Volko F. Ruhnke - 06:26pm Feb 21, 1998 PST (#176 of 218) Just got my copy of S&C. Thanks to Rob for running my Montcalm & Wolfe article. A few late additions that didn't make it in: Scouting. Native American, Irregular, and Ranger units pay only 2 movement points to enter a Woods and 2 1/2 points for a Mountain hex. Any group of units that includes at least one NA, Irregular, or Ranger unit and begins and ends the Activation or Reserve phase stacked may move using these reduced terrain costs. (This is a simple change that adds alot of flavor by simulating not only local knowledge of pathways and such, but also the fact that an army screened by auxiliaries could move with greater confidence through hostile territory.) Add William Henry to the list of forts ineligible for Militia placement (p.7). The sentence introducing the Sequence of Play on p8 should read: The resulting Sequence of Play is two Player Turns, each as follows...(Reserve Mvt is by the nonactive player, of course). Hope all of you will give "Advanced M&W" a try! Volko F. Ruhnke - 12:37pm Feb 22, 1998 PST (#177 of 218) Some more corrections to "Advanced M&W": page 5, right column, last full para: Normal (free) Naval Movement or Amphibious Assault may not occur in the same turn as such British multi-unit naval movement. The British can use Amphibious Assault to land and start a siege .... page 6, middle column: If a force enters a fort hex and enemy units elect to defend outside, the moving force may NOT enter the fort..... The fort is hex 2717 is "St. Frederic". Iroquois recruitment: +2 if Johnson present.... Any NA recruitment: +2 if Political Track is 4 or 5 in favor of your side... Enjoy.