Each Entry has the Date of LAST Revision: 1-12 Seven Pines (2 Nov 99) 1. The Savage Station Loss Chart reflects the old F-AH, not the corrected one. See Gaines Mill, #12. 2. In scenario 5.3, The Confederate Right Wing HQ and supply should set up in E24.11, not E22.11. 3. Victory Point hex (in Savage Station) E53.10 should be E53.15. 4. The Union 4th Corps supply wagon is incorrectly in the 3rd Corps color. 5. The bridges refered to in rule 1.5 are the two at D23.07/D23.08, not the D26.07/D26.08 hexes mentioned. 1-13 Malvern Hill (4 Oct 99) 1. The Richmond Militia needs to be added to the Confederate Loss Charts. They have a strength of 20, a Morale of D, and wreck at 13. 2. The Glendale Scenarios begin at 8:00Am, not 4:00AM. 3. A few game turns of time were left off the Turn Record Chart (the fix is intuitively obvious). 4. When Malvern Hill is linked to Seven Pines, Map I has difficulty linking to both Map F and Map H. To correct this we reprinted Map H (and corrected the Turn Record at the same time). This replacement was sent to all known purchasers of the game. Map H is currently adequate for playing Malvern Hill itself, but it needs the correction for the entire package to work together. 5. Rule 4.1a states that the Union engineer adds 3 to rolls regarding bridges. This should be a 2 which comforms properly to 2.4b. TCS Series (ver 3.1) (2 Sept 99) 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 in 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 SYRcapable) units are not exempt from Overwatch fires- their movement generates Overwatch fires normally. 6. As a expansion of 17.7a (Rocket Artillery), place the Barrage marker long enough to execute any potential Artillery vs. Point Target attacks. When those are resolved, remove the marker. The presence of this marker is for those Point attacks only- no attacks are made against units which SYR or whatever within the temporary barrage zone. 7. Rephrase the next to last sentence of rule 1.2 to read: "Units must end their retreat further from all enemy units (counting only those units which have the retreating unit in range and LOS when the retreat begins) than when they begin the retreat." 8. Ignore all references to a 'moving in a minefield' modifier in 21.0d (and anywhere else you might see one) as there is no such modifier. 9. All minefield hexes (breached or not) are Bottleneck hexes ... not just Breaches as noted in 20.1c. 10. Add to 6.14d: "Once started, you must make the check each Command Planning Phase until either it succeeds or the Op Sheet calling for it is thrown out." 11. Add to 25.5c: "Remove the Barrage Marker after executing the attacks." 4-06 Burma (24 Jan 00) 1. In Short Scenario 5 (Imphal): The two Japanese artillery battalions in A21.03 should be set up in A12.03. The 33 Eng-31 called for in the Japanese set up should be 33 Eng-33. 2. For 1.11, B39.01 is also a Japanese RR supply source. 3. For 3.5c, the definition of an "enemy" hex is found below the chart at the bottom of the page, not "above" as indicated in the rule. 4. In Short Scenario 2, Free Set Up: add B2.34 4-4-8 Tank Bn (7 Cav). 5. In Short Scenario 4, ignore the level 2 airbase at A41.35 as it is out of play. 6. In Campaign Scenario 1, add to the Japanese Free Set Up: Mandalay: 2x 1-1-2 Garrison, 8 SPs. In the Allied Free Set Up, change the 40 SPs with any Allied unit to 34 (so it matches the historical set up). Allied 3 VP per hex award, should read "along the Bhamo-Myitkyina fair weather road." 7. The two listings for the Chinese Artillery Bn (Chi) has the wrong values, the unit is the 3-12-1 as on the counter. 8. Campaign Senario 2: Add to Japanese Free Set Up: Mandalay: 2x 1-1-2 Garrision, 8 SPs. Delete these from the "On any friendly FaZ or City hex" list. 9. Campaign Scenario 3, bottom of left column, page 30 add "Both Set Ups" below the asterisks. Move the 33 Corps HQ (Allied Free Set Up) from the "On any road hex..." group to the "On any friendly rail/ city hex" group. Top right column of page 31, delete the "A" on the right side of the first list of units (A-77-3 is accounted for in the 4-5-3 Columns in the next list). Add to the Allied VPs on page 32,3 VPs per hex of Ledo Road extends along Myitkyina-Bhamo Fair Weather Road east of the Irrawaddy River (matching Campaign Scenarios 1 and 2). 10. Both the Chindits and Galahad use TRUCK MPs for direct draw, only the Japanese can use LEG MPs for this. 11. The 831 Engineer Bn is an independent, non-divisional unit and is not a Chindit. 12. Japanese Garrison units cannot build free hedgehogs according to the Stubborn Defense rule. 13. When using the OCS v3.0 transport equivalent's rule 4.10a, all units use the 1 RE equals I SP version, no units can apply 1 RE equals 2T. 14. The Ledo Road Building Table uses one die, not two, as stated on the table. 15. The ability of the Chindits to be diverted to the area west of the Chindwin (3.6b) is too easy on them. Allow no such diversion until the 8 April game turn. Furthermore, only the first two diversions cost 3 VPs each, additional ones cost 6 VPs each. NBS Series (ver 2.1) (25 Jan 2000) 1. 11.0c should not mention mixing formations between extensions and parents (extensions and parents must have the same formation). Also, the reference to 17.Ob serves no purpose. 2. The reference to "Target Mods" in the blocked off text of 11.1 should be to "Morale Mods." 3. The reference to a "Formation Effects Chart" in 11.3 should be to the Fire Point Tables. 4. Skirmishers can violate the requirements of 11.5b when executing 11.5e. 5. Every iteration of the Cavalry Charge subsequence got corrected but the one on the Charts & Tables ... suffice it to say they should all be the same (change the "I" to a "G" in step "F"). 