Errata

Operations #18


Each Entry has the Date of LAST Revision:

1-08 No Better Place to Die (1/15/96)

1. The formation change cost for mounted cavalry should be 2 (as in the rest of the series), not 1.

2. The Union Cavalry units are lacking their "+" weapons symbol-they all should have them.

3. In scenario 6.3, whenthe setup calls for 1-C (all), it shouldread 1 -C (all, less 3- 1 -Q. This is because 3- 1 -C comes on as a reinforcement and should not be in the initial set up.

4. In scenario 6.5, McCown's division should have the divisional goal to defend Polk's flank between the Franklin road and 49.20, with defensive zone depth back to Captain Jones's farm.

2-08 Leros (1/15/96)

1. Rule 1. 2g should read that a coastal battery may fire only once per phase, not once per landing zone.

2. Delete the "or less" from the bottom row of the Parachute Loss Table.

3. Rule 3.6e, step C is in error when it says AA guns further than 3 hexes away have no effect. Apply the parachute Loss Table's AA gun modifier to any units that land within the printed range of an AA unit.

5-01a Stalingrad Pocket II (15 Jan 96)

1. The map's weather table shows an "8" in two different positions. The table breaks should be "4-8" and "9-12."

2. Note also the counter errata in the game rules book.

5-04 Yom Kippur (15 Jan 96)

1. The Egyptian Bridges cannot be set up emplaced unless the scenario specifically calls for them to be set up that way. In other words, the campaign scenarios never begin with the Egyptian Engineers already on their Bridge sides.

2. Reshef Ann A should not appear as a reinforcment in scenario 4.4 -- it begins play on the map.

3. (clarification) The Israeli Hawk unit cannot use airmobile movement. Yes, the Hawk, the rocket artillery, and some regular artillery have leg movement factors. But rule 11.1b specifies "infantry-type" units as able to use airmobile movement.

NBS Series (ver 2.0) (1 Nov 95)

1. The "Mixed Fire Modifiers" Chart referred to in 24.0 actually is a reference to the Regular Fires Chart.

2. In the Cavalry Charge Sequence, the branching at the end of step F is incorrect. If the defender does not retreat, the sequence should drop to step G, not jump to 1.

3. In 15.1c, the fires generated should occur before OR after the formation change-whichever is worse for the defender. The attacker makes the choice.

4. 24.2 is in error--cavalry recalled during a charge attempt (even an intended feint) does indeed become blown.

5. There is no Morale modifier for being stacked with artillery-the designer's notes reference an earlier rule that was dropped in that regard. (What does he know about it anyway?)

6. At the end of 25.3c change "they must share the morale states of any units which retreat through them" to "they must share the morale states of any units which end up stacked with them."

7. Rule 23.1 is correct and the example following 23.10 is incorrect regarding multiple close combats. A phasing unit can conduct no more than one Close Combat per phase.

8. Delete "& cavalry" from the second paragraph of rule 10.4. Cavalry never suffers straggler losses-to include any normally required during emergency corps retreats.

9. The maximum small arms fire points allowed to fire from a single hex is 6 at CC range and 2 at 1-hex range. This limit does not apply to artillery fire points.

A Standard Add-on Movement Rule (Apply to all Series ... )

A unit cannot move from hex A to B unless it could also move from hex B to A. (This does not refer to MP costs, only to the raw ability to do the job)

Example: A mech unit is atop a mountain hex in Tunisia (on a road, which is the only way it can get there). The unit moves from the mountain hex to an adjacent open terrain hex which is not connected by a road. When using the above rule, this move would be illegal, since the mech unit could not enter the mountain hex from the open except along a road.

Ops Oops: Magazine Errata

Here's a small problem I didn't catch last time. Ron Chacon included this tactical tip in his article "Black Friday" (Operations 19): "Use illumination in the early turns to hit him at long range with your artillery." This is a fine idea, except series rule 27.2b says that Illum rounds have no effect during dawn and dusk turns. So this tactic is off limits before 1800 hours and after 0500 hours in Black Wednesday.


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