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War in the Ice» Forums » Variants

Subject: Rules Errata #1 rss

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Rob Johnson
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In [5.0] Sequence of Play, rule [5.2] #4 Airdrop Phase and #5 Air Transport Phaseshould read:


4. Airdop Phase: Transports (and escorts) move from Friendly base hexes to hexes containing Friendly vans or un-supplied units, supplying units at triple normal cost. One-third the Supply Points.....etc.

5. Air Transport Phase: Transports (and escorts) move between Friendly bases, transferring Supply Points to (Friendly) bases
and un-supplied units at 1:1 ratio.Transports may carry Paratroops or Airmobile units.......etc.

Rule 4 is designed so that a Player may supply units "in the field", ie no usable base available for the Transports to land and unload normaly. 2/3 of the Supply Points are presumed lost or destroyed by the horrendous Antarctic field conditions.

Rule 5 is basically Rule 4 applied to Friendly base-to-Friendly base transfer of Supply points and Troops, with no losses.

Rule 5 in particular has given rise to some debate among opponents as to intent.

I'll have more Errata as they are exposed.

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Rob Johnson
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Re: Rules Errata #2
The Rules are entirely missing any section on Amphibious Landings, except that their cost is 100 Resource Points, and various obscure references elsewhere.

If anybody has any suggestions on how to conduct such landings, I'd be glad to know!
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P Myers
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Re: Rules Errata
As I'm currently involved a couple of games of this at the moment and am an occasional player of this I'll comment.

Errata for 4 is fine but it's only an overview, the explicit rules are in 11.2.

Errata for 5, don't agree. Again the sequence of play is an overview, not the rules. Secondly, the rules in [11.2] don't make any such distinction. And lastly, you are limiting the role of paratroopers to only being able to be dropped on detected enemy positions (scramble phase) or transported between friendly bases, as they can no longer be transported to unoccupied enemy bases to capture them.

Amphibious landings, as per rule [10.24] "they are placed in any single coastal hex at least five hexes from the nearest Enemy unit."
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Rob Johnson
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Again- my thanks I'm changing my Rules Notes accordingly.

This is the first time I've played a 4-cornered WitI. Lots of issues came up that I'd forgotten or never dealt with before.

It's rare to find a dedicated player of this game cool
 
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