RTT'42 Campaign: Calendar Day 18 NOV 1942 - End of Day
Posted: Sun Mar 16, 2014 4:04 pm
Calendar Day 18 NOV 1942
Command Turn
All,
Before we begin the next Calendar Day, please make note of the Errata to the rules that Cavehobbit and I decided as a result of the conduct of Calendar Day 17 NOV:
Issue 1 - " Airborne and amphibious assaults, are there any limitation to where they can land?"
1st Rules Clarification - The Rules state, "NOTE: Airborne Assaults occur at the end of the Operational Movement Phase, but are launched in this phase."
"This Phase" in context is the Air and Artillery Orders Phase. What this means is that Airborne and Amphibious Assaults are placed in the Air and Artillery Orders Phase, but do not actually move until the end of Movement Phase. In other words, they move last. The non-Airborne side has a chance to react in the movement phase knowing the location of the Airborne Assault. If airborne or amphibious assaults are attacked the battles are always an ASD.
2nd Rules Clarification - An air drop may not be made into city hexes, into a hex occupied by or in the ZOC of an enemy unit, or into either swamp or rugged crest terrain.
A commando unit may conduct an Amphibious Assault in any coastal (partial sea) hex on the map, provided it is not occupied by an enemy unit. Note that amphibious landings may be made in an enemy ZOC.
1st Errata – New rule: “When the Movement Phase is over, for each Amphibious or Airborne Assault which has occurred the Allied player rolls a 1d6. On a roll of 1-3, the landing itself uses all of the unit's movement for that turn. On a roll of 4-6 the unit uses only half of its movement and may then expend 6 movement points *after any battles they are involved in, if they are the victor*. However, if an amphibious landing was made in an enemy ZOC hex, the commandoes may not move regardless of the die roll.
2nd Errata- The rules state: "Allied Commando Amphibious landings Attack vs Fortified Defense (AFD) if the hex is occupied and the Defender received no move order. They are played as AFD or ASD, depending whether the defending German BG issued a move order or not. For beach landings, all 8 VP flags start in Axis hands." This is cancelled. This applies to D-Day style landings in GJS, but not to the commando type Raids in the Tunisian Theater.
The new rule is: "If attacked after an Amphibious Assault, a Commando unit will be the defender in an ASD; however he will only deploy within 20 squares of the coastline, and begins with 2 flags.”
Issue 2 - " Only One air unit can either interdict or provide ground support, per side, in any hex. If a hex is under interdiction by a side and a battle occurs there, does that air unit support that battle?”
3rd Errata - The Rules do not address this. Interdiction is, practically speaking, an air unit bombing and strafing a hex in order to deny use of the road and inhibit movement. That is why road movement cannot be used in a hex under interdiction and there is an extra movement point cost, based upon the Air Unit’s Interdiction rating, to exit a hex under enemy interdiction. Based upon that, in a battle in a hex under interdiction by an air unit, that air unit should have some practical effect on that battle.
Therefore the rules are changed to state: If a battle occurs in a hex under interdiction by an air unit, that air unit may support that battle in a Ground Support role at a 50% Refresh rate penalty (GM Note: because the Air unit is doing other things too besides supporting that combat). So if a battle takes place in a hex under interdiction, that air unit, if it normally had a refresh of 5 turns, would be available, but at a refresh rate of 8 turns (5 + [5 x .5] = 7.5 rounded up to 8 ).
Issue 3 - " The Scouts seem too strong for all sides. Can we address this?”
4th Errata – Yes. The Slitherine Squads values have been changed accordingly for all sides’ Scouts. They now have Range of 2 (not 3), a HE of 40 (not 70) and no AP value or satchels.
Issue 4 - " How do we tell BN and BG leaders apart for casualty purposes in a Battle? How do we handle casualties to units which appeared as Veteran, based upon their percentage chance of appearing that way for the first time (in the Global Units Sheet in the Master OOB Workbook). What about other units that are promoted to veteran in Battle?”
5th Errata – The rules will be altered:
• All BN leaders appear on map with no promotion. They cannot be promoted. All BG (KG) leaders will appear on Map as Veterans. After 6 Victories without leader casualty, a BG (KG) leader is promoted to Elite. If the leader subsequently dies, he is reduced to Veteran status and the process begins again.
• No accrued promotions are possible for Units due to battle. Before *each* battle GM will roll a percentage chance for all starting units (per the Global Units Sheet) to see if each unit begins the battle as veteran. Note that in battles with reinforcing units (units not appearing at start) this is not possible and will not be done.
