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- Path: sparky!uunet!utcsri!turing.toronto.edu!mjunkin
- Newsgroups: rec.games.board
- From: mjunkin@turing.toronto.edu (Mike Junkin)
- Subject: Trail of Strength (Errata)
- Message-ID: <1992Nov23.190348.19746@jarvis.csri.toronto.edu>
- Organization: CSRI, University of Toronto
- Date: 24 Nov 92 00:03:48 GMT
- Lines: 115
-
- This note contains the complete errata (as of middle of '90) for Panther
- Game's "Trial of Strength". Items marked "(*)" are from the first errata,
- published 1986 - which I found in the game when I purchased it.
-
- -------------------- cut here ------------------------
-
- MAP
- (*) 1. The Ploesti oilwell is not marked on the map.
- 2. Only those hexes in Greece west of the rail line (exclusive) should
- be rough. Treat all others as broken.
-
- COUNTERS
- (*) 1. The 1st Hun. inf. XXX should be designated the 5th.
- (*) 2. The 2nd Rum. army HQ should be designated the 4th.
- (*) 3. The step level on the back of the first counters of the 56th and
- 57th Panzer XXX should read "3", not "1".
-
- SITUATION MAP, 1941
- (*) 1. The German 17th Army didn't get a guernsey. It should be located in
- Army Group South (Poland) NW of Lvov.
-
- READY REFERENCE CARD.
- (*) CRT: Change the '10' result of the '1-1.5' column to read '1/1R'
- instead of '1/2R'. The CRT on the map is correct.
- TEC: Delete the lines for River Transport and the 'Supply Range Value'
- column. Change the MP costs of broken, rough, and mountain to
- read:
- Terrain Mot. Non-Mot.
- broken 2 2
- rough 3 3
- mountain 5 4
- WEC: Change the 'Supply Range' line to read:
- Clear Mud Snow Snow-Freeze
- 4 1 2 3
-
- RULES
- Section 6.4 - Delete the paragraph titled 'River Links'. Substitute the
- following for the paragraphs headed 'Motor Transport Links':
-
- MT Links/Supply Range. The last link in the supply chain is usually a
- motor transport link extending across country from the supply head to
- the unit. All units are assumed to have sufficient MT capacity to haul
- their own supplies out to a range of 4 hexes in clear weather. This
- supply range is reduced to 3 hexes in snow-freeze, 2 hexes in snow, and
- 1 hex in mud.
- Supply range is calculated from the supply head (exclusive) to the
- unit's hex (inclusive), regardless of terrain. However, it cannot be
- traced into or through terrain prohibited to ground units and, while it
- can be traced into a mountain hex, it can't be traced through one.
- Each MTU extends the supply range for all units stacked with it by
- +2 hexes in clear, snow and snow-freeze, and by +1 in mud. Any number
- of MTU's can combine for this purpose.
-
- (So, basically, all hexes now have a 'Supply Range Value' of 1, and
- supply ranges have been accordingly shortened.)
-
- Section 9.9 - Reaction Capacity/Movement. Substitute the following:
-
- Reaction Capacity. The controlling HQ can react any one stack. This
- stack must be within three hexes of the HQ, cannot include units in
- the combat hex; nor can it include any unit with a movement penalty.
-
- Reaction Movement. The normal movement restrictions apply. In addtion,
- the reacting stack may 'fan-out' and 'drop-off' units, but may not
- 'pick-up' or participate in any other combined movement. Reacting
- units may enter (to reinforce) the combat hex but may not move through
- it. Reacting units may not conduct attacks.
- The number of MP's that a reacting unit can expend is limited by
- the level of the attack:
- Small Force: 2 MP's
- Stack: 3 MP's
- Combined: 4 MP's
- Reacting units are not obliged to expend all MP's available to them.
- However, regardless of how many they actually expend, reacting units
- accrue a movement penalty equal to the number of MP's they are capable
- of expending, as given above.
-
- (So, basically, units already with a movement penalty against them
- can't react).
-
- Section 14.3
- All coastal hexes are considered to have an implicit garrison of one
- strength point for the purposes of amphibious assault only. Thus, all
- amphibious assaults are 'hot'.
-
- Section 14.5
- Delete (i.e., river transport is out).
-
- Section 23.2
- Amend the first sentence to read 'Each capital city or capital town...'
- Also, add 'All friendly controlled coastal hexes have an intrinsic
- garrison of "one", but only for the purposes of amphibious assaults -
- see 14.3 (amended)'.
-
- (*) Section 24.1
- At the end of the section add the following: 'In the 1941, 1942 and
- 1943 scenarios the Soviet player sets up first. In the 1944 scenario
- the Axis sets up first'.
-
- (*) Section 24.6
- The Soviets get only 31, not 33, infantry armies, and of those, only
- 2 are Guards armies (see 25.3 for the unit designations). Thus, the
- line should read 31(2 Gd)(-10).
-
- (*) Section 25.1
- At the end of paragraph one add 'Unless specifically designated,
- listings of Soviet units will include both line and Guard'.
-
- (*) Section 25.4
- Under 'Soviet forces' substitute '1 Baltic' for 'Volkhov' HQ and
- '2 Ukrainian' for 'Voronezh' HQ.
-
- (*) Section 26
- In figure 4, the step level of the 57 Pz XXX should read '3' instead
- of '1'.
-