From: tankumuch@aol.com (Tankumuch) Subject: Re: AH's Guerilla - Errata? In article , gnichols@umich.edu (G. Nichols) writes: >Does anyone have some errata for AH's Guerilla? In particular, the Armor >Column card seems useless as it is phrased. What rebel unit wouldn't >decline combat with it? Thanks. Greg The following is a direct quote from the article on the game "Guerilla" written by Neal Schlaffer and Don Greenwood from Avalon Hill "General" magazine Vol.29 no. 3 page 58 : At eight strength points, they are the strongest cards in the deck. However, as might be expected in a game about guerilla warfare,they can be difficult to employ against the enemy. Armor is limited to Government usage. As elite units, they never change factions. To reflect their limited role, however, they may not combine with other units into larger groups and may attack only those Rebel units who choose to stand and oppose them. You might ask what good are they if the Rebels can simply elect to avoid their attacks? There comes a time when even guerillas will stand and fight for an objective. In this game, it's to defend a captured complex or maintain a supply cut against an isolated government group because not to do so is to return those resourses to the Government. Having backed the Rebels into a corner, the Armor Column can be quite effective since it's allowed to repeatedly attack each unit in an enemy group seperately until defeated or the rebel group is eliminated or retreats. The Armor Column stands a decent chance of defeating even the strongest rebel Complex or blocking force. It is most effective when combined with an Air Assault preventing Rebel retreat. Under those circumstances, the armor can have a field day with the "crunchies" (that's infantry to you, foot sloggers). If you happen to hold the Port so that you can replace your Armor losses, defeat is trivial. The downside (isn't there always one) is that it cannot use Ambushes except on defense and as a one-unit group it makes a rather juicy target. Hope this helps.