Coming Next: Airbases and Supply Phase - Axis Assignments have been submitted to the Allied Commander.
Command Turn
All,
Before we begin the next Calendar Day, please make note of the Errata to the rules that Cavehobbit and I decided as a result of the conduct of Calendar Day 17 NOV:
Issue 1 - " Airborne and amphibious assaults, are there any limitation to where they can land?"
1st Rules Clarification - The Rules state, "NOTE: Airborne Assaults occur at the end of the Operational Movement Phase, but are launched in this phase."
"This Phase" in context is the Air and Artillery Orders Phase. What this means is that Airborne and Amphibious Assaults are placed in the Air and Artillery Orders Phase, but do not actually move until the end of Movement Phase. In other words, they move last. The non-Airborne side has a chance to react in the movement phase knowing the location of the Airborne Assault. If airborne or amphibious assaults are attacked the battles are always an ASD.
2nd Rules Clarification - An air drop may not be made into city hexes, into a hex occupied by or in the ZOC of an enemy unit, or into either swamp or rugged crest terrain.
A commando unit may conduct an Amphibious Assault in any coastal (partial sea) hex on the map, provided it is not occupied by an enemy unit. Note that amphibious landings may be made in an enemy ZOC.
1st Errata – New rule: “When the Movement Phase is over, for each Amphibious or Airborne Assault which has occurred the Allied player rolls a 1d6. On a roll of 1-3, the landing itself uses all of the unit's movement for that turn. On a roll of 4-6 the unit uses only half of its movement and may then expend 6 movement points *after any battles they are involved in, if they are the victor*. However, if an amphibious landing was made in an enemy ZOC hex, the commandoes may not move regardless of the die roll.
2nd Errata- The rules state: "Allied Commando Amphibious landings Attack vs Fortified Defense (AFD) if the hex is occupied and the Defender received no move order. They are played as AFD or ASD, depending whether the defending German BG issued a move order or not. For beach landings, all 8 VP flags start in Axis hands." This is cancelled. This applies to D-Day style landings in GJS, but not to the commando type Raids in the Tunisian Theater.
The new rule is: "If attacked after an Amphibious Assault, a Commando unit will be the defender in an ASD; however he will only deploy within 20 squares of the coastline, and begins with 2 flags.”
Issue 2 - " Only One air unit can either interdict or provide ground support, per side, in any hex. If a hex is under interdiction by a side and a battle occurs there, does that air unit support that battle?”
3rd Errata - The Rules do not address this. Interdiction is, practically speaking, an air unit bombing and strafing a hex in order to deny use of the road and inhibit movement. That is why road movement cannot be used in a hex under interdiction and there is an extra movement point cost, based upon the Air Unit’s Interdiction rating, to exit a hex under enemy interdiction. Based upon that, in a battle in a hex under interdiction by an air unit, that air unit should have some practical effect on that battle.
Therefore the rules are changed to state: If a battle occurs in a hex under interdiction by an air unit, that air unit may support that battle in a Ground Support role at a 50% Refresh rate penalty (GM Note: because the Air unit is doing other things too besides supporting that combat). So if a battle takes place in a hex under interdiction, that air unit, if it normally had a refresh of 5 turns, would be available, but at a refresh rate of 8 turns (5 + [5 x .5] = 7.5 rounded up to 8 ).
Issue 3 - " The Scouts seem too strong for all sides. Can we address this?”
4th Errata – Yes. The Slitherine Squads values have been changed accordingly for all sides’ Scouts. They now have Range of 2 (not 3), a HE of 40 (not 70) and no AP value or satchels.
Issue 4 - " How do we tell BN and BG leaders apart for casualty purposes in a Battle? How do we handle casualties to units which appeared as Veteran, based upon their percentage chance of appearing that way for the first time (in the Global Units Sheet in the Master OOB Workbook). What about other units that are promoted to veteran in Battle?”
5th Errata – The rules will be altered:
• All BN leaders appear on map with no promotion. They cannot be promoted. All BG (KG) leaders will appear on Map as Veterans. After 6 Victories without leader casualty, a BG (KG) leader is promoted to Elite. If the leader subsequently dies, he is reduced to Veteran status and the process begins again.
• No accrued promotions are possible for Units due to battle. Before *each* battle GM will roll a percentage chance for all starting units (per the Global Units Sheet) to see if each unit begins the battle as veteran. Note that in battles with reinforcing units (units not appearing at start) this is not possible and will not be done.
Coming Next: Airbases and Supply Phase - Axis Assignments have been submitted to the Allied Commander.












