Sie sind auf Seite 1von 5

GREAT BATTLES OF ALEXANDER 4

th
Edition
Errata & Clarifications
October, 2008

GREAT BATTLES OF ALEXANDER Rulebook
(2.25) Sample Persian Leader, Line Command Capability: Delete (Optional Rule)

(4.21) 1
st
sentence: Replace give with gives

(4.33) 3
rd
bullet: Replace with: An Infantry or Elephant Line .

(4.34) Subordinate Leaders #2: Replace with: He starts the phase within either his Overall
Commanders Range; or

(4.62) Replace with: The instant any combat unit moves adjacent to a leader, or if a combat unit
is adjacent to an enemy leader after combat, whether he is alone in a hex or stacked with a
friendly combat unit, that leader can undertake an Orderly Withdrawal. If the leader is not
stacked with a combat unit and does notor cannot, because he is surrounded by enemy units,
ZOCs and/or impassable terrainthat leader is eliminated (captured/killed). A leader stacked
with a combat unit that uses Orderly Withdrawal may withdraw with the unit (see 6.71).

(5.12) Add: The lowest possible Initiative Rating is a 1. If there is no Macedonian player, ties
are resolved by a die roll. Both players roll a die. The player who has the high die roll chooses
which player activates the next leader.

(5.25) 2
nd
paragraph: Replace start of sentence with: If he does neither of the above,

(5.31) 3
rd
bullet: Replace with: Was previously Trumped or Bypassed (5.44)

(6.14) Last sentence: Replace with: This rule does not apply to Greek Mercenary HO/HI or
Spartan HO/HI units.

(6.28) Replace with: Rough Terrain: Any hex other than Clear is considered a Rough Terrain
hex. Steep Slope, Sheer Slope, Steep Bank, Steep Banked Stream, and Minor River hexsides are
considered Rough Terrain hexsides.

(6.44) 1
st
sentence: Replace end with: in the same two hexes.

(6.46) 2
nd
last sentence: Replace with: If he does so the first time the unit moves in a turn, the
unit must undergo a TQ check at the end of the increased movement. If the TQ check die roll is
higher than the units TQ, the unit takes one (1) Cohesion hit.

(6.5) Example 1
st
sentence: Replace with: An Athenian Hoplite unit on its Moved side is in
hex 2217/2218.

(6.61) 1
st
sentence: Replace start of sentence with: On being given a move order, any PH, HI,
MI, LI or LP unit

(6.64) 2
nd
last sentence: Replace with: Double-sized units may not change facing; they may
only move.

(6.72) 1
st
sentence: Replace with: The withdrawing unit maintains its original facing throughout
withdrawal at no facing change cost in cohesion hits or MP.

(6.74) Last sentence: Replace with: For the purposes of Movement Allowances (6.1), no
movement points are expendedand that includes Leadersand no orders are needed.

(6.75) 1
st
sentence: Replace with: A unit may not withdraw into an enemy ZOC, a Rough
Terrain hex or cross a Rough Terrain hexside, and a withdrawing missile unit may not fire as it
withdraws.

(6.76) 1
st
sentence: replace with: Orderly Withdrawal takes place during the opposing players
Movement/Missile Segmenta unit may not Withdraw in the Shock Combat Segment.

(6.83) Replace with: A unit may not PW into a Rough Terrain hex or across a Rough Terrain
hexside.

(7.16) 1
st
sentence: Replace with: Any single-size unit (not double-sized units) may change
facing one vertex
2
nd
last sentence: Replace with: If the adjusted DR is higher than the defending unit's TQ
Rating, it Routs immediately.


(7.25) Replace case with: ZOCs and Facing. A unit that begins the Movement Segment in the
ZOC of an enemy unit may use up to one half its MA (rounded up) in facing changes if:
It is in the ZOC of only one enemy combat unit, and
It does not move out of that hex that Phase.
A unit that changes facing in this manner may not use 7.23 #1 to leave that ZOC. See also 8.52.

(7.31) 1
st
sentence: Replace start with: In the Shock Combat Segment, all combat units
marked with an plus sign (+) on the Shock Superiority Chart

(7.32) #2: Replace with: Any unit issued Fire (only) orders, or a unit that changed facing per
7.25, or those simply within the activated Leaders command range may choose to attack all
enemy combat units in their (friendly) ZOCs. See the introduction to 8.3.

(8.17) #5: Replace with: Any javelin armed infantry unit that is involved in Shock Combat is
automatically Missile NO on completion of the Shock combat.

(8.24) Add at end: The non-phasing player cannot use both Entry Reaction and Return Fire at
the same unit.

(8.3) PROCEDURE: Replace 1
st
sentence with: Shock combat takes place in the Shock
Combat Segment.

(8.35) Replace case with: The Clash of Spears Chart is now consulted. Cross-index the
attackers Type with the defenders Type and aspect relative to the attacker (i. e. angle of attack)
to determine the column on the Shock CRT (prior to any adjustments) to be used to resolve the
combat. If there is more than one defending unit, the defending player chooses the defending
unit to be used in the determination. Similarly, if there is more than one attacking unit, the
attacking player chooses the attacking unit to be used in the determination. If a unit is being
attacked through the vertex between different facings by a two-hex unit, that defender gets the
benefit of the most advantageous facing.

(8.37) Replace 1
st
sentence with: After the shock has been resolved, each unit that has
accumulated three or more times cohesion hits than any individual enemy unit involved in that
combat takes two additional cohesion hits.

(8.38) 2
nd
bullet: Add at end: Double size unit that Stand (9.65) do not make this check.
3
rd
bullet: Replace with: As an Exception to the above, Chariots do not rout, they are instead
eliminated.

