From: Aforandy@aol.com Subject: Previous Hannibal errata cleaned up a little 28nd July 96 HANNIBAL Errata & Clarifications. Introduction: The following are unofficial TAHGC _answers_ to questions. The questions can [nearly] always be worked out so I didn't include them, there are five pages here anyway. Please send rules queries etc. to aforandy@aol.com. Balance: Some experienced players feel that Hannibal is too weak, and there is an overall imbalance that favours Rome. Various balance suggestions have been mooted: EITHER 1. Allow Hannibal to return after displacement in the manner of other generals. [optional: when Hannibal is replaced remove 10 Carthaginian PCs]. OR 2. Allow any CUs with Hannibal a minus one modifier for any & all rolls on the attrition table. OR 3. Hannibal's special ability changes to the following:- Before any battle involving Hannibal, remove one Reseve card from the deck and give it to the Cathaginian player as an EXTRA card BEFORE dealing battle cards in the normal manner. Errata The siege train is not lost in a Avoid Battle or Withdrawal. Battle casualties use the attrition table, but are not attrition. It is possible for both commanding Generals to be displaced during a battle. Generals moving without CUs may be intercepted and may attempt to avoid battle. "Counter" cards may contain language that allows their play as regular plays of strategy cards. For instance, the hostile tribes card refers to "occupying or entering" - thereby allowing its use as a normal strategy play. A General may command, withdraw and/or retreat with more than 10 CUs, but may only move or intercept with 10. Sea movement is no exception to the ability of a General to avoid battle by returning to the prior space (of course, this may require additional risk of naval combat, etc.). At the end of all movement, siege and combat, an activated General may subordinate himself to a subordinate in the same space (and must do so if ending movement with a consul). Yes, the hindrance to the "younger" Consul is intentional (rule 14.3). Carthage declares desired movement order first, then the Roman declares an override with a campaign if so desired. Yes, Hanno and Fabius may move by sea port to port within their restricted movement areas. Truce cannot be broken by an event card which moves an army. Hostile tribes may be played versus a moving army, stationary army or stationary CUs. Charming Italy does not allow conversion in spaces when overrunning or when the Roman avoids battle. Events cannot be played as events unless the conditions pertain. Therefore, no "no event" play of an event can break a Truce. A proconsul must be designated during the reinforcement phase. Hanno's ability applies to activated movement, not to locations after interception. An activated General may subordinate himself to another General at the end of movement, siege and combat resolution (i.e. the last thing that happens with that activated General). Mago could not yield command mid-movement. However, Mago could end movement and leave Hasdrubal in command of the army, all of which would be done for the round. Marcellus and Scipio Africanus' special abilities are for sieges, not subjugations. Yes, if the enemy has avoided battle, the activated army may end movement and proceed to siege or subjugation without attempting to pursue. Nero's ability may be combined with sea movement. The Native Guides modifier is cumulative with other attrition modifiers and may be used for more than one mountain crossing. No event may be played as a "no event" - the events conditions must be applicable for the card to be played as an event. Also, the truce may only be broken by an event that does not movement an army. CUs from event cards may not be placed in besieged cities. Allied auxiliaries may only be played as an event if the province is held and an eligible General exists. Consular armies need not be rebuilt to five CUs. Of course, armies under five CUs will no longer be consular during the next consular placement subphase of the reinforcement phase. Scipio Africanus arrives and is placed at the same time as the other Roman CUs are placed - prior to the selection of new consuls. All of the Carthaginian Elephants need not be charged - but I don't see any risk, so why hold any back? The elephant fright effect is that listed on the card, not in the strategy card list [this is correct]. Hannibal Charms Italy is effective upon entering a new space, or expending a movement point in the initial location (which in itself cannot be 'intercepted'). The presence of an enemy CU or army whether or not it is overrun or avoids battle negates the conversion, unless another movement point is expended without moving. Mercenaries desert affects only armies not on or in friendly walled city spaces. It matters not whether the army is inside or outside the city, it is immune. Bad weather must be played prior to any die roll that involves attrition, interception or avoidance of battle after the second movement point. Once such a die roll has been allowed, the bad weather card may not be played. Ally deserts may be played during a battle after cards have been played - and allows a draw from the unseen portion of an enemy hand. If the attacker runs out of cards, the Retreat table die roll is made without modification, no matter what was the last matched card. The sequence of declarations in a battle is as follows: 1 Change of command die roll 2 Attacker declares battle-related cards openly. 3 Defender declares battle-related cards openly. 4 Elephant charge declaration and die roll, unless elephant fright is played in response. 