TOI_FAQ 1-5.pdf

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FAQ and Errata – Version 1.5.2
Updated January 13, 2009
This document contains frequently asked questions,
clarifications, and errata for the Tide of Iron board game. Errata
and FAQs for the Days of the Fox expansion can be found on
page 2 of this document. Errata and FAQs for the Normandy
Campaign expansion can be found on page 3 of this document.
Errata and FAQs for the Designer Series expansion can be found
on page 4 of this document.
Scenario Guide
In the “Liberation” scenario (page 6), American division 1
should receive two Engineer specialization tokens and American
division 2 should receive one Engineer specialization token. In
addition, the original printing of the game has insufficient hill
hexes to set up this scenario, and a road/hill overlay should be
used as a substitute.
Below are the errata and frequently asked questions for the Tide
of Iron board game.
In the “Stavelot Express” scenario (page 12), German division 2
should receive 12 Elite Infantry and 4 Regular Infantry, not 16
Elite Infantry.
FREQUENTLY ASKED QUESTIONS
Q: Can disrupted units spot for mortars and artillery attacks?
A: Yes.
Q: If my squad is pinned but there is an officer present in the
hex, does the squad contribute full or half firepower when
defending against an assault?
A: Full firepower.
ERRATA
Q: When a unit assaults from razor wire, does it attack with half
firepower or full firepower?
A: Half firepower.
Rulebook
On page 3, the Component List states that there are 28 map
overlay pieces included with the game. The correct number of
map overlay pieces in the original printing of the game is 23.
The newest printing of the game has an additional hill overlay,
for a total of 24 pieces.
Q: Razor wire can be destroyed with an area attack that causes
three or more successes. Does this have to be a normal attack,
and can the hits be cumulative, or must they occur all at once?
A: Razor wire may be destroyed by either a suppressive or
normal attack causing three or more hits, but the hits must all
occur at once (that is, they must be from a single area attack).
On page 11, the first line underneath the “Prepare Op Fire”
subhead (“After resolving the attack, the active unit is fatigued”)
should be above the “Prepare Op Fire” subhead, instead.
Q: How does a flamethrower squad’s Flaming Death ability
work when the squad is adjacent to an enemy unit and it
combines fire with other friendly units that are at normal range?
A: The flamethrower squad may still use its Flaming Death
ability. It gains a +2 firepower bonus and the target unit receives
-5 cover. The attack against the adjacent unit is still considered
to be at normal range, with attack dice scoring successes on
results of “5” and “6.”
In example A on page 31, the example should state that the
American squad fires at normal range, not long range, since
the American squad is at a higher elevation than the target. The
attacker will score hits on die results of 5 or 6, not just 6.
On page 32, the second bullet under the “Opportunity Fire”
subhead states that “entering or exiting an entrenchment” does
not trigger Op Fire. This is incorrect: Entering a fortification
(including entrenchments) does not trigger enemy Op Fire, but
exiting a fortification does. The rules for entrenchments on page
46 are correct.
Q: What happens if a unit assaults a hex that contains both
concealed and revealed squads?
A: The concealed enemy squads may choose to become revealed
and participate in the battle. If they choose not to become
revealed, they may not participate in the battle (that is, they
may not add firepower, defense dice, or take casualties). If the
attacker wins the assault, any concealed squads immediately
become revealed and must retreat to an adjacent hex as normal.
In step C of the example on page 42, the terms “red” and
“black” are reversed. As explained in the main rules on page
43, players should use the black die to determine whether drift
occurs and by how much, and the red die to determine the
direction of the drift.
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FAQ A n d E r r A t A
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Q: I noticed that the attacker does not gain any cover bonus
from terrain during assault attacks. Can squads with a Medic
specialization use the “Bandage” ability during assault attacks?
A: Defending squads with a Medic specialization may use the
“Bandage” ability. Attacking squads with a Medic specialization
may not use the “Bandage” ability.
Rulebook
The following rules changes should be made for equipment:
gain +1 cover. Equipment units do not gain any cover from
pillboxes in the same hex.
Squads that are in an entrenchment (but not a pillbox)
Equipment units in the same hex as at least 1 entrenchment
Q: When the scenario requires units to control a pillbox or
entrenchment, do they have to control the actual fortification
itself (i.e. they must have a squad inside the pillbox or entrench-
ment) or just the hex?
A: Just the hex.
may be
used to activate equipment in the same hex.
Scenario Guide
In the “Hellfire Pass” scenario, all reinforcing Matilda tanks
belong to British division 1, and all Crusader tanks belong to divi-
sion 2. All reinforcing British infantry during status phase 2 belong
to division 2, and during status phase 3 belong to division 1.
Q: If a squad successfully assaults a hex with a pillbox or
entrenchment, can they move into the fortification when they
move into the hex?
A: No.
The following changes should be made to the “Rescue Mission”
scenario:
Q: What happens if I do not have enough units of a given type
when I am receiving reinforcements?
