Peter McCord - 12:22pm Apr 30, 2001 PST (#3419 of 3433) Dean's reply to my questions on Gamers-L: First known errata: The text description of the numbers on the Air Supply Heads is correct, the illustration has the values flip-flopped. The number in the middle is the Ju-52 count, the one at the bottom is the range... 1) Only German units/JU52 points withheld intentionally from turn 1 can drop on turn 2. (yes) * Right. 2) AA units are like arty, in that they can't overrun. (seems like it should be yes, but rules say nothing, so no). * They can overrun...so can the arty (what a waste of good units :-) 3) AA units can fire and participate in combat in the same turn. (yes) * Yup. 4) AA units may fire in while in ZOC. (yes). * Yes, they are not doing a "barrage"... 5) The JU52 points required to drop an airsupply head are only for that turn, even if the airsupply head remains for second daylight turn. (yes) * Right... 6) Laage Zwaluwe (2.23 and 3.24) is a village? (yes) * Yes...not sure why this was an issue...all the tan buildings make villages. 7) The two 2-2-6 AA units that setup 5.3 in hexes 49.15 and 49.17 do not have the same ID, as the rules indicate. ( a type, of no significance). * The two on my countersheet both say Yp/2...what's with yours? ;-) Dean Peter McCord - 12:22pm Apr 30, 2001 PST (#3420 of 3433) I will check the rules tonight, but regarding (2) above, I thought the rules said artillery cannot overrun. Dean Essig - 03:13pm Apr 30, 2001 PST (#3424 of 3433) Head Bottle Washer, The Gamers Inc. See the latest at tgamers.com Peter: Shannon is right about the arty rule. We did not apply that rule to Flak units as well (not that I ever saw a guy try to overrun with a flak unit (or arty, for that matter) mind you... Some units are too important to use in alternative lifestyles... Dean