Subject: Re: errata for Web-Groganrds
#34 (Armageddon)
FIRE COMBAT, CASE H
(H) Fire units on river hexes may not fire. Fire Combat Strength is
halved when attacking uphill. All Firing Ranges are extended one hex
when firing downhill. Ignore all fire obstructions when firing from a
slope hex.
EXPLANATION OF COMBAT RESULTS
Effects of Disruption
Disrupted units may not initiate combat, employ fire, or be moved for
the duration of their disruption. Disruption never affects Leader units
(see Leader rules). When disrupted units for a stack containing
disrupted and undisrupted units are attacked by fire or melee the
Attacker adds "one" to his die roll number before resolving the attack.
(Leave remainder of rule as is)
HOW TO RETREAT
Units disrupted in melee combat must retreat.
Retreating units must retreat as far as possible from all Enemy units. In retreat, units do expend terrain entry costs but do not expend Movement Points with regard to Facing. They may not retreat through crest hexsides or the Front hexes of Enemy fire units. Units end the retreat with the same facing they employed during combat. On retreat a unit must move continuously away front Enemy units and may not enter the same hex twice.
Within these restrictions, Players retreat their own units. Units which may not be retreated without violating these restrictions are eliminated (removed from play). Disrupted units which retreat into a Friendly occupied hex disrupt those units also (except Leader units); however,the newly disrupted units do not retreat. Disrupted retreating units which enter a hex occupied by other Friendly disrupted units do not cause the previously disrupted units to be eliminated.
Units which must retreat are not restricted by Leader Movement Control Radius rules
CHARIOTS CASE A
(A) In melee combat only whenever at least one attacking unit is
embarked on a chariot unit, the entire attack benefits by shifting the
combat odds two columns to the right on the Combat Results Table. Thus
an Axeman unit embarked on a chariot unit, melee attacking a Swordsmen
unit, ordinarily a 1 to 2 combat odds situation would be treated as a 2
to 1 attack. Similarly a normal 2 to 1 attack would be treated as a 4 to
1 attack etc. This advantage is only applicable in a melee combat. Only
one attacking unit need be embarked on chariots for the entire attack
to benefit.
MAPSHEET:
HOW TO USE THE SCENARIOS
In scenarios which call for forces to enter on a particular edge of the
mapsheet the owning player should deploy his force along the hex row
adjacent to the map edge described.
Radius rules: The hex on which they are deployed does not count against
their Movement Allowance. Units may be deployed embarked on Chariots.
THE SCENARIOS Thymbra (546 BC)
Victory: The Persians must prevent the Lydians from having any units
south of the stream, and must control hex "E" by the end of Game-Turn
20. The Lydians must control hexes "A" and "E" by the end of Game-Turn
20. If neither condition prevails, the result is a draw.
Megiddo (1469 BC)
Victory: The Syrians must prevent the Egyptians from having any units
south of the stream by the end of Game-Turn 12. The Egyptians must
control Hex A by the end of Game-Turn 12. If neither condition is met
the game is a draw.
Last edited on 2007-12-23 22:20:17 CST (Total Number of Edits: 3)






























