A Dark and Bloody Ground

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A Dark and Bloody Ground
A Dark and Bloody Ground
Addenda as of August 16th, 2008


The Map

(correction): What is labeled as Clear terrain on the campaign
theater map should be labeled Wilderness (to match the Battle
Board maps).

The Counters

(correction): Leader Harmer should be Harmar. (a corrected
counter was supplied in ATO issue #9)

The Charts

8.0 Native American Mobilization Charts (change): During the
Mobilization Phase the Native American player determines if a
nation Mobilizes by rolling a die and modifying the DR as follows:
DRM
Condition
-1
For each area with a village unit within a nations area.
(Note: Other modifiers are unchanged)

The Rules

4.7 Sequence of Play, End Phase (correction): Pillage markers
are removed during the End Phase of a Fall Turn (not Winter).

8.1 Native American Mobilization (change): During the
Mobilization Phase the Native American player determines if a
nation mobilizes and goes on the warpath by rolling a die and
applying any modifiers listed on the Native American Mobilization
Chart.
If the modified DR is greater than or equal to the nations base
(the black box on each nations ML track) Mobilization Level
(already modified starting MLs are also listed in each
scenario), the nation has gone on the warpath for the year
and all of its warrior units and leader are turned right side up.
Any and all warrior units of that nation that are not in a British
fort may be redeployed to the area with the mobilized nations
leader.
If the modified DR result is less than the nations current
Mobilization Level the nation remains peaceful (units stay face
down).
If the modified DR result is 0 or less the nation surrenders and
all of its warriors and leader units are removed from the game.
Exception: Any warrior units at a British fort will remain in
play until the end of the next fall turn if a nation surrenders.
Until then those warrior units have a Mobilization Level of 0.
Regardless of whether a nation mobilizes or not, the final adjusted
DR becomes the nations new Mobilization Level on the track.

8.1.1 Native American Mobilization Level Maximums (addition):
In each case, the modified DR result for each nation is recorded
on the nations Mobilization Level Track (printed on the map) for
future reference during this turn. The nations ML reverts to its
base level (the black box printed on each nations ML track) at
the beginning of each Spring turn. Regardless of the number of
mobilization DR modifiers, a nations ML cannot be higher than 5.
Optional Rule: NA players desiring a bit more control over their
nations can choose whether to add the tribal leaders Command
Rating to the DR or not when the overall Mobilization Check is
made (after the DR is made). This may keep a tribe from going on
the warpath at an insanely bad time.

8.1.2 1 Native Mobilization Checks (correction): Add 1 (not
subtract) to a nations Mobilization DR for each trespassing force.

9.2.3 Assassinations (change): Assassinations may not be
played against any area with Tecumseh, nor may Tecumseh be
assassinated (his spy network was that good). Further, Tecumseh
may add his Command Rating to any and all leaders in the same
area he is in (effectively raising all leaders Command Rating by 1
for purposes of fending-off assassins). Also, change the
Assassination DR to be 3 (not 2) more than the targeted leaders
Command Rating (i.e., a leader with a Command Rating of 3
would be assassinated only with a DR of 6).
Note Post-publication play and commentary has revealed that
assassinations are too easily carried out. These changes will
effectively rule-out any assassination attempts with some NA
leaders who are with Tecumseh.

9.2.3.1 Monetos/Divine Intervention (optional rule). Roll the die
for any leader that is the victim of an assassin. An even DR means
the leader is indeed dead, VP for his demise are awarded, and the
leader flipped to reveal his replacement. If the DR is odd, however,
the leader is only wounded. The leader is placed a number of turns
equal to the second DR to indicate when he has recuperated and
is returned to play. No VP are awarded in this case. The Atrocity
marker is still removed from play regardless of the assassination
outcome.

9.3.1 US Additional Activations (change): If it is an individual unit
(no leader is required to be present) that wishes to complete a
second activation, a DR less than or equal to the current US
Commitment Level must be made. Leaders may subtract their
Command Rating from the second activation DR.

