Fateful Lightning [Ziplock game] 
================================ 
 
Counters: Pender's span should be 46-50.  Three counters (2/1 MdE, 1/1  
MdP, 2/1 MdP) are in US formation 55, not formation 22.  The 2/1 MdP  
should have a combat factor of "1" on the reverse side.  There are 920  
counters in the game. 
 
Counters: On each of the following counters, the range rating on the  
front side should be "2" instead of "1."  (Note that a number of units  
have a front-side range of "0," this is correct -  they are musket-armed  
units.) 
 
13Ms, 17Ms, 18Ms, 21Ms (all in CSA formation 6) 
2SC (CSA formation 7) 
16NC, 22NC, 34NC, 38NC (all in CSA formation 48) 
14Ga, 35Ga, 45Ga, 49Ga (all in CSA formation 49) 
 
TEC: The combat effect of steep slopes should be "+1 Downhill," not -1. 
 
Order of Battle: There is no sharpshooter in Union formation 7. 
 
Scenario Card: The Union Train enters at Hex G.  Johnson's (CSA)  
division sets up within 3 hexes of 2424 in Scenario III, and within 2  
hexes of 3124 in Scenario IV. 
 
3.3 First Player Determination.  Skip the determination roll on the  
first couplet of each scenario. 
 
5.1 Reinforcements in General.  A "group" is every unit listed on one  
line of the reinforcement. 
 
6.5 Rout & Rally.  Change the second sentence of the second paragraph to  
read: ..."If it can trace an LOC to a friendly entry hex, but not the  
train, place it on the next highest box on the track ("7" remains a  
"7")."... 
 
6.5 Rout Example.  The 20 Me has a morale of 6, not 7. 
 
6.6 Disruption & Recovery (clarification).  Morale may never be modified  
for any purpose above 8 or lower than 1. 
 
8.2 Terrain Effects on ZOC's.  ZOCs do not extend into woods; the TEC is  
correct. 
 
10.4 Creating Stacks (clarification).  A stack may be created even if  
all stacking units move; the benefit to having one unit not move is no  
die roll is necessary. 
 
13.4 Effects on Movement.  Units moving along roads at night may use the  
road bonus (if all pertinent requirements of 9.5 are met), or may use  
roads to negate other terrain (as in 7.4). 
14.0 Charge Example.  There should be a hero (a "3," not a "+2") stacked  
with 18 NC, not 12 SC.  The final result of the 37 NC vs 5 Ma is the  
disruption of the attacker, not the defender.  There is no advance. 
 
14.5 Follow-up Charges.  A follow-up charge may be conducted against any  
hex, including one which has already been attacked or is still to be  
attacked (by any method) during that combat phase. 
 
16.1 Bombardment Procedure (clarification).  A unit may bombard an  
adjacent enemy unit as long as the bombarding unit is not in an EZOC. 
 
16.8 Infantry/Cavalry Fire.  An infantry/cavalry unit may fire on an  
adjacent enemy unit as long as no other friendly unit is in the target  
unit's EZOC. 
 
17.2 Leader Movement (change).  Any commander (only, not hero) moving  
alone, may move double it normal MA in addition to treating all hexes  
like roads.  In other words, he has 24 MP. 
 
17.3 Commander Bonuses (clarification).  The Combat Morale bonus may be  
applied offensively or defensively to any unit stacked with a leader  
(either type). 
 
17.3 Commander Bonuses (clarification).  Each leader can apply one bonus  
per couplet.  The Combat Morale bonus may be applied to the same  
unit/stack during both the offensive and defensive phases. 
(change).  Delete the "Create Extra Strength" bonus. 
 
17.5 Killing Leaders (clarification).  In a combat with leaders  
participating on both sides, both are killed on a die roll of "5." 
 
18.2 Initiative States: Low Initiative.  Change the second sentence to  
read: "No unit may move adjacent to (EZOC or not) an enemy infantry unit  
unless 1) it moves adjacent to a friendly unit already adjacent to an  
enemy infantry unit, or 2)...." 
 
19.3 Creating Reserves.  In the last paragraph, change "...a single  
turn..." to read "...a single couplet...." 
 
20.4 Extra Fortune.  The extra fortune is received only when an enemy  
commander, not hero, is killed.  If opposing commanders die in the same  
combat, neither player receives a fortune. 
 
Line of Sight Table:  The >2 and >4 hexes are the number of hexes from  
the higher elevation (whether it's the observer's or the target hex.) 
 
