The Great War In Europe [Command #33] ===================================== [Reminder/Clarification (31 August 1996)] Secondary Supply sources in TGWiE convert to a player's control and use the INSTANT that secondary supply source is taken- you DO NOT have to wait a turn to use it!!! Any post to the contrary is incorrect (it is my 1914 game-with its 3 day as opposed to monthly turns- where that is true, not TGWiE). ----------------------------------------------------------------------- [Change: 13-SEP-95] Map. The Antwerp hex (W6819) is NOT a fortification. The map is correct as printed. ----------------------------------------------------------------------- Map. On the Italian front map, hexes 2927 and 2928, presently shown as mountain hexes, should instead be Alpine hexes. Map. Sofia (hex E1819) is a regular city, not a victory city. Add the town Chateau-Thierry in hex W5113. Hex W6410 is a forest hex, not a flood plain. Counters. The die roll modifier printed on the British Royal Tank Corps (RTC) counter should be "+2," not "+1." The Turkish 3rd Infantry Division is missing its reinforcement entry code. That entry code should be "E." Terrain Effects Chart (clarification). In order for a defending force to receive the defensive bonus of a river, all attacking units must be attacking across river hexsides. 3.3 Add to the end of the explanation of the "M" set up code: "adjacent to the border with Serbia AND/OR MONTENEGRO." Change the explanation of the "X" German set up code to read: "set up in any heavy fortification hex on the WEST map in Germany, no more than two per hex." Change the explanation of the "Y" German set up code to read: "set up in any fortification or heavy fortification hexes in Germany on the EAST map." ----------------------------------------------------------------------- [Addition: 9-AUG-95] 3.3 (Add this sentence to the "W" section.) At least 30 German infantry divisions must set up north of hexrow W59xx. Ted Raicer says this is necessary to prevent the German "escaping" from the Schlieffen Plan. (Apparently developer Dirk Blennemann invented the ploy after the game's publication.) Ty Bomba ----------------------------------------------------------------------- 3.4 Change the 4th paragraph to read: "No "V," "X" or "Y" unit may move or attack during Operational Turns 1 and 2." 3.7 (Add) Greek units may not move or attack outside the Balkans. 6.11 Remove the phrase "...(or whenever)..." from the last paragraph. 6.12 Change the first sentence to read: "...eliminated on the east map may not be rebuilt...." 6.13 (Addition) Add these two new modifiers to the list of those for the "Fall of the Czar" die rolls. -2 during Strategic Turns A through G. -1 during Strategic Turns H through K. Add this new modifier to the list for both the "Fall of the Czar" and the "Bolshevik Revolution" die rolls. -1 for each Central Powers city controlled by the Russians. 6.18 Add this sentence to the end of the present rule. "The Central Powers player cannot use the OHL marker unless he currently has the initiative on the west map; there is, though, no such restriction on the use of the OberOst marker on the east map." ----------------------------------------------------------------------- [Addition: 1-SEP-96] 7.16 (add): If neither the Salonika or Gallipoli chits have been played when the Greek Entry chit is played, place Turkish units on the map as under 7.18, and both sides may freely enter Albania as if the Salonika chit had been played. (This is a rare combination - but a recent e-mail about a game in progress shows it can happen.) ----------------------------------------------------------------------- 7.18 (Change the last sentence of this rule to read as follows.) If at any time after that initial Allied entry there is not at least one Allied unit in both invasion beaches and the Turks control hex E1023, Allied units may never be entered again through either invasion beach hex. ----------------------------------------------------------------------- [Addition: 7-SEP-95] 11.9 Allied East Map Ultimate Supply Sources (Add): Greek units only may trace ultimate supply to map edge hexes e1012-e1016. ----------------------------------------------------------------------- 11.13 (Add to end of present rule) Italian mountain units can trace supply into, but not through, Alpine hexes in Austria-Hungary. 11.18 (New Rule) Belgian Antwerp Supply. Belgian units (only!) in Antwerp are supplied in that hex for the sole purpose of avoiding attrition removal (but not for combat and not for replacements, etc.). Once Antwerp is captured by the Central Powers this supply characteristic is permanently lost. ----------------------------------------------------------------------- [Clarification: 13-Sep-95] 11.18 (New Rule) It is prohibited for any unit of either side to END its movement in a hex in which it is out of supply at that instant. Note that units MAY move through a hex that is OOS (for example while going on to take an empty town which then acts as a supply source). Ted. ----------------------------------------------------------------------- 13.7 (Change the last sentence of this rule to read as follows.) Exception: The Central Powers player is free to examine Allied stacks inside Russian-Poland, Germany and Autria-Hungary at all times. 13.12. Change the first sentence of this rule's second paragraph to read as follows: "The first attacker step loss must always come from any involved tank or shocktroop or two-step British, or ANZAC or Canadian, unit in that order of priority." 13.13 Change the last sentence of the 2nd paragraph to read: "Commit HQs, attacker first, before..." 