From: William Sariego Subject: TLG: Q&A and Errata Greetings Sorry it has taken so long to get this to you. Life has been busy lately and my hobby is taking a back seat. Rumors of my death have been greatly exaggerated, however. I think Alan is off vacation so this posting should make Web-G. I would like to thank Steve Crowely for his game summaries a few weeks ago. This was my among my first projects two years ago with Decision, and as a rookie developer, gladly take the blame for any unclear rules and typos. The game has garnished both negative and positive comments and I appreciate and will learn from both. THE MAP The turn record track and impulse chart was supposed to be on here... THE COUNTERS The flip side of the counters is supposed to show the unit at half strength in order to help with strength marker usage. Some units came back from the printer with a higher strength on back. This is incorrect. The front side of the unit shows the starting stength of the units. THE CHARTS On the Artillary and Small Arms Range Table, "D" stands for Defensive Fire. This is higher to represent firing at point blank range at the attackers attempting to take your position via melee. The missing 32lb gun in New Orleans has the same modifiers as the a 24lb gun, except it has a "1" on the 10-12 column rather than "1/2" Q&A 1Q] All enemy units in your ZOC have to be attacked. Does fire from units a number of hexes away (e.g artillery) satisfy this ? 1A] Yes 2Q] Are howitzers affected by the 2 column shift to the left for firing into entrenchments? 2A] Yes 3Q] When are leader losses called for? 3A] Roll if friendly units in the hex are eliminated or forced to retreat. 4Q] Do routing units keep routing? 4A] Yes 5Q] Is the 1R effect on melee a typo for canals and bridges on the TEC? 5A] No, but this was a mistake on my part for not offering an explanation. This was intended to represent (as near as possible in a sequencial turn) the effects of constricted terrain on moving units. Example: in New Orleans a British unit moves into a Canal Hex. He can be attacked the FOLLOWING American turn and suffer a disadvantage for being in such a hex (men struggling through the canal, being attacked with half your guys on the wrong side, etc.) The same applies crossing a bridge hexside. A unit moving from 6420 in Bladensburg to hex 6320 can be attacked in the same manner (men are compacted crossing the bridge, reforming, etc). CLARIFICATION: Simply defending a Bridge hexside nets the Stream modifier for the defending units. [Look for an article in Moves within the coming year with advanced rules and varients, and maybe another scenario] Regards, William