5 Deal BCs, display cards revealed by spy, begin battle. Yes, the moving force may combine with and save the CU, but only if it stands and fights (if the active General returns one space, the CU is overrun by the intercepting force). Leader may be intercepted, but no he is not displaced prior to joining the friendly forces for the battle (except when friendlies are under siege). Units not activated by the OC cannot avoid battle - if an intercepting force moves into the space a battle must be fought by at least the inactive forces. A retiring active General may not combine with and pull out the inactive forces. An activated General may move with 10 CUs. An intercepting General may intercept with 10. Otherwise, a General may do battle, withdraw and/or retreat with more than 10 CUs. The inactive force in the port may not retire. However, in the event of losing the battle, any residual force that started in the port (did not land with the active General), may retreat per normal rules. Only an active General and his forces may retire from the battle that the intercepting force is trying to cause. Interception does not give an inactive force mobility. As above answered, the inactive force would have to fight. After resolving losses for the entire army (including battle casualties and retreat table for the whole force, including the port landing force), then the retreats are conducted according to the rules (in which the landing force dies if forced to retreat), but the inactive force retreats on its own. The active General is in command, so he may not withdraw, and the inactive forces must fight it out with him, but have the advantage of perhaps surviving to retreat. Once the battle is engaged, assuming the inactive force is not under siege, then the moving players two forces are combined under the command of the active General (unless a Consul must succeed the Proconsul). Therefore, their withdrawal and/or retreat fate is the same and the exact identity of which CUs are lost does not matter. All restrictions apply to the active General's situation. In the case of an intercepting force combining with a friendly force, the entire force is restricted to withdrawing to the intercepting force's origin. If attrition removes a General's only CU, the General may continue moving, retiring before battle, etc. but would be displaced if unable to get out of space in which an intercepting force entered. Yes, the Carthaginian may retire before battle. The force undergoes a second naval combat roll. If "returned" the force must stay in the port and fight the battle. They have been trapped by the Roman fleet - a la Yorktown. The 20 card limit is for the initial deal after all upfront cards have been played. No CU may voluntarily fight in more than one battle during the course of a campaign. However, if the enemy is dumb enough to intercept the second army such that a battle takes place in the same place as an army that has already fought, all CUs in the space may fight. Retreats are not moves, however, once CUs have fought, they may not again be moved by a second General. No, retiring from interception is not a move, but the end of a move. However, any CUs that were so intercepted, must count the interception space as part of their 4 movement points during the campaign, before determining if they have points left for movement by a second General. No, once a force (CUs and/or General) have participated in siege/subjugation or battle, it may not move again. No, only Mago as the commander gets the special ability. No, Retreat does not equal Withdraw does not equal Avoid Battle. Avoid battle is not restricted by the prior expenditure of movement points. Correct - if the rule doesn't prohibit, do it. I have already made it clear that you may retire from interception back across a mountain pass, which is quite different from restrictions on retreats, etc. CUs decide anew each time a force enters the walled city space. If they are outside, then normal rules are then followed for the conflict. No, besieged CUs do not cause additional losses in a retreat. Correct, only the moving army can do the overrun and must have 5+ CUs. ERRATA for rule 10: When avoiding battle, an army may only enter a space with an enemy CU if it can overrun it. The garrison must have a general to sortie (or be met by a relieving general). The garrison expends no movement points to accomplish the overrun. The "return" is simply a prohibited naval move. The Carthaginian force never gets out of the embarkation (or in this case, the avoid battle space) port. IF AND ONLY IF ALL FRIENDLY PORTS IN SPAIN AND ITALY ARE COVERED BY ENEMY CUs, Africanus arrives in Italy on a friendly PC with no enemy CUs. And, since I know you are going to eventually ask this most improbable of occurrences: what if there are none? He may arrive INSIDE an unbesieged Rome up to Rome's stacking limits or otherwise does not arrive at all. Yes, the militia are present in Latium even without leaders. If a battle is fought, the General is done and may not also attempt siege. Think of the sequence as Move, Siege, Battle. Therefore, any move that caused a battle would prevent a siege attempt. Errata for rule 10: When avoiding battle, an army may only enter a space with an enemy CU if the army can overrun it. You must spend no more than 2 movement points after the play of Bad Weather and therefore may not be able to complete a mountain crossing -- it is aborted . CUs without a leader gain the initiative by matching the attacker's DE. Any General left without CUs due to the attrition die roll of a Storm at Sea is thereby displaced. A General may move without CUs and get the stated -1 DRM. Flaminius' pursuit die roll special ability may be used to prevent withdrawal from a battle. A prevented withdrawal or failed withdrawal attempt are not a round for determining battle casualties (just count the cards played by the winner). You may overrun an enemy CU when avoiding battle, but not when withdrawing. Restrictions on withdrawals and retreats are deliberately different. You may attempt to withdraw from the very start of the battle, even prior to playing a round of BCs. The 3 pt. Forced March may move one General twice by sea, but, still, no more than 5 CUs may accompany either voyage. CUs reinforcements must be placed prior to Displaced Generals. The Roman player must designate a Proconsul. Q1. Does a General moving alone, or with just one CU, get a -1 modifier on the Naval Combat Table? A1.Yes, a GENERAL with one CU gets the -1 for naval combat. Q2. Does Native Guides event affect - all - Mountain Passes crossed? A2.Native guides affect any crossing during that move by the -3 plus the normal modifiers for the crossing(s). Q3. Intercept/Overrun: If the moving army attempts to overrun a CU and is intercepted in that space, is the CU overrun, if:- 1. the Interception is refused? 