From: Danny Holte Subject: Re: Rebel Yell Official clarifications and errata: May 30, 1995: Rebel Yell This sheet replaces all previous errata sheets. 2.1 The game turn sequence in module one is incorrect. The proper sequence should be: Player 1 Small Arms Segment Player 2 Action Segment Player 1 Action Segment player 2 Small Arms Segment player 1 Action Segment player 2 Action Segment Game Turn Segment The Terrain Effects Chart does not contain a listing for Streams. Add the following values to the TEC: Line: +2, Col: +1, Arty: +3, Ldr: NE. This sheet will be reprinted and mailed free of charge at a later date. 26.2.1. "Artillery firing at a range of five or more hexes..." should be "Artillery firing at a range of four or more hexes." 40.10. "...same as E" should read "...same as D." II- 4.5 "The CSA player..." should read "The USA player..." 14.7 Change "bayonet marker" to "Charge marker" in last sentence. (There are no "Bayonet" markers in the counter mix) 14.7.3 Change "Bayonet markers" to "Charge markers" in first sentence. Module II Scenario: II-3.2 - Change "Segment N" to "Segment M". (USA player is Player 1) 13.3.2. The reference should be 13.1, not 11.1. 13.3.3. Switch the words "any" and "command." 14.2. The heading should read General Bayonet Charge Rules. 16.2.1. and 16.3.1. Add the words "...subject to their weaponry" to the end of the sentence. 16.4.16. Skirmishers do not suffer a "0" hit when routing voluntarily routing from an assault. In the example on page 12, the pictured units are assumed to have rifled muskets. 30.3.4. the referenced rule should be 30.3.3., not 30.3.2. 1.1.1 of the rules should read: "All Confederate counters are gray, and all Union counters are blue." The point about each brigade having a distinctive color should be deleted. This decision was made early on in development, but was missed in the final rules editing. The Terrain Key will be reprinted, along with the unit definitions, in GameFix magazine. Those who do not already have a subscription will be sent a copy upon request. This will occur in issue 8. Under the Range Factor Table, the "B=Rifled Musket" should read "R=Rifled Musket." Also, on the "1" line under the "?" heading, the range of numbers should be "1-3," not "1-2" as it currently reads. All notes under the CRT should read "Disorganization Check" where it now reads "Organization Check." Yes, it is just as easy for a routed unit to recover as a disrupted one. When a particular scenario says a regiment has 5 strength points, that means it has five units in it. This should be obvious, but for a clear definition in the rules add Rule 6.3: Each scenario lists the strengths of the involved regiments. A regiment with a strength of "5" for example, will be composed of five units (companies). The introduction in the rules may seem to contradict the back of the box when discussing Rebel Yell and the novice gamer. Although the game is not intended for novice gamers, we do not believe it is out of their reach due to the programmed rules. There is no contradiction in the two statements. Although the rules claim that all scenarios list victory points, there are two (modules five and six) that do not. This is because victory is determined by terrain objectives in those scenarios rather than casualties. In the Designer's Notes, White Oak Swamp was the original scenario one. It became scenario 2 very late in development. The text should read "White Oak Swamp (scenario II) for example, is almost purely hypothetical." An unnumbered point says that friendly board edges are discussed in the scenarios. In modules I, VI, and VII, friendly board edges are not mentioned. Though it is reasonably obvious what they are, here is the information specifically: Module I _ The Western board edge is friendly to the CSA and the Eastern board edge is friendly to the USA. Module VI _ The Western board edge is friendly to the CSA and the Eastern board edge is friendly to the USA. Module VII _ The Eastern board edge is friendly to the CSA and the Western board edge is friendly to the USA. Important new point: In module VI (shiloh) the third battalion of Artillery arrives with the third USA brigade. Rule 9.2.3 _ Delete "For example," In the example on page 7, the first word in the fifth paragraph should read "White" instead of "What." Module III addition _ Weaponry in Gordon's Assault. The players should make note that the unit's have been equipped with "M" type musketry to illustrate the close action of this battle. If the players choose, they may optionally arm all units with "R" weaponry (rifles). Module IV addition _ Weaponry in Belmont. The USA 2/2 regiment should be equipped with Rifles (R) weaponry. The CSA 1/2 unit should also be armed with Rifles. IV- 5.2. The confederate supply source is the pike