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The green Hell of Inor

Hors ligne X

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Bonjour tout le monde, impossible de mettre à jour la rubrique Errata d'Inor, du coup tout est parti.

Je ferai ça plus tard, le site pose des soucis techniques pour l'enregistrement et c'est un vrai casse tête, désolé.

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Hors ligne Hill621

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Pas grave, on imagine bien ce que c'est de préparer la paperasse pour la retraite :-D
Heiður , Hugrekki , Aga og Hollusta
Honneur, Courage, Discipline et Loyauté


Hors ligne DucDecaze

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Hors ligne Lionel62

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Un errata supplémentaire

-7.24 p 32 If the German choose Day attack and the French Night Attack, the scenario will be a Dual Dawn attack not a Day German attack.
En cours quelques PBEM
PT CG INOR
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Hors ligne Phil D

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Ah oui ça change des choses, et il me semble que ça aide plutôt l'Allemand (le Français espérait une attaque de petite ampleur car de nuit, et une Dawn Attack ça prolonge le scénario, ça va plutôt faciliter les choses pour l'Allemand qui a besoin de temps pour exploiter ses percées il me semble).

Bon, par rapport à une attaque seulement Allemande, le Français y gagne l'aléatoire sur le placement et le début, mais en échange il "offre" le Dawn.


Hors ligne Lionel62

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Revoici la liste des erratas Inor, avec ajout de modifications pour FT INOR 5 et 14 pour des raisons d'équilibre.

Lionel

Scenarios and CGs :

INOR CG II and CIII
,,,,,,,,,,,,,,,,,,,,,,,,,,Ignore SSR 5 for the French units setting up in Inor village.

The controls conditions of the following geographical are missing in rule 3.i. They are used mainly for the first scenario of CG II and III.

Name (English Name)   Control
Bois de La Hache
(La Hache Woods )   For VC purpose, a side controls the Woods if ≤ 10 hexes are No man’s land/enemy Controlled.
Inor – Malandry Woods road   For VC purpose, a side controls the Woods road if no Road or adjacent hexes are enemy Controlled
Inor – Mouzon road   For VC purpose, a side controls the road if no Road or adjacent hexes are enemy Controlled
Village of Inor   For VC purpose, a side controls the village if ≤ 5 buildings hexes are no man’s land/enemy Controlled



FT INOR 1 : On Turn track 4, ignore the German Cross. All the Germans enter on Turn 1.
The gun starts the game under Tow of the wagon.

FT INOR 2 & 10 : Ignore SSR 3.

New 2025 ! FT INOR 5 :
Change the Victory conditions to :The Germans win at game end if they Control ≥ 24 woods/building/gully-woods hexes in the Victory Point Zone A ‘Bois de La Hache’ and/or French setup area.

FT INOR7 : Clarification : The German group 2 cannot setup in plowed fields hexes.
SSR 4 : 2nd sentence : The rule reference for Bombardment should be CG 5.1 not INOR11.

FT INOR 12 :
Clarification : Fallen rubbles are ignored for victory conditions

New 2025 ! FT INOR 14 :
Change the VC to : Provided the French have amassed ≤ 18 CVP, the Germans win at game end if they Control :
buildings 72S2, xP7 and ≥ two other buildings ≤ 2 hexes from 72Q3,
Rubbled buildings still count for VC purposes.

In the German OB : Replace the 9-2 leader by a 10-2.
The German reinforcement enter on turn 3 instead of 4.
In the French OB : Replace a 457 squad by a 248 HS.

FT INOR 15 :
The French unit that setup up level 4 should setup on level 5.
Counters :
Groupes Francs : The 458 squads have a broken morale of 8, as displayed on the counters. Same for the 248 : use the printed value of their broken side.
The 537 should have their moral underlined.

The broken moral of 237 colonial / Legion / RTA should be 6 (some have 5)
The broken moral of 227 green hs should 5 for all counters.

The 37* inf SW should be b12 not b11 as marked on the counter.

Rules:
- The following sentence should be at the end of rule CG3 not CG4
"At the end of Defenders Game Turn 7, no dr is required as the scenario automatically comes to an end."

- Only guns manned by crew (not infantry HS) may setup emplaced.

- In CGs, all vehicles bought are considered to have no optional Armement.

- 7.2122 Artillery Interdiction Delays : In the table, second line 'Effect of Depletion DR' should be 'Effect of interdiction DR' (Thanks Houlie for reporting this one)

-7.24 p 32 If the German choose Day attack and the French Night Attack, the scenario will be a Dual Dawn attack not a Day German attack.

INTERDICTION Charts
For German RG I6
D1 level should be 1 MMG and 2 HMG
D2 level should be 2 MMG and 1 HMG (thks Phil D for reorting this one)

Clarifications about German EVP in the CGs :
The Germans may exit troops every scenario along the S edge or within one hex of UU44 (CG VP definition p6). These EVP only count if at the moment of the exit (see CG Victory Points (CG VP) p5 of the rules) the Inor Mouzon Road (3.i : All paved road hexes from B1 to H45) is German Controlled (even for U44 exit area).
These troops will be available again for the next scenario (if they were GO and if the road was German controlled...)
These evp will count as CG VP (to win the campaign) only if they are exited on the last scenario of the CG for CGII and III, for the other scenarios they will help give VP for the Germans to win the scenario and they will also adversely impact the French CPP replenishment (7.17 p27).
In CG1 a maximum of 3 CG VP can be earn by exiting troops. No such limit in CG II and III.
Remember that for each 5 EVP of German troops exited along the South edge map (and within one hex of U44) during the preceding scenario, the French replenishment DR will have a +1 DRM (7.17 p27)..
Notes :The road in B47, J45, or R17 are Narrow streets.
En cours quelques PBEM
PT CG INOR
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