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Raid on Richmond» Forums » Rules

Subject: "Randy Moorehead" submitted ERRATUM w/ADDENDUM Q&A rss

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Robert Wesley
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From the "grognard.com" LINK there: http://www.grognard.com/errata/raidric1.txt
as well with being presented here "just in case"

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From: Randy Moorehead
Subject: More on 3W's Raid on Richmond

Well, I dug out the game. Here is the errata from Schwerpunkt magazine:

Under reinforcements, the Brock Turnpike should be Brook Turnpike; this is the same road as Brook Avenue on the map.

When a raider is stacked with a ? counter, it requires a die-roll of 5 or 6 to reveal the counter's identity. If identified, Davis and the Cabinet are deemed to have been shot, Winder to have been captured.

Change: The ? counters may move up to 6 mp's per turn, within their setup area, in the same segment as the Confederate "on map" units.

***
Now, here are some questions that weren't answered, and players will want to house-rule or decide during play:

Set up: Do the Belle Guards set up on Belle Isle?
Anywhere on the Isle?
Are all Union POW's considered to be underneath them?

Map: How do units move on Belle Isle?
Is each group of buildings a suburban block?
How many movement positions are there on Belle Isle?

Counters: Dahlgren's command do not have "D" in the upper left - they are green tint instead. There appear to be 2 extra wheeled transport counters.

Rules:

Can we assume that one "liberates" the POW's by eliminating the guards unit?

Can you fire on the ? counters?
Do you capture Winder by moving onto the counter?
Can it be fired at and eliminated?

Do civilians always move 2 mp's?

How many mp's does the Union Loyalist counter move?

May Dahlgren and Kilpatrick stack with other units?

The scale appears to be 30 men per sp and 30 minutes per turn. For future reading see Battles and Leaders, vol.4, pages 95-96; and Civil War Times Illustrated, February 1978 and April 1978 issues.

Randy Moorehead
randym@unm.edu

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It would incur quite the "services rendered", if anyone can provide some feasible resolutions or conclusive answers, upon the latter portion of what you've deemed as requiring such for and about those matters.
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Matthew K
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I'd also like to add the issue of speed with the game. The first time I played, I didn't know exactly how many spaces to move with the "raiders" when they weren't moving down Richmond or Manchester streets. So I decided that it was a free move. Only after rereading the instructions, I find that cavalry is suppose to move from "tuft to tuft." What a load. I think that since cavalry is meant to move fast, you can move two tufts costing only one movement point.

I also agree with you about the Belle Isle guard. Where do they go and what does it take to liberate them? I also feel as though they US needs more time before major CS reinforcement show up, especially with a good possibility of having to take slaves with them.
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