9.3.2 Native American Activation (clarification): Warrior units
may only attempt a second activation if stacked with a leader unit.
The warrior(s) pass the check if they roll less than or equal to their
nations current Mobilization Level as recorded on the track.
Subtract the leaders Command Rating from the DR.

9.4.2 Force Marching (clarification): Units pass forced march and
attrition DR checks if they roll less than or equal to their nations
current Commitment/Mobilization Level as recorded on the track.
Subtract the leaders Command Rating from the DR.

9.4.5 Reaction Movement (optional rule): Units of either side may
not conduct Reaction Movement into or through Pillaged areas.
Regular movement (including forced marching) is allowed,
however, through and into these areas.
Note: This is another or those rules that got dropped during play
testing. Having a hard time saying good-bye.

9.5.3 Second Activation Pillaging (optional rule): Two or more
undisrupted units with a leader may attempt to pillage the area in
which they are located if the units pass a Forced March DR (Case
9.4.2). The leaders Command Rating can be used to modify the
Forced March DR (as is normally the case) but NOT the subse-
quent Pillage DR (if the units do indeed activate for a second
time).
Note: Use of this optional rule will slightly favor the US Player.

10.1 Battle Sequence of Play (suggestion): Use the backs of the
Season and Year markers to record rounds and impulses on the
tracks.

10.4 Battle Board Movement Impulse (clarification): If a unit
cannot enter the battle board due to the presence of enemy units,
it can instead enter at the closest unblocked hex, or can be with- held by the owning player till a later round. Units may retreat off
the board voluntarily before 10 rounds are up (conceding VPs to
the other side but still may be a useful thing if you have the short
end of the stick).

A routed unit may only stop its required movement if:
1. It enters a hex with a friendly leader (allowing a chance to
rally). Routed units may not remain in place if they start their
Movement Phase stacked with a friendly leader, the leader
may either move with them as they rout away (and attempt to
rally them again) or let them go.
2. It is required to stay in place by the presence of enemy units.
If a routed unit cant rout away from the enemy it instead just
routs towards the furthest enemy unit (and make a Morale
Check DR if it moves adjacent).

10.4.1 Battle Board Stacking (addition): Retreating units may
over-stack (since stacking is checked at the end of movement
impulse). If such units retreat into a hex being fired upon or
undergoing melee combat, such units have no effect on the action
but suffer any results inflicted upon the hex.

10.5.2 Fire Combat Resolution (addition): A natural DR of 6 is
always a miss, regardless of modifiers. The first time a unit is hit
becomes Disrupted. Rotate Disrupted units 180 degrees away for
the enemy to indicate this status (there is no facing in battles.
Note: Disrupted counters were provided in issue 9 of ATO).
Optional Rule: Add an additional +1 DRM for each hex over one
the target is from the firing unit.

10.5.3 Leader loss in Fire Combat (clarification): For each leader
in the hex, the owning player rolls a die once (no matter how many
hits by Fire Combat that were inflicted).

10.6.1 Melee Combat Resolution (addition): The owning player
chooses which units are lost in melee combat.
10.6.2 Leader loss in Melee Combat (clarification): For each
leader, the owning player rolls a die once (no matter what the
outcome of the melee).

10.7.4 Leader Cowardice (optional rule): Any area that a leader is
in following a battle and there are no good-order (undisrupted or
routed only) units as "survivors" the leader must make a ML/CL die
roll. If the leader fails and it is an even DR he is cashiered in
dishonor and disgrace. If the DR is odd he is captured (and if US,
later burned at the stake!) and out of the game. There would be
VP award to the opponent in this case. A successful DR means
the leader stays in the game and he has successfully transferred
blame to his subordinates!

12.0.3 Raid Resolution Results Table (optional rule): Have any
and all militia and warrior units that are subject to elimination make
a Commitment/ Mobilization DR to determine whether or not they
survive. Add 1 to the DR for militia units in a raid that succeeded.
Add 1 to the DR for warrior units in a raid that failed.
Note: Presently only the second such militia/warrior units must
make a Commitment/