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Extra rules for Arnhem in the Six Angles version of West Wall

Rules for variant Leader Units


These units should be used as marker without special combat power or ZOC. The
result of play in particular will not be changed by rules, but upon agreement by
both players these units may be used as gadgets to improve the feel of the game.

Changes in the Japanese version / Optional Rules


Standard Rules
When playing according to the official SPI rules some situations might occur that,
from the point or realism, feel somewhat unnatural. To solve this problem we
recommend to deviate from the standard rules in the sections below, and to play
according to the modified version below.

7.9 Advance after combat


7.94a When advance after combat occurs, this can only be done by the enemy non-
artillery units that participated in the combat versus the retreating unit.
The artillery units of both armies cannot advance after combat, independent of
the form in which they contributed to the combat (directly or indirectly)

Arnhem
When establishing the winning score at Arnhem an unnatural situation can occur
using the official SPI rules. In the specific case when the German army destroys
an Allied unit, one receives 5 VP’s, but in the case where the Allied unit is not
able to establish a line of communication, one receives 3 VP’s every turn.
If one does not destroy the enemy unit without line of communication, the isolated
person suffers a large scale accumulation of VP’s.
To solve this problem we ask you to play with the addition of the following item
to the Exclusive Rules. In all other cases the rules must be followed.

17.3 Line of Communication


17.38 At the end of a player turn this player can, if he desires, eliminate a unit
which cannot establish a Line of Communication from the isolated area. A unit
eliminated in this way will be counted as a unit destroyed in the normal way for
points awarded to the opposing player.

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