Peter McCord - 02:25pm Aug 16, 1998 PST (#23 of 24) Recent Games: Proud Monster/Death and Destruction, A Raging Storm, Black Wednesday Wave of Terror Fixes: OK folks, here is my one and only attempt to fix this game: CRT: Add a Defender Retreat result to the CRT. The Defender Retreats on a ³6² at 1:1, a 5 or a 6 at 2:1, 4-6 at 3:1, 3-6 at 4:1 and 2-6 at 5:1 and higher. Never retreat on a ³1². Units in Cities can ignore retreat results. Retreats are mandatory and are 2 hexes and must follow a road towards the nearest supply source edge hex (1) or towards the nearest supply source edge hex (but not on a road) (2). Units may not retreat over unbridged rivers, but may retreat over unbridged streams if that is the first hex and they are not heavy--in this case stop the retreat right there after only one hex. Eliminate units unable to retreat, or units that retreat into a friendly hex which subsequently receives any result >= to ³1² in combat. Overstacked units may continue to retreat according to the above priority, never ³displace² uninvolved units. Attacker may advance after combat into any vacated hex (due to retreat OR elimination). One hex for Leg units and 2 hexes for all others with an MP of 5 or 6, although the second hex must be along a road or into a clear hex only. There is no need to follow ³the path of retreat², advances are free in terms of direction after the first hex. Units with an MA of 7 or higher may advance 3 hexes, but both the second and third hex must be along a road. Never advance across illegal terrain, and unbridged streams can only be crossed as the first hex by eligible units (no heavies). Combined Commands: Both sides may designate two divisions on each map (4 divisions per side) per DAY, not per Turn that may attack together (only, not with yet other divisions) without penalty. For example, the Germans might pick the 2 SS divisions on the North Map on Day 1. They can jointly attack any hex or hexes each PA phase with no penalty. The Germans can wait to see a dayıs supply roll before designating. German player designates first. Thanks to Joe Youst for pointing out the degree to which both sides employed multi-divison assaults. Defensive OOS penalty: Any attack vs. a hex that is OOS receives a 1R shift, unless that hex is a city or a functioning supply dump, or unless the weather is clear and the defender is allied (air supply, in effect). Combined Arms: Any attack vs. a clear or town hex (never city, woods, ridge, cross river or stream or blocked hexside) that contains armor and infantry (or armored infantry), against a hex that contains infantry only OR armor only OR artillery only, receives a 1R shift. This rule will prove useful with the below: Mobile Assaults: Yes! Mot/Mech units only pay 2mps to conduct these, and at least one armor or armored infantry must be part of the force. Thus, american 6-5 infantry can conduct them, but only in conjunction with tanks or assault gun units. Ditto for German 5-6-5s, etc. They may be conducted only along a road or into a clear hex (or clear town), never cross stream or river (regardless of bridges), and never into forest/ridges, unless along a road (this is not advised, however!). Never MA in a marsh, regardless of roads. Only two units may move at a time and conduct an MA, and they must start and end moving together. They must be from the same division (or be independent, or be designated Combined Commands, as per above). Resolve MAıs just like PAıs, taking into account all normal shifting. No air units are ever used, nor is artillery. If the defenderıs hex is vacated (by retreat OR elimination), that hex (ONLY) is occupied. Stop moving right there. If it is not, stop moving in the hex from which the MA was launched. Stacking is in effect at the moment of MA. *Units that MA may not PA that couplet, regardless of when the PA phase occurs*. Mark them somehow, or orient them at an angle for memory. Optional: make separate Move/Fight or Fight/Move choices by mapsheet, on a couplet by couplet basis. Units may still only fight once per couplet, however. If different choices are made for each mapsheet, units may not leave the mapsheet they began on that couplet--this is necessary to prevent map-cut goofiness and gamey-horrible stuff.