Comsinに掲載されたルール明確化

河川へクスサイドで道路がつながっていないように印刷されている箇所は、すべて橋がかかっている。

7:1で都市を攻撃した時、3Lのコラムシフトによって戦闘比は1:1でなく4:1となる。

HQユニットの戦闘支援値は攻撃時のみ使用できる。(防御では使用できない)

ClearへクスのMech Infantry、ArmorがClearへクスの敵ユニットを攻撃する時、攻撃力は二倍になる。
都市へクスのMech Infantry、ArmorがClearへクスの敵ユニットを攻撃する時、攻撃力は二倍とならない。

退却(マップから自主的に除去)したユニットがマップに復活する場合、その数は増援ユニットの制限(1ターン4ユニット)に含まれない。

第一、第二ターンにおいてIranian regular armyとIranian Guard unitsは、お互いに相手のユニットが存在するへクスを通過できない。

第一ターンにおいて、相手領土には1へクスしか侵入できないが、国境沿いの相手領土へクスに沿って移動することはできる。

2583と2634、2534と2634のへクスサイドは河川。

そのユニットが補給下にあるなら、そのユニットが置かれたへクスが敵ZOCであっても、そこにある味方ユニットに補充することができる。

攻撃側HQユニットによる支援値を求める場合、航空支援と同様、各戦闘ラウンドごとにダイスを振りなおす。同様に化学戦の場合もダイスを振りなおし、ダイスを振るごとに相手側プレイヤー(防御側)は定められたVPをそのつど得る。(原文にmayとifが使われていることから、第二ラウンド以降でも化学戦を行うかどうかは攻撃側プレイヤーが判断できると思われます。)

人海戦術があまりに強すぎると思う場合、人海戦術の使用を第一戦闘ラウンドのみに限定してもよい。

ランダムイベント55でIranian Naval Brigadesを登場させるためにステップロスしたマップ上のGuardsユニットは、回復に必要なポイントがあるなら、そのターンにステップを回復してよい。

イランプレイヤーが10RPを持つ。イランプレイヤーはRevolutionary Guardsしか除去パイルに持っていない(Regularユニットなし)。この状態ではイラン軍は増援できない、で正しいか?
答え: イラン軍は1RPを消費してRevolutionary Guards1枚を増援できる。

イランプレイヤーが10RPを持つ。除去パイルにRevolutionary Guardsを6ステップ、Regularユニットを1ステップ存在する場合、イラン軍が増援できるのはRevolutionary Guards1枚、Regularユニット1枚で正しいか?
答え: イラン軍は3RPを消費してRevolutionary Guards2枚、Regularユニット1枚を増援できる。

Ty Bomba - Dec 29, 2002 2:49 pm (#108 Total: 621)

8.7 Iranian RP Restrictions- “...half must go to regular army units and half must go to Revolutionary Guard units.” What if there are no Regular Army units available (as appears to happen at the beginning of the game) or no Revolutionary Guard units available?
Actually, the Iranian gets several Rev Gd divs entering as reinforcements on Game Turn 1; so both organizations have units in the overall mix from the get-go. If, however, one organization doesn't have the units available to meet that stricture, then the Iranian player must simply carry them from turn to turn until such time as he can use them within those limits.

10.13 Column Shift for Cities- If someone is attacking at 7:1 odds does that shift to 4:1 or 1:1?
Apply all odds modifiers first; then go to the CRT. That is, in your example, a 7:1 would be shifted to a 4:1. Then, looking at the CRT, you see it only goes up to 3:1; so you'd get an 0/4 result (as per the "notes" beneath the CRT). Of course, Joseph B. also offered some more options on this aspect of things; so you can also scroll through those rules and see if there's some methodology presented there that you like better than this one.

10.17 Headquarters- “Headquarters... assist other non-HQ units in attacks and defenses...when part of a stack defense, an HQ unit only contributes its defense factor of ‘1’.” It contributes die roll +4 to the battle, but when defending alone or with a stack no die roll is made. What other kinds of defending are there? Does this mean that the die roll +4 is only for attacks and HQ has a defense of only 1?
Yes (to that last thing you asked).

