Corrigenda

Errata

by Dave Demko


Each Entry has the Date of LAST Revision:

1-01 In their Quiet Fields II (23 Mar 97)

1. For purposes of this game, the Union Player Turn is first in every turn, the Confederate Player Turn is second. This is a variation on the Series rules default of Confederates always go first and corrects the Sequence of Play as printed on the map (the SoP gives the series standard "Rebs first" which does not apply to this game).

2. There is a VP cost for getting McClellan killed and the rules say McClellan cannot be killed -- the correct answer is: McClellan cannot be killed and there are no VPs available for offing him.

3. The rules say the cornfield has no effect on play, the Terrain Effects Chart on the map says it is Prohibitive (!) terrain -- the rules are correct.

4. In scenario 5.1, several 12th Corps units set up beyond the scenario's eastern boundary. They are in the correct locations, but the Union player must move these units into the play area on the first turn.

5. Confederate division commanders are "bolted to the ground" like corps HQs when without orders. They only move when they have initiative or orders to do so and they function just like the regular corps HQ units (but with a smaller command radius, of course). They are exempted from the rule requiring them to stack with one of their brigades.

6. Union artillery can trace off the north map edge in order to reach the Army Supply Train. The roads north of the map are assumed to connect (unlike the northern map area farm lanes, which don't).

1-11 Gaines Mill (11 June 97)

1. The second Day Record Box (the one cryptically marked with only June) is for June 27th.

2. North is toward the 01.xx hexrow. Map A is toward the west.

3. The bridge at B61.24 is Duane's Bridge. The one at B1.27 is Woodbury's Bridge.

4. The reference to rule 5.1b at the bottom of the last column on page one should be to rule 2.6b.

5. For the Fatigue rules (4.2) if a unit has all of its faigue boxes checked it suffers the following:

  • It cannot move during the Movement Phase

  • It cannot fire during an Offensive Fire Phase

  • It can fire during a Defensive Fire Phase

    6. For 5.3, the optional divisions on each side are worth 2 VPs each when they become wrecked. The Union Engineer Bde is worth 1 VP when wrecked.

    7. In scenario 6.4, the 5th Corps set up should be east and south (not west and south) of Boatswain's Swamp. The orders for L Div should be to take up positions southwest of New Cold Harbor (not southeast).

    8. In scenarios 6.4 and 6.5, no Confederate units can cross to the south side of the Chickahominy River on Maps B or C.

    9. The 5th Corps Supply Wagon acts as an Army Supply Train in this game (it never runs out of small arms ammo and is the source for artillery trace).

    10. For purposes of rule 3.5, the Jackson die roll is made on the 5:00am turn, to be precise.

    11. The J-J-V Brigade is an AB strength unit (the Loss Chart is correct), not an A as stated on the back of the counter.

    12. F-AH should be 15 strength, and AA strength. The counter should read AA, not AAB, and the first seven Loss Chart boxes should be permanently X'd off. All other data about the unit is correct.

    13. Stuart's Cavalry should be an 11 strength with 7 steps left after being wrecked. Its B strength is correct.

    14. In scenario 6.6, the Confederate reinforcments at 3:30pm should include Ewell and the E Division.

    2-09 GD'41 (31 March 97)

    1. The following are errors in the Counter Manifest on the back of the rulebook, in all cases the actual counters are correct.

  • 3 Co, 49 PZ has 2x AT, not 3x AT

  • AT Co, 10 Gd Inf Rgt has 6x AT, not 4x AT

  • Add the Inf Gun Co, 6 Gd Div (4x Inf Gun)

  • In the 4th Tank Brigade, the "235" Tank Battalion should be the 253 Tank Battalion.

  • Delete the German 19-V-GD Company.

  • Add the German 20-V-GD Company (6x 20mm AA Tracks)

    2. For rule 1.3 the designations on the counters were reversed, so use w=tracked and t=truck instead.

    3. For rule 1.4b, the Soviets always use a Prep Rating of 6 for activating reserves.

    4. On the Soviet Variable Reinforcement Chart, the 11-12 roll no later than time should be 0900, 24 Oct.

    5. On the German Variable Reinforcement Chart, the 2-5 roll allows the 3-521 PJ Co to enter with I-6 Pz Bn.

    6. The 18-GD Company should be pioneers, not regular infantry.

    7. For the Guderian's Blitzkrieg scenario (page 23), the 41 Soviet Cav Division should set up in A39.02, not A39.01.

    OCS Series (ver 2.0i) (10 April 97)

    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.

