Each Entry has the Date of LAST Revision: 1-09 April's Harvest (21 Sept 98) 1. The first turn for scenarios 5.1 and 5.4 is 5:30 am, not 6:30 am. 2. Union Alert actually happens during the Union Command Phase, not at the beginning of the listed turn (which would be in the Confederate Player Turn). 3. The Order of Arrival states the optional vD Corps arrives at 8:00am, the rules about the vD Corps state they set up on the map in any scenario starting at 6:30am. The Order of Arrival is correct; they enter as reinforcements. 4. The Indian Mounds in hex 27.07 block LOS. 5. The counter for 1-6 has an incorrect strength on its back -- it should be an AB as stated on the Loss Charts. 6. The Confederate player turn is first in all scenarios. 7. IMPORTANT: The Confederate army cannot use Column or Mounted formations until 8:30 am on the first day. While artillery can use Limbered formation, gun units cannot move into hexes which have not yet been traversed by infantry or cavalry before 8:30 am. 8. Alb-6 should be alerted with the rest of its division at 7:30 am. 9. Defensive orders are not used in this game. 1-11 Gaines Mill (1 Sept 98) 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 fatigue boxes checked it suffers the following: 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 AB strength. The counter should read AB, not AAB or AA. All other data about the unit is correct. The original replacement counter was not made correctly, there will be another in the 1998 countersheet, so we can finally put this unit to bed. 13. Stuart's Cavalry should be an 11 strength with 7 steps left after being wrecked. Its B strength is correct (only one box is in the B strength zone, the rest is C strength. 14. In scenario 6.6, the Confederate reinforcments at 3:30pm should include Ewell and the E Division. 15. In scenario 6.5, DH Hill's Division's orders should start in a D1 status. 16. Campaign Scenario 6.6: The Union Resb arriving at 9:00pm June 26 may not enter on the south edge of Map A. OCS Series (ver 2.0i) (8 Dec 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. 11. When using the v2.0i optional air rules, do not use 14.11 at all. Furthermore, the restriction on parenthesized air units entering hexes containing enemy air units is removed. Parenthesized air units still cannot be the attacker in air to air combat and are not, even if they entered the enemy air unit's hex. Stable Errata ListingsSeries Stable Since CWB 24 Game Stable Since
ITQF II 6 (Correction: GD '41, Afrika, Crusader, and SP II should not have been listed as stable last issue, since they had errata then. Sorry -- I stuck in the wrong "stable" list). Back to Table of Contents -- Operations #31 Back to Operations List of Issues Back to MagWeb Master List of Magazines © Copyright 1998 by The Gamers. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |