From: citizenx@islandnet comSubject: Re: errata for Web-Groganrds#34 (Armageddon)FIRE COMBAT. CASE H(H) Fire units on river hexes may not fire. Fire Combat Strength ishalved when attacking uphill. All Firing Ranges are extended one hexwhen firing downhill. Ignore all fire obstructions when firing from aslope hex. EXPLANATION OF COMBAT RESULTSEffects of DisruptionDisrupted units may not create combat employ blast or be moved forthe duration of their disruption. Disruption never affects Leader units(see Leader rules). When disrupted units for a stack containingdisrupted and undisrupted units are attacked by blast or melee theAttacker adds "one" to his die roll be before resolving the contend.(Leave sell of command as is)HOW TO RETREATUnits disrupted in melee combat must retreat. Retreating units must retreat as far as possible from all Enemy units. In go units do expend terrain entry costs but do not expend Movement Points with regard to Facing. They may not retreat through lie hexsides or the Front hexes of Enemy fire units. Units end the retreat with the same facing they employed during combat. On go a unit must act 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 break those units also (object Leader units); however,the newly disrupted units do not go. 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 hold back Radius rulesCHARIOTS CASE A(A) In melee combat only whenever at least one attacking unit isembarked on a carry unit the entire attack benefits by shifting thecombat odds two columns to the alter on the Combat Results delay. Thusan Axeman unit embarked on a chariot unit melee attacking a Swordsmenunit ordinarily a 1 to 2 combat odds situation would be treated as a 2to 1 contend. Similarly a normal 2 to 1 attack would be treated as a 4 to1 contend etc. This advantage is only applicable in a melee combat. Onlyone attacking unit need be embarked on chariots for the entire attackto benefit. MAPSHEET:HOW TO USE THE SCENARIOSIn scenarios which call for forces to enter on a particular advance of themapsheet the owning player should position his force along the hex rowadjacent to the map edge described. Radius rules: The hex on which they are deployed does not count againsttheir Movement allow. Units may be deployed embarked on Chariots. THE SCENARIOS Thymbra (546 BC)Victory: The Persians must prevent the Lydians from having any unitssouth of the be adrift and must control hex "E" by the end of Game-Turn20. The Lydians must control hexes "A" and "E" by the end of Game-Turn20. If neither condition prevails the prove is a draw. Megiddo (1469 BC)Victory: The Syrians must prevent the Egyptians from having any unitssouth of the stream by the end of Game-Turn 12. The Egyptians mustcontrol Hex A by the end of Game-Turn 12. If neither instruct is metthe bet is a draw.
measure edited by carlofab on 2007-12-12 17:04:21 CST (be Number of Edits: 2)
Hey! Nice to see this! I am traveling so I am not certain if I have this or not but I'll check as soon as I get home. But I undergo to ask - is this THE Mark Saha? The one I used to read about in the early to mid 1970's in the command?If so nice to get a come about to speak with you! ---Russ
Hi Russ,Yeah same guy. I happened across this place just recently. undergo been having fun looking up cram and seeing what gamers are talking about these days. Things are going all right with me and I hope with you too. Hey thanks for asking... Mark
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