Each Entry has the Date of LAST Revision: 1-10 Champion Hill (3 April 96) 1. For Victory Point purposes, the following hex listings are in error. References to 63.02 and 63.03 should be to 53.02 and 53.03, and 49.19 should be 50.19. The reference to 50.16 is correct, though it may look odd. 2. Ignore the reinforcements listed as arriving at 8:00 pm in Scenario 5.4. The scenario ends before they appear. 3. Treat all roads on the map as secondary roads. Those marked as primary roads were slightly better, but they are still secondary roads in game terms. TCS Series (ver 3.1) (3 April 96) 1. The Area Fire Table's "Three Dice" result columns shifted one space to the left--each of the dice results at the right of the table is one column left of where it should be. This was corrected in the printing of these tables Black Wednesday and beyond. 2. In the example of SYRs after rule 16.2, the Morale Table die roll should be 56, not 36 and the SYR Table roll should be 3, not 4. Finally, the SYR result of the example should be Retreat 4 Hexes, -1 step", not "Retreat 5 Hexes, -1 step." 3. Step 5 of the LOS explanation (rule 8.2) should read "...greater than..." NOT "...greater than or equal to...", so as to conform to the diagram at the top of the page (which is correct). 4. The reference in 8.3c to 8.3h is in error--there is no 8.3h. Ignore the reference. 5. Vehicles and Carriers which conduct an SYR with other (presumably SYR-capable) units are not exempt from Overwatch fires--their movement generates Overwatch fires normally. 6. As an expansion to rule 17.7a, Rocket Artillery, place a barrage marker for the rocket mission long enough to resolve attacks, including artillery vs. Point target attacks against any point targets present in the rockets' zone when the mission hits. Then remove the barrage marker; it does not remain on the map to affect any targets that might pass through its zone. 2-05 GD'40 (8 Feb 96) 1. The Air Tables (on the Player's Aid) use one die--not two as the rules text indicates. 2. One of the platoons in 1-1 205 R.I. has only a "6" on the back. It should have the same "AA6" as all the other infantry platoons in the game. 3. The Heavy Infantry Guns (105mm) should be 150mm. The values on the counters are correct, only the caliber is wrong. 4. The French 67 R.I. regimental weapons come on with the 1st Bn, 67 R.I. 5. The French cannot have On-Call missions set up before play begins. 6. The Reinforced Defense Availability Table entry for the 4-II-8 Pz Company should be 0900, not 0700. This entry is for the return of this unit after its withdrawal. 7. The 16th BCP should arrive in area SW (as in Table 3.6, the Arrival Chart on the back of the rules is wrong). 8. In addition to 4 above, the 67 R.I. regimental weapons set up with the rest of the 67 R.I. in scenario 3. It sets up at full strength. OCS Series (ver 2.0i) (8 Dec 95) 1. RR Repair units can use rail movement through hexes repaired/converted in that phase, but such units cannot then be used to repair/convert rail hexes beyond that section of track. Such movement and repair constitutes leapfrogging. 2. An airbase can be repaired (to eliminate damage) one level at a time until the base is back to the highest actually built level it ever held (it cannot be improved beyond that limit in this way) by any 1 RE unit with the expenditure of 2T. There is no die roll for this method of repair--regardless of terrain. The repairing unit need not be engineer or attack capable--but it must be classed as a unit according to 3.1. 3. DG units cannot do recons. 5-01a Stalingrad Pocket II (29 Jan 96) 1. The Infantry Regiments of the 3rd and 60th Mtr Inf Divisions (German) should have the following ratings on their backs: 1-3-9. The infantry of the 16th Pz Div should be a 1-4-10 on its back. 2. The map's Weather Table lists turn 8 twice (4-8 line and 8-12 line). The latter should be 9-12. 3. The Turn 6 Soviet Reinforcements for Scenario 2 should read "2x Artillery Bdes" not "1x Artillery Bde." NBS Series (ver 2.0) (3 April 96) 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 I. Furthermore, the example on page 20 of the Cavalry Charge Sequence has the morale chaecks in the opposite order from the actual sequence (the sequence is right). 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 23.1o 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. (addition to 15.1b) Exiting LOS within a Close Fire Zone constitutes "leaving the Close Fire Zone" for Opportunity Fire purposes (i.e. driving across a Close Fire Zone and diving in back of some trees will draw opportunity fires). 10. (addition) Non-Phasing infantry can make one attempt to form square whenever moving enemy cavalry moves at or within 3 hexes (where a clear LOS exists), even when that cavalry has not announced a cavalry charge. Each infantry stack can make two attempts to form square when enemy cavalry approaches--once as per this rule, and the second if a charge is announced. Furthermore, each approaching enemy cavalry unit causes this triggering to occur independently. The phasing player can use this rule to "fake out" portions of the enemy line to form square when no cavalry charge is forthcoming. (Thanks to J.D. Caro for this rule.) 11. The maximum number of fire points which can be generated by infantry in a single hex is 6 at close combat range and 2 at range 1. This is in addition to the rule regarding "no more than an A can fire out of a hex". In other words, a B and a C in one hex in line only generate 6 fire points, not 9, in close combat. 12. Rule 16.2f is in error in mentioning orchards. Delete the phrase "and Orchards" as orchards do affect movement. Orchards have the same movement effect as vineyards. 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. Stable SinceThe errata listings on the left are from games with new corrections since last issue. For those series and games that do not have newly discovered errata, we have compiled a list of Operations issues that contain the most up-to-date listings.
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