Fire and Movement #9 OFFICIAL ERRATA FOR THE ROMANS (4.1) Change. Instead of having a separate Diplomacy Phase in each Player Turn, start each Game Turn with a Mutual Diplomacy Phase in which both Players secretly allocate bribes and ambassadors, simultaneously reveal them, and then make the necessary adjustments to Allied allegiences. (This keeps Players from buying Allies out from under each other.) (5.83) Clarification. The Strategic Rating of as yet unrevealed Roman Commanders is revealed for Forced March purposes after the Roman Player announces his intention to attempt the Forced March and the distance he wishes to go for. If the declared distance is beyond the Commander's capabilities, there is no Forced March. (5.86) Correction. The Forced March Attrition Table has been misprinted. The line 'Number of Additional Hexes Desired' should be transposed with the line 'Commander Strategic Rating'. (5.23), (5.28), (12.12), (12.13), and (18.22) Chuffication. Naval units commanded by Naval Commanders (e.g., Legates) may transport Land Forces without Land Commanders present, except that the Land Force may not move on land without a Land Commander. Similarly, 'unleadered' Merchant Fleets may also transport Land Forces without Land Commanders present. Furthermore, a Land Force could be under the combined control of both a Land Commander and a Naval Commander in a single Turn so long as the Land Force does not exceed 20 MP's per Turn. (E.g., A Roman Legion may be marched overland to a Port by a Tribune, be picked up there by a Naval Force under the command of a Legate, be Naval Transported to another Port or Amphibious Landing, and continue overland under the command of the Tribune. The controlling factor here is that the Land Force may not exceed 20 MP's worth of movement in any given Turn.) (10.15) Clarification. A Force may not Retreat Before Combat into an Enemy-occupied hex (the size of the Enemy Force is irrelevant). (11.2) Rules Change. Berg declares a new system for extracting losses from Naval Combat: Using the present CRT's it now costs three loss points to lose a step for a heavy squadron, two loss points for a medium, and one loss point for a light. Points are not cumulative. Thus, if you have a heavy squadron and a medium squadron in combat and suffer a four-point loss, you must remove both steps of the medium squadron. If the result had been a five point loss, you would remove one step from the medium squadron and one step from the heavy squadron. You always remove as much as you can. This makes it harder to eliminate heavy squadrons, etc., and solves the problem of everybody building only light galleys, I suggest you add 'one' to all loss results on the Naval CRT (except to the No Effect Results). (12.14) Addition. A Force which debarks on a clear terrain hex may later be re-embarked by the same naval units in the same clear terrain hex. (12.17) Addition. Islands without Ports are assumed (for embarkation purposes to have Ports in any coastal hex. (12.16) Clarification. A Land Force which is compelled to undergo Amphibious Retreat may retreat 'n' number of hexes via Naval Transport as described, then disembark and continue to retreat on land. (Sort of a *great cooga-mooga, let me outa here!') If an Amphibious Retreat is more than four hexes (or MP's; long, the land units only suffer Disruption for the following Turn, not the naval units. (13.2) Addition. A Player may siege or assault a City or Port City that belongs to a Friendly Active Ally. However, all forces of that Ally immediately ally with the opposing Player (in a three-Player game, to the Player with the nearest force), and they remain allied to that Player for the remainder of the Gante. You also get a Revolt situation if an Ally's troops are in the attacking Player's City. However, if any of the Ally's troops are stacked with troops of the Player's, he may not atack (i.e., siege or assault) the Ally's City. (13.2) Addition/Rule Change. Further effects of capturing of attacking Ally Cities: EFFECT ON ALLIANCE LEVEL VIS-A-VIS ATTACKER Ally Status Inactive Enemy Active Sack -3 -1 -6 Capture -2 0 -4 (13.26-B) Addition. Among the options a Player has in disposing of captured Enemy garrisons, he may 'sell' captured Enemy garrisons into slavery - i.e., remove them from play entirely to deprive his opponent of their availability in the counter mix from which his opponent raises 'new' units. Captured garrisons are removed, sold into slavery, and may not be revived. (13.28) ClarifIcation. Fleets may assault unoccupied 'D' and 'C' Ports in concert with Land Forces which they are Naval Transporting (i.e., Fleets and Land Forces they are transporting may combine their strengths to make such an assault.) Such combined assaults may be against Ports in any type of terrain. (13.4-A) Addition. Once committed to besieging a City, a Force does not have to sit tight and maintain