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Thread: Long March errata

  1. #1
    Forum Guru Pitman's Avatar
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    Long March errata

    At Origins this past weekend, two local players were setting up a Long March scenario and in the set up there seemed to be a mistake. They went on-line to look for errata but couldn't find any Long March errata anywhere. Has the known errata for this module been published yet?

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    Forum Guru Paul M. Weir's Avatar
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    Re: Long March errata

    There is a problem both with the CG victory points table and with the setup of LM8.

    I have not seen confirmation of my own calculations for the CG table but have had a correction for LM8. Unfortunately it is not in HoB's errata section.

    See: http://forums.gamesquad.com/showthre...rio-8-question.

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    Forum Guru Pitman's Avatar
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    Re: Long March errata

    Unfortunately, the potential errata they spotted was with another scenario--the setup instructions did not make sense as written and it seemed like the map needed to be reversed.

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    Forum Guru Paul M. Weir's Avatar
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    Re: Long March errata

    There was a discussion about something like that. I can't remember which, but the solution was to go by which end the board numbers went, though that did not match the mini board graphics.

    Edit:
    Was it LM 3?

    Board 7 is shown correctly. Board 5 should have the 5 to the north as shown, but the graphic should be rotated 180.
    The setup for the Red Army should read "...on/south of hexrow I on board 5 and hexrow Y on board 7 and east of the river."
    Last edited by Paul M. Weir; 30 Jun 11 at 17:15.

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    Re: Long March errata

    Thanks for trying to help out Mark and Paul. The scenario in question was LM 4, and we were not sure about the set up instructions. I do not have the scenario card with me right now. But i hope at least the number helps out. Thanks again. john

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    Forum Guru Paul M. Weir's Avatar
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    Re: Long March errata

    Seems fairly straight forward. The Red Army set up West of the 9 hexrow. The KMT enter from the West and have to exit off the East edge.

    The unusual part is the the Red Army could set up on KMT entry board edge hexes. Whether that would be advisable is another matter. The Red Army is out numbered 25 to 16. The setup only restricts setup close to the KMT exit hexes.

    Maybe the setup should have said East of hexrow 2. That would have been more in line with other scenario setups. I honestly don't know.

  7. #7
    Forum Guru Pitman's Avatar
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    Re: Long March errata

    The setup makes no sense. You don't restrict setup on hexes close to the exit--there is no point in doing so. Something is backwards.

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    Re: Long March errata

    I played the scenario yesterday. Initially I had the same conclusion that there must be something wrong with the Reds setup instruction. But I soldiered ahead and played it out (solo) with the Reds in a forward defense near the map edge but not right on it, to make it workable. What happened was interesting. As the KMT came on board (half in the advance phase) there were immediate numbers of broken KMT troops who had no place to route, but since they were next to Reds, they became prisoners instead of being eliminated. Eight prisoner counters were created which tied up the Reds as guards. Now, it is possible to abandon a prisoner (which the guards did so they could keep fighting), but the Prisoners then become Unarmed which are considered Good Order and thus count for exiting and scenario VC's. So overall it was sort of an interesting because of the large number of prisoners wandering around, though I doubt it was by design, and still think there is an errata problem.
    Last edited by Rousseau Burton; 22 Feb 12 at 04:43.

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    Re: Long March errata

    Posted a review of the scenario "Medieval Warfare" here.

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    Forum Regular Jeffrey D Myers's Avatar
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    Re: Long March errata

    I'm finding it difficult to see how the Reds can win LM14, Luting Bridge. Since minimum move is need to move onto each section of the bridge, one is marked both PIN and CX. So, no minimum move the next turn, and no Clearance DR possible this turn. With only six turns and four bridge segments, it is hard to see how anybody can get across in time to capture the two victory buildings. Maybe it was playtested with no PIN and CX, just hazardous movement?

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