From: Skip Franklin Subject: Errata: Trajan (DG) TRAJAN: THE ROMAN CAMPAIGN IN THE EAST 114-117 CE OFFICIAL ERRATA Published S&T 145 (Sept. 1991) Designer/Developer: Joseph Miranda Final Developer: Keith R. Schlesinger SECTION I: BASIC GAME 1. Introduction, paragraph 4 (change): Trajan’s rules actually consist of two sections, the Basic and Advanced rules (the Optional rules will appear in MOVES magazine #66). 2. Components, Unit Types (clarification): In Trajan, Legionaries and heavy armed cavalry are the only HEAVY unit types; all others are considered LIGHT ARMED. This is further indicated on the counters by giving the legionary and heavy armed cavalry a black unit symbol background. 3 (a). (correction) Players roll on the Political Events Table (p.11 of rules). 6.5. (clarification) Each Guard unit negates one Agent stratagem used for Intelligence or Assassination in the unit’s hex. Each Guard can only negate one Agent marker per game turn. 6.8. Receiving Stratagems (clarification) A player draws at random Stratagem markers unless otherwise specified (e.g., for his Supreme Leader). 6.8c. (clarification) The Romans must possess the Triumph marker in order to play it. 6.8f and 6.9c Stratagem Markers (correction): the Political Events rule is in the Basic game rules. 6.9a. (clarification) When a Supreme Leader is eliminated, all stratagems are immediately lost, including the "Triumph", "Trade Concession", "King of Kings" and "Imperator" markers. 7.4. Force Organization, Cities (clarification): Note that a player does not need a Civis unit to control a city or for non-Civis units to be considered "inside" the city, as long as his units occupy the city. 7.4b. (clarification) Units in a friendly-controlled or unoccupied city hex may enter or exit the city itself without leaving the hex, at no movement point cost. Note that friendly units may not move into/out of a city that is besieged by enemy units. 7.5b. (clarification) Garrison units cannot leave a besieged city hex, but they can attack besieging units (15.3). The "Sortie" result on the Siege Table is NOT the same thing as exiting the city to fight a battle. Simply apply the results as indicated on the table. 7.5b. (clarification) All friendly units that remain outside the city the instant an enemy force enters a friendly-controlled city hex are considered the "Relief Force." Units may freely move into the hex to join the Relief Force, or leave the Relief Force and exit the hex. No units in the Relief Force may move inside the friendly city until the enemy units in the city hex leave or are eliminated. 10.2 (clarification) Discipline Check procedure: roll one die per force and cross index the die roll with the respective discipline types of units belonging to the force. Apply the result to all units of each discipline type. 12.6d. and e. (clarification) Any unit that ever moved with the force is eligible for the attrition loss, including those picked up/dropped off at any point. 12.6b(2). Movement (addition): First line should read, "If the moving force eliminates or politically convers…" 12.7d. (correction) An "F" result on the march Table causes a force to lose ONE unit after the completion of the march. Any unit that ever moved with the force is eligible for the loss, including those dropped off at any point. 14.6a(2) Basic Game Battle, Melee round (correction): Line 4 should read, "All heavy armed infantry and heavy armed cavalry are doubled for combat." 14.11 Basic Game Battle, Example of Combat, line 20 (correction): change "5/M" to "5/C." 15.2a(2) (clarification) Tactical Advantage (14.2) is resolved for siege assault like any normal battle. 16.2c. Revolts (clarification): In the event of a Revolt succeeding, surviving garrison units (as well as any former relief force units) are now considered the besieging force, while formerly besieging units become the relief force. 17.2c & 17.3c(2) (correction): Units which are eliminated are placed in their respective Recruit, not "reinforcement," holding areas. 17.3b(1) (clarification) The "Court" unit is a Parthian Core unit, and can be obtained as a reinforcement/replacement just like any other core unit. 18.3. Client Forces (clarification): Eliminated Client units may not be replaced in the Basic Game; they may be under the Advanced Game Client rules. SECTION II: ADVANCED RULES 19.3a. (clarification) The designation of a leader as commander only affects determination of Tactical Superiority. Commanders are treated exactly like other leaders for all other purposes while on the battle board. 19.3d. (addition) Civis units are NEVER transferred to the battle board (since the only time they engage in combat are Siege and Revolt, and neither uses the battle board). 19.6h. (new case) Units do NOT have to stop upon moving adjacent to an enemy combat unit. (Units do not exert "zones of control.") Squared containing only enemy leaders can be entered. All enemy leaders in the square are immediately eliminated when this occurs. 10.10a (addition) Drop fractions when calculating panic levels. Example: a force of 9 SPs would have a 25% panic level of 2, and a 50% panic level of 4. 19.10b.(1)(a) (correction) G: Units Disrupt 19.10b.(2) (clarification) All disrupted units of an army which panics are considered Routed for movement and combat purposes for the remainder of the battle, unless they rally. Any unit of a panicked army that subsequently disrupts is also considered Routed unless it rallies. 19.10c.(1) (clarification) Routed units MUST move toward the friendly mapedge EVERY friendly movement segment. 19.16(b). (correction) The friendly player may only capture an enemy camp unoccupied by enemy combat units. Leaders by themselves are eliminated. CHARTS AND TABLES March Table (omission): N = No March. The force may not move this turn. A result of M indicated March (result of March is explained on the Table). Game counters (omission): The Arab and Alani cavalry units both have a battle movement of "2." City Manifest (p.10)—Roman Cities: "Sarasota" (1609) should read Samosata. Add Zeugma (1709). Stratagem Markers Summary (p.12-13) 1. Military Forced March: (correction) This is played immediately after a force’s first march, prior to any other force’s movement. 2. Agent Intelligence (correction): A player may examine an enemy exercitus holding area only if it is within 10 hexes of the leader playing the Agent marker. Terrain Chart (p.14) City/Provincial Capital/Regional Capital—Combat Effects: Regular combat (15.3) against Relief Force; Siege (15.2) against Garrison Desert—Combat Effects: None Siege Table (p.15) Eliminate reference to "Basic Game" in the title; table is used for Siege in advanced rules as well. Advanced Game CRT (p.16) Unit Types: EQ = Equites Cavalry Scenarios: All scenarios: Romans set up first and move first. Roman unit I.D.’s: "Ar" in the rules corresponds to unit counters marked "Arab"; III G to counter III Ga; Syrorum to counter Syr; XII Fl and XII Fu to counter XII Fv; XIII Ga or XIII G to counter XIII Ge; III C to counter III Cy; V M to counter V Ma; Vex. Classic to counter Classice. Ignore references to Impeditus "Ala Drom. A." The Alani unit may appear as a client for either side, depending on the outcome of the Political Events Table if Advanced Rule 22 (Client Forces)_ is in effect. Scneario 1: Armenian War Roman Initial Forces (correction): The Roman "Moor" unit is a light cavalry, not a heavy cavalry. Scenario 2: Mesopotamian War Parthian Civis (correction): delete the reference to the two Armenian cities; they are Roman-controlled and have Roman Civis units in them. Scenario 3: Revolt Roman Initial Forces (clarification): In any Armenian City: any two 5-V-5 legions from the seven provided in the countermix and listed under "Any Roman Controlled cities." Roman Civis: add Edessa, Seleucia Scenarios 4 and 5: Hadrian (What If?) Roman Civis (correction): change "both Armenian cities" to read Harmactica. Parthian Civis (correction): add Artaxata -- Skip Franklin Grognard Wargamer wargamer@swbell.net