Game Errata and Q&A

Tactical Combat Series

by Dean N. Essig


Errata

2-01 Bloody 110th

1. Add the 38Lb PzJgBn (all) to the Historical Order of Arrival to the other units arriving at 0200,17 Dec 44. The 273 Flak did not enter the map is correct and it should not be on the Order of Arrival.

2. Only one German Bridge may be built during the game. If a bridge allows the use of Areas 3 and 4, the player need not wait to reduce Hosingen before using Area 3 when the bridge is up. Hosingen only makes units wait which are trying to enter Areas 4 or 5.

3.2 PG Regimental troops, 2x Gw38(t), enter with 2/2 PG in the Historical Order of Arrival.

4. One 38th Pioneer Platoon was printed without a morale. It has the same morale as the others in its company (5.)

2-02 Objective: Schmidt

1. Teaching Scenario 44, Forward Observer, ignore the portion of the U.S. Victory Condition that calls for occupation of all of Vossenack.

2. Scenario 3: Ignore the German 150mm Artillery ammo supply. It is not needed.

3. Scenario 5: UnderGerman Artillery Batteries Available, l/ 843 should instead be the 1/4/89.

4. The German Fus/275th should have morale boxes for each company, I through 4, instead ofjust one box for the battalion.

3-01 Force Eagle's War

1. Two of 2/E's ITV's were printed with the same info on the front and back. The backs of these units should read P B 15, like the others.

2. Modem Expansion rule 3.3c is in error. The T-80 may Fire an AT-8 or its main gun during a single fire-never boLh-and this dual system does not free it from the standard "one shotperunit rule."Thanks to D. Demko for bringing this to our attention.

2-03 Omaha

Counters:

1. The Panzer Lehr Mk V's should have a defense of 4 and movement of 18.

2. One mortar platoon in each of 4/1/915 and M/3/116 is incorrect on the back-Lhey should read A A 4.

3. An MG section in H/2/18 is incorrect on the back-should read A A 5.

4. The M3 in Df745 with A A 6 on the back should read the same as the other MYs.

5. One ofthe Recon platoons in the lstID Recon Company is listed as A B on the back, should be A A.

Rule :

1. Scenario 9 lists Panzer Lehr's artillery as 105rrun, it should be 150mm and the annno for the Germans should also be this type.

2. Add the following to the German Variable Reinforcement Table in scenario 1:

The dice roll result of 5-6 on the Reinforcement Table should read 1/352 PJ or 2/352 PJ. The German player has his choice ofone of these units-if one is already in play, he gets the other on a later roll of 5 or 6.

3. Pill Boxes are never considered dug in for terrain effects. All the Pill Boxes on maps A and B are used when determining the survivalroll modifier. Pill Boxes do not get the benefit of "being stacked with infantry" on the AT Roll Table-unless an actual infantry unit is present in the pill box's hex.

4. Fortified Zone effects and other terrain effects arecumulative. The net modifier for terrain on a pill box in the open should be 0. Note that PB's are not considered AT Guns for terrain effects-they act like immobile tanks.

5. Artillery vs. Rocket Pits on the Artillery vs. Point Target Table: Rocket pits are assumed to have a defense rating of more than 2 and no modifier is applied for the reason of "weak defense."

6. LCT(R) fires whose center hex drifts off-map or into the sea are lost and of no effect. There is no effect for the "edge" of a rocket fire which a player might argue is still on the beach. If it goes out to sea, it is all lost. Let's keep it simple.

7. PB squads are considered dug in-in the hex their Pill Box was located--if they are in fire mode. If they move from that hex, they lose that status.

8. The Shingle modifier (-2) is in addition to the normal terrain effects of the hex the target is in-i.e. open.

9. AT Rolls against Pill Boxes at ranges one or less are allowed. Range two is not.

10. Leaders land with any of their own units: CO 1/16 lands with any unit of 1/16, CO 16 RCT would land with any unit of the 16 RCT, etc. Note the restrictions on which leaders are allowed to make up the pool on page 7. In the one map scenarios, divide the number of leaders to be selected by 2, round up.