4.4 Gaining and Losing VP- There are eight towns within a couple hexes of the border (Urumiyeh, Mahabad, Baneh, Marivan, Qasr-e-Shirin, Mehran, Susangerd and Khorramshahr) all worth 1 VP each as well as others only a few hexes further. It seems like it would be too easy for the Iraqi player to get a quick 6 VP in the first two Iraqi turns before the Iran player has the opportunity to use Strategic movement and get forces to the front for any kind of useful defense. How has this worked out in play testing? It seems like there may only be one or two moves for Iran player on turn one to prevent loss in the first half of turn 2.
Yes, I know it "seems" easy. Given the strictures of rule 5.3, though, and the fact the Iranian immediately redeploys forward during his Game Turn 1 player turn (and also gets a load of reinforcements/reps), I can assure you it is NOT easy. The patter is, the Iraqi grabs the four border towns that side took historically; then the Iranian redeploys his on-board army and reinforcements -- end of Iraqi first offensive. Starting on turn 2, the Iranian counterattacks begin . . .

Ty Bomba - May 13, 2003 6:32 pm (#181 Total: 621)

The Turn 1 rules mention that Iraqi units can't move into Mountain hexes, but there's only one that I can see--should this be Hills hexes?
A. No. The rule is correct as written. Though there is only one hex that really falls under the provision of this rule (2109), note that it contains a town; then note the significance of towns in the vics.

The Turn 1 rules also state that the units from both sides can't move further than 1 hex into the enemy country--can they move along border hexes, or do they stop in the first hex they enter?
A. They may move along border hexes as long as they never go farther into the enemy nation than that first 'row' of border hexes.

(In the off chance that the Iranian has a lot of Rev Gd units in the deadpile but no Regulars (or vice versa), can he "burn" extra RPs to pay for replacements under the half-and-half rule? That is, if he has 3 Rev Gd units in the deadpile but no Regulars, can he spend 3 RPs for Rev Gd replacements and throw away 2 RPs, or is he limited to spending only 1 RP?)
In the off chance that the Iranian has a lot of Rev Gd units in the deadpile but no Regulars (or vice versa), can he "burn" extra RPs to pay for replacements under the half-and-half rule?
A. No.

The one rule difference that has a *huge* impact is that road movement can only be used in hexes that are already friendly controlled. If I don't write this on the back of my hand I'll be liable to forget it!
A. True. A common experience when first starting to play the game. USE the flag/control markers.

Ty Bomba - May 15, 2003 9:13 am (#187 Total: 621)

First, are the effects of natural & manmade terrain on combat cumulative?
A. Yes. Please read and apply rule 10.22.

Are arm/mech AFs really doubled [when attacking] from [and into] clear hexes?
A. Yes.

If so, are they doubled then halved when attacking from clear to marsh?
A. No, they have to be attacking from AND into clear terrain to get that benefit. The marshes are discussed in rule 10.25.

And lastly, should the the Iranian 21st Arm Div really set up in hex 2916 (a non-road mountain hex)?
A. Yes.

Ty Bomba - May 15, 2003 7:26 pm (#191 Total: 621)

Below is a restatment of rule 10.15 to help clarify the effect described on the Terrain Key printed on the mapsheet.

10.15 Clear. In general, clear hexes have no combat effects in and of themselves; however, there is one exception. That is, as indicated on the Terrain Key printed on the mapsheet, when in-supply mechanized infantry and/or armor units attack from a clear terrain hex into another clear terrain hex, those units' attack factors are doubled for that attack. Note that the presence of a town in the clear terrain hex being attacked doesn't work to negate this bonus, neither does the presence of a river hex side (but, then, neither does this effect negate the river; so the total effect of both taken together would be nil). Note, too, that for a hex to be considered clear terrain, that must be the only kind of natural terrain within it.

Are armored/mech units double and halved (i.e. the effects cancel each other out) when attacking out of and into clear terrain, but across a river?
A. Right. See above.

Reinforcements can be placed in a supplied, home nation City or Town adjacent to enemy units (the rules don't otherwise prohibit this). Does that mean they can participate in combat the same Player Turn they're placed?
A. Yes. (Please recall that game turns each equal one-third of a year.)

This might already be in the rulebook, but are VPs counted at the instant they change hands? I.e., can taking an objective with a unit that will be OOS trigger instant victory (before it's eliminated for being OOS)?
A. Yes. Please read and apply rule 4.4.

Ty Bomba - May 16, 2003 9:10 am (#194 Total: 621)

4.1) states the VP marker must go off the edge of the track to win, but the track on the map incorrectly indicates in the 5 VP boxes as a victory for that side.
Text rule 4.1 is correct. On the track printed on the map, there should be arrows included in both "5" boxes that point off the edges of the track.