13.20 Add to then end of this rule: "British cavalry loses the distinctions granted to it in this rule at the start of Strategic Turn D." ----------------------------------------------------------------------- [Addition: 1-SEP-96] 14.2 (add): On the turn a neutral nation enters the war and its units are placed on the map, enemy units may ignore those units when using Strategic Movement into towns across the border adjacent to the newly placed units. The new units are presumed to be in the act of mobilizing and thus are in no position to contest any movement. ----------------------------------------------------------------------- 16.1 Change the Design Note at the end of this rule to read: "The German AK (Alpenkorps) unit is always a shocktroop unit on the east map, but does not have those properties on either of the western maps until the first Shocktroop Conversion Chit is played. When that first chit is played, the AK gains Shocktroop capabilities on the west maps for free. That is, it does not count against the total of six other German divisions converted by the first chit. Unlike other Shocktroop units, the AK may always be replaced as such." 19.4 Place the Central Powers VP marker on the "10" space, not the "9" space. Q&A: === Q. (16.3) German Calvary Conversion says to follow the same procedure as converting shocktroops without the chit play. Should we interpret this to mean the CP player must expend 1 RP and then can convert up to six Calvary units per turn? What are the calvary conversion reminder counters for if the conversion takes effect immediately? A. The cavalry conversions take place without chit play OR R.P. Cost. The Central Powers player converts them, one at a time or in groups of any size(s), any time he wants. The markers are simply a device to remind you which have been converted, so you don't go through some futile 1,200-counter cavalry hunt to verify which divisions have and have not been converted. Q. I have found four counters in TGWiE that appear to have missing or incorrect setup codes. BE HQ and FR 62R Inf each have a circled "A" code. Is it correct to assume that the letter is correct, but that it should be uncircled? Also, my RU SW HQ and RU 23 Inf counters just have a very light ink smudge where the setup code should be. I'm also assuming that these should be uncircled letter "A" codes. Correct? A. Correct. Q: Is it legal to move to a hex where the unit would be unsupplied? A. It is NOT permitted for either side to move OOS. ----------------------------------------------------------------------- [Addition: 7-SEP-95] Q: The rule (8.?) states that new units are placed in "cities". Does this mean "cities" only, and not "towns"? A good example of a related situation, is the inability to place Serbian units inside Serbia after the fall of Belgrade, despite having replacement units available. A. Serb units (like Belgian units) may reenter the game with their HQ if all their cities fall. The use of HQs is not unrealistic in my opinion-it represents the use of command/logistic structures to recycle troops into the front line, and the placement of hqs for this purpose adds an interesting strategic choice for the players. ----------------------------------------------------------------------- [Addition: 5-OCT-95] Q: Can you trace supply through enemy hexes. A: You CAN trace supply through enemy hexes with no units in them-so one cavalry raid can't take out an army. ----------------------------------------------------------------------- [Addition: 17-NOV-95] Q: Does Serbia accumulate resource points if it is completely axis controlled and there are no serbian units on the map,not even the HQ? A:Serbia may continue to accumulate RPs (up to 10) after its army is destroyed-Serbia never collapses. ----------------------------------------------------------------------- [Addition: 17-MAY-96] Q: Belgium: If all Belgian cities and towns have been occupied by the Central Powers, but Belgium has not collapsed, and all Belgian Divisions and Headquarters have been destroyed, can the headquarters be rebuilt in an Allied, unoccupied city in France? Serbia (1): Must the Serbian Headquarters be outside Serbia in order to allow new units to be entered adjacent to it? Serbia (2): As with Belgium, can the Serbian Headquarters be built outside Serbia, in an allied unoccupied city, if all serbian cities have been occupied by Central Powers? A: No-if the Belgian HQ is eliminated a Belgian city would have to be liberated to bring back replacements, including the HQ. Same for the Serbs. But no, Serb units, like all other units, can use the HQ inside their home country for placement. Q: General: Which of the optional rules have people tried? and which do they recommend? A: The Polish Independence and Italian Entry rules, and the pre-war event chits are quite optional, but the other optional rules should imo always be used. ----------------------------------------------------------------------- [Addition: 01-JUN-96] I got a number of questions about the ability of Allied cavalry units under rule 3.2-G to start in Liege. I knew I had covered that in errata published months ago, but going back to check it (it is in Command 34) I see there was a typo (or I needed new glasses). The errata should read: Change the first sentence to "...west of the Meuse, except hexes 6424 and 6524." (Not 4424 and 4524.) Q: Rule 13.17 - The rules and the quick reference sheet differ as to whether the non-German CP player should get the -1 Trench status adjustment in strategic turn E or F, Which is correct? A: 13.17 Turn F is correct. Q: Hex 6105 has a tiny blip of land in it. Does it count as an all sea hex? A: 6105 is a playable hex. Q: Between Hexes 6006 & 6106 is an area of water, forming an estuary. Is it a river or a bit of the sea? A: 6006/6106 is an all sea hexside. Q: The other problem We had with rivers concerned snow periods. We understood the rules as saying that there was no movement penalty for crossing rivers in snow (unlike in wet periods). No one had any problem with this on the east map, especially with similar rules being applied to frozen over lakes, but this did not seem logical on the west map. Is it supposed to operate in the same way? and is this supposed to represent rivers being frozen over? A: As for rivers-at this scale rivers on both maps are not major obstacles to movement unless they are in flood-that's why rivers only cost an extra mp in Wet weather. Ted Raicer -----------------------------------------------------------------------