2. if battle is accepted? A3. Interceptions put the non-moving player's army in the space just prior to arrival of the moving army (and therefore the CU is added to that non-moving army). Then, the moving player has the option of returning to the originating space or staying and fighting all of the forces against him in the destination space. Either way, the CU is not overrun. Q4. If the moving army gives battle to a besieging force after moving by sea, and is entirely eliminated due to losing the battle, do friendly CUs present inside the Walled city that took part in the battle have to roll on the attrition/retreat tables? Can CUs lost in the opposed landing be counted as satisfying any losses called for on these tables? A4. Similarly, when an army goes to relieve a besieged army in the city (whether by sea or land), the forces on the inside may sally forth and temporarily combine forces with the relieving force (under the moving General's command). They fight the battle as one force, take battle casualties and retreat casualties prior to resolving retreats (at which point the besieged force portion must return to inside the walls and the relieving army must follow retreat restrictionswhich would destroy any force coming by sea). Q5. Truce: can Siege/Subjugation points be accrued during a Truce [presumably not]? A5. During a Truce, siege/subjugation attempts may not be made, but the points already in place are not affected. Q6. Storms at Sea [card 60]: are the words "or CUs" in error? Can Adriatic Pirates [card 50] move CUs without a General? A6. Yes, the "or CUs" should be ignored on event card 60. Adriatic pirates may move up to 3 CUs--with a General (not possible without a General). Q7. Can subordinate generals dropped off from the active army conduct Siege/Subjugation only if a campaign activates both commander and subordinate? A7. Each General must activate and move on its own (but may drop off any subordinates along the way--which are inert and may not conduct sieges/subjugations). A campaign card would allow another General to move, but if it has already moved in conjunction with the earlier General, its movement is limited to 4 minus its movement under the earlier General--no CU or General may move more than 4 as a result of the play of a single OC unless force marching or using a special ability. Q8. Can a general without CUs move into a Walled city in the same manner as CUs? Is he automatically eliminated if an enemy army enters his Walled city space? A8. Generals without CUs may be inside or outside of walls at will, just like CUs. Therefore, if inside a walled city, he is only displaced by an enemy who successfully takes the walled city by siege or betrayal. From: Aforandy@aol.com Subject: Hannibal Trivia no end in sight! Hannibal Trivia 10 August 96 Q1. Can Storms at Sea by played on a General (or General moving with surbordinates) moving without CUs? A1. Use the 1 CU column of the table. Any loss will result in the displacement of the lone General. Q2. A 4 CU army wishes to avoid battle by moving to a friendly besieged city. The city contains a leaderless 5 CU garrison whose siege is maintained by 1 enemy CU outside the city. Can the avoiding army move to the space? Could the avoiding army move to the space if the garrison was led by a General (who could overrun the enemy CU)? A2. You may only avoid battle into a space with an enemy CU if the force avoiding battle can accomplish the overrun. Forces in the besieged city may not participate in the overrun. Q3. Can Generals that are standing alone when overrun by an enemy army try to save themselves by rolling to Avoid Battle? If so, does the moving army have to roll for pursuit to keep moving? Yes, avoidance of battle is possible. No, a lone General does not slow the movement of an army, it may move without a "pursuit" roll. To restate the question, how is rule 8.9 to be interpreted? A3. The rule as written is straight-forward-- but entrance into a space does not get completed until after all interception and avoid battle attempts-- thereby allowing a General to depart before being displaced. The deviation is meant to forestall the inappropriate use of empty Generals as delaying forces. From: ewilen@mprinc.com (Elliot Wilen) Subject: Hannibal Q&A This is based on recent Usenet postings. I posted the question, Andy Dalgliesh (who seems to have corresponded a fair amount with the designers) answered, and I rewrote his answer for clarity. --Elliot Q: One of your Armies moves into a space which is already occupied by friendly Combat Units and which is adjacent to an enemy General with Combat Units. The enemy General attempts to Intercept and succeeds. If you accept battle, are the Combat Units which were already in the space counted as part of your Army? If not, do they withdraw if you withdraw? Do they retreat if you retreat? If they don't retreat or withdraw with you, do they fight a separate battle with the intercepting force? When is this battle resolved? Are they considered the Attacker or the Defender? A: If the moving general accept battle, the CU's already in the space are treated as part of his army for all purposes. If he refuses battle, the nonmoving CU's already in the space must fight the intercepting force exactly as if they had moved into the space and been intercepted. That is, they start as the attacker and the intercepter gets an extra battle card.