Andrew Preziosi - 05:27am Sep 10, 2003 PST (#1051 of 1117) Today's Latin Lesson: I hate you Paramecium to piecium! Jassin Errata 9/10/03 No Errata: Unit counters- British: 2/B/2 J&K Rifle has a morale rating of 5 on the reduced side instead of 3. That is correct. If you look closely it even goes up a bit, there is a reason for this. Eh, Kind of Errata: Unit counters - German: There are 2 Oberleutnant Spalding Counters for the 13 FK. That is correct. We gave you, the customer, a Free spare counter and, I might add, . . . at no extra charge to you! Okay, okay . . . Errata: Rules: The British set up hex numbers are correct as per the map with the Sisal Plantation. The hex numbers for British Reinforcements, Section 11.2, and German Entry Hexes are incorrect. True. The correct Set-up/ Reinforcement Hex numbers are: “German Set Up: The German Player sets up the following units off map in the following groupings called Abteilungs. (Okay, the correct term is Abteilungen). These Abteilungen must enter the map, within stacking limits, between hexes 1011 through 1815, with or adjacent to their appropriate attached Leader counter on the 0600 turn of 18 January:” “British Reinforcements 18 January: 0800 Turn (Hex 2305) Capt. Gifford and all units of the B/1 KAR Captain Fitzgerald and all units of the B/3 KAR and D/3 KAR 0900 Turn (Hexes 1700 or 1800) Major Ali Khan and all units of the C/J & K Company, and the 2/D/J & K platoon 1200 Turn (Hex 2305) Major General Tighe All units of the A/1 KAR, C/1 KAR, A/Jind Bn, B/Jind Bn, Major General Natha Singh, Captain MacBrayne, and 28 Mtn. R.A. Battery.” Again, we will be correcting the rules accordingly and I will be offering the two (Front and Back) pages of rules for download so customers that have the incorrect rules can print them out and replace the entire page in their rule book. PS: We do have a good explanation for the screw up. Dennis’s computer no longer accepts attachments so he couldn’t double check the hexes at the end and when I found the “correct” map, I knew the set-up hexes were correct, so the others had to be correct too . . . right? We’ve taken steps to make sure this doesn’t happen again. Again though, thanks to Randy Lein who noted these aberrations. Andrew -------------------------------------------------------------------------------- Andrew Preziosi - 09:56am Sep 17, 2003 PST (#1065 of 1117) Today's Latin Lesson: I hate you Paramecium to piecium! Jassin Errata II 9/17/03 Not Errata per se . . . but clarifications that were deemed necessary: 6.0 Facing: Please insert the following note, below the Exception paragraph: Note: Units in the town of Jassin proper do not have all around facing. This may seem to be a dichotomy considering the Camp and Factory rules, but it isn’t. 8.3 Fire Combat Procedure: A: Rifle and Machinegun Fire Please change #5 to read: (Clarifications in italics) 5.The firing player then rolls two 2d6 (or 1d6 twice). If the total of this die roll is equal to or less than the “To Hit” number then enemy casualties may have been incurred. The targeted player must now roll the same 2d6 and compare this to the “averaged morale” (modified by any Leaders in the hex) he calculated in Step 4 for his friendly units in the target hex to see if he, indeed, took any casualties. If this die roll is greater than the ”averaged morale”(modified by any Leaders in the hex), the top unit in the hex must take a step loss. After this result is obtained, all unit(s) in the hex (including the unit which may have just incurred a step loss) must then make individual die rolls, still using a 2d6, (modified by any Leaders in the hex) using their current regular (not averaged) morale in the same manner as described above. Each unit that fails this Morale die roll must be immediately flipped over to its weaker side and move toward the nearest friendly entrance hex using its complete movement allowance (full terrain costs are paid as usual). If the unit that took the initial loss fails its morale die roll, it is automatically eliminated. Note: If using a German FK substitute counter on the game board, you must still roll for each individual unit in the holding box. If casualties are incurred and at least one unit is forced to retreat then the FK marker is removed and the individual units are placed back on the board 13.1 Historical Scenario 1. Please insert the following note, below the Explanation paragraph: The OberKommando Unit: Is Lettow-Vorbeck's own "unit" per se (Command, bearers, staff, escort), for purposes of play it’s just another German unit. It has no special purpose or capabilities; it can just be used to protect the L-V Leader unit since there is no Holding Box for him to hide in. Players should be allowed to use it as they wish, but if it is eliminated, it counts as two Leaders eliminated for the victory conditions. Historically, one officer from the counter was mortally wounded causing a lot of trouble for L-V. Please change the British Set Up rules to read as follows: British Set Up: The British Player sets up the following units in any Jassin town or camp hex within stacking limits (Hexes 1612, 1712, 1713, and 1812): Colonel Raghbir Singh, Captain Hanson, Captain Turner, MG/KAR, both units of A/101 Gren, Patrol/101 Gren, both units of A/2 J & K Rifles, and one unit of the B/2 J & K Rifles. All units in hexes 1709, 1712, 1713, and 1812 begin the game entrenched and have an entrenched marker placed beneath them. One unit of the B/2 J & K with Subadar Mandan Ali is initially set up in the Sisal Factory (Hex 1709). Note: While the British player is free to set up his units as he sees fit, it is strongly recommended that he place the 2/B/2 J&K Platoon in the Sisal Factory hex (where it was located historically) (See Rule 9.6, A, 2). Map Clarifications: North is at the top of the map. Differentiating Major and Minor River Hexsides: Due to the lack of shading, it is a bit difficult differentiating major and minor river hexsides. If you look closely, minor rivers are thinner, but just to be safe, the following statement is true: Minor River hexsides start from hexsides 1811/1911 and run northwards (including the Umba River). There is also a minor river branch running north from the 2114/2214 hexside junction. The remaining hexes are Major (Suba) River hexes. Okay, okay . . . Real Errata The hex numbers at the bottom of the map are not correct. The last row, which should be numbered XX16 are all labeled XX15, and hex number 2115 is labeled 2015. Also, please note: In the Living Rules . . . 