Each Entry has the Date of latest Revision. 1-11 Gaines Mill (15 Mar 00) 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 B61.27 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, theJackson die roll is made on the 5:00 a.m. turn, to be precise. 11. The 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, notAAB 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 reinforcements 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. In Scenario 6.6, the Union Reserve Battery arriving at 9:00pm June 26 may not enter on the south edge of Map A. 1-12 Seven Pines (15 Mar 00) 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 E24.1 1, not E22.1 1. 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. OCS Series (ver 3.0) (7 Aug 00) 1. On the Transportation Equivalents list on the charts and tables (page 1), the final bullet gives the modified Rail Cap cost for moving through interdicted or damaged hexes. This is incorrect when it comes to damaged hexes, as they totally inhibit rail movement (as per 13.3e). 2. Delete 5.7h, Reserve Mode units can spot, provided they meet the other requirements for spotters (10.0e). 3. Delete the sentence in 10.0h stating that Air units conducting a Barrage are the only ... air units subject to Flak. There are other cases where air units get "flak'ed", see 14.9. 4. In 15.0c part B), the flak rating is the air base level minus one, not the level itself (as it is in the other rules and on the tables). 5. DUKWs can only carry items that could be carried by air transport. 6. The OCS Standard Markers illustration on page 3 of the rules incorrectly displays an air base symbol for the Hedgehog example. A real hedgehog can be seen at the start of 16.0 on page 29. 4-06 Burma (15 Mar 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 3-1-2-1 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 RR 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 (A77-3 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 I and 2). 10. Both the Chinclits and Galahad use TRUCK MPs for direct draw, only the Japanese can use LEG MPs for this. 11. The 823 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. 1 Oa, all units use the 1 RE equals 1 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. 4-07 Sicily (25 July 00) 1. Off Map Holding Boxes are unlimited ports as well. This is an inference from 1.5a, but 1 wanted to make it absolutely clear. Also, the reference to 3.4 in 1.5a is bogus ... it should point at a shipping rule which was moved into the series rules anyway, so disregard it. 2. Axis shipping can be used from these boxes to the available Sicilian ports (the restriction in 2.5a only affects the destination port, not the port of embarkation). 3. The Artillery Regiment of Napoli (1st Artillery Rgt) has "54" as its unit ID on the Move Mode side ... this should be a " 1 " as well. 4. The Alp G It Mountain Division costs the Axis player 2 VPs, just like the 29th PG early entry option. 5. The set up for scenario 5.4 calls for one more air base than was provided (oops), use any convenient marker or an air base from any other game in its place. 6. In scenario 5.5, the number of DUKWs should be 8, not 12 and the level 1 airbase in B47.04 should be in B47.03. The Coastal artyillery battalion in A25.02 should be in A25.03 (dry land is something they need). 5-07 Drive on Paris (17 July 00) 1. St. Avald should be St. Avold (49.17), Remieremont should be Remiremont (52.04), Vitry de Francois should be Vitry-le- Francois (33.09), Marche-en-Famene should be Marcheen-Famenne (33.09), Maastrich should be Maastricht (35.33), Fontainbleau should be Fontainebleau (18.01), Gebweiler should be Gebwiller (56.05), Kaiserlautern should be Kaiserslautern (56.22), Phillpeville should be Phillipeville (28.24). 2. Siege Guns are not eligible to advance after combat (even given their 0 combat strength and the series rule regarding 0 strength units), nor can they be put into Reserve. 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 cannot be put into Reserve. 7. In any combat involving the British as attacker or defender apply the following: On the Attack, give the British a +1 DRM to their roll on the Combat Table. On Defense, give the British one column shift in their favor. 8. In scenario 5.2, Nancy is worth 5 VPs and hex 46.10 is worth 1 VP. The issue is that Nancy is hex 46.10. The 5 VPs are for the city, the 1 VP is for the mine. There is no need to separate the values, so just treat the hex as worth 6 VPs. 9. The French Doctrine Line (FDL) ceases to exist on Turn 15, regardless of what the situation is (or if the Germans have crossed the Panic Line). 