From: Jonathan Gingerich Subject: Fury on Champlain Errata FURY ON CHAMPLAIN Preliminary Errata (10/26/96) Box-back Historical Sketch line 8 "is to clear the _Americans_ from Lake Champlain..." not "clear the British". Game Credits on page one of the Rules should include Playtesters: Lou Coatney, Judy Farewell, Len Harner. Rules 3.22 "...If the wind is southerly, all well and good. If the wind is blowing FROM the South, however..." The intest of the rule is to make it difficult to sail DIRECTLY into the wind... Once can sail in a direction perpendicular to the wind, by the well known practice of tacking, if necessary. 4.1 Naval Combat Clarification: Hits are inflicted on adjacent ships by (1) rolling one die, (2) adding the bonus of any leader on the firing ship, (3) adding or subtracting any other modifications listed under the Naval Combat Results Table and (4) cross-referencing the modified die roll with the number of guns (factors) firing on that Table. The Naval Combat Results Table is located in the southwest corner of the map sheet. 4.10 Table headings Roll on Column / If Repair Occurs 6.2 Combat Procedure The combat die roll may be modified by adding any one attacking leader's leadership bonus, subtracting any one defending leader's bonus and correcting for defender's improved position (if any) effects. Disregard the words "of defenders terrain" after "odds column" in rule 6.2. Map sheet Mooers Forks and West Chazy are both Villages for game purposes. The streams west of Beekmantown lead to lowlands which are subsequently drained by means not shown on the map. The _Lake Transit Box_ referred to in Rule 5.6 has been inadvertently left off the map. A slip of paper placed midway between Burlington and Port Kent on the map serves the purpose very well. The American Leader Mooers' name has been incorrectly spelled "Morris" in the leader circle at the bottom of the map. Land Combat Table: There are errors on the combat table on the map. A corrected table is enclosed. Combat Odds less than 1:3 means any amount less than exactly 1:3. Odds of 5:1 are given on the corrected table. Any attack at 6:1 or greater has as its result "all defenders eliminated/no attackers eliminated", the traditional DE. The attacker may advance after combat. 1-3 1-2 1-1 2-1 3-1 4-1 5-1 -1 6/0 5/0 4/0 3/0 2/0 2/1 1/0 0 5/0 5/1 4/1 3/1 2/1 3/3 2/2 1 5/1 4/1 3/1 2/1 3/3 2/1 1/1 2 4/1 3/1 2/1 3/3 2/2 1/1 1/2 3 3/1 2/1 3/3 2/2 1/1 1/2 1/3 4 2/1 1/1 2/2 1/1 1/2 1/3 1/4 5 1/1 2/2 1/1 1/2 1/3 1/4 1/5 6 2/2 1/2 1/2 1/3 1/4 1/5 1/6 7 1/2 1/2 0/1 0/2 0/3 0/4 0/5 8 1/2 0/1 0/2 0/3 0/4 0/5 0/6 Errata (11/3/96) Unit Placement The Isle-aux-Noix garrison unit sets up in Isle-aux-Noix (Hex 1212) at the start. Counters The number of fortifications, blown bridges and roadblocks are limited by counter mix. The number of breakdown counters is intended to be limiting. There are two Canadian light infantry regiments, both 6-5's. The Chasseurs are labeled Chas. The other 6-5 represents the Voltigeurs regiment. The Chass unit breaks down using the "Chass" counters, including the 2-6 Chass Dragoons. The Voltigeurs use the "Volt" breakdown counters. The 2-4 Volt counter should be 2-5. The Izard's 2-3 unit (near the anchor marker in the counter sheet) should be an artillery unit. Map Sheet Lake Sailing Directions The bay at Port Kent is entered by sailing west. The area containing Valcour Island is entered sailing north from anywhere in the area containing Providence Island. Cumberland Bay is entered by sailing north from Valcour area. Treadwell Bay may be entered by sailing west _or_ north from the larger adjacent lake area. The smaller lake area adjacent to North Hero and south Hero Islands and adjacent to Treadwell Bay contains the straits called "The Gut". One sails westward to enter Treadwell Bay from The Gut. Sail northward to enter The Gut from the area that includes hex 3710. To enter The Gut from the vicinity of Hex 3108 or 3308, sail south. To enter The Gut from the vicinity 3407 or environs, one in fact sails southwest. Allow passage either from the north or the east (sailing west or south). The same is true of Keeler Bay; enter from the north or east. Obviously, sail the opposite way to exit an area. The entry hex "_E_" is actually in the village hex 5718. Draw an arrow indicating this. Map scale is approximately 1 statue mile to the hex. Rules 1.3 Counter Values The Combat Modifier is sometimes referred to in the rules and below as the leader bonus or leader value. When the rules refer to a die roll "less than a leader stacked [with fleet or ship]", they mean less than the combat modifier. 3. Lake Movement General Clarification of use of the word "fleet". _A fleet_ consists of all ships that last sailed together, or those that are sailing together in the player's Naval phases. 3.2.2 See wind rule correction in preliminary errata. 3.4 The number of ships at anchor is not intended to be limited by the number of "anchored" markers in the counter mix. Ships moving into an area where there are friendly ships at anchor do NOT become automatically anchored. 3.5 The intercepted phasing ships stop movement in the area in which they were intercepted. 3.6 Retreating ships may not move to the area from which the enemy ships just moved or to an area in which there are other armed enemy vessels. If there is no available area of retreat, no ships may retreat. Ships not retreating at the first opportunity may not later retreat in that phase. 