Saratoga Errata as of 04/11/2000
New items in blue.
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2.1.1 Actually for the Americans the bands are the same, but the counter backgrounds
are different to indicate Arnold's and Gates' Wings.
2.1.1 The Germans have a green band, not orange.
2.2 The Momentum Chit is incorrectly shown as a Tactics Chit in the examples. It is its
own type of chit. See 9.5 for details.
4.3 Very Important: The rulebook shows dots for several of the entries. These should
each be worth one-half (1/2) point.
8.1.5 8th Bullet American artillery units may never move during the movement phase.
9.3.3 Pinned defending units may not receive a Diversion.
Rule Reference Correction - 9.3.4 Addition add the following to the end of
this rule: "Each Close Combat must involve either just one attacking hex or just one
defending. For example, one attacking hex versus two defending hexes or two
attacking hexes versus one defending hex are legal, but two attacking hexes versus
two defending hexes in a single Close Combat is illegal."
The paragraph at the top of page 12 that begins "Pin markers are removed from all..."
should have a 10.1.9.1 case indication before the paragraph.
10.2.1 Change the rule to read: "A unit must retreat into a hex not adjacent to an
enemy unit if possible. In addition, the unit must retreat towards friendly lines if
possible. Friendly lines are defined as the north mapboard edge for the British and the
south mapboard edge for the Americans."
10.2.6 Change delete the last two sentences. Both sides artillery may retreat now.
Historical commentary on page 14. The subtitle should read "Both sides seemed
determined to conquer or die."
Historical commentary: Part of the text was accidentally deleted. Please insert the
following at the end of the first column on page 15 before continuing to the second
column "...the keynote of the campaign. In orders of the day he said, "The Army
embarks tomorrow to approach the enemy. We are to contend for the King and the
Constitution of Great Britain, to vin-..."
Close Combat DRM Table: the close combat modifier for ravine is -2 (as indicated on
the Terrain Effects Chart) not -1.
Terrain Clarifications
The following hex is considered Marsh: 1929.
The following hexes are considered Clear: 0811, 0916, 1011, 1110, 1117, and 2022.
The following hexes are considered Forest: 0417, 0517, 0815, 1024, 1124, 1205, 1206,
1216, 1418, 1611, 1712, 1713, 1719, 1818, 1902, 1918, and 1922.
Questions and Answers
- Question: If a unit retreats into a hex which is scheduled for close combat, but that hex'
close combat hasn't been resolved, what happens?
- Answer: The retreated unit does not contribute any strength to the calculation. In
addition, it may not be used as the lead unit. If its side suffers any result, the previously
retreated unit must make a morale check; if it passes, it must retreat one hex; if it fails;
it suffers a "D" result [See 10.1.4].
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Question: Does the above answer apply for units retreating from Fire combat to a hex
which then undergoes close combat? Would such a retreat trigger a close combat?
- Answer: No, there is no penalty for retreating from Fire into Close Combat. Yes.
- Question: If an artillery unit is in a hex with other units that undergoes close combat,
and a result occurs such as an "R' or a "D," which states, "the other friendly units in the
close combat must make a morale check...," do the artillery units make a morale check?
I ask, because technically artillery isn't involved in the close combat.
- Answer: Yes and No. The artillery takes a morale check if it is in a defending hex. It's
involved it just can't contribute anything without possibly hitting friendlies as well. The
artillery does NOT take a morale check if in an attacking hex. This makes it a risk to
move artillery adjacent to enemy units. If the other units in the artillery's hex have to
retreat due to Close Combat, the artillery will be open to capture during the next player-
turn if the it is the opponents.
- Question: If there's an attack that goes solely across "bad" hexsides (such as 1 unit
attacking across a creek and another attacking upslope), I assume there's a -1
modifier?
- Answer: Yes
- Question: Do fords and bridges negate the -1 stream modifier for the Close Combat?
- Answer : No.
- Question: Are Forest hexes those with completely filled hexes, mostly filled, or even a
single tree symbol?
- Answer: As 2.1, states "the type of hex is determined by the majority of terrain in the
hex."
- Question: If there are attacking units which are adjacent to only one defending hex,
can they make a diversion [9.3.3] and not attack at all but stay in place?
- Answer: No.
- Question: What units are "American Militia"?
- Answer: They are the units with the kneeling icon. See the example on page 2.
- Question: What does winning Initiative do for you?
- Answer: You must take the Initiative player-turn.
- Question: Does the attacker have to advance when a R/R result is obtained? Can the
attacker advance when a R/R result is obtained?
- Answer: No because the lead unit has to retreat. Yes, any attacking units which pass
their morale checks may advance.
- Question: Can a leader leave a Pin hex?
- Answer: No.
- Question: Is the "first Rifle shot" bonus for each side, or only the side that gets off the
first shot?
- Answer: First rifle shot refers to each unit so in Saratoga both sides get a first fire. In
the next game there are few more rifle units.
- Question: If a 2-step unit loses one step and is then captured, how many victory points
does it count for?
- Answer: 1 VP.
- Question: I am not clear about the awarding of VP's to the British player for
vacant American garrison hexes during the game. Is it one VP per individual
garrison hex per GAME or one VP per individual garrison hex per TURN?
- Answer: It is 1 VP per individual garrison hex per GAME. So if the American
abandoned all 8 hexes, the British player would receive 8 VP regardless of which
turn(s) the hexes were abandoned. Remember a hex is only considered abandoned at
the end of the American player-turn. Also, once a hex is abandoned at the end of an
American player-turn, there is no need to garrison that hex again - it already counts for
1 VP and that can't be changed.
- Question: There is some confusion in our club as to under what circumstances a
flank attack is allowed. Please clarify.
- Answer: If a unit in hex 1014 is attacking a unit in hex 1015 and there are no units in
0915, then the "turn flank" and "refuse flank" tactics chits can be used by both the
attacker and defender if they have a leader in or adjacent their hex. If hex 0915 had
units from one side in it but hex 1115 was unoccupied, the flank chits could also be
played if leader(s) were present.
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