8. states the Iraqi player rolls for Basij Mobilization, but it should read the Iranian player rolls.
Assuming they're both using the same (undoctored) die, it really doesn't matter, as long as a die roll is made.

10.17) I'm unclear about how HQ's work on the defense. I see that if they're alone or stacked in the defending hex, they contribute 1 factor. How then do they contribute 1d6 and their + rating to a defense? Basically, the first sentence relates how HQ's can help non-HQs in "attacks and defenses", but I don't understand how they assist on defense.
A. On defense they only contribute their printed-on-the counter defense factor of "1;" the 1d6 roll is only made to assist on friendly attacks.

Ty Bomba - May 16, 2003 3:39 pm (#196 Total: 621)

for units that enter play by a random event that use the reduction method, I'm assuming that any units that aren't entered immediately by unit reduction are available to be build in the Replacement Pool, is that correct?
A. Yes. Units with entries-into-play triggered by a random event may be immediately brought into play using the processes described in 6.3 and 6.4. If they're not brought into play in that way, place them in the replacement pool of available units, from where they may be brought into play using normal replacement methods (see section 8.0).

Ty Bomba - May 16, 2003 3:54 pm (#197 Total: 621)

Errata Compilation for "Ignorant Armies: The Iran-Iraq War," as of 16 May 2003. All these Q&A are reflected in the changes made to the "Living Rules" file for this game, which is available for downloading at the Decision Games web site.

Q. The Turn 1 rules mention that Iraqi units can't move into Mountain hexes, but there's only one that I can see ? should this be Hills hexes?
A. No. The rule is correct as written. Though there is only one hex that really falls under the provision of this rule (2109), note that it contains a town; then note the significance of towns in the victory conditions.

Q. The Turn 1 rules also state that the units from both sides can't move further than 1 hex into the enemy country ? can they move along border hexes, or do they stop in the first hex they enter?
A. They may move along border hexes as long as they never go farther into the enemy nation than that first 'row' of border hexes.

Q. In the off chance that the Iranian has a lot of Rev Gd units in the dead pile but no Regulars (or vice versa), can he "burn" extra RPs to pay for replacements under the half-and-half rule?
A. No.

Q. The one rule difference that has a huge impact is that road movement can only be used in hexes that are already friendly controlled. If I don't write this on the back of my hand I'll be liable to forget it.
A. True. A common experience when first starting to play the game. Use the flag/control markers.

Q. Are the effects of natural and manmade terrain on combat cumulative?
A. Yes. Please read and apply rule 10.22.

Q. Are arm/mech attack factors really doubled [when attacking] from [and into] clear hexes?
A. Yes.

Q. If so, are they doubled then halved when attacking from clear to marsh?
A. No, they have to be attacking from AND into clear terrain to get that benefit. The marshes are discussed in rule 10.25.

Q. Should the Iranian 21st Arm Div really set up in hex 2916 (a non-road mountain hex)?
A. Yes.

Below is a restatement of rule 10.15 to help clarify the effect described on the Terrain Key printed on the mapsheet.
10.15 Clear. In general, clear hexes have no combat effects in and of themselves; however, there is one exception. That is, as indicated on the Terrain Key printed on the mapsheet, when in-supply mechanized infantry and/or armor units attack from a clear terrain hex into another clear terrain hex, those units' attack factors are doubled for that attack. Note that the presence of a town in the clear terrain hex being attacked doesn't work to negate this bonus, neither does the presence of a river hex side (but, then, neither does this effect negate the river; so the total effect of both taken together would be nil). Note, too, that for a hex to be considered clear terrain, that must be the only kind of natural terrain within it.

Q. Reinforcements can be placed in a supplied, home nation city or town adjacent to enemy units (the rules don't otherwise prohibit this). Does that mean they can participate in combat the same Player Turn they're placed?
A. Yes. Please recall that game turns each equal one-third of a year.

Q. This might already be in the rulebook, but are VPs counted at the instant they change hands? That is, can taking an objective with a unit that will be OOS trigger instant victory before it's eliminated for being OOS?
A. Yes. Please read and apply rule 4.4.

Q. 4.1 states the VP marker must go off the edge of the track to win, but the track on the map incorrectly indicates in the 5 VP boxes as a victory for that side.
A. Text rule 4.1 is correct. On the track printed on the map, there should be arrows included in both "5" boxes that point off the edges of the track.

Q. 8.8 states the Iraqi player rolls for Basij Mobilization, but it should read the Iranian player rolls.
A. OK, but assuming they're both using the same (undoctored) die, it really doesn't matter, as long as a die roll is made.

