Sprite 15 (Copy 1).gif (2400 bytes)
Battles of Waterloo title logo Copyright 1994 GMT Games

Home Up

Semi-Official Errata
Living Rules Semi-Official Errata Official Errata

 

Some Additional, Semi-Official Errata

 

In the course of preparing my review of the game for Fire & Movement, I came up with some questions about the rules.  Correspondence by e-mail with Richard Berg, the game's designer, and with Gene Billingsley, the game's developer, led to the following answers.

These questions and answer assume that the reader has the official GMT errata. The format is Question, Answer, and then [in brackets and italics] my source for the answer. The questions are in no particular order of importance.

 

Q: If two different cavalry units charge different distances to attack the same infantry unit in the same activation segment, which cavalry unit’s length of charge should I use to determine the DRM to for the Square in Reaction roll?

A: Use the number of hexes moved by the cavalry unit moving the *shorter* distance.

[Per Richard Berg]

 

Q: An 8-SP unit in Extended Line occupies two hexes, A and B, with an enemy unit in hex C. Hex C is adjacent to hex B, but is not adjacent to hex A. The Official Errata say that a unit in Extended Line is treated "as one unit" for "ALL purposes." But can the unit in Extended Line fire with 8 SPs against a unit in hex C?

A: No. Each firing hex from a unit in Extended Line formation must be adjacent to the enemy unit in order to contribute its SPs to fire combat against the enemy unit.

[Per Richard Berg]

 

Q: The errata say that a unit in Extended Line and in an enemy ZOC may not voluntarily retract. What if the only way to retreat without violating the stacking rules is for the unit in Extended Line to retract?

A: A unit in Extended Line may *involuntarily* retract if such a retraction is the only way to avoid displacements or to avoid an outright violation of the stacking rules.

[Per Richard Berg]

 

Q: Rule 8.1’s introductory paragraph says that artillery may fire during its own command’s LIM and "may also fire as Reaction Fire." Does that mean the same artillery can fire during its command’s LIM and then during any number of Reaction Fires?

A: Yes.

[Per Richard Berg]

 

Q: Rule 8.31 states that an artillery unit’s Reaction Fire can be against "any assaulting unit." Does that mean the assaulting unit that is assaulting the artillery unit’s hex, or against any unit that has declared an assault for the segment?

A: If an artillery unit uses Reaction Fire, it must fire against a unit that is assaulting the artillery unit’s hex.

[Per Gene Billingsley]

 

Q: When do you rally an IDS hex?

A: For an IDS in a supported chateau hex, attempt rally when the supporting command is eligible to attempt rally. If the IDS is unsupported, attempt rally when the "Orders" LIM of the controlling player is drawn.

[A blend of discussion with Gene Billingsley and my own thoughts]

 

Q: The rules state that a (No-LIM) command that fails its Activation die roll does absolutely nothing. What if a unit in such a command is in an enemy ZOC or is engaged?

A: The unit must withdraw.

[Per Gene Billingsley]

 

Q: A "shattered" command is supposed to move "as quickly as possible" to positions five or more hexes from the enemy. Does "as quickly as possible" mean that you must place the shattered command’s LIM in the Pool, or that you must move eligible units during the "Strategic Movement" LIM if one is drawn? Do you have the freedom to choose Limited Activation in the hopes of retarding the shattered command’s retreat? Can you attempt Activation and hope that you’ll fail the activation attempt and the unit will have to do absolutely nothing?

A: You may, but are not required to, place a shattered command’s LIM in the Pool. You may, but are not required to, move eligible units in a shattered command if the relevant Strategic Movement LIM is drawn. If one or more units of a shattered command have not moved during the Operations Phase, then the controlling player *must* designate the shattered command for *Limited* Activation by the end of the No LIM Phase. Upon designation for Limited Activation, the controlling player must move all units (that have not previously moved during the turn) towards, or to, a position at least five hexes away from all enemy units.

[My own thoughts]

 

Q: Rules 8.52 and 9.17 both say that DRM adjustments cannot go lower than -2 or higher than +11. The Shock Table also says that there is "a maximum +/- 6 net DRM, and no adjustment can go below ‘-2’ or higher than ‘11.’" And the Example of Combat on page 28 shows a final adjustment of -3. What does all this mean?

A: The arithmetic in the Example of Combat does lead to a total of "-3," but you should still treat the final adjustment as "-2." The reference to "a maximum +/- 6 net DRM" should be deleted.

[First sentence per Richard Berg, second sentence an inference from what Richard said]

 

 

Copyright Information

Send e-mail to jsetear@law.virginia.edu with questions or comments about this web site.
Copyright © 1999 John Setear's Gaming Pages
Last modified: May 26, 1999