(8.39) Replace case with: Attacking cavalry units that have routed/eliminated enemy
units check for Cavalry Pursuit (10.3) if using this optional rule. All other attacking units
required to advance (8.5) do so now.

(9.13) Replace case with: Pass-Through Attacks: At the completion of shock combat, if the
defending unit is still in place and the elephant unit has not rampaged, place the elephant unit in
one of the defenders vacant Rear hexes, maintaining its attack facing. Thus, an elephant in 3022
charging into 2921 would end up in either 2821 or 2822. If there are units occupying both rear
hexes, the elephant unit immediately shock attacks the unit in one of those hexes.

(9.15) 2
nd
sentence: Replace with: They may move into or through an enemy Elephants flank
or rear hexes but at the cost of two Cohesion Points for each such hex entered.

(9.16) Replace 2
nd
sentence with: If they cannot so Withdraw, they undergo an immediate TQ
Check. If the die roll is higher than a units TQ, it takes a number of cohesion hits equal to the
difference between the die roll result and its TQ with a minimum result of one hit.

(9.21) 4
th
bullet, #2: Replace with: They may not move up or down more than one level in any
one Orders Phase.

(9.22) 3
rd
bullet: Replace with: If a Chariot would rout, it is instead immediately eliminated and
removed from the game.

(9.23) Replace case with: Pass-Through Attacks: At the completion of shock combat, if the
defending unit is still in place, the attacking chariot unit is placed in one of the defenders vacant
Rear hexes, maintaining its attack facing. Thus, a chariot in 3022 charging into 2921 would end
up in either 2821 or 2822. If there are units occupying both rear hexes, the chariot unit
immediately shock attacks the unit(s) in one of those hexes. See Play Notes in 9.13

(9.32) Replace 1
st
paragraph, 2
nd
sentence with: H&D comprises a units entire action for that
Movement/Missile Segment.
Replace 1
st
paragraph, last sentence with: The path may not be traced through friendly units, a
Rough Terrain hex, or across a Rough Terrain hexside.

(9.41) Replace 1
st
paragraph, 2
nd
sentence with: H&D comprises a units entire action for that
Movement/Missile segment.
Replace 1
st
paragraph, last sentence with: The path may not be traced through friendly units, a
Rough Terrain hex, or across a Rough Terrain hexside.

(9.42) 6
th
bullet: Replace with: Light cavalry may use Harassment & Dispersal Tactics against
Cataphracted HC even though their MA is not higher

(9.63) Replace case with: Square: Phalanx and HO/HI Size 10 units in the Macedonian army
can form square to give it all around protection.
To form or leave square, a unit must:
expend all of its movement points and
not be in any enemy ZOC.
Place a square marker on top to so indicate its new formation.

(9.65) 2
nd
bullet: Replace with: +3, if a Phalanx (PH) or Hoplite/Heavy Infantry (HO/HI) unit
was attacking at the time

(9.74) 5
th
bullet: Replace with: They may not enter any Rough terrain hex or cross a Rough
Terrain hexside.

(9.75) Delete the 2
nd
paragraph

(10.0) Add: Units suffer cohesion penalties (hits) from excessive movement and/or combat.
Too many cohesion losses produce a Rout. Routing units run away and head for the Retreat Edge
(see specific scenario instructions) of the map. A routed unit can be rallied under certain
circumstances but rallied units incur Cohesion Hits after rally due to the loss of equipment.

(10.12) Exception: Replace 1
st
sentence with: If a double-sized unit is attacking two or more
single-hex units,

(10.14) clear terrain should be Clear terrain

(10.21) Replace 3
rd
sentence with: No Movement points are expended, but the unit must take
the most direct path towards his Retreat Edge that is not blocked by enemy units, enemy ZOC
(unless occupied by a friendly unit), or impassable terrain, even if this means moving into and/or
through friendly units

(10.24) 1
st
bullet: Add at end: If that unit is already routed, it is eliminated instead.
Replace 2
nd
bullet with: If forced to stack, the Rout Moving unit moves through, as above, and
continues moving one more hex. If that additional hex is also occupied, the routed unit is
automatically eliminated and the non-moving unit in that hex incurs the effects given in the
bullet above.

(10.25) Last bullet: Replace with: Routed units that incur any additional cohesion hits are
immediately eliminated and removed from play.

(10.27) 1
st
bullet: Replace with: in any Clear, Rocky, or Major River hex, and

(10.42) 3
rd
bullet: Delete -phalanxes-.

Scenario Book
Macedonian Contingent Commanders (MCC) Deployment
Unless specified otherwise in the scenario setup instructions, Macedonian Contingent
Commanders are deployed stacked with any unit in their contingent.

The Battle of Pelium
Victory Conditions, Macedonians: Replace with: The Macedonians win if they can retreat at
least 55 Rout Points of combat units (those that rout off map dont count), plus Alexander, to the
South side of the Apsos River by Game Turn 10 without triggering Army Withdrawal or rout
the Illyrian army.

The Battle of Issus
Macedonian Deployment: Only Mercenary Peltasts LP (4-5) are used
Deployment Diagram: One Cardaces LP is missing from the diagram. The listed setup is correct.

The Battle of Gaugamela
Persian Deployment: Bactrian CAT HC #19 starts in hex 3440.

The Battle of Samarkand
Pharnaces Breakdown TQ Check: If TQ Check DR is greater than the units TQ, the unit
receives Hits equal to the difference.


Charts & Tables
(10.39) Rally Table: Replace the die roll 8, 9 result in the 4, 5 column with a R

Das könnte Ihnen auch gefallen