Game Errata and Q&A

Civil War, Brigade Series

by Dean N. Essig


Errata

1-01 In their Quiet Fields, 2nd Edition

1. M/DM/2 should be M/DH/2 on the counter.

2. 1/3/2 and 2/3/2 are overstacked in the initial set up. Place 1/3/2 in any adjacent hex.

3. A number of Loss Charts were shipped which were improperly printed. Ifyou donothave both Union and Confederate Loss Charts (printed on one big sheet in the 2nd Ed), let us know and we will replace your sheet with a correct one.

1-02 Thunder at the Crossroads

1. There are no Corps-level anti-initiative ratings for either side.

2. There is no Entry Hex 1. In all cases, the Union player gets points for Controlling Entry Hex H, instead.

3. The Confederate player gets 10 VP for entry Hex E (not F) and 5 VP for Entry Hex F (not G).

4. Each wrecked Union Cavalry Brigade is worth three (3) VP's, not one.

5. Current Strength Chart:

    S/J/2-strength on 3rd and 4th days is 14, not 10.
    Stwl/J/2-strength on 3rd & 4th days is 10, not 14.
    B/Heth/3-strength on 2nd, 3rd, & 4th days is 8, not 9.
    A/Heth/3-strengLh on 2nd & 3rd days is 9, on 4th day is 5.

6. Loss Chart corrections: The Iron Brigade (1/l/1) is missing five strength circles. (Note: this error is on the original, two-color loss charts only. Later loss charts, all in black, have corrected the error.) The 2/1/3 should have an original strength of 22, not 12.

7. Union Arrival Schedule: At 12 noon July 2, Gregg and 1/2/Cav arrive with I xCb, not 3xCb.

8. Confederate Arrival Schedules: In order to correct a game imbalance, allow the Rebel army Supply train to arrive at4:00 p.m. July 1, with Anderson's Division. This holds for both the Jackson Lives and historical orders of arrival.

9. Jackson Lives Scenario: Two new divisions are created in this scenario, Ew/2 and LD/2. Their wrecked levels are as follows:

    Ew/2 0/0
    LD/2 00000/0

1-03 August Fury

1. If for any reason a newly arriving unit finds its entry area blocked by enemy forces, it may appear, one turn later, at the closest unblocked map edge hex, in any formation desired.

2. One RW Supply arrives at 9:00 a.m., the 29th, at area A.

3. Remove the 3v Supply wagon from both Scenario 2 and 6 set ups. ne wagon enters at 5:00 a.m. on the 29Lh with McDowell which is the first turn of both scenarios and does not begin on the map.

1-04 Barren Victory

1. There are two Entry Area F's on the map. The one on the North map edge should be a G. There are supposed to be two Entry Area

2. The Arnmo and Casualty tracks for both sides were set up from 1 to 10 instead of 0 to 9. Please use the 10 as the 0.

3. The use of Kershaw and McLaws is not explained. McLaws is an optional unit for use when the "rest of M/1" variant is used. Kershaw is dienormal commander of M/1. When the regular reinforcements of M/1 come on the map he is their commander. Whentheoption is used, ignore Kershaw and bring on McLaws instead.

4. The example of forest in the terrain key was omitted. What the forest symbol looks like should be obvious. The use of the words forest and woods in the Terrain notes of the exchisvive rules was unfortunate--please read woods as open.

5. The dice rolls given as examples in the rules for Lee and Johnston to bypass Wing Structure are incorrect. Johnston needs 11+, Lee needs 9+. The number listed for Bragg (12) is correct.

6. The two optional Reserve Corps Batteries-Rb(5), Rb(2)- should be omitted when setting up the game. Where the set up calls for "Reserve Corps, all" it is too easy to forget that these two batteries are optional and should not be set up. Be sure to keep them with the optionals. 7. The reference to "5" in 4.2f should be to 4.2e.

Q&A

An artillery unit limbers and then moves out of a ZOC hex. Does it check on the Gun Loss Table once or twice?

The unit checks once, for the formation change only.

Can a unit extend line in a ZOC?

Extended lines must be treated as any other moving unit. If the extended line is attempting to move from the parent into a hex that the parent could not move into, the answer is no.

In close combat, the attacker crosses a slope hex to get into the defender's hex. Does the defender get the benefit of the slope in the combat resolution?

Yes. Terrain of the defender's hex and the hexside crossed to enter the hex counts during the combat resolution.

Do gun points count on the casualty record?

No. Only fire combat casualties are counted. Don't count stragglers either.

Does a repl leader appear immediately when a leader is lost? Later?

The repl appears in another brigade's hex of the same division at the instant of loss. If the division has only one brigade or they are all in the same hex, the repl appears in the same hex, immediately, and before any morale check. (Not that a 1 rated repl matters in a morale check!)

To re-supply with small arms ammo, does all of a brigade with extended lines have to be within range? Part? The parent?

Any one part of such a brigade is all that need be in range, and that part need not be the parent.

A leader has a brigade blown out from under him (sad face) and relocates to another brigade of his division. This division is then fired upon. Does the leader have to check for loss again-suffering double jeopardy?

This leader is having a bad day. He runs from one ruined brigade to another only to get fired on again. He checks twice. Life is like that!

Why does close combat cost a unit a movement point? They are, after all, charging!

This MP represents the time of the little battle engaged by the unit. Before you reach for a calculator, that means 5 minutes.

Why does the defender get off--without even a morale check in a close combat if the attacker retreats?

The defending units can tell fairly easily when the attacker is giving up, this encourages them to hold on. Once the attacker starts withdrawing, the defender breaths a collective sigh of relief, and has no desire to withdraw himself.

A unit attacking in a close combat mus tbe within command radius. Ok, then which one--division to brigade, corps to division, both?

In the extreme, the attacker in close combat may be at the furthest edge of both command radii-but no further. The division commander may be the full 8 MP's from the corps HQ. In short, both command radii must be intact.

Who gets to rally in a Rally Phase? The current player? Both?

In a given player's turn, only his units may rally. The enemy must wait for his own ##%%!! turn.

My division wants to recover stragglers, but the Corps leader is not yet on the map. The rules state the recovering unit must be within normal command radii. Can this division recover or not?

A more exact wording of the straggler recovery restrictions would be "the unit must be within normal command radii which is available at the time the unit was marked."

Do units moving on a road in column get the road benefit if moving through hexes containing other units in column? Line?

The units moving in column are allowed to use the road benefit even if they move through hexes containing other units (column or line.) The other units are assumed to give "line of march" to the moving ones-no rules for traffic jams or the resultant fist fights here.

A unit wishes to fire down a hexside between a hex it can fire through and one it can't. Can the unit shoot?

Yes. Units are always able to shoot down a hexside if they could shoot in one of the two hexes adjacent to the hexside unless a feature such as woods lays fight on the hexside.

A unit can only fire out its frontal hexsides. Is it able to fire directly along the boundary hexside (directly right or left in most cases)?

No. The fire through frontal hexsides is not inclusive of its boundary.


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