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Subject: HOT SPOT Rules Clarification rss

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Frank Paldino
United States
Youngstown
OH
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3.0 PREPARATION FOR PLAY
3.2 Zeigler Set-up. The Zeigler player begins with 18 hexes of crustals (not counting the Central Crustal) of any types, 42 attack factors of infantry of any types, and 6 hovercraft units.
3.3 Technocrat Set-up. The Technocrat player begins with 5 attack platforms, 3 engineer squads, 6 crawler units and 2 heavy beamer units. The selection of infantry is 24 attack factors of any types.

9.0 STACKING
9.5 Reconnaissance. A player may not examine his opponent’s stacks (and thus will only be able to see the top unit in that hex) until he has a unit in that hex to conduct reconnaissance. The attacking player must have least 1 unit in the same hex with the opponent’s units, during the attacking player’s regular movement phase, to examine his opponent’s stacks before the attacking player’s regular movement phase is completed.

10.0 INFANTRY BREAKDOWNS

Infantry units of each faction are composed of one squad (20 soldiers), two squads (40 soldiers), or three squads (60 soldiers). Each Zeigler infantry unit is composed of one squad (20 soldiers) with a combat (attack and defense) factor of 1. Each Technocrat infantry unit is composed of one squad (20 soldiers) with a combat (attack and defense) factor of 2. A two squad unit (40 soldiers) has either a combat factor of 2 (Zeigler) or 4 (Technocrat). A three squad unit (60 soldiers) has either a combat factor of 3 (Zeigler) or 6 (Technocrat).



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Brent Pollock
Canada
Saskatoon
Saskatchewan
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Where are these clarifications coming from, some old Metagaming publication?
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Frank Paldino
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Youngstown
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After reading the rules as written I noticed that several Metagaming microgames needed clarification and were, as they were written in the late 1970's to the early 1980's, not clear enough. Thus, I wrote clarifications for anyone who may be confused by the rules.
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