Q.10.17: I'm unclear about how HQ's work on the defense. I see that if they're alone or stacked in the defending hex, they contribute one factor. How then do they contribute 1d6 and their + rating to a defense? Basically, the first sentence relates how HQ's can help non-HQs in "attacks and defenses", but I don't understand how they assist on defense.
A. On defense they only contribute their printed-on-the counter defense factor of "1;" the 1d6 roll is only made to assist on friendly attacks.

Q. For units that enter play by a random event that use the reduction method, I'm assuming that any units that aren't entered immediately by unit reduction are available to be build in the Replacement Pool, is that correct?
A. Yes. Units with entries-into-play triggered by a random event may be immediately brought into play using the processes described in 6.3 and 6.4. If they're not brought into play in that way, place them in the replacement pool of available units, from where they may be brought into play using normal replacement methods (see section 8.0).

Q. In reference to 8.4: HQs, and all their heavy artillery and special troops assets, are replaced like any other unit, that is, for just one RP each?
A. Yes.

Q. In reference to 10.18: Do HQ's count for "ground combat factors" when determining the limits for Iraqi aircraft ground support?
A. HQs have no attack factors by themselves; however, once the air factors are determined, the HQ support strength is added to (but cannot exceed) all involved factors.

Q. In reference to 10.23: Iraqi Aircraft reroll their strength for each battle round; do HQ's do the same (10.17 says to reroll each time it goes into battle, but does that refer to an entirely new combat or each battle round)?
A. 10.23 Yes. Each round is counted as a whole new battle. The Iraqis may reuse their aircraft, but new rerolls are made for them and, if either side expends chemical weapons (& reroll) again, they also grant the other side a VP.

Q. Other than the restrictions of 7.5, can HQ's from different formations support each other's troops? For example, can the Iraqi RGFC HQ support attacks made by Iraqi Regular Army units?
A. Yes.

Q. Do retreated units (10.23) returning to play count against the four unit per turn reinforcement limit?
A. No. Retreated/returned units are their own category of game function, separate from reinforcements and replacements.

BRIDGES: Treat all bridges as described in the second paragraph of rule 11.14 -- don't worry about the way each individual road/river meeting point is portrayed on the map. Wherever a road runs up to a river hex side and another road runs away from that river hex side on the other bank, there is a bridge.

- - - end of file - - -

Ty Bomba - May 20, 2003 6:17 pm (#260 Total: 621)

No SSMs until 1984-I. There were some missiles in use prior to then, but this rule simulates the intense "War of the Cities" phase, in which each "strike" actually represents the launch of more than one weapon.
All your interpretations of what are river and what are sea hex sides are correct.

Are HQ (and their combat roll, too?) halved when attacking across a river?
A. No, HQs are unaffected by rivers for that kind of thing.

The mere presence of an advancing unit can't give a subsequent enveloping bonus to another adjacent combat since 10.21 specifies attacking units and the adjacent friendly unit is not participating in the attack, correct?
A. Correct.

Stacking is in effect at all times (7.3); with the restrictions of 7.5, can Iranian regular army and Guard units move through each other's hexes the first two turns?
A. No.

Ty Bomba - May 21, 2003 6:28 pm (#271 Total: 621)

Just to confirm, I had guessed that all of the hexsides I named are River, but had expressed the opinion that the last two adjoining the Al Faw peninsula should probably be Ocean; you're saying they're all River?
A. Confirmed.

On the rule under Human Wave assaults, the explanatory text mentions 1R, 2R, and 3R shifts as well, as 1 Step, 2 Step, and 3 Step losses. However, the table only has 1 Step and 2 Step losses. Is the table correct, or is there a missing 3 Step entry?
A. Go by what's on the Chart.

The Human Wave tactics seem much more powerful than they were historically. . . . I can see one solution to the problem: drop the Human Wave table. If the Iranians want to blow massive amounts of infantry in wearing the Iraqis down, the multi-round combat system handles that just fine. They shouldn't get free CRT shifts for bad tactics.
A. My thinking is, if the HW tactic proves, by consensus, to be too much, then I'd move to restrict the use of the table to first-rounds only.
Abuot the Iranian vs. Iraqi replacement siutation: please remember, Iran's population is about three times that of Iraq's.

