Trail of the Fox (S&T#97) Game Errata, Variants, and Options from S&T#99 Game Map (Correction): The town listed as Tehoussouk is actually Teboura. Turn Track (Correction): Delete the WTR notation for turn 1 Delete the USI notation for turn 5 Delete the AXC notation for turn 5 [11.38] (Correction): The Terrain Effects Chart is actually the Terrain Effects on Combat Chart. Unit Counters (corrections): The following units have a stacking point value of 1 on their depleted sides (no number is currently listed): American 13th Arty Regiment Commonwealths 5th and 7th Brigades, 4th Indian Division The following unit should have an asterisk next to its deployment number, since it can use Special Movement when entering the map: American 1st Ranger Bn Game Rules [2.21] (Correction): All reinforcements (Axis and Allied) with a circle around the reinforcement turn on the unit counter enter at El Agheila (entry hex D). [2.22] (Clarification): The following units are considered to be artillery and flak and are subject to rule 12.0: Artillery Heavy Weapons with Artillery Capability Flak (Anti-Tank) Tank Destroyer [3.2] Turn 1 Special Rules 3. (Addition): The Axis player does not roll on the Convoy Table on turn 1 4. (Clarification): If a French unit/stack still occupies a port hex after a German attack, the German units are eliminated, since they suffer depletion while already depleted. Place them in the Axis Refit Box. [5.0] Reinforcements (Correction): All units (not just Allied) with a circled deployment number enter at entry hex D on the turn indicated by the circled number (i.e., a German units with a 2 for deployment enters entry hex D on turn 2). [5.0] Example (Correction): If a 6 (not a 1) is rolled, the French units resist. [7.9] Supply Attrition (Addition): Any entry port totally surrounded by enemy ZOCs (in all adjacent land hexes) is subject to the rules of Supply Attrition. [8.51] Airdrops (Addition): Direction Nr. 1 on the scatter diagram points to the west. [9.2] Stacking Restrictions (Correction): Up to 6 stacking points can end a movement or reaction phase in any hex, including city hexes. [17.12] Axis Setup (Addition): Place two Dumps in entry hex D (El Agheila). [17.13] Abbreviations (Addition): EA = El Agheila Variants and Options If variant/option Nr. 3 is used, then Nrs. 1 and 2 should also be used, or the German player will gain a significant advantage. 1. The 4th Indian Division proved remarkably adept at mountain warfare, particularly when on the attack. To simulate this, use this rule: When a brigade of the 4th Indian Division attacks into or from a rough or mountainous hex, the combat strength of the brigade is doubled. 2. Rommel was under considerable pressure to halt his retreat far to the east of the point where he finally made his stand. To simulate this struggle between the Feldmarschall and the Axis High Command, use this option: The German player must keep at least 35 strength points in or east of Tripoli through the end of the Axis initial movement phase of turn 3. At the beginning of every Axis initial and motorized movement phase thereafter, the German player rolls a die to see if these units can retreat to the west. If the die roll is within the span indicated, then the restriction is lifted; if not, the restriction remains. Turn Phase Die Span Turn 3 Motz Move 5-6 Turn 4 Initial Move 4-6 Turn 4 Motz Move 3-6 Turn 5 Initial Move 2-6 Turn 5 Motz Move 2-6 (Repeat turn 5 span throught succeeding turns) 3. The notorious 88-mm German anti-aircraft guns continued to take a high toll of Allied Armor in Tunisia. In fact, since the terrain there favored defensive warfare much more than the desert environment did, these guns were more effective than ever. The following rule reflects this capability: The Axis anti-aircraft units retain their anti-tank bonus on the defense only, even when these units are depleted.