Small Arms Segment player 1 Action Segment player 2 Action Segment Game Turn Segment The Terrain Effects Chart does not contain a listing for Streams. Add the following values to the TEC: Line: +2, Col: +1, Arty: +3, Ldr: NE. This sheet will be reprinted and mailed free of charge at a later date. 1.1.1 of the rules should read: "All Confederate counters are gray, and all Union counters are blue." The point about each brigade having a distinctive color should be deleted. This decision was made early on in development, but was missed in the final rules editing. The Terrain Key will be reprinted, along with the unit definitions, in GameFix magazine. Those who do not already have a subscription will be sent a copy upon request. This will occur in issue 8. Under the Range Factor Table, the "B=Rifled Musket" should read "R=Rifled Musket." Also, on the "1" line under the "?" heading, the range of numbers should be "1-3," not "1-2" as it currently reads. All notes under the CRT should read "Disorganization Check" where it now reads "Organization Check." Yes, it is just as easy for a routed unit to recover as a disrupted one. When a particular scenario says a regiment has 5 strength points, that means it has five units in it. This should be obvious, but for a clear definition in the rules add Rule 6.3: Each scenario lists the strengths of the involved regiments. A regiment with a strength of "5" for example, will be composed of five units (companies). The introduction in the rules may seem to contradict the back of the box when discussing Rebel Yell and the novice gamer. Although the game is not intended for novice gamers, we do not believe it is out of their reach due to the programmed rules. There is no contradiction in the two statements. Although the rules claim that all scenarios list victory points, there are two (modules five and six) that do not. This is because victory is determined by terrain objectives in those scenarios rather than casualties. In the Designer's Notes, White Oak Swamp was the original scenario one. It became scenario 2 very late in development. The text should read "White Oak Swamp (scenario II) for example, is almost purely hypothetical." An unnumbered point says that friendly board edges are discussed in the scenarios. In modules I, VI, and VII, friendly board edges are not mentioned. Though it is reasonably obvious what they are, here is the information specifically: Module I _ The Western board edge is friendly to the CSA and the Eastern board edge is friendly to the USA. Module VI _ The Western board edge is friendly to the CSA and the Eastern board edge is friendly to the USA. Module VII _ The Eastern board edge is friendly to the CSA and the Western board edge is friendly to the USA. Important new point: In module VI (shiloh) the third battalion of Artillery arrives with the third USA brigade. Rule 9.2.3 _ Delete "For example," In the example on page 7, the first word in the fifth paragraph should read "White" instead of "What." Module III addition _ Weaponry in Gordon's Assault. The players should make note that the unit's have been equipped with "M" type musketry to illustrate the close action of this battle. If the players choose, they may optionally arm all units with "R" weaponry (rifles). Module IV addition _ Weaponry in Belmont. The USA 2/2 regiment should be equipped with Rifles (R) weaponry. The CSA 1/2 unit should also be armed with Rifles. Module VII additions. Make note of the following specific scenario rules errata. These are important changes for game balance. The reference numbers are for convenience, and not intended to reflect where they belong in the specific rules. VII-6. Additional Leader effect _ Nathan Bedford Forrest. Nathan Bedford Forrest (the CSA divisional leader unit) may declare a charge with any unit with which he is stacked. Even dismounted cavalry may bayonet charge if stacked with Forrest. VII-7. Divisional Command. Only the USA player checks for divisional command as per 22.1 and 22.2. Note that the USA divisional commander begins the game off-board, arriving with the first infantry reinforcements. VII-7.1. The CSA player need never check for divisional command. A CSA unit is in command if it is stacked with or adjacent to the appropriate flag that in turn is within the command radius of the appropriate leader. VII-7.2. Morale additions, USA only. Any USA unit not in divisional and/or primary command and which fails any type of morale check routs. For a Cause Not Their Own 4. The Game Turn. The reference to "...(this turn is two segments long)" should be deleted. 5.1.3. Change "Modify this roll by -1 for each unit of that flag's regiment that has been completely destroyed," to "Modify this roll by +1 for each unit of that flag's regiment that has been completely destroyed." Delete "A modified die roll of less than zero is a zero." 5.2.1. Change "Modify this roll by -1 in addition to any unit loss modifier," to "Modifiy this roll by +1 in addition to any unit loss modifier."