STRATEGY I as of 31 October 73 First a comment on the mapsheets. Many people have not been able to figure out the geomorphic nature of the maps. You receive the maps folded; along these fold lines, each map may be abutted to any similar section of the other map. Thus the Players could use three quarters of the full map (eliminating Provinces H, I, J, L, and most of K), o one fourth of the map (using only Provinces D, E, F, S, T, U, and V). Try it and watch it work. This is of most benefit when using fewer Players, or desiring a short game. The changes in the scenarios are as follows: Scenario 1. Province E belongs to the Persian Provincial Forces. Remark 11 - one phalanx and one cavalry unit constitute the Guard. The Persians should receive one supply unit. Module variation #21 - a unit must be with Alexander all through its movement to receive the bonus. All Players use CRT #3. Scenario 2. Province U is not a minor power; it properly belongs to the Seleucids. Scenario 3. Province H should be a minor power. All Players use CRT #3. Scenario 4. Substitute Province M for H in France Provincial. Vikings should use CRT #4. Scenario 5. Acquitaine should have province C rather than G. V is a minor province. Normandy should use CRT #4. Scenario 6. Imperial Player should use CRT #4. Scenario 7. Rebels should have Province Q, not G. Ignore Recommended Module 10.1b. Scenario 8. Holy Roman Empire should not have Province I. Scenario 10. Substitute Province C for L in Occupied Provinces. Scenario 11. Meluaha should have Province S. Ignore Module Variation 29. Scenario 12. France should have Province C instead of L. Russian should have W. Scenario 13. Add to recommended modules #34. Scenario 14. Add module #34 to recommended modules. Production Interval for all Players is 5. Scenario 15. Add to recommended modules #34. The given CRT factors are obviously erroneous; correct as dictated in Remarks. Delete Provinces Y and Z = non-existent. Scenario 16. For recommended module 36, use all four sub-modules. The Players are encouraged to sesolve their rule desputes in a logical and historical manner. No amount of explanation will make Strategy I a perfectly clear game. In its function as a game designer's kit, it presents basic outlines for viable game systems on every period, without the exhaustive detail an individual game would have. FORTIFICATIONS AND CITIES: There are basically two rules governing these areas: placement of fortifications and effect on combat. In scenarios 1 through 11, forts may be placed solely in city hexes; in scenarios 12 through 17 they may be placed anywhere in Friendly territory. In scenarios 4, 5 and 6 fortifications have an intrinsic Defense Value of five when unoccupied; if occupied, this strength is ignored. In the following scenario groups, forts and cities have an effect on the Combat Factor of units in them for the defense only; multiply combat value by: Scenario in forts in cities 1 through 3 3 2 4 through 6 5 3 7 through 11 3 2 12 through 17 2 2 ORDER OF DEPLOYMENT AND MOVEMENT Players always setup their units amd move in order listed, left to right. ARTILLERY In scenarios 9 through 17, artillery units may make separate bombardment attacks. They may attack only a single hex when doing so, although more than one artillery unit may attack that hex in combination. These attacks are separate and before any ground attacks. The combat results, including exchanges, are applies solely to the defending units. Module 10.3: each Production Center has an intrinsic Defense Value of one. On the Technological Level Chart, ignore effect (b); treat it as "N." 10.3c addenda: in addition when a Player's Technology Level is raised, all units on the map are automatically upgraded. A Player may not build units below his Technology Level. Module 11.2: erroneously depicts a Light fleet for a Battle Fleet.; this should be a Heavy Fleet (12-12-75) Module 11.3: Guerrilla units may be produced at a cost of one Food unit, one Tax Credit, and one Production Factor, in a space of one turn. The following units and weapon-types may never be produced: ICBM, IRBM, ABM, Atomic weapons, Hydrogen weapons. Module 12.1 and 12.2: one Player may freely offer supply to another if he chooses to do so. Module 15.1: doubling and tripling of taxes does not carry over from year to year. Each year stands on its own. Module 32: airbases have an intrinsic Defense Value of one. Module 36.4: Case 4. Guerrillas may be produced by major powers in their home country, as well as in Case 4. Skip Franklin skip@ionet.net Visit Skip's Wargame Connection http://www.ionet.net/~skip/