(Ty, I'm unclear as to the intent of 6.4, Random Event Unit Creations.
I rolled a 55 which allows the three Iranian Naval Brigades to be built, but only from steps removed from other on-map (and in supply Guards units).
So I reduce the three on-map Guards to build the Naval Brigades, then immediately use Basij replacement points to restore to full strength those three units just reduced?
I suppose 6.4 can come into effect when replacements are not as abundant later in the game, but I haven't reached that point yet.)
I suppose 6.4 can come into effect when replacements are not as abundant later in the game . . .
A. Right, that's the intents.

Ty Bomba - May 25, 2003 1:47 pm (#292 Total: 621)

1. Movement: A unit moves along an enemy-controlled road through a hills hex. Does it pay 2 movement points for that hex?
A. Yes. Please read and apply the last sentence of rule 11.19

2. Supply: A unit is currently on a road hex. It cannot trace a line of friendly road hexes to a supply source. However, the unit is 6 movement points from a road hex (on another road network) that can trace a line of friendly road hexes to a supply source. Is the unit in supply?
A. Yes. The first part of your question is actually a non sequitar -- what matters is the second part (after "However. . .").

3. Marine Brigade Question: When in the turn sequence do marine brigades move? (The rules for marine brigades show up in the operational movement section; but they also say that a marine brigade can attack (and even can be aided by other units) if they move to an occupied space.)
A. Please read and apply the first sentence of the second paragraph of rule 11.16: "To make an invasion, the chosen brigade must start the Iranian combat phase in Bandace Deylam . . . " Ampibious invasion is entirely a combat phase function.

4. Replacement Question: Can a flipped unit that is in supply but not on a friendly city hex receive a replacement step?
A. Yes. Please read and apply the first sentence of the second paragraph of rule 8.4: "One RP will . . . rebuild any one step on a reduced unit still in supply and in play on the map."

Petermc - Jun 1, 2003 12:36 am (#305 Total: 621)

I played a fourth solo game which ended on turn 13 due to RE 65, and Iran won a +2 minor victory, based mostly on their control of the Shatt and some RE vps.

A couple of comments:

I’ve been noticing discussions on the ease of Iranian auto wins in Kuwait. I have tried this unsuccessfully in three games now…although Iran won one game on 6+ vps (turn 11), another was a draw (turn 4) and the latest game a +2 Iranian minor on turn 13. Basra and Um Qasr are impenetrable fortresses for me…even with Human Wave assaults every single turn. Not sure what to do.

My Iraqi defense is 4 inf/mot/HQ in Basra, 4-6 armor in Um Qasr and 2433 and 2432, and whatever else you can cram into the marsh at 2431. This leaves hex 2533 open, but that is an obvious trap. So far I cannot defeat this setup…no matter the Iranians advance the Iraqis can attack first and force the Iranians to repl/move again, an endless cycle.

Of course, this deployment leaves the North and Center weaker.

Some rules issues:

8.7 (the half N half Iran repl rule) seems very clear…but read it closely. The limit is on expenditures, not received or on the amount in the dead pile.

So, for example, you could have 12 repls, and 8 steps of IRA and 1 step of IRG in the dead pile. The most you could rebuild is 2 IRA and one IRG. (in other words you don’t limit half of 12 to 6 for each army type, but rather, your total EXPENDED must be split in half). This is why those Basij points are so important (they allow you to bring on IRG during the turns in which there are no IRA dead).

Obviously, if this is correct, then the Iranian player needs to attack with both forces as equally as possible, even burning steps in meaningless attacks in some cases.

Map Question: The hexside 2533 and 2633 (adj to Um Qasr) is ambiguous…not sure if this is all sea or river. You can’t really tell from the map graphic although technically the TEC allows only for all water hexes. Not sure if this hexside is playable or not.

Another RE question: RE 65 refers to “event 51 or 52”, but those are really two rolls for the same event, 51-52. I wonder if this was not intended to read “event 46 or 51-52”?

Ty Bomba - Jun 2, 2003 10:00 am (#317 Total: 621)

Map Question: The hexside 2533 and 2633 (adj to Um Qasr) is ambiguous…not sure if this is all sea or river.
A. 2533/2633 is a river hex side.

Another RE question: RE 65 refers to “event 51 or 52”, but those are really two rolls for the same event, 51-52. I wonder if this was not intended to read “event 46 or 51-52”?
A. No, it's correct as-is.

Steve Keifer - Jun 14, 2003 5:18 pm (#344 Total: 621)

Question on Rule 8.7 Iranian RP Restrictions: I think this is covered in Mr. Bomba's May 19 Errata Compilation but I just wanted to clarify it for myself - Let's say the Iranian player has 10 RPs accumulated in the pool. If he only had Revolutionary Guards in the dead pile (no regular army) he couldn't spend ANY of the RPs in the pool - right?

