Recently there's been some interest in GDW's old _Avalanche_ at ConsimWorld, and when I pulled out my copy I found some rules clarifications that are not currently at Web Grognards. In this message I'll transcribe some rules questions that I obtained directly from GDW and a subsequent message will deal with an article that appeared in THE GRENADIER while it was still being published by GDW. ALLIED UNIT IDENTIFICATION CHART U.S. artillery HQ's are wheel-mobile. RULE 5, ZONES OF CONTROL A unit's zone of control extends across impassable terrain hexsides such as rivers. RULE 7, MOVEMENT When a unit crosses a lateral slope in which both elevations are higher than the terrain the unit occupies, the movement cost is the sum of a frontal and lateral slope. RULE 8, COMBAT Terrain additions to defense are per attack and not per unit. A unit fired upon in defensive first fire cannot be fired upon in subsequent simultaneous fire. RULE 10, SPECIAL FUNCTION UNITS A support unit may add its combat factor to a friendly unit for defensive first fire even if the support unit itself is not eligible for defensive first fire against that unit. Die roll modifications for combat are determined only from adjacent opposing units -- non-adjacent support units do not count. RULE 11, NAVAL GUNFIRE A single hex can be shelled by at most two ships, which must be stacked together. Neither friendly artillery nor air points may be added to naval gunfire. If German artillery fires on stacked ships only one or the other can be attacked, not both. When ships return fire in the Allied artillery segment, only those ships which were attacked may fire back. In this case, there is a +1 die roll modification if the German artillery is not spotted. Also, all units in the stack are attacked even if only some fired on the ships. RULE 12, FLAK AND ANTI-AIRCRAFT Clarification: Those German flak units without an SFC cannot fire in the combat segment after moving adjacent to an enemy unit, and can only affect air points used in the same hex. Those with an SFC of "S" cannot fire after moving adjacent to the enemy, can function as support units, and affect air points in the same or adjacent hexes. Those with an SFC of "T" can fire after moving adjacent to the enemy, cannot function as support units, and affect air points only in the same hex. RULE 14, SUPPLY Supply is judged for both sides at the beginning of the Allied movement seqment of the AM turns. Unsupplied units are resupplied at the beginning of any movement segment in which a valid supply line can be traced. RULE 17, DEMOLITIONS An engineer unit can create and/or clear more than one demolition per turn. RULE 19, NEW UNITS If an Allied unit occupies the road German reinforcements are scheduled to appear on, the reinforcements must wait a turn and apear on the closest road on either side of the scheduled road (provided it is unblocked) -- they cannot appear in map edge hexes adjacent to the blocked road. German reinforcements have the option to delay their appearance whether or not the scheduled road in blocked. They can delay two turns and appear two roads away, etc. RULE 25, OPTIONAL, TRANSIT ATTACKS A transit attack can be conducted on enemy units withdrawing completely from a zone of control as well as on units moving "through" zones of control. When a transit attack is conducted, the enemy stack may be fired upon in any manner the non-moving player wishes. RULE 29, OPTIONAL, SCENARIOS In #2 ("German Units Released from Northern Italy"), the II/55 artillery battalion should actually be the II/53. Also, the 3rd Pionier bn (3 units) should be added to the units appearing on the Night 12/13 September turn on the North map. Continuing from the previous message, I found a photocopy of an article that appeared in THE GRENADIER #9: "Avalanche: Some Considerations" by Winston Hamilton. I had always been under the impression that it was merely a quickie review piece, but now that I read it more closely I found that it contained semi-official rules addenda. The relevant parts of the article are copied as follows: LANDINGS: When the Allied player lands initially there are certain penalties for overstacked partial beach hexes. For every overstacked battalion on the beach subtract one from the die roll when firing at that hex with artillery. Treat partial beach hexes as value 1 terrain instead of value 2. When a combat occurs in an overstacked beach hex the Allied player may only have one battalion fire (his choice). BRIDGES: When constructing bridges both the Americans and British may build one per turn. When destroying enemy bridges you must move across the bridge and expend two additional movement points to destroy the bridge, with one exception: engineers may destroy enemy bridges by moving adjacent to the bridge and expending two additional movement points. TERRAIN: This is the hardest problem to face. Understandably the rules state that when a unit or units are in a hex with multiple terrain features you will use the lowest elevation. Considering the complexity of this problem will show you why this particular rule was written. However, this game is so beautifully constructed that this rule jars the potential and lowers the overall game. I want to offer a different rule that will change this consideration. Try this for terrain: The defender is always assumed to be in the highest terrain for the purposes of combat. This little sentence can cause a lot of problems as you can see when you view the map (for instance, hexes 2534[N], 2422[S], 0320[N], and 3420[S]). Hex 2534[N] has a small amount of terrain of one value and the vast majority of the hex is another value. Hex 2422[S] has the same problem, three-fold. Hex 0320[N] has small amounts of high terrain with the lower terrain containing the road. Hex 3420[S] is a hex with two levels of terrain, the higher split in half by the lower. So the problems seem to need justifications of the rule when only small, roadless amounts of terrain exist at higher elevations. For instance, if a unit has just enough movement points to get to hex 0320[N] but not enough to move off the road, how can the higher terrain defense value be justified? If this were an operational game I would not be bothered by these considerations. But Avalanche is a tactical game and movement points are much more important. The rule can be justified by applying common sense and a little grease. 1. If the defender has been in the hex for more than one turn then the problem ceases to exist. 2. If the defender reached the hex with some movement left (even a fractional MP), then the problem should not exist. 3. The rules state that in a hex containing only one building, only one company may utilize that building for defense. Thus, when more than one unit occupies a hex with fractional amounts of high terrain, only one unit may be considered on the higher terrain. 4. Except for 3 above, when a unit is attacked, it defends as if it were on the most advantageous elevation present in the hex. -------------------------------------------- | Dave Bieksza | bieksza@erols.com | -------------------------------------------- "The Net is vast and limitless." - Motoko Kusanagi, _Ghost in the Shell_