Newsgroups: rec.games.board
From: mjunkin@turing.toronto.edu (Mike Junkin)
Subject: Trail of Strength (Errata)
Organization: CSRI, University of Toronto
Date: 24 Nov 92 00:03:48 GMT

This note contains the complete errata (as of middle of '90) for Panther
Game's "Trial of Strength". Items marked "(*)" are from the first errata,
published 1986 - which I found in the game when I purchased it.

-------------------- cut here ------------------------

MAP
(*) 1. The Ploesti oilwell is not marked on the map.
    2. Only those hexes in Greece west of the rail line (exclusive) should
       be rough. Treat all others as broken.

COUNTERS
(*) 1. The 1st Hun. inf. XXX should be designated the 5th.
(*) 2. The 2nd Rum. army HQ should be designated the 4th.
(*) 3. The step level on the back of the first counters of the 56th and
       57th Panzer XXX should read "3", not "1".

SITUATION MAP, 1941
(*) 1. The German 17th Army didn't get a guernsey. It should be located in
       Army Group South (Poland) NW of Lvov.

READY REFERENCE CARD.
(*) CRT: Change the '10' result of the '1-1.5' column to read '1/1R' 
	 instead of '1/2R'. The CRT on the map is correct.
    TEC: Delete the lines for River Transport and the 'Supply Range Value'
	 column. Change the MP costs of broken, rough, and mountain to 
	 read:
		Terrain		Mot.	Non-Mot.
		broken		 2	   2
		rough		 3	   3   
		mountain	 5	   4
    WEC: Change the 'Supply Range' line to read:
		Clear	Mud	Snow	Snow-Freeze
		  4	 1	 2	     3

RULES
    Section 6.4 - Delete the paragraph titled 'River Links'. Substitute the
       following for the paragraphs headed 'Motor Transport Links':

       MT Links/Supply Range. The last link in the supply chain is usually a
       motor transport link extending across country from the supply head to
       the unit. All units are assumed to have sufficient MT capacity to haul
       their own supplies out to a range of 4 hexes in clear weather. This
       supply range is reduced to 3 hexes in snow-freeze, 2 hexes in snow, and
       1 hex in mud.
           Supply range is calculated from the supply head (exclusive) to the
       unit's hex (inclusive), regardless of terrain. However, it cannot be
       traced into or through terrain prohibited to ground units and, while it
       can be traced into a mountain hex, it can't be traced through one.
	   Each MTU extends the supply range for all units stacked with it by
       +2 hexes in clear, snow and snow-freeze, and by +1 in mud. Any number 
       of MTU's can combine for this purpose.

       (So, basically, all hexes now have a 'Supply Range Value' of 1, and 
	supply ranges have been accordingly shortened.)

    Section 9.9 - Reaction Capacity/Movement. Substitute the following:

       Reaction Capacity. The controlling HQ can react any one stack. This
       stack must be within three hexes of the HQ, cannot include units in
       the combat hex; nor can it include any unit with a movement penalty.

       Reaction Movement. The normal movement restrictions apply. In addtion,
       the reacting stack may 'fan-out' and 'drop-off' units, but may not
       'pick-up' or participate in any other combined movement. Reacting 
       units may enter (to reinforce) the combat hex but may not move through
       it. Reacting units may not conduct attacks.
          The number of MP's that a reacting unit can expend is limited by
       the level of the attack:
		Small Force: 2 MP's
		Stack: 	     3 MP's
		Combined:    4 MP's
       Reacting units are not obliged to expend all MP's available to them.
       However, regardless of how many they actually expend, reacting units
       accrue a movement penalty equal to the number of MP's they are capable
       of expending, as given above.

       (So, basically, units already with a movement penalty against them
	can't react).

    Section 14.3
       All coastal hexes are considered to have an implicit garrison of one
       strength point for the purposes of amphibious assault only. Thus, all
       amphibious assaults are 'hot'. 

    Section 14.5
       Delete (i.e., river transport is out).

    Section 23.2
       Amend the first sentence to read 'Each capital city or capital town...'
       Also, add 'All friendly controlled coastal hexes have an intrinsic
       garrison of "one", but only for the purposes of amphibious assaults -
       see 14.3 (amended)'.

(*) Section 24.1
       At the end of the section add the following: 'In the 1941, 1942 and 
       1943 scenarios the Soviet player sets up first. In the 1944 scenario
       the Axis sets up first'.

(*) Section 24.6
       The Soviets get only 31, not 33, infantry armies, and of those, only
       2 are Guards armies (see 25.3 for the unit designations). Thus, the
       line should read 31(2 Gd)(-10).

(*) Section 25.1
       At the end of paragraph one add 'Unless specifically designated,
       listings of Soviet units will include both line and Guard'.

(*) Section 25.4
       Under 'Soviet forces' substitute '1 Baltic' for 'Volkhov' HQ and 
       '2 Ukrainian' for 'Voronezh' HQ.

(*) Section 26
       In figure 4, the step level of the 57 Pz XXX should read '3' instead
       of '1'.
Newsgroups: rec.games.board