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[31.

5] Attack to Relieve a Pocket


Air & Armor Errata Add to the Reinforcement Schedule the following:
From The Wargamer volume 2, no.2
Game-Turn Three: Three steps of '1-1' Engineers from the
Rules Clarifications Canadian 4th Mechanized Brigade Group appear in hex 5811.
Air & Armor may have been developed over nine years, but it These units may be moved as soon as they appear.
still suffered its fair share of last minute editorial snafus.
Hopefully, the following will clarify some elements of confusion. [31.6] Hammer & Anvil. The Attack of the 8th Guards
Army
[4.5] Independent Units Add 4 NATO Helicopter Transport Points to the Starting
The U.S. 2nd Squadron of the 11th Armored Cavalry Regiment Combat Support.
is color coded as a set of independent units. However, the
NATO player may treat this formation as a separate brigade for U.S. Tables of Organization and Equipment
activation purposes, whenever it suits his purposes. This
squadron, like a Warsaw Pact Divisional Tank Battalion, never The 4/27 Multiple Launcher Rocket System unit, "6-18-1"
shatters. should have x3 steps, not x1.

[5.4] HQ Reconstitution Other Questions


Players who have other rules questions or comments are encouraged
Each time that an HQ is eliminated, the loss counts for a to write to me at the following address:
victory point (provided that step losses are credited towards Bruce Maxwell
Victory Conditions in the scenario being played). 2 South Gate
Atherton, CA 94025.
[8.0] Movement Please include a stamped, self-addressed
envelope.
A unit with a March or Reserve mission cannot enter a hex
adjacent to an enemy unit unless that hex is already occupied NB submitted by John Kula (kula@telus.net)
by a friendly unit. It does not matter whether the hex to be on behalf of the Strategy Gaming Society
(http://pages.about.com/strategygames/),
entered is in an enemy ZOC or not. originally collected by Andrew Webber
(gbm@wwwebbers.com)
[10.0] Hasty Attack and Assault Missions
A unit participating in a Hasty Attack or Assault mission with no
stated objective hex is free to move its full six or three
movement points, into and out of enemy ZOC's. However, if it
ends its movement adjacent to an enemy unit, it is subject to
full Defensive Fire, and cannot employ Offensive Fire in return.

[19.0] Scenario Setup


Whenever the NATO player is allowed to destroy bridges on
map prior to the start of play, all such destruction must be
announced before the Warsaw Pact player plans any missions.

[21.1] EW Assets
All Warsaw Pact HQ units should possess an EW asset
marker, whether they are initially deployed or entered as
reinforcements, except in the "Attack to Relieve a Pocket" and
"Wolf's Jaws" scenarios, in which only the Main HQ's still have
their EW assets.

[24.1] SAM and Flak Fire


NATO non-HQ units receive 1/3 of a flak point per step as
indicated in the rules. However, Warsaw Pact non-HQ units
receive 1/2 of a flak point per step.

[25.5] Fire Strike Resolution


Whenever a stack is defending against an enemy Fire Strike, it
always defends using the Receiving Offensive Fire section of
the Terrain Effects Chart.

[30.1] Airmobile Movement


The rules specify that any unit using airmobile, movement
must either start or end its movement next to a superior HQ.
This restriction does not apply during the turn in which
airmobile units first enter the map as reinforcements.

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