From The Wargamer volume 2, no.2 Rules Clarifications Air & Armor may have been developed over nine years, but it still suffered its fair share of last minute editorial snafus. Hopefully, the following will clarify some elements of confusion. [4.5] Independent Units The U.S. 2nd Squadron of the 11th Armored Cavalry Regiment is color coded as a set of independent units. However, the NATO player may treat this formation as a separate brigade for activation purposes, whenever it suits his purposes. This squadron, like a Warsaw Pact Divisional Tank Battalion, never shatters. [5.4] HQ Reconstitution Each time that an HQ is eliminated, the loss counts for a victory point (provided that step losses are credited towards Victory Conditions in the scenario being played). [8.0] Movement A unit with a March or Reserve mission cannot enter a hex adjacent to an enemy unit unless that hex is already occupied by a friendly unit. It does not matter whether the hex to be entered is in an enemy ZOC or not. [10.0] Hasty Attack and Assault Missions A unit participating in a Hasty Attack or Assault mission with no stated objective hex is free to move its full six or three movement points, into and out of enemy ZOC's. However, if it ends its movement adjacent to an enemy unit, it is subject to full Defensive Fire, and cannot employ Offensive Fire in return. [19.0] Scenario Setup Whenever the NATO player is allowed to destroy bridges on map prior to the start of play, all such destruction must be announced before the Warsaw Pact player plans any missions. [21.1] EW Assets All Warsaw Pact HQ units should possess an EW asset marker, whether they are initially deployed or entered as reinforcements, except in the "Attack to Relieve a Pocket" and "Wolf's Jaws" scenarios, in which only the Main HQ's still have their EW assets. [24.1] SAM and Flak Fire NATO non-HQ units receive 1/3 of a flak point per step as indicated in the rules. However, Warsaw Pact non-HQ units receive 1/2 of a flak point per step. [25.5] Fire Strike Resolution Whenever a stack is defending against an enemy Fire Strike, it always defends using the Receiving Offensive Fire section of the Terrain Effects Chart. [30.1] Airmobile Movement The rules specify that any unit using airmobile, movement must either start or end its movement next to a superior HQ. This restriction does not apply during the turn in which airmobile units first enter the map as reinforcements. [31.5] Attack to Relieve a Pocket Add to the Reinforcement Schedule the following: Game-Turn Three: Three steps of '1-1' Engineers from the Canadian 4th Mechanized Brigade Group appear in hex 5811. These units may be moved as soon as they appear. [31.6] Hammer & Anvil. The Attack of the 8th Guards Army Add 4 NATO Helicopter Transport Points to the Starting Combat Support. U.S. Tables of Organization and Equipment The 4/27 Multiple Launcher Rocket System unit, "6-18-1" should have x3 steps, not x1. Other Questions Players who have other rules questions or comments are encouraged to write to me at the following address: Bruce Maxwell 2 South Gate Atherton, CA 94025. Please include a stamped, self-addressed envelope. NB submitted by John Kula (kula@telus.net) on behalf of the Strategy Gaming Society (http://pages.about.com/strategygames/), originally collected by Andrew Webber (gbm@wwwebbers.com)