10. The Foch effect on reconstitution is too narrow in the rule (2.6). The rule states "He applies his 1 rating as a modifier This statement is correct when Foch is AD- Foch, but not when he becomes C-n-C. A better wording is "He applies his rating as a modifer..." NBS Series (ver 2.1) (28 Aug 00) Counters 1. 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. 2. As is the case above, the cavalry heavy vs. light description in 24.0a refers to the old graphic format. Heavy cavalry has a star in the center of its symbol. Light cavalry does not. Rules, General 3. 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. 4. The reference to "Target Mods" in the blocked off text of 11. 1 should be to "Morale Mods." 5. The reference to a "Formation Effects Chart" in 11.3 should be to the Fire Point Tables. 6. Skirmishers can violate the requirements of 11.5b when executing 11.5e. 7. At the moment infantry declares a Close Combat on a Cavalry unit, the cavalry unit can retreat and become Blown to avoid it. 8. For 11.5b, the "unit" the skirmisher must stay at or within two hexes of must be a friendly non-skirmisher. LOS Issues 9. The player can never fire over friendly units, to include skirmishers, regardless of LOS considerations. 10. Skirmishers don't block LOS, but artillery units cannot fire through an enemy Skirmisher adjacent to them, despite being able to "see" through them. Cavalry Handling 11. Cavalry cannot charge through friendly skirmishers (regular or reaction). 12. In part A) of 24.1c, change "be able to move through a hex 4 hexes from..." to "move through a hex 4 hexes from..." (The cavalry must actually move through this hex, not just "have one available".) 13. 24.1 Cavalry Charge Procedure part H (Follow On Attack) implies that multiple follow-on attacks are allowed. 24.1m states that only one is allowed. 24.1m is incorrect and up to three follow-on attacks are allowed. 14. No Follow-on Attack is allowed when the original target was a cavalry unit or during a reaction charge. 15. 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. Charts & Tables 16. Add * and "2" note entries to the MP cost for Swamp for Light and Heavy Cavalry. 17. Change the "I" to a "G" in step "F" of the Cavalry Charge sub-sequence. 18. Eliminate the Square vs Cav Fire Point Table and use the other Square Fire Point Table for all Square Fires. The +1 fire mod for firing against Cavalry (see below) applies here as well. 19. 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). Designers Notes 20. The Designers Notes contradicts rule 25.3c. The rule is correct. Regimental Sub-Series (CWB Expansion) Series Rules (15 Mar 00) 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 (siege gun), H: 12 lb Howitzer, hvH: Heavy Howitzer, W: Whitworth, L: Light Artillery (6 lb Smoothbore), MH: Mountain Howitzer 4. 23.0e states that 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 (15 Mar 00) 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 NJ in D1.28 should be the 12 NH 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 roadjunction to turn onto the Wolf Hill Road. 8. In the four-map campaign scenario, Reynolds and the lst 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/l/3 (DeTrobriand) should be a Colonel, not Brig. General. 12. The commander of S/J/2 should be Steuart, not Stueart. 7-02 This Terrible Sound (9 Aug 00) 1. In all scenarios starting on 18 Sept, Robertson's Brigade is attached tojPD/ I until Law arrives. 2. In scenario 6.6, Thomas should set up w/i 1 A47.23 notA57.23. Also the set up for 2/ 2/21 and 3/2/21 have the wrong titles (the brigade names are flip-flopped, but the units are correct in both). 3. In the 4-map Chickamauga scenario, Breckenridge enters at 11:00 am, 19 Sept, at E62.10. He has orders to move to the vicinity of B47.30 and defend the crossing at Lee and Gordon's Mill. 4. In scenario 6.6, the reference to 23 Tenn/Sm/C/P should be to 29 Tenn instead. 5. In scenario 6.4, the 60 Ohio (3/2/21) sets up in A59.28. Also, BG Dick should set up with 13 Ohio, not 18 Ohio. 8 Kansas (3/1/20) should set up in B13.30, not B13.20. Standard Rule for All Series: A unit cannot move from hex A to hex B unless it could also move from hex B to hex A. This rule applies to ability as determined by terrain prohibited to some or all unit types, not NIP cost. For example, a unit prohibited from entering mountains may not move from a mountain hex to a clear hex through a non-road, non-rail, non-track hexside. Back to Table of Contents -- Operations #39 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 |