the siege until the City falls. It may give up the siege on a subsequent Turn, but it must leave the City hex through the hexside which it entered that hex. (14.12) Clarification. Land supply may be traced only through land and/or coastal hexes. It may not go through all-lake or all-sea hexes/hexsides. (This is quite restrictive and meant to be so - as supply was quite difficult unless you wanted to spend some cash.) (14.21) Clarification. A Land Force which exceeds its supply radius while undergoing Naval Transport (only) does not pay the one talent cost for going out of supply so long as the Naval Transport itself stays in supply (i.e., within twenty hexes of a Friendly Port). (14.24) Clarification. An unsupplied Force which does not move at all merely pays a talent for being out of supply. (14.14) Clarification. Romans, Macedonians, and Syrians may draw supply from a Friendly, controlled Allied Naval Base (e.g., Athens). In fact, any Friendly, controlled Naval Base may be used for supply, regardless of its origin or previous circumstance. (15.22) Clarification. Roman Merchant Fleets suffer attrition just like Naval Fleets. (16.13) Addition. If all the Cities of a non-active Ally are sacked prior to its ever being activated, that Ally may never thereafter be activated. Additionally, in the case of Greek Leagues in which some of the League's Cities have been sacked and others have not, subsequently activated Allied Forces are reduced proportionately to the number of Cities in the League which have been sacked. (16.24) Addition. If a Player buys the alliegance of an Ally that was previously Actively Allied with his opponent - and units of that Ally are in the same hex with an opponent's Force at the instant the Ally switches sides, move the Allied troops one hex away from the Enemy Force. Further movement triggers Interception. (16.24) Clarification. Revolts are never considered to be Major Land Battles. (17.3) Clarification. A unit eliminated by combat or attrition goes back into the counter mix pool from which a Player may build 'new' units. (17.33) Players may construct Naval Bases in Port Cities which belong to Friendly Active Allies. If the 'owning' Ally changes sides via Diplomatic Action, the Naval Base goes over to the new Ally. However, if the Port is garrisoned, you have a 'revolt' situation. (See 16.24) No Friendly unit need be present for a Naval Base to be built per (17.33), but the site of construction must be a Friendly, controlled Port. (17.35) Addition. Units may be 'refitted' - i.e., brought up to maximum strength - if they are in supply during the Winter Interphase, simply by buying the necessary SSP's to build them up again. Fleets may be refitted to full-strength at a cost of half their original build cost. (Remember, maintenance is paid for half fleets as well as whole fleets.) so (17.39) Addition. Players may voluntarily eliminate their own units at the beginning of the Winter Interphase, prior to any other action. Such 'disbanded' units are returned to the counter mix and are eligible for reactivation as 'new' units per (17.31). (18.32) Clarification. For purposes of simplicity, when the Roman Player is directed by the Augury Table to send a number of Legions somewhere for the 'year', simply pick the Legions up and place them in the assigned sector. To be brought back Into the game, however, the Legions must be transported, etc., as per the normal Movement Rules. (Note that such a Legion must - to be sent to Spain, etc. - be in supply and capable of moving. Otherwise, the Roman Player must build a new Legion to satisfy the Augury Table assignment.) (18.32) Clarification. The 'newly chosen Praetor' referred to in items 2, 10, and 11 on the Augury Table is an additional Praetor - i.e., one not already on the board - who is activated for the sole purpose of the Augury assignment and is deactivated at the end of the year. (18.32) Clarification. Item 9 of the Augury Table should read 'each open Revenue Supply Source...' instead of '...all open Revenue Supply Sources...' OFFICIAL ERRATA FOR THE TACTICAL GAME (5.12) Change. Commanders need not have the same facing orientation as the Friendly combat unit(s) with which they are stacked. In fact, Commanders do not have any facing at all (i.e., they 'face' all directions). (9.3) Change. Phalanx units may not Voluntarily Retreat forward. (In other words, phalanx units may not 'infiltrate' through the enemy lines as other units may using Voluntary Retreat.) (9.3) and (12.11) Clarification. A unit that attempts a Voluntary Retreat and fads (i.e., the unit is forced to stay in place or flee) does count against the total number of units which the moving Player is allowed to move that Turn. NB submitted by John Kula (kula@telus.net) on behalf of the Strategy Gaming Society (http://www.boardgamegeek.com/~sgs), originally collected by Andrew Webber (gbm@wwwebbers.com)