From: stone@gershwin.cs.unc.edu (Donald Stone)
Newsgroups: rec.games.board
Subject: Fatal Alliances Errata
Date: 22 Jan 93 10:39:31
Organization: UNC Department of Computer Science
NNTP-Posting-Host: gershwin.cs.unc.edu


I put together all the errata I could find about "Fatal Alliances".

Enjoy.

Fatal Alliances Errata
Gathered from the Canadian Wargamers Journal and posts on Genie.
---------------------------------------------------------------------

1.1 (omission)
	The (?) on a plane's lower left corner is the observer value.  For
	every two observation points, each artillery increases its chance to
	hit by 1. 

	The Turkish observer should have a value of (1).

1.2 (omission) 
	The two mountain hexes between Zurich and Munich should be part of
	Austria-Hungary and not Germany.

	London is a major port.

	The Commonwealth should have an extra resource in the hex SE of
	Glasgow and a factory in Glasgow.  

	The Ottomans should have 2 factories in Constantinople.

	The resource hex in the Crimea (three hexes from Sevastopol) is to be
	deleted as is the factory in Saratov.

	The upshot of all of the map changes is that the Factory and
	Resources Chart is correct.  

1.4.2 (omission)
	The Central Powers also win if they can conquer 3 Major Powers or 2
	Major Powers and Serbia.

1.4.3 (clarification) 
	When a country enters the war one unit (which can exert a ZOC into
	surrounding hexes) must set up in the capital.  

10.5.2.2 (change and clarification) 
	Ships may move into a sea area containing a port controlled by
	themselves or a friendly power (co-operating or non-cooperating).

	CW and U.S. ships ignore coaling restrictions in the Denmark Strait
	(i.e. the sea area containing Iceland;  this area has different names
	on different editions of the map)

10.7.6.4.5 (clarification)
	Artillery may only fire into adjacent hexes. 
	
	Artillery fire is resolved immediately after air to air combat and
	before HQ Support resolution. 

	Artillery may not attack a hex alone, i.e., artillery attacks may not
	be declared against a hex unless that hex is also being attacked in
	regular combat. 

	For each artillery attack, the unit rolls once against EACH unit in
	the hex (in the same manner as a WiF groundstrike).  

	A (0) strength artillery piece uses 1 ammo point.

	Artillery has no defense.  It can be overrun in the same manner as
	planes (since it cannot rebase, it is always destroyed).

10.7.6.7 (clarification)
	The infiltration table MAY be used against hexes containing cities. 

11.5 (clarification)
	Neutral Major Powers must enter when their status reaches 0.

11.6.2.3 (change)
	This section should read:  "non-neutral Major Powers that have 3 or
	less build points may always produce one free HQ, INF, MIL or CAV ..."
	
11.8 (clarification)
	You begin getting morale bonuses starting in May/Jun 15 (there is no
	bonus in Nov/Dec 14).  

	Personal interpretation:  The morale phase should have 3 steps
		1.  Lose points based on losses in last 6 months
		2.  Check for surrender
		3.  Add morale bonuses
	That is, morale bonuses are received AFTER all morale points are
	deducted and after a surrender check.  This interpretation is NOT
	from the designer (the rules don't address it and I've seen no
	errata).

14.1.1 (clarification)
	If a major power surrenders when no enemy major power has units in
	its home country (e.g., it surrendered due to a morale loss in naval
	combat), allow one of the sides which has a hand in forcing it to 
	surrender to "conquer it". If A/H sunk a British ship that turn
	and no Germans did also then A/H conquers it. Allows Germans to TRS
	A/Hs to Britain if possible. (Gibraltar would be friendly then).
	Otherwise assume British TRSs take them there, they may only leave
	via friendly TRS however.

23.0 (change)
	For optional Italian entry, the most resources that the Central
	Powers may commit is 2 (not 3).  If both sides reach 0 at the same
	time, then Italy enters on the side of the Triple Entente.

	If using optional Italian entry, the Allies control Italy's
	production until entry.  The Allies also control Italy's units, but
	border units cannot move until war entry.

26.2.3 Scenario
	Regarding force pool removals:  black print units should be removed
	vs white print units. 

        All INF units with a Cav designation are removed as well. INF units
	with a Cav designation are only used when replaced by disbanding an
	existing CAV unit.  If you disband the CAV, replace it with an INF of
	the same designation and remove the CAV forever.  Note, the force
	pool limits this use to only certain countries.

	All countries start with artillery charges (ammo) enabling them to
	fire each artillery piece, once.  The Germans and French, however,
	have enough ammo to fire twice.

	The Austrian HQ listed as Bonja should be Ermelli.

	The Russian HQ listed as Danilov should be Alekseev.

	The Russians do not start with 2 INF each in Brest-Litovsk and Kiev
	and 8 INF in any other city, but rather 12 INF in any other city (one
	per city) not listed previously.  These units may set up in Warsaw
	and Lodz.

	The Commonwealth should start with 9 LSs not 8.

	The French should only get 2 Inf in Sep/Oct '14 (not 3).

	The German SUB starts in any home port and not at sea.

	All ships (except the French HS Courbet) should be set up according
	to the ship dates.  The following changes are required to have the 
	dates correspond to the correct scenario start:

	  1) The Russian HS listed in the construction pool should be
	  facedown May/June 15.

	  2) The Commonwealth should only have a LS in the Construction Pool.
	  In addition to those listed in the scenario start there should be a
	  HS facedown in Mar/Apr 15 and a HS faceup in May/June 15.

	  3) The French HS Courbet should be dated May/June 14.

	  4) The Germans do not have a HS in the construction pool, it should
	  be face-down in May/June 15 instead.

	Where a reference is made to ships starting in any port, that
	means any port owned by that country (obviously the French may not
	set up in Germany!)

	The Germans may set up on or adjacent to any of the German/French or
	German/Belgian border hexes.

	While Italy is neutral, France must leave a garrison of two units
	(INF and/or CAV) on the French/Italian border until a French city
	falls into German hands.  For each city which falls, the garrison
	requirement is reduced by one such unit.

	Bulgaria enters on the side of the Central Powers.  Rumania enters on
	the side of the Triple Entente.  Greece is neutral throughout but
	allows Allied entry in Salonika hexrow and parts north, one turn
	after Bulgaria enters the war.  Their army mobilizes if attacked or
	either side enters a hex south of the Salonika hexrow.  Albania has
	no army but allows Allied entry one turn after Greece.
 
	Should the U.S. enter earlier or later then historical (Mar/Apr 17)
	then adjust their start ships as per the dates on the back of the
	counters.  If they enter early it is possible that they will enter
	with fewer ships and if they enter later it is possible that they
	will enter with more ships. 
--
Donald Stone (stone@cs.unc.edu)