The document provides errata and modifications for the game Race for Tunis. It includes corrections to unit setup locations, colors, and stacking values. It also modifies rules around terrain effects, weather, supply, and specific unit abilities. The changes aim to incorporate prior online notes and correct inaccuracies in the original game materials. Precise unit placement and rule functionality are clarified through over 30 individual entries.
The document provides errata and modifications for the game Race for Tunis. It includes corrections to unit setup locations, colors, and stacking values. It also modifies rules around terrain effects, weather, supply, and specific unit abilities. The changes aim to incorporate prior online notes and correct inaccuracies in the original game materials. Precise unit placement and rule functionality are clarified through over 30 individual entries.
The document provides errata and modifications for the game Race for Tunis. It includes corrections to unit setup locations, colors, and stacking values. It also modifies rules around terrain effects, weather, supply, and specific unit abilities. The changes aim to incorporate prior online notes and correct inaccuracies in the original game materials. Precise unit placement and rule functionality are clarified through over 30 individual entries.
Amongst the units set up in hex 1210 is shown the The symbol for sand in the TEC is not the same as the Support Marker for the Italian 2CM (0-1-5) artillery sand representation on the map. unit, not the unit itself. Terrain in effect for movement is the most restrictive in In this group is listed the 3/136/XC (1-1-7) SPAT the hex; terrain in effect for combat is the most company; it is also listed as a Convoy unit. Remove favourable in the hex for the defender. this unit from the game. On the TEC, delete the ‘+’ sign for secondary roads and There is no set up information for 3+/91/S (1-1-4) single railways. Also, delete the +1 combat die roll infantry company; set up with the Superga divisional modifier for woods. HQ unit. There is no Air Interdiction Box on the map. Players may make as many remnant counters as required; the detachment counters are limited to those 2.3 The Playing Pieces/Set-up Table available. OoB corrections References to the East Edge and West Edge of the game Allies map are inconsistent. It should always be interpreted that the West Edge is friendly to the Allies and the East HQs: 11 Bde and 36 Bde counters are green; they Edge to the Axis, and the relevant edge derived there should be red as displayed on the Set up Table. from. A/P, B/P and C/P: on the Set up Table are displayed as 4.23 (optional rule is recommended) See case 4.27 green counters; they are in fact red, which is correct. (addition). Axis 4.27 (addition) Motorized infantry may be moved as On the OoB Chart: non-motorized infantry with a movement allowance of 5. As in case 4.23, motorized infantry may not in these 1CM/XC (0-1-5) should be yellow. circumstances move again as a motorized unit until a 2CM/XC (0-1-5) should be yellow. path of hexes free of Enemy units or Enemy ZOC can 1CA/XC (0-1-8) should be yellow. be traced from the unit to a Friendly map edge 2/136/XC (1-1-7) should be yellow. traversable by motorized movement. Players may find 11/2a/Prov (0-1-5) should be grey. it useful to create markers to signify this. There are two 7/7/10 Pz (3-3-10) armoured companies 4.31 (change) On Game Turns preceded by a Game listed; one in Tunis at start, and one is listed on the Turn in which the weather was Rain, a die roll of 1-3 Convoy row. There is an 8/7/10Pz (5-4-10) armoured results in Clear, a die roll of 4-5 results in Cloudy, and a company not listed anywhere. Both companies should die roll of 6 results in Rain. be set up on the Convoy row. 9.24 b. (clarification) In these circumstances the The German I/86/10Pz and II/86/10Pz (5-6-11) movement point cost for crossing a major river hex side motorised infantry battalions have no stacking value is two additional (rather than four), and for a minor displayed; they should have a stacking value of 3, river hex side is one additional (rather than two). including when reduced. 10.14 (change) An Allied unit can trace supply directly The German 49(-)/10Pz (3-3-10) should have wheels to any map edge hex adjacent to an Allied supply source under the type symbol on the reverse, as should the irrespective of the presence of roads. motorized engineer remnant (1-1-10). 10.31 (clarification) In order to place or retain units in The Italian 101/S (1-2-8) artillery battalion should have reserve a motorized movement Supply Point must be a stacking value of 1 out of battery. expended. In the Airlift reinforcement row there is a 2-2-12 10.42 (clarification) This does not allow motorized motorcycle detachment listed; the 10/10Pz (5-5-12) units to move into or across prohibited terrain motorcycle battalion is not listed anywhere. Set up the (exceptions: cases 4.23 and 4.27). 5-5-12 in the airlift row on its reverse 3-3-12 side. A 10/10Pz (2-1-12) detachment is on the map; this unit 10.43 (change) Units retain fractional combat strengths. can be recombined with the 3-3-12 to create the 5-5-12. 11.11 (correction) No Jewish labour can be used during Game Turn 1 of Scenario 1. 11.12 (clarification) The additional defence strength of Detachments C & D are part of 10B for activation. 1 is the only effect of Jewish labour fortifications. 18.11 (correction) There are twelve Game Turns. 13.34 (addition) The Allied player may not receive airborne reinforcements on Cloudy or Rain Game Turns. 13.42 (change) On a die-roll of 4-6 Free French units’ Incorporating notes previously available on the movement allowances are halved, they may not enter an internet. Enemy ZOC and they may not attack unless required to T.R. Alanthwaite – 1.1 – April 2016 do so as a result of being unable to withdraw from an Enemy ZOC. 13.62 (clarification) The Brandenburger recall must be successful for the German player to forfeit the loss level penalty referred to. 13.71 (correction) The reference to Commando Supremo should be case 15.3. 14.21 (addition) Unsupplied Allied units on or east of the 1600 hex row do not prevent a German Strategic Victory, unless those units are in Tunis and/or Bizerte. 15.5 (correction) Change all references to defence strength points. Change Tunis airfield to 5 defence strength points. 15.6 (addition) A player is entitled to enquire whether there is an Enemy ZOC projected into a hex. 16.2 (addition) Units arriving as Convoy reinforcements spend half their movement allowance (rounded up) to land. They require supply, including the expenditure of Supply Points, for the Game Turn they arrive. 18.0 (clarification) Artillery units can start a scenario set up In Battery and can place FPF markers as normal at no cost to the initial Supply Point totals. Axis units cannot be set up in Reserve in Scenario 1. Group Koch are the units that are based around Massicault and Medjez el Bab (two groups); per case 13.71, only units from Group Koch can move on Game Turn 1 unless the Allies attack units in any other formation. Group Koch units that move on Game Turn 1 can only move into a hex that is adjacent to the Medjerda River or any hex south of the Medjerda River. To move the mechanised units of Group Koch on Game Turn 1 requires the expenditure of one Supply Point. To attack on Game Turn 1 requires the expenditure of one Supply Point. Group Koch ceases to exist as a formation after Game Turn 1. Axis formations after Game Turn 1 are: XC Corps 10 Panzer 1st Superga Von Broich XC units 10 Pz units S units 10B units SM units Dets A & B Dets C & D Prov Detachments A & B are part of SM for activation.