From Inside GMT#2 The Great Battles of Alexander The Macedonian Art of War Clarifications & Errata by Richard Berg MAPS: 1. We inadvertently left out the direction indicators on the maps. Add a compass rose to each map, as follows: Chaeronea: North points from hex 3702 directly toward hex 3902. Granicus: North points from hex 1203 directly toward hex 1204. Issus: North points from hex 5324 directly toward hex 5323. Gaugamela: North points from hex 3502 directly toward hex 3501. 2. On the Issus map, the Shock Superiority Chart should have a DS in the "elephants vs heavy infantry" column, as per the Chart Sheet. In case there are any other such discrepancies, the Chart Sheets take precedence. 3. IMPORTANT: On the Issus Map, the hexes surrounding the "Ford" across the Pinarus River are the wrong elevation. Treat the following hexes as LEVEL-2 hexes: 4608, 4609, 4709, 4610, 4710, 4808, 4810, 4811, 4907, 4908, 4910, 5008 (all the hexes that are printed as Level-4 hexes) COUNTERS: CORRECTION: Ignore the "J" on the Macedonian/Thessalian Heavy Cavalry. It is a misprint; they were not so equipped. RULES: (2.2) ADDITION: There are also Informational Markers for "May Choose to Shock" (on back of "Charge" markers), and "Rallied" (on back of "Routed TQF' markers). 3.0[D] ADDITION Under "Rout and Reload Phase", add: 5. Flip all leaders on both sides to their Unactivated sides. (6.13) ADDITION: This does not apply to Advance after Combat. (6.42) CLARIFICATION: The pivoting, which is movement, does not cost any additional MPs or Cohesion Hits beyond those normally required for entering the new hex. (8.2) CLARIFICATION: Reaction fire does not occur simply because an enemy unit occupies a missile unit's ZOC. The enemy unit must actually leave or enter the ZOC to trigger Reaction Fire. (8.3) CLARIFICATION: Place "May Choose to Shock" markers on units that MAY attack to indicate their eligibility. (8.31) ADDITION: A defending unit may be shock attacked only once per Orders Phase. (8.34) ADDITION: Example #4: A Macedonian double-size Phalanx unit is in 3215/3315, facing front toward 3214/3314/3415. A Greek Hoplite unit attacks the Phalanx from 3415/3416. Since the attack occurs through the vertex between two facings (Front and Flank), the defender receives the most advantageous facing, in this case the Front. (8.41 and 2) CHANGE: If the first dieroll of He Who Strikes First is the same as or lower than his PC rating, then the opposing leader rolls the die: a. First Dieroll: HIGHER, No Effect (Opposing player now goes) SAME AS OR LOWER: 2nd Dieroll (b) by opposing player b. Second Dieroll: HIGHER, he is killed SAME AS OR LOWER, he is Wounded If the first dieroll of He Who Strikes First is higher than his PC rating, then the opposing player gets to become He Who Strikes. Each player gets to roll only once for each leader, except that if He Who Strikes First inflicts a casualty, the opposing leader does NOT get a dieroll. (8.45) CORRECTION: Darius and his Bodyguard always move ONE HALF their Movement Allowance when undertaking Achaemenid Flight procedure. Ignore the reference to using full MA in the third paragraph. (8.45) CLARIFICATIONS: Darius should make every effort to move in a direct a line as possible to the Persian Retreat Edge, avoiding enemy ZOCs, and expending the fewest possible number of MPs per hex. However, the requirement to enter any available vacant hex takes precedence over all other considerations. In case of disagreement, roll the die and determine the hex randomly. If Darius has an escape entourage and moves adjacent to a Macedonian leader alone in a hex, obey all provisions of rule 4.42, except that the Macedonian leader is ALWAYS displaced, never eliminated. Darius resumes Flight after the displacement occurs. REMEMBER: Achaemind Flight continues (is repeated) until: 1. Personal Combat occurs, and/or Darius is killed 2. The dieroll in paragraph #4 allows him to stop 3. He exits the map (8.5) CLARIFICATION An advancing double-size unit may, AFTER moving directly forward into at least one of the hexes vacated by the Withdrawing or Routing unit, pivot one hex (as per 7.13). (8.61)[2] CORRECTION: Chariots may not move up or down more than one level per Movement Order. (8.65) ADDITION: If an Elephant moves adjacent to an enemy cavalry unit, and the cavalry is already Routed, it is automatically eliminated without any Cohesion hits for the elephant other than those earned through movement. (8.66) ADDITION: A rampaging elephant always attempts to move three hexes per directional dieroll. (8.7) CLARIFICATION: A unit attacked by a skirmisher through its flank/rear has its losses halved (skirmisher effect) and then doubled (superiority effect). In effect, the two cancel each other out. (9.12) ADDITION /CHANGE: There is an Exception to the Retreat Edge, avoiding enemy ZOCs, and double-sized unit (only) is attacking two single-hex units, the attacker chooses how any, Cohesion hits are divided amongst the defending single units. This distribution may be uneven, if the attacker so desires. This does not apply when the double-sized unit is defending. (9.14) ADDITION: A unit that has Cohesion Hits removed cannot move/fire in the same Orders Phase, and a unit that has moved or fired may not have hits removed. (9.21) CLARIFICATION: After being refaced toward the friendly Retreat Edge, a Routing unit uses the following order of preference when deciding which hex to enter: 1. Enter a vacant hex not in enemy ZOC 2. Enter a friendly-occupied hex not in enemy ZOC 3. Enter a friendly-occupied hex in enemy ZOC A Routing unit may NEVER enter a vacant hex in an enemy ZOC, or an enemy-occupied hex. A Routing unit must always move closer to its side's Retreat Edge, UNLESS this requirement would cause its immediate elimination. In that case (only), the Routing unit can temporarily ignore the Retreat Edge requirement. (9.22) CLARIFICATION: If a unit performing Rout Movement lacks the MPs necessary to enter ANY adjacent hex that is closer to the Retreat Edge, it ceases Rout Movement in the hex it currently, occupies. (9.24) CORRECTION: The reference should be to 6.73, not 6.72. (9.24) CLARIFICATION: Non-SK units still halve the cohesion hits they receive from attacking routed SK units. SK's lose any "helpfull" capabilities, they retain their drawbacks. (9.27) ADDITION: Always place a "Missile No" marker on a routed missile unit the instant it becomes Rallied. (9.27) ADDITION: Example: Alexander III issues a Rally Order to a routed Phalanx in his Command Range. Add the routed unit's TQ (always 1) to Alexander's Initiative Rating (7), for a total of 8. If the dieroll is 8 or less, the routed Phalanx receives a Rallied marker. On a result of 9, the Phalanx is eliminated. SCENANOS IMPORTANT CORRECTION: In all scenarios, Army Rout occurs when units with the indicated total Troop Quality (TQ) values for each side are ELIMINATED. Ignore any references to Size Points and Routed units when determining Army Rout. Routed units still on the map do not count towards Army Rout. (10.22/p.24) CORRECTION: The one-hex unit depicted should be a Hoplite (HO), not Heavy Cavalry (HC). Only PH and HO units can move In Column. Footnote "c", p.29: The Juggernaut game, on the battle of the Hydaspes, does/will not appear in S&T #145. CHARTS AND TABLES: CORRECTION: Cohesion Hit & TQ Check Chart TQ Die Roll Conditions: D = Dieroll same or less than [Leader Initiative + 1]. See 9.27 CLARIFICATION: Movement Cost Chart Add a dagger (+) indicator after "Change Facing"(+): (+) Does not apply, to doublesize units; see 6.42 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)