From:
Andrea.TOLETTI@consultant.vodafoneomnitel.it
1) Rule 127 states that "a force in an enemy ZOC (...) may only move by initiative": does this rule apply also to a besieging force, since a besiged army still exert a ZOC in the surrounding hexes?
2) Rule 50 of the exclusive rules booklet states that "the total attack strength of a force attacking into a mountain hex may not exceed 9 SP": is this an hex or an hexside limit? I think it should be an hexside limit, since the defending army exert a ZOC in all the six surrounding hexes... Is there any such a limit for the defending army? If not it would be quite difficult to dislodge an enemy from a mountain hex.
3) Rule 21 states that "the force leader (...) is only revealed when in the ZOC of an enemy force...": does this rule apply as soon as a force enter an enemy ZOC, or at the end of the movement phase?
4) Since rule 131 states that "if the repulse is not successful, the exact strength of the enemy force is not revealed", how should using vedettes to attempt repulse help to reveal enemy strength before the end of the movement phase, as suggested by the playing notes? By ending their movement in the ZOC of an enemy force, a vedette reveals the enemy leader identity anyway, isn't it? (see question number 3).
5) During a counterattack, which terrain hex should be used to determine the column of the CRT? The hex of the original defender, or the hex of the attaccking force that is being counterattacked?
Finally a brief comment. It seems to me that more often than not players fight too many battles with the same army, even if defeated in the field. What about introducing a rule on army morale that forbid an army in engaging in offensive operation after suffering a major defeat? Maybe army morale could be tested with a secret die roll, so that the opposing player is not aware wether the enemy will be able to mount another attack in the following turn.