If he had one step of regular army and 6 steps of R.G. in the deadpile, he could only spend 2 RPs - one on regular army & one on R.G. - right?

Joseph Bisio - Jun 14, 2003 6:22 pm (#345 Total: 621)

"he couldn't spend ANY of the RPs in the pool - right? "
No he could spend 1 RP on RGs

"If he had one step of regular army and 6 steps of R.G. in the deadpile, he could only spend 2 RPs - "
No he could spend 3 RPs ---1 army & 2 Rev. Gd

Steve Keifer - Jun 16, 2003 9:43 pm (#349 Total: 621)

Iranian Replacennment Restrictions: right, I forgot about the "odd number" rule. So you can always spend an odd number to get the maximum, it looks like. Thanks, guys.

Keith Pardue - Jul 24, 2003 3:31 pm (#412 Total: 621)

I'm giving the rules a second reading, and I've discovered a couple of other things that I'm confused about. The supply rules require that a town be in supply in order to place reinforcements there, but not a city. So, if a friendly city has been recaptured from the enemy and has not yet recovered as a supply source, must a supply line be traced for it to have reinforcements placed there?

I'm also a little confused about amphibious landings. Must an amphibious landing be made at the beginning of the Iranian combat phase, at the beginning of a battle, or at the beginning of a battle round?

Ty Bomba - Jul 25, 2003 2:25 pm (#416 Total: 621)

The supply rules require that a town be in supply in order to place reinforcements there, but not a city.
Your statement is false. Please read the first sentence of rule 8.2: ". . . all reinforcement and replacement units to be entered into play . . . must do so through friendly controlled and supplied city and/or town hexes within the home country . . ."

So, if a friendly city has been recaptured from the enemy and has not yet recovered as a supply source, must a supply line be traced for it to have reinforcements placed there?
A. Yes.

Must an amphibious landing be made at the beginning of the Iranian combat phase, at the beginning of a battle, or at the beginning of a battle round?
A. At the beginning of the Iranian combat phase.

Ty Bomba - Aug 9, 2003 11:05 am (#426 Total: 621)

My reading of the rules is that roads must be controlled for movement, but not for supply. Is this correct?
A. Correct.

Is the hexside between Al Faw and 2834 a river hexside?
A. Yes.

Ty Bomba - Sep 13, 2003 9:20 am (#428 Total: 621)

I'd like to confirm if Saddam and the Ayatollah really can be used to change *any* die roll in a calendar year, e.g. combat rolls, Human Wave/Chem Weapon rolls, Random Event rolls and so on.
Confirmed.

Ty Bomba - Nov 3, 2003 12:17 pm (#436 Total: 621)

(1) Do I understand correctly that units like the Iraqi commandos are placed *with* the units that are reduced to create them, rather than in a city or town?
A. No, enter such arriving commandos as you would any normally entering or re-entering reinforcements or replacements

(2) Can those reduced units take replacements in that same turn to bring themselves back up to full strength?
A. Yes.

Ty Bomba - Oct 26, 2004 11:13 am (#493 Total: 621)

If it is Calendar Year '82, does the limit of four (4) units a turn apply only to those Calendar Year '82 Reinforcements? Hence you can purchase as many Caleandar Year '81 units as you can afford (as long as you follow the 1/2 army, 1/2 rev guard restriction). Or does the limit apply to all of the Calendar Year Reinforcements, regardless of the year.
If I'm understanding your question correctly, the answer is the latter.

Initial setup, RP (replacement) units and Event units... the four (4) unit a turn limit does not apply to them... correct?
Correct.

Ty Bomba - May 16, 2005 12:31 pm (#500 Total: 621)

Is it possible for an hq to help a defense in an adjacent hex ? And what about an attack in an adjacent hex ? The answer is yes to both question, for me. In a game I'm playing me and my friend discovered that we have a very different conception of this game. Who is right ?
Mr. Moscetti: your friend is correct. As explained in rule 10.17, HQs are NOT "ranged" units -- they are involved only with attacks coming into their own hex, and may only take part in attacks originating in their own hex.

Ty Bomba - Dec 8, 2006 3:01 pm (#564 Total: 621)

Khomeni & Saddam Can these be used to re-roll an SSM attack?
Answer: yes. (Sorry, I hadn't noticed a question had been posted.)