Corrigenda

Errata



Each entry has the date of latest revision:

2-12 A Frozen Hell (28 Nov 2000)

1. The Finnish 5/2/JR 16 company was printed with eight infantry platoons. Four of these are actually 5/2/JR 16, the other four should be marked as 6/2/JR 16.

2. The TEC and the rules counterdict when it comes to the terrain type of the frozen lakes. The TEC is right and the terrain type is Billiard Table.

3. Change the definition of Lake Hexes in 1.4 such that hexes containing just the boundary (not a complete Lake Hex) are Woods (or whatever) as per the non-lake part of the hex.

4. In scenario 8.1, the Finnish 8/3/JR 37 company sets up w/i 3 B35.29, ignore the 1.

5. In 3.1c, FOs are said to be removed when stack with any Soviet and only when stacked with one of their batteries. It is the latter.

NBS Series (ver 2.1) (01 Feb 01)

Counters

1. The description of Heavy vs Light artillery in 27.0 refers to the old counter design. On the new counter design Heavy artillery 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.Oa refers to the old graphic format. On the new counter design Heavy cavalry is cavalry with a Star in the center of its symbol.

Rules, General

3. 16.1e Delete "or into a close combat." and insert "but may be into a Close Combat provided the unit does not need to change facing to do so. Units entering Close Combat this way are Shaken even before the Close Combat Subsequence begins."

4. In order to use road movement rates units may not move stacked with units other than skirmishers, nor may they pass through, or be passed through by, any other unit using road movement rates. Leaders and HQ's are excepted from this.

5. 11.0c should not mention mixing formations between extensions and parents (as extensions and parents must have the same formation). Also, the reference to 17.Ob serves no purpose.

6. The reference to "Target Mods" in the blocked off text of 11.1 should be to "Morale Mods."

7. The reference to a "Formation Effects Chart" in 11.3 should be to the Fire Point Tables.

8. Skirmishers can violate