Scenario Card:  Set-up is simultaneous in all scenarios.  Any units  
eligible to be in Reserve may be set up in Reserve markers.  No volley  
markers may be deployed. 
 
Scenario IV Set-up: 
 
Substitute the following set-ups for both sides: 
 
Confederate Set-up. 
Anywhere: Lee 
w/any 1-10, 15, 16: Longstreet 
w/any 17-34: Trimble 
w/4 5140: 1-5 
w/3 4738: 6-10, McLaws 
w/5 1647: 11-14 
w/2 4339: 15, 16, Alexander 
w/2 2430: 17-19, 21, Early 
w/2 3025: 20, 22-25, 27, 30, Johnson 
w/1 2724: 26 
w/3 2437: 28-29, 31-32, Rodes 
w/1 2438: 33-34 
w/3 3641: 35-40 
w/1 2243: 41-45 
w/3 2839: 46-52 
w/10 1132: 53-57, Stuart 
1647: Train 
 
Confederate Losses. 
Latimer KIA 
 
Union Set-up. 
Anywhere: Meade, Warren 
w/1 3128: 1, 2 
w/2 3230: 3-6 
w/any 1-6: 7 
w/4 3833: 8-18, 54, Hancock, Gibbon 
w/2 4431: 19-25 
w/1 of any Little Round Top or Big Round Top hex: 26-31, 56 
w/2 4832: 32-34, 39, Sedgwick 
w/2 5531: 35 
w/2 3822: 36 
w/1 3528: 37-38 
w/any 32-39: 40 
w/3 3132: 41-47, Howard 
w/2 3428: 48-53, 55, Slocum, Williams 
w/2 4223: 59-60, Buford 
w/10 4716: 61-62 
w/any cavalry: 65 
w/any unit or w/1 4328: 58 
4223: Train 
 
Design Note: Yes, I know Buford and his brigades weren't there on the  
third day, but I deliberately did not include rules for withdrawing  
units from the game.  There was no good reason for the cavalry to  
withdraw - yes, they were tired, but so was the rest of the army ($*&#!  
cavalry) - and the Union player is not likely to push them off  
voluntarily.  A more generic rule allowing units to leave (probably  
through an FOW with the opponent doing the moving) could lead to some  
weird results.  As a practical matter, we found the cavalry spent a lot  
of time on the rout track anyway. 
 
Works Set-up (if 20.0 is used) 
 
Scenario III - the Union player gets 6 breastworks, which may be placed  
on or adjacent to any Cemetery Hill hex (the Big Hill hexes contiguous  
with Hex 3031), plus 2 breastworks with any unit from formations 1  
and/or 2. 
 
Scenario IV - same as Scenario III, plus trench markers in hexes 3226  
and 3227. 

 
Q & A: 
=====

Q: [6.5] Rout and Rally. If a unit fails it's morale check, is the rout 
track position of the unit based on the unit's printed morale or 
modified morale?
A: Printed Morale

Q: [11.0] Combat. Does terrain and/or night affect D# results? eg does 
a D5 effectively become a D9 when it occurs in woods at night?
A: No, terrain affects only the morale die roll itself
 
Q: [11.5] Do multi-hex DEFENDERS suffer the -1 penalty if differing   
formations are involved?   
A: NO, only attackers.   

Q: [11.6] Does a D9 result automatically disrupt a unit or can leaders   
nullify even this result?  
A: D9 disrupts any unit no matter what -- morale cannot be modified   
above 8 or below 1.   

Q: [12.0] Trains.
Do Trains have movement restrictions based on initiative or do they 
always have 4 MP to spend?
A: Always 4 MP

Q: [13.0] Night.
When MA's are halved does this include any bonus Movement provided 
by active commanders?
A: No, the bonus is always full.

Q: [16.8] Can infantry bombard in the same turn that they move?  
A: No.
   
Q: [17.3] Leaders can affect one unit per couplet ... can they assist a   
unit in defending against combinations of bombardments, combats and   
charges?  
A: YES -- the single action is assisting the unit's morale for the   
entire couplet.   
   
Q: [18.3] Should the General Assault rule mean: "Units receive 4MP   
providing that they end up adjacent to an enemy stack and AT LEAST ONE   
unit in that hex attacks" or does a General Assault mean that ALL units   
must attack (necessitating a large number of charges)?  
A: At least one unit in each hex must attack.   
   
Q: [20.3] Can a FOW move attempt on an enemy reserve force it to deploy   
all it's units?  
A: YES!