    4. If a breakdown regiment is stacked with a division capable of absorbing breakdowns (but not this one, due to action ratings, etc.), then the breakdown does not add to the combat strength of the hex. The breakdown becomes a 1-step, zero strength, zero action rating unit while it remains in the hex.

    5. In situations where units must "eat off the map" (i.e. they cannot trace) pay 1T per 2 REs or fraction thereof. This is a change to 11.6d. 11.6d is dropped entirely and replaced with "Pay 1T per 2 REs (or fraction thereof)." In effect, the player is now paying as if 4 REs equaled a division under the old rule (eliminating the anomaly when multiple non-divisionals are present). It is also simpler to deal with. Change references to 11.6d and its effects in 11.6f and 11.6h.

    6. HQs cannot use their draw and throw abilities while in Strategic Move or Reserve Mode.

    7. When optional rule #4 Destroying Hedgehogs is used, no more than one level can be destroyed in a hex per turn, even if more than one "unit" is available (two if an engineer capable unit is in the hex).

    8. Future reinforcements, and breakdown regiments which have not yet entered play in the normal manner cannot be "rebuilt" using Pax and Eq Repls before they do so.

    9. The following require an attack capable unit to perform (and -- just so it is clear -- units in Strategic Move Mode or in Reserve Mode are not attack capable, regardless of the counter's strength until they exit those modes): capture of an enemy Dump, Truck, Wagon, or airfield OR entry into an enemy controlled Hedgehog, Port, Village, Minor or Major City hex. "Control" is defined here as belonging to the last player to pass a friendly attack capable unit through the hex -- apply common sense to those areas obviously behind friendly lines and so on.

    10. "Breakdown" Regiments are infantry regiments marked with either "Brkdn" or no unit identification at all.

    4-05 DAK (24 July 97)

    1. (Not errata but might confuse) a) The two entries for C38.20 in several scenarios are supposed to set up in the same hex and b) The two identical lines on the Axis Variable Reinforcement Table are supposed to be that way. Why weren't these combined into single entries each? Wish I knew... 2. The rule regarding the road west from Sidi Barrani was updated with last minute information while the map entry was not; it becomes primary on 1 Dec 40 and is a road (not track) until then. The Map entry is incorrect, the rule is right. 3. While the map differentiates cities into Minor and Major for historical purposes, they have the same terrain effects (both listed under the category of "City"). 4. The end of the sentence of the last paragraph of 3.11a should read "...and the turn's result is no effect." (For some reason the last phrase disappeared...) 5. The Tripoli to Map Track rule (3.1f para h) says one exits Box 5 to get on the map, it should read Box 1. 6. Historically, the Tobruk Command HQ was disbanded after Tobruk was relieved in Crusader. As a historical option, the player should remove this HQ two turns after the fortress is relieved (has road trace available) if a seige occurs. There is no requirement to do this. 7. On the Map E Abstract, the distance from Cairo to D38.01 is 8 MPs (it is not listed). 8. The Greek Campaign die roll description in 3.11b incorrectly states that the marker advances when the die roll is "greater than or equal to" the number in the Allied Order of Arrival. This should be "Less than or Equal to" and is correctly stated in the little decription of the die roll on the Allied OOA (Vol II, page 35).

    5-05 Crusader (23 July 97)

    1. As stated in the rules, hex 48.08 should be a trench.

    The 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.

    SeriesStable Since
    CWB24
    TCS 3.125
    TCS Modern13
    SCS 1.614
    NBS 2.024

    GameStable Since
    TatC23
    AF7
    BV12
    BRS7
    Pville24
    EAW9
    NBPtD20
    AH23
    ChH22
    B11023
    OS7
    Omaha4
    Matanikau13
    GD '4021
    HftS17
    BW19
    Leros20
    FEW3
    GB7
    EatG24
    Tunisia24
    Hube's24
    SP II24
    Afrika10
    Ardennes17
    YK20
    Austerlitz12
    Marengo22


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