Steven Traumer - 12:56am Feb 16, 2001 PST (#1076 of 1088) I'll try to answer some of the questions from 116 or so messages back (these are, of course, unofficial and are "my errata" and quite possibly wrong): 1. Is defensive fire permitted against any adjacent hex, or just against units that fired at the defending unit with offensive fire? 5.1b: "During [I previously had "before," which is wrong] the combat phase, all units in contact with the enemy may resolve fire against one enemy unit." This seems to indicate that one may fire against any adjacent unit; it is how I play. One could rationally play the other way. 2. When are artillery markers deployed? I understand the MP cost requirements, but are they deployed before the HQ unit moves or after? May a HQ deploy an artillery marker at all if it moves? Before, at least according to the "Sequence of Play" early on in the rules. I don't see how the HQ would be prevented from moving after placing artillery markers, however. This opinion is drawn pretty much entirely from the example of play with an assist from the rules, however. It seems to work OK. 3. Where does the I/V marker start for the Battleaxe scenario? What are the victory hexes? The rules say green dots indicate these hexes, but I do not see any green dots on my map. I'd go with Crusader I/V marker placement, and use the red hexes for the victory hexes. Note the Crusader scenario info: They also mandate green hexes, which is countermanded by the map. As the map is the only source of any hex markings, I'd dance with who brung ya. 4. What is the significance of the red/yellow/white background colors of the circles for weapons caliber? Units with red-circled ones are mechanized; yellow ones are motorized; white ones are foot. I know the Trento div. units are white but plainly have trucks on the counters; they are, in fact, non-motorized (so sez the errata in the Marengo issue). 5. May units move directly from one enemy zone of control to another? I couldn't find anything saying you can't, so I assumed you could (while paying the extra PM). 6. What is the length of hexes a unit must retreat? A unit retreats toward its lines until it is out of range of enemy fire. It may not cross impassable terrain or unopened minefields; if it cannot retreat it is destroyed. The actual distance one retreats seems, then, to be fairly fluid. 7. Are wreck markers removed at the rate of 1 per 3 MP's expended, or is it all wreck markers in a hex removed for 3 MP's expended by the HQ? I play the former. 4.4b says "If a supplied armored corps' HQ can trace a valid line of supply (3.1e) to a wreck marker within its command radius outside the range of enemy fire, it may spend 3 PM to recycle the wreck." This does not, to me, suggest that all wrecks are removed if they are outside the range of enemy fire and within the command radius of the HQ. (I am something of a strict constructionist, typically.) 8. Are mines removed for just a hexside or the entire hex? Suggestion: there may not be enough markers for cleared minefields. There also seems to be a general shortage of markers (morale test, retreat and wrecks) and providing more in a subsequent issue would be nice. Seems to be the whole hex. And I must admit that VV games tend to be short of markers typically; it would be nice if some spare markers were printed just inside the magazine, say on the other side of the page from an ad. 9. The anti-personnel combat factors of the British anti-tank brigades seems rather high. Are they indeed correct as printed? I can only assume so... 10. The Hecker unit provided extensive engineering/minefield clearance support in the Gazala campaign. It seems a rule covering this is needed. Otherwise the existing unit plays a very minor role in the game. (Was this already discussed? There are some Hecker optional rules.) 11. Translations of the game charts and CRT modifiers is badly needed. It appears some of the modifiers on the charts contradict what is stated in the rules. I went with the charts. I can translate these if you want. Of course, I go with the charts because I always go with the charts unless it's either flagrant (like adding an extra digit: "Move 20 to the left" instead of "Move 2 to the left") or contradicted by published errata. You'll note, I'm sure, that there is basically no published errata (except a snippet on the back of the Marengo map).