Came DesignersWorkshop P.O. Box 582 Bloomington, Illinois 61701 EAGLES- Clarification and Errata (March, 1973) RULES - Stacking Roman Auxiliary Double-cohorts count as one unit for the purposes of stacking. Up to three double-cohorts may, then, be placed in a single hex. The Legions A half-legion carrying an Eagle, which is reduced by casualties to less than a half legion may still carry that Eagle. The Eagles In order to capture an Eagle, a player must eliminate all enemy units in the hex occupied by the unit carrying the Eagle. If a unit is forced to retreat, it retains the Eagle. If a unit carrying an Eagle is eliminated through combat, the Eagle is left in the hex in which the elimination occured. Eagles are never eliminated. Eagles in a temple are triggered any time a Roman or Batavii moves, or is moved, to within four hexes of that temple. This includes units when retreating. The Batavii Initially, the Batavii receive four light infantry warbands and a chief. A light infantry mob may be substituted for two of the warbands. German Tribal Mobilization In any one movement phase, Arminius may attempt to raise as many tribes as his movement factor allows. Arminius must be in the same hex as the tribe's chief to mobilize that tribe. If a Roman or Batavii unit mobilizes a tribe, the tribe appears immediately, but may not move until the German movement phase. An attack on a chief by Romans or Batavii automatically raises that tribe, if not already mobilized. Troops of a tribe whose chief is attacked may be raised in any portion of that tribe's territory, but not within three hexes of a Roman unit. Troops raised in this manner may, if desired, be placed in the same hex as their chief, up to the limits imposed by the Stacking rule. If a tribe's territory is entered by an auxiliary unit, and then, later in the same movement phase, by a Legionary unit, the Roman must roll twice for mobilization - once for the auxiliary and once for the Legion. If the Legionary unit precedes the auxiliary, roll for mobilization only once. If a Roman unit enters a tribe's territory and leaves again in the same movement phase, it must roll for mobilization. When German troops are mobilized they must set up within three hexes of their chief, but not within three hexes of any Roman unit. The Chiefs Chiefs may not move until their tribe is mobilized. Delete the last sentence of the chiefs rule and add: "Arminius may carry an Eagle as any other chief." Initial Set-up Ship counters, marines and Batavii do not count against the 28 auxilliary units received by the Roman player. One marine counter is placed with each ship counter initially. The tribes of the Frisii, Marsh, Usipatii and Tencterii may setup anywhere within their respective territories. Delete the last sentence of the Initial Set-up rule following the word "Beginning." The Drusus counter may be placed in any hex containing Roman units. The Arminius counter may be placed in any village hex. Chiefs whose tribes have not been mobilized should be placed in their initial starting positions inverted, to be righted when that tribe is mobilized. COUNTERS If more counters are required than are provided, the German player may take troops from those eliminated in combat as needed. TERRAIN EFFECTS Rough terrain has no effect on movement or combat except that it is not considered clear terrain, and, as such, Legionary units receive no die-roll modification. COMBAT RESULTS Odds of less than 50% result in attacker eliminated. Odds of greater than 500% are resolved as if they were 500%. NB submitted by John Kula (kula@telus.net) on behalf of the Strategy Gaming Society (http://www.boardgamegeek.com/~sgs), originally collected by Andrew Webber (gbm@wwwebbers.com) 1