ERRATAS
OFFICIELS !!!!
Comme vous pouvez le deviner, cette page est consacrée aux erratas
officiels sur les différentes règles des suppléments d’ADG.
Bien évidemment, quand une nouvelle règle officielle apparaît, les erratas
des règles antérieures n’apparaîtront plus ici, ou bien sous format .oc
zippé pour éviter une confusion bien involontaire de ma part.
The following are a series of official errata
and proposed optional rules for World in Flames.
Official Errata
2.4.2 Limits on supply paths ~ add new dot:
"• for any Soviet unit into a hex controlled by any other Allied
major power (and vice versa) unless the
2.4.3 Emergency HQ supply ~ add new 3rd para:
An HQ may not provide emergency HQ supply during the impulse(s) it is
surprised.
5 Lending Stage ~ Insert new para after 4th:
The
5.1 Trade Agreements, Japan-USA ~
(a) delete 1st sentence of the 2nd para.
(b) change 2nd sentence of the 2nd para to:
To avoid US entry penalties (see below),the USA must have enough convoy points
in the West Coast, Mendocino, Hawaiian Islands and Central Pacific Ocean sea
areas to transport the resources to Japan.
Similarly,
(c) delete 3rd para.
(d) delete the words in brackets in the 4th para.
(e) add to the end of the third bullet in the 4th para
" and must now start taking chits from the Ge/It pool. If there
aren't enough chits there, the
9.3 Compulsory declarations ~ change 2nd sentence of 2nd para to:
No major power may make any other declarations of war in that impulse.
1116.1 ~ delete the 3rd sentence of the first paragraph
11.16.3 HQ Support ~ add to end of second para:
" nor during an impulse the HQ is surprised"
11.16.5, Odds Ratios ~ add new para at end:
If, after all modifications, you are attacking 0 defending combat
factors, the combat result is an automatic "*/2B" result in a
blitzkrieg attack or an "*/2S" if it is an assault.
13.3.2 US Entry options ~ add new para after 3rd:
When picking an option, you must turn over enough chits to prove that
you have reached the required entry level. In the cases of US entry options 22 (Gear
up pro-duction) and 34 (Pass war appropriations), you must also show that you
have enough tension to play the option. After showing your opponent, turn the
chits face-down again.
13.3.2 US Entry options ~ Add new 4th para:
Where an option requires a pre-requisite option to be picked first, that
pre-requisite must be picked in a prior turn.
13.3.2 US Entry options 19 & 30, change
"The
13.6.1 Transporting Resources by Rail ~ after 3rd para, add:
Other Allied major powers (except the
13.6.5 Building ahead ~ first para, change:
"(minimum of 1)" to "(minimum of 2)".
13.6.5 Building ahead ~ second para, change:
"(minimum of 2)" to "(minimum of 3)" and
"(minimum of 3)" to "(minimum of 4)".
13.6.9 Force Pools ~ 2nd para add new sentence to the end of the para:
If the major power is not neutral, it may remove units from the force
pool if the date on the back is at least 3 years ago.
22.4.8, replace with:
There are several units with the name of a city printed on their back in
the Afa, LiF, PoliF and AiF-countersheets. These counters represent volunteers
from the respective areas, who fought or potentially wouldhave fought for the
major power whose background colour the counters
share. E. g. Vlassov was a successful Soviet general who defected to the
Germans after his capture,the SS recruited personnel from the occupied areas,
and
They arrive as reinforcements in their home city. They are not minor
country units though, treat them as units of the controlling Major Power for
purposes of co-operation and reorganization instead.
If they are killed, they are returned to the controlling major power's
force pool and may be built again later, but you have to pay and gear for them
normally from their second build onwards. When their city is captured or
recaptured by an enemy major power they are removed from the game if in the
force pool or on the production circle at that time. If on the map they remain
under control of their receiving major power until destroyed. Note that as
their home cities may be controlled, lost and then re-controlled during the
game, these units can enter and leave the game several times. They are free
only once nonetheless.
At the start of a campaign, it is assumed that none of the units have
been brought into the game yet (e. g. the Austrian SS unit can be purchased
free the first time it is built in any campaign).
23.1 ~ add:
In all campaigns where
Regards,
Devin
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