Counter Errata: The British "22nd Tank" should have an "8" turn entry number only on its FRONT side only.
Scenario #A Note: If playing the first Scenario of the Game (Operation Compass), you do get the same reinforcements/withdrawals on Turn #2 and #3 as if playing the regular Campaign game.
Scenario #A Errata: The British 7th Armored unit should be set-up on it's BACK "3-5" side (the one with the "1" Turn Entry number).
Scenario #B Errata: The AXIS have the initiative at the start of the scenario.
Updated .pdf document with clarifications/questions: http://talk.consimworld.com/WebX?233@@.1dd364e7!enclosure=.1dda6491
Set-up placement for all the counters on the Turn track: http://talk.consimworld.com/WebX?233@@.1dd364e7!enclosure=.1dda67e2
Page 22, Rule 5b Invasion of Crete correction. Second paragraph should read like this (changes in Caps):
"If the Axis player’s count is greater than the Allied player’s,
the invasion is an axis victory; the Allied "6th Australian" and
"2nd New Zealand" Game Turn 6 Infantry reinforcements are put in
the Surrendered Units Holding box. Put a German Control marker in the
Crete Status box as an outcome reminder"
Page 36, Rule: 15 Housekeeping. Add one sentence at the start of this paragraph.
[C15.3.3] Counterblow Removal: IF THE NEXT TURN IS A NIGHT TURN,
remove any Counterblow markers on the map, and place each in the
Used Markers Holding box front (target) side up.
CRETE TERRAIN EFFECTS CHART
The defense modifier for an Airfield hex should be one column shifft to the RIGHT (not to the left).
That terrain is bad for the defense.
New Rules to try out:
Some new stuff to try for play-balance and historical purposes...
- Inflexible Italian Command -
In the Turns before Rommel comes into play, when losing or giving up control of a map, the Axis player can only set-up his square units on the half of the map closer to the previous map, indicated by the new map's centerfold (hexes touching the fold included). On map 2 (Benghazi) that means the north part of the map, for the others the east part.
The Italians were not prepared for the kind of mobile warfare of the North African Desert and were slow to move their ponderous armies.
For the 15th and 21st Panzer I did some research last night, and those units were SLOW to get all their heavy material, se the built-up was quite progressive, and they had to replace their troops lost in battle at the same time, so:
- Slower German Panzer deployment -
The 15th and 21st Panzers can only be improved to their second counter on the 6th Turn. The 15th Panzer enters the game on turn 5, but on it's 1-step side only
The 15th Panzer started arriving late April, but was not put on the line, near Bardia, until the middle of March, so the very end of turn 5. And i found out it took quite a long time for Rommel to get a lot of good tanks shipped to the North African Front, thus the change in the turn when the Panzers can be improved.