4. Lake Combat General: The purpose of the combat line is to show which ships may fire on one another. In the rare case where a fleet of two transports and one "escort" is engaged by two or more enemy ships, the transports may stack in the space behind the escort (rule 4.5). 4.1.2 Armed ships can not be placed in reserve if there are unopposed armed enemy ships in the line. A ship must fire at the enemy ship _opposite_ in line. If the ship opposite is sunk or strikes, then a friendly ship may fire on an enemy ship in an _adjacent_ place in line. If there are no adjacent ships either, then if may fire on the nearest enemy ship. More than one ship may target one enemy ship. All ships firing at the same target must be declared before rolling, however. Results are determined one ship at a time. Target may not be changed even if the target is removed. 4.7 Fleets must have closed in order for either side to grapple. Only one ship may grapple any ship. If its fleet retreats, a grappled ship must surrender. 4.8 Turing an un-anchored ship requires one round firing at -2 and one round receiving fire at +2. Note that all the fleet suffers a -2 DR the round the fleet goes to hasty anchor. Hasty anchor at a distance may be done only in rounds the fleets are distanced. 4.12 Batteries on Crab island or Isle-aux-Noix have 1 and 4 gun hits respectively. The Isle-aux-Noix unit is a stand-alone battery and requires no land unit to man it. The Crab Island battery does require a unit. The American player would do well to ferry the sick to Crab Island if he anticipates using the battery there. These are major changes to Rule 4.12. 5. Land Movement 5.1.1 Roadblocks: A unit leaving a roadblock after building it may not leave the roadblock at the road rate. 5.1.4 The Fort: Units attempting to complete the fort must remain there for the entire turn, as must the supply unit. A die roll of "6 or greater" is required to complete the fort; this was abbreviated to "6", as were similar obvious die roll limits elsewhere in the rules. 5.2 Only units with a non-zero combat factor exert a zone of control. 5.4 Stacks consisting only of decoys may be deployed and moved. A decoy may be used as the top unit on a stack of real units. Decoys do not exert a zone of control. Opponents may examine stacks only as allowed by the rules on spies, or as otherwise agreed. 5.5 Engineers, marines, sick and convalescents count as infantry when transported. Ships may be paired up to transport artillery. If one such ship is sunk or captured, the artillery unit is lost, however. 5.7 Units ferrying may not embark or debark in woods, swamp, rough or ZOC. The rules do _not_ prohibit ferrying activity in areas in which there are enemy ships. 6. Land Combat 6.3 Retreats - Any unit forced to retreat into an enemy ZOC is eliminated. The presence of a friendly unit in the retreat hex nullifies the ZOC for the purpose of applying this rule. if the intervening friendly unit subsequently retreats, the first-retreating unit is then eliminated. 6.5 Unit breakdown - For the purpose of applying this rule, a one-step loss is equivalent to one battalion. The British player may replace a reduced regiment and one appropriate battalion with the complete, unreduced regiment. Terrain Effects - Combat terrain effects are unchanged if a unit is on a path, trail, or road. 7. Supply The supply rules do not apply to the Canadian Indian unit. 8. Command Control The control rules do not apply to units which do not have a brigade designation. The rules do not apply, for example, to Supply units or the Indian unit. 9. Militia 9.1 There are many circumstances in which the American militia units will either retreat or be disbanded. In later turns of the game, however, stacked with regular units and/or a leader, they have good chances of staying to fight. The Militia Unreliability Table lists several positive die roll modifiers (DRM) that may apply. For the purpose of applying the DRM, the Americans have won a naval victory if there has been a naval battle and the result was that the Americans emerged with a clear 2;1 superiority as in rule 12.1.1. Note that a unit may be adjacent to a militia without having a ZOC on it; ZOC's do not extend across major rivers, for example. 9.1.1 If the Aiken's militia unit ever disbands, it is returned to West Chazy. If the village is enemy occupied, it is placed in the closest hex south of West Chazy not in enemy ZOC. 10. Prevost's Incompetence 10.1 Attacks across the river are prohibited by this rule. Any British unit south of the river may attack freely. The American player should plan to prevent British units from crossing, because the rule and the river are of considerable defensive value to him. 10.2 To remain consistent with the intention of Rule 10, (1) no more than one outpost unit may stack in a hex at the end of any phase and (2) outposts may never attack. 11. Victory Conditions 11.1 The British win by controlling all _four_ Plattsburgh hexes (not three). 12. Prevost... 12.1 Under the 12.1 Option, the restrictions on the British/Canadian forces entering Vermont are also lifted. 12.1.1 When determining the winner under any rules options, the count of guns and ships at the _end of the game_ determines whether the British have won a Naval Victory. The outcome of an early lake battle may be altered by Repairs (Rule 4.10) or Weather (Rule 3.3), for example. 12.2 Izard's Brigade may temporarily over-stack in the entry locations until the end of their first movement phase.