1) I’ve corrected the Game Turn Sequence lettering and numbering. 2) All references to the “old” map numbers have been corrected. Again, once we’ve had some more feedback, I’ll make the Living Rules available to all our First fifty (1st Print Run) customers. Thanks Andrew -------------------------------------------------------------------------------- Andrew Preziosi - 12:56pm Sep 18, 2003 PST (#1066 of 1117) Today's Latin Lesson: I hate you Paramecium to piecium! Re: Errata in Message 1051: We'll get this correct one day in the near future, I promise! . . . Duh! Living Rules and original Errata Message have already been corrected prior to this posting: Please change Hex 2310 to 2305 for British reinforcements. (Hexes 1700 and 1800 remain the same). Sorry about that. Andrew -------------------------------------------------------------------------------- Andrew Preziosi - 07:44am Sep 19, 2003 PST (#1072 of 1117) Today's Latin Lesson: I hate you Paramecium to piecium! Jassin Errata III 9/19/03 Not Errata per se . . . but clarifications that were deemed necessary: The system worked perfectly in playtesting but during my CB game play, something seemed off with the rule wording below, so I consulted with Dennis and the following changes have been made (in Italics). As always, these clarifications have already been made to the Living Rules. 8.5 Melee Procedure. Both players calculate factors of all the units participating in the melee and both players then roll 2d6. There is no Combat Results Table in this game. (See, however, Rule 8.62). A. Attacker Melee Strength. The attacking (phasing) player announces which eligible single-hex worth of friendly unit(s) will be conducting melee combat against an adjacent enemy occupied hex. He then adds the morale values of those units together and divides the total by the number of units that occupy that hex, rounding fractions down. He then adds to this resulting number the combat strength of the top unit and one additional combat strength point for every other combat unit in the hex. Then, any single eligible Leader unit’s Combat Bonus is added to that total if the leader is stacked in the same hex with the attacking units. The Attackers total strength point calculation is now complete. Exception: Accompanying Machinegun unit(s) strength points may not be added to the melee strength of attacking units. If these units are present in an attacking hex, they do not count as a unit (they contribute nothing to combat values) and are figured into morale and combat values as a “0” (in effect, they have no affect on combat factors, but do affect the final calculations). If such a unit is required to make a morale roll, it uses its printed morale. Note: This is a very important rule for various reasons that will not be explained here (you’ll have to learn them on your own), but we strongly suggest you read and visualize what is going on here (especially for the Germanic types). B.Defender Melee Strength. The defending player simultaneously determines the melee combat strength of his units defending the target hex in the same manner as the attacking player did above; he does not, however, consult the TEC for any defensive bonus as that will be determined by the phasing player. Note: Unlike the attackers, the strength points of defending Machinegun units may be added to the melee strength of other defending units in the hex. C. Melee Combat Resolution: Both players now roll 2d6. Immediately after rolling his 2d6, the Attacker (Phasing player) then adds any Melee defensive bonus Die Roll Modifier (DRM), (located on the Terrain Effects Chart [TEC]), for the enemy held hex he just assaulted into, to his die roll. The numbers rolled by both players are now compared to the melee strength of their units determined above. If the die rolls are less than or equal to the total combat strength determined for that particular player’s unit(s), then the opposing player may have suffered a step loss. The opposing player now rolls a1d6, and if that die roll is greater than the unmodified Morale of the top unit in the owning players hex, then that particular players unit suffers a one-step loss. Each owning player (with the phasing player having the first option) may now retreat any, all or none of his unit(s) that were involved in this combat to a hex outside of all enemy Infantry and MG Fire Combat range(s) and clear LOS (without penalty of being assaulted or fired upon), or may elect to attempt another round of Melee Combat against the same units. This particular cycle of combat continues until all of the combat units of one or both player are either eliminated or voluntarily retreat. Once completed, melee moves on to the next unit or stack prepared to assault another enemy hex and proceeds in the same manner as explained above. Note: The defender is rolling to see what casualties he may have caused against enemy units attacking into his hex. There is no need for the player to consult for a possible DRM, he's not attacking into the enemy hex, he's defending his own turf. -------------------------------------------------------------------------------- Andrew Preziosi - 12:06pm Sep 25, 2003 PST (#1088 of 1117) Today's Latin Lesson: I hate you Paramecium to piecium! Another Jassin Clarification: I noticed a slight anomaly while gaming, so here goes. Reinforcements and Movement: Basically you’re looking at the old US Cavalry commands here: “Prepare to Mount” and “Mount”. During your Reinforcement Phase, snag your eligible units, place them on the map (or hex) edge where they are scheduled to enter (or where the enemy now forces you to enter), stack them however you see fit and be prepared to bring them on during your Movement phase. In other words get them ready to enter the map. During Movement, bring your reinforcements on as you see fit, within the rules. As always, this has already been changed in the “Living Rules”. Andrew