that exits the Eastern edge of board C, not the Western. V- 2.1. the USA may deploy in any formation. Module V OB. The USA 2/1 morale should be 5, not 35. Module VII additions. Make note of the following specific scenario rules errata. These are important changes for game balance. The reference numbers are for convenience, and not intended to reflect where they belong in the specific rules. VII-6. Additional Leader effect _ Nathan Bedford Forrest. Nathan Bedford Forrest (the CSA divisional leader unit) may declare a charge with any unit with which he is stacked. Even dismounted cavalry may bayonet charge if stacked with Forrest. VII-7. Divisional Command. Only the USA player checks for divisional command as per 22.1 and 22.2. Note that the USA divisional commander begins the game off-board, arriving with the first infantry reinforcements. VII-7.1. The CSA player need never check for divisional command. A CSA unit is in command if it is stacked with or adjacent to the appropriate flag that in turn is within the command radius of the appropriate leader. VII-7.2. Morale additions, USA only. Any USA unit not in divisional and/or primary command and which fails any type of morale check routs. VII OB. All CSA arty units should be 1st arty, not 1st, 2nd, and 3rd. For USA 1/2 Cav, strike the "f" under the weapon column. For a Cause Not Their Own 4. The Game Turn. The reference to "...(this turn is two segments long)" should be deleted. 5.1.3. Change "Modify this roll by -1 for each unit of that flag's regiment that has been completely destroyed," to "Modify this roll by +1 for each unit of that flag's regiment that has been completely destroyed." Delete "A modified die roll of less than zero is a zero." 5.2.1. Change "Modify this roll by -1 in addition to any unit loss modifier," to "Modifiy this roll by +1 in addition to any unit loss modifier." Questions and Answers. Q: 4.5.2. Is it intended that Disruption results be potentially more deadly than '1','2', or '3' results? Given a stack of three units, failing a disruption morale check (or getting a second "D" result) would result in all three units receiving one "O" Hit. A: See 3.4.7. Only the top unit ever suffers a combat result. on a second "D" result, only the top unit takes the hit. Q: 5.5. What facing is to be used for routing units? A: Routed units have no facing, see 3.3. Routed units are always flanked by fire, see 5.4.3. Q: 5.5.3. Shouldn't surrendered units be placed in the "Captured Units" box on the display card instead of the "Destroyed Units" box? A: Yes Q: 5.5.3. By "surrounded by enemy units", am I correct to imply that this means completely surrounded by enemy-occupied hexes? A: Yes, see 5.5.7. Q: 5.5.7. RE: Captured "O" hits. Should hit markers be placed in the Captured Units box to keep track of these bonus VP? A: Yes, good idea! Q: RE: Precedence of retreat rules. 5.5.4 says that retreating units must immediately stop on a friendly board edge. 5.5.8 and 5.5.11 give two cases where a retreating unit must continue its movement. If such a continuation is forced at the same time a retreating unit reaches a friendly board edge, does continuation or immediate stop take precedence? A: Continuation takes precedence. The units would retreat off the board. Q: 10.6.1 - Is the attacker allowed to make a free facing change before or after occupying the defender's vacated hex during advance after assault? A: Yes, but they are still disrupted. Q: II-4.4 & 4.5 Something seems to be missing as these both basically say the same thing outside of the VP award. Should there be some differentiation between encampment hexes on Maps B and C for VP purposes? Are the encampments on Map C meant to be included for VP purposes? A: Map "C" is not meant to included for VP purposes. Q: Before a stack of ROUTED units attempts to rally, is it permissible to shuffle the stack so that a unit with no or fewer O hits is on top? I am presuming that the -1 per O hit applies to Rally checks, and that any O hits on the unit on the top of the ROUTED stack would penalize the entire stack's rally attempt. A: No. Disorganized units may never re-stack. Your presumption is correct. Q: If a defending stack opts for pre-assault fire, and is subsequently marked with an ADVANCE FIRE marker, does it suffer a -2 penalty during the three assault rounds, or is the penalty only for later units entering its MFZ? A: Only for later units entering MFZ. See assault line modifers. Q: In the early Modules (I and II), can units use the column line of the TEC when using roads and trails? A: No. Q: In Module II, the CSA regiments are refered to as brigades. I think each side represents a brigade each and the sub-units are all regiments (1/1 is 1st Regiment of 1st Brigade, etc.) A: 2.2.5 should read regiments, not brigades.