From: hcmeyer@uci.edu (Hank Meyer) Subject: Rommel's War Errata/Clarifications Errata and Clarifications Rommel's War (Quarterdeck Games 1985/6) Provided by Vance von Borries and dated 12 June 1986 COUNTERS 1. The Australian artillery unit should have been highlighted. MAP 2. Inset hex numbering - a few hexes were missed but these should be obvious: hexes A5, C6, and "hex F"; and "hex" C on the main map. 3. The indicated area at the east edge of the Egypt map section is the Allied Delta Holding Box entry/exit. 4. The following holding boxes have both port and airfield: Middle East, Delta, and Europe; there is none in Qattara. CHARTS, TABLES, AND CARDS 5. On the Organization Chart for Scenario #2 - the "8Ber" next to Sollum should be the German "MG8". The "XXI" should be "21" artillery. The "900" is really "200/Afr". The "11A" is really the "11H". Units not on set up, deploy freely. 6. Supply Arrival Table - The Allied air units on Libya map cannot conduct a mission if used against Axis air in Europe. 7. Rulebook index - On 18.3 omit the word "Bonus". RULES 8. Artillery used on the main map (not Inset) does not require extra supply. It must be in combat supply to attack. 9. Rules 6.1 and 14.6 - There may be more than seven stacking points on an assault hex so long as those remain on the Inset. The pieces (owner's choice) over seven points do not assist in the defense (or attack from) the main map assault hex. These excess points might have entered during one of the rounds at Tobruk or reinforced on later game-turns from the main map. 10. Your units on the main map may declare an attack out of Tobruk without declaring a set of Tobruk rounds. Conduct this as a regular attack on the main map as though attacking from a minefield. Only seven stacking points may attack out in this manner; any remaining units do not participate. Units outside of the Inset may attack units on the Inset assault hexes only by regular main map procedure. 11. Rule 4.17 - "limit" should be "unit". 12. Rule 8.56 - The Cadre level is destroyed on an "E" combat result. 13. Rule 8.61c - Leaders may also be retreated through enemy ZOC by accompanying eligible combat units. Also, where combat results call for a normal retreat of only one hex, the retreating force is retreated one extra hex. 14. Rule 8.65 - Add for clarification, "(thus, possibly, avoiding elimination in rules 8.16 and 8.61c)." 15. Rule 8.91b - Rule 15.22 does not apply. 16. Rule 9.15 - This rule should be restated to: "A unit cannot trace a line of communications directly off the edge of the mapboard, but must trace to a road net or railroad which leads to a friendly entry/exit area." 17. Rule 9.42 - Units trace up to 5 hexes to the road net, then up to 8 motorized movement points on the road net to a supply unit. Remember, trails cannot be part of the road net. 18. Rule 11.14 - If the air unit cannot stack or return to base, apply the effects of rule 11.15. 19. Rule 11.16 - Weather Table results are applicable. 20. Rule 12.1 - Replacements are subject to normal sea transport rules and to the Supply Arrival Table. The reference to rule 19.0 is only to introduce the concept of replacements. Replacement points occupy one stacking point of port capacity as also do replacement counters and supply units (rule 12.14). 21. Rule 13.21 - The minefield is destroyed at the end of the round. 22. Rules 14.31 and 14.42 - A supply unit must be expended for movement supply. It is also good for and required for the reserve capacity in rule 14.42 and will apply for all remaining rounds of combat on the Inset for the game-turn. 23. Rule 17.33 - The Tobruk garrison must be on a hex marked "T". 24. Change rules 18.42 and 18.43 to read: "(18.42) To move from the main map to a friendly holding box, a unit must expend one movement point to be moved off the main map into the box. Units re-enter the main map by counting the the first hex against the movement allowance. Units may enter or exit by the road movement rate so long as they are moved along the path of a road. Units may enter or exit only through the entry/exit area designated on the mapboard (or by sea transport from port to port) as corresponding to that box." "(18.43) The hex of entry cannot be occupied by an enemy combat unit. A unit may be placed in enemy ZOC but must stop there for the rest of the movement phase. A unit may not exit directly from an enemy ZOC." 25. Rule 20.15 - The final sentence should read, "The constructing unit is limited to an eight motorized movement point road net in its supply route to the supply unit." 26. Rule 20.24 - The Axis By-Pass is the semi-circle of coast road around Tobruk from hex D through E, F, G, and H to hex I. 27. Rule 21.23 - "Fifteen", not "five" hexes. 28. Rule 21.25 - O'Connor also escapes on a roll of "5". 29. Rule 23.26 - "Cavalry", not "camels".