6. The description of Heavy vs Light artillery in 27.0 refers to the old counter design. Heavy artillery is designated with a Black Gun Point number. Light artillery is designated with the White Gun Point number. 7. No Follow-on Attacks when the original target was a cavalry unit. 8. Eliminate the Square vs Cav Fire Point Table and use the other Square Fire Point Table for all Square Fires. Yes, the +1 fire mod for fireing against Cavalry (see #11 below) applies here as well. 9. Reaction Cavalry charges cannot do FollowOn attacks (just so it is clear). 10. Change the Fire Table Modifier for Cavalry targets to +1 instead of +3. Leave the +3 modifier for the other target types mentioned (column, et al). 11. As is the case in #6 above, the cavalry heavy vs light description in 24.Oa refers to the old graphic format. Heavy cavalry is cavalry with a Star in the center of its symbol. Light cavalry does not. 12. The Designers Notes contradicts rule 25.3c. The rule is correct. 13. The player can never fire over friendly units, to include skirmishers, regardless of LOS considerations. 14. Skirmishers don't block LOS. 15. Artillery units cannot fire through an enemy Skirmisher adjacent to them, despite being able to "see" through them. 16. Cavalry cannot charge through friendly skirmishers (regular or reaction). 17. Cavalry can Reaction charge through enemy skirmishers (any number) to their real (triggered) target. This is an exception to the normal rules stating that a Reaction charge can have only one target. Skirmishers still have the ability to "run away" if the player so desires. Reduce each skirmisher so overrun by one level (destroy if reduced), automatically. 6-03 Aspern-Essling (19 Jan 2000) 1. In scenario 5.1, the Austrian 4th Corps arrives at 6pm at 62.15 (same as in 5.4). 2. 1.3 applies to both the Granery hex and the Great Garden hex. Also, add the following restriction to the Granery hex itself (33.16): Artillery cannot enter this hex. Artillery is still free to enter the Great Garden hex (32.16). 3. None of the units in the Austrian Heavy Cavalry Divison (1 C-R) should have skirmishers. 4. Inf-AG (Austrian) should wreck after 16 losses not 6. 5. The artillery for the French 3HC-Cav should have the same background color as the other HCCav artillery units. 6. Add to LeGrand's Division (1-4 French) the 3 Bad Inf Rgt. This would be 3 Bad-1-4 with a strength of 8, morale of C, and a skirmisher /loss chart set up exactly the same as 2 Line-34 (yes, even though that unit is a B morale) It enters / sets up with the rest of the division. 7. 1-Cav-4 and 1-Cav-3 (both French) should be Light, not Heavy, Cavalry. 8. The Turn Record Track shows Straggler Recovery on the hour, not every turn as per NBS standards. This is a mistake it should be every turn. 9. The Brigade wrecked mark for the 3-2-2 French Brigade (Ficatier) should be right after the last "A" strength box. Regimental Sub-Series (CWB Expansion) Series Rules (10 January 2000) 1. The modification for "Wrecked Regiment of Wrecked Division" on the Close Combat Odds Table should be "Wrecked Regiment of Wrecked Brigade" instead. 2. The CWB Morale State Effects Chart and Blood Lust Morale Check Chart apply to the RSS as well (they were not reproduced in the RSS Charts and Tables Booklet). 3. The abbreviations for weapons types are as follows: Small Arms: R: Rifle Musket, C: Breechloading Carbine, SR: Sharps Rifle, S: Spenser Rifle, M: Smoothbore Musket, P: Pistol, CR: Colt Rifle Artillery: N: Napoleon, R: Rifled Cannon (3 inch or 10 lb Parrott), HvyR (hR): 20 lb Parrot, SG: 4.5 in Rifle (seige gun), H: 12 lb Howitzer, W: Whitworth, L: Light Artillery (6 lb Smoothbore), MH: Mountain Howitzer 4. 23.0e states that, optionally, units that are routed take stragglers as casualties. The RSS Morale Table shows this as not an option and includes DG as well. 7-01 This Hallowed Ground (10 January 2000) 1. In scenarios 6.2 and 6.4 Archer's Repl leader (his flip side) should set up, not Archer himself. 2. In scenario 6.5, the reference to 12 NH in D1.28 should be the 12 NJ instead. 3. The headings for VPs for losses on page 7 show Confederate Losses on the far left, the heading should be for the last column on the right. 4. 1 /1 /1 commander's name is Meredith, not Meredeth as listed on the counter. 5. The 13th Alabama (Archer's Brigade, H-3) has an Icon for Tennessee on it, this should be Alabama (of course.) 6. Variable Arrivals: Begin rolling on the turn listed, once per game turn. Reinforcements arrive if the roll is 10 or more on two dice. 7. Union Reinforcement Chart, Order explanation number 7 should read hex E8.31, not C7.32 for the road junction to turn onto the Wolf Hill Road. 8. In the four-map campaign scenario, Reynolds and the Ist Corps troops that normally enter at 8:00am in the five- map version need to be posted up the road two turn's movement given that this scenario starts at 8:30am. 9. The ANVa HQ currently enters without orders. It should have orders to move to Herr Tavern. 10. In 3/1/12, the 13 NY Regiment should be the 13 NJ Regiment. The data on the unit is correct, the name is incorrect. 11. The commander of 3/1/3 (DeTrobriand) should be a Colonel, not Brig. General. 12. The commander of S/J/2 should be Steuart, not Stueart. [The RSS and THG errata do not include any new items. The only change is that the item regarding rule 23.0e now appears under the RSS series rules heading, where it belongs.] Back to Table of Contents -- Operations #36 Back to Operations List of Issues Back to MagWeb Master List of Magazines © Copyright 2000 by The Gamers. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. 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