A: Whenever you receive reinforcements, you may substitute
regular infantry for any other infantry figure (or 2 regular figures
for a double based unit).
should be a double empty hex overlay, and should also cover the
hex directly to the south of it.
German Division 2 should only have 3 squad bases (not 4).
The empty hex overlay between map boards 15A and 17B
objective marker is present.
DAYS OF THE FOX FAQ
German units may not fire at the American squad while the
Q: Are entrenchments and/or pillboxes considered terrain for the
purpose of placing concealed squads?
A: Yes, entrenchments and pillboxes are considered cover for
the purposes of concealed squads.
Q: Can vehicle reinforcements be placed in a hex containing 2
heavily damaged vehicles? If not, can vehicle reinforcements
move through this hex?
A: If there are 2 vehicles in a setup hex, then no more vehicles
may be placed in that hex. When placing reinforcements, they
are simply placed on the board, and may not actually move from
off board.
Q: If a shared strategy deck is available in the scenario, may
both players choose to draw from it on their initial setup card
draw, and if so, in which order?
A: Players may draw from a shared strategy deck at the start of a
scenario. The player with initiative should draw his cards first.
Q: Can anti-tank guns set up or move into entrenchments and/
or pillboxes?
A: Anti-tank guns are vehicles and therefore may never be in a
building, pillbox or entrenchment.
Q: The rulebook states that a pinned, disrupted, or fatigued
squad cannot operate equipment. Does this include pinned
squads that have an officer in the same hex?
A: No. A pinned squad may be used to operate equipment (at
half firepower) if an officer is present in the hex.
Q: If a concealed squad is used to operate an anti-tank gun, is it
revealed or does stay in hidden ?
A: The concealed squad would stay hidden.
Q: Can a squad with the Alpha unit specialization use its
“Experience” ability when participating in a combined attack ?
A: No. Units with this specialization only upgrade when making
an attack alone.
DAYS OF THE FOX ERRATA
Q: In the “Hellfire Pass” scenario, can the British tanks only set
up on the full road hex directly bordering the edge of the board?
A: No. The British tanks can set up (and reinforce) on any
orange shaded road hex (even one not adjacent to the board
edge).
Strategy Cards
The “Sweat it Out” Strategy card should read “action phase”
instead of “command phase.”
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FAQ A n d E r r A t A
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NORMANDY CAMPAIGN ERRATA
The icons for the British infantry units on the reference sheets
are misprinted and should have the infantry icon instead of the
vehicle icon.
The Campaign Scoring on the reference sheets reflects an earlier
version that only scores the Americans. Please use the Campaign
Scoring found on page 3 of the Campaign Rules.
The Armor values of the StuG III and the Jagdpanzer IV should
both be 4 instead of 5.
The map in the scenario “Breakout Through St. Lo” has
incorrect map board numbers. Please use the rectified map to the
right that shows the corrections to the mislabeled sections.
The “Charges” example on pg.6 and 7 of the rulebook is
incorrect. “ However, an American squad containing an officer
on Op Fire is in line of sight of the charge. James fatigues
this squad to detonate the charge and damage the assaulting
squad.” should be changed to “However, a fresh American
squad containing an officer is in line of sight of the charge. On
his turn, James fatigues this squad to detonate the charge and
damage the assaulting squad.”
When detonating a charge, all charges in the targeted hex
will detonate. In this way, you can use one squad to detonate
multiple charges with one activation.
The setup for the Germans in the “Hide and Seek” scenario
should include anywhere on mapboards 22B and 25B.
In the “Bloody Omaha” campaign scenario, the minefield
between map boards 5B and 22A should be ignored.
NORMANDY CAMPAIGN FAQ
Q: Can 29th squads without a specialization token transfer
figures to or from non-29th squads?
A: No.
Q: Can 29th squads with only a campaign specialization trans-
fer figures to or from another squad?
A: No, treat the campaign specialization as a normal
specialization
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FAQ A n d E r r A t A
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Totensonntag: The following command points are missing from
the map: 2x Orange 1’s, 1x Orange 2, 1x Blue 2, and 1x Grey 4
(see below).
DESIGNER SERIES ERRATA
Each of the scenarios listed below should be revised as follows:
Rat Patrol: British division 2 should have 1 less squad base. In
addition, the British players decide which specializations they
will not use.
Twin Villages: The following command points are missing from
the map: 1x Green 3, 1x Grey 1, 1x Grey 2, and 1x Blue 1
(see below).
Night Drop: The Stream is Shallow .
New Mission: The Stream is Deep .
Neck of the Gap: All four grey bordered hexes should also be
German Reinforcement Hexes.
So Near and Yet So Far: The victory conditions should read:
At the end of Round 9, the Germans win if they control any
building hex, or if they have destroyed eight or more American
squads. Otherwise, the Americans win.
In addition, the following command points are missing from the
map: 3x Green 1’s, 2x Blue 2’s, 2x Blue 1’s, and 1x Blue 3
(see below).
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I n t r o d u c t I o n
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