by Dave Demko
Each Entry has the Date of LAST Revision: 4-04 Hube's Pocket (29 Nov 1999) 1. Delete the reference to rule 3.11 in scenario 5. There is no such rule (it was eliminated in development). 2. In Scenario 1, add the following to the other two hexes listed for the 40th and 27th Armies (1st Column, toward the top of page 7): w/i 3 B17.28. This covers the troops at Kanev. 3. The 60th Army HQ should arrive on turn 15 (as listed on the Order of Arrival), it should not set up in any scenario before that turn. 4. In scenario 3, the setup for Group Steddmann is incorrect. The listed set up is w/i 3 B15.20 should be w/i 3 B15.21. Also, the pre-game weather in this scenario is intentionally different from the historical listing. The pre-game weather listed is correct. There are no new errata for Hube's, only this clarification. Items 5-8 are designed for balancing issues. Using all of them at once will slant the game toward the Germans, use them sparingly (as options) to get the balance effect you want. 5. The VPs for Reinforcing the flank do not apply to Sudden Death Victory, only to the end of the game victory determination. 6. All Organic Trucks are considered loaded at the start of all scenarios (this is in addition to the SPs already in the set up). 7. Alert Battalions: (Add) In lieu of a roll and VP expense, the German player can automatically (and for free) get one additional Alert Battalion on any turn in which there are four or fewer in play. 8. Rail Destruction: (Add) Before starting any scenario, each side can destroy any desired rail hexes on or behind their front. No units (or whatever) need to be there to do this, simply select and mark the hexes. 9. The Russian air units available is missing from scenario 3. Use the list from scenario 2. 5-06 Gazala (13 Mar 2000) 1. The rules state that attacking across an escarpment along a road (or track) is allowed at Ax1/3 while the map gives the modifier as Ax1/4. The map is correct (Ax1/4). 2. In scenario 4, I/104 PG sets up with the rest of 21 Pz, and the Italian 141 Artillery and 34 Engineers set up with the rest of 20 It Corps. 3. No unit can set up in Reserve. To enter Reserve, each side must wait for their first available friendly Movement Phase. 5-07 Drive on Paris (04 Apr 2000) 1. St. Avald on the map should be St. Avold (hex 49.17). 2. Siege Guns are not eligible to advance after combat (even given their 0 combat strength and the series rule regarding 0 strength units). 3. Siege Guns do not pay the EZOC cost adjacent to enemy units (given that there must be a friendly unit in the hex as well to negate that EZOC). 4. The French Plan XVII VP hexes cannot be counted for German VPs, but can be counted for the French if captured at any time during turns 1-8 OR held at the end of the game (like any other VP hex). 5. "Infantry" for the German Forced March rule includes all the "other" infantry types (ersatz, fortress, mountain, etc.). 6. HQs can be put into Reserve. 7. In any combat involving the British as attacker or defender apply the following:
NBS Series (ver 2.1) (10 Mar 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 17.0b 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 sub-sequence 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 Follow-On 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 24.0a 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 Designer's Notes contradict 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. 18. At the moment infantry declares a Close Combat on a Cavalry unit, the cavalry unit can retreat and become Blown to avoid it. 19. For 11.5b, the "unit" the skirmisher must stay at or within two hexes of must be a friendly non-skirmisher. Back to Table of Contents -- Operations #37 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. Other military history articles and gaming articles are available at http://www.magweb.com |