11. Change the headings of the Pill Boxes Remaining Modifier when playing one map landing scenarios, use the following:

Existing Headings: 0-56- 1314-20 21 or more
Scenario 30-23-56-8 9 or more
Scenario 40-34-89-12 13 or more

12.The Variable Reinforcement Table for Scenario 2 has two places where a roll of 9 would end up. The dice rolls for each table position should be 2-9, 10, 11-12.

13. The "1st Flak Corps" mentioned in the German Order of Battle should be read as the 1st Flak Regiment, 3rd Flak Corps.

Q&A

Can night and Thermal sights be used to spot mortar fires at night or through smoke?

I'd say no, but I do not have the experience with thermal sights needed to make a good determination. If you know better go ahead and do what's right. I feel all night vision devices are very poor for spotting artillery and mortar fire because there is no depth perception available. Adjusting indirect fire accurately at night is nearly impossible without good illum-and you have them for it.

Do you ignore the normal smoke modifiers when using Thermal sights? Use the mentioned modifier for Point fires and nothing at all for Area targets?

Yes that is correct. Area fires are not modified because if the vehicle can identify the right hex in the smoke and observe its shot well (it can and does with thennals), that's good enough to give full effect to the fire.

How high off the ground are the drop aircraft in Force Eagle's War for purposes of AA fires?

The aircraft are roughly 300 feet or 100 meters. It is a good low jump---where you count to four and impact!

Can only Clear hexes be selectedfor drops? What happens if a unit drifts off-map or lands on a non-clear hex?

Any hex may be selected for the drop. Units that drift off map are gone forever. Non-clear landing losses are ignored. Good troops will be able to steer their chutes around most obstacles and the resultant loss from landing in a city (etc.) will be limited to a few broken legs and ankles-not counting bruises and the occasional trooper hanging from a church--and will not impact the unit greatly. So, these are ignored.

The hit number for an aircraft is 8. Is this modified by terrain? etc. ? Can targets be engaged which are in smoke hexes? Can an aircraft attack multiple point targets in a single hex in one "run?" What is the definition of a run, anyway?

The aircraft hit number is never modified, for terrain or any other reason. Targets in smoke may not be engaged by aircraft-the pilots cannot identify a clear target and are wary to waste their ordinance. (Note that AA fires, however, are allowed to fire out of smoke hexes. Multiple point targets may be engaged in one hex, in a single run, if the aircraft has a multiple capability (hit roll of 8 agains tfour targets...) A run is defined as an attack against one hexusing point and/or area fires up to the limit of the aircraft's capability. A plane could engage multiple hexes, with its different capabilities, but would have to be engaged by AA each time as they would be considered separate runs.

How far can an observer be from a mortar or artillery round impact and still observe it?

As far as visibility and LOS allow. There are no other restrictions. Visibility as determined by the weather or night (whichever is less.)

Do suppressed or paralyzed units go out of Move Mode? When?

Suppressed and Paralyzed units may change to Fire Mode from Move Mode during the Mode Determination Phase. They may never change from Combat to Move Mode.

If two units are adjacent to one another and one is assaulted, does the other unit get to Overwatch Fire? When is this resolved?

Overwatch fire triggers occur when the moving unit finishes moving into a hex. Therefore, overwatch fire would be allowed, but only after the assault combat is resolved assuming the attacker is still in the assault hex when the dust settles!

An overrunning or assaulting unit is running into the target hex on a road. When the combat begins, does the firer (the defender) get to use the "road moving" benefit for the fire-even though it says 'for overwatch only?"

Yes, the road moving modifier is allowed in this circumstance, even though the table is telling you it isn't. The tables were drawn up as they are because I needed a clearcut time when a unit could "absolutely, positively" be identified as moving on the road. Overwatch fit the bill, hence the rule caveat. Unfortunately, there are other instances (the above) where the units are definitely road moving at a given instant. So, the modifier should be used then, also. The problem confronted in design was what to do with units during the Suppressive Fire Phase whichjust happen to be on a road hex-are (were) they road moving? Are they still? To avoid those types of arguments the above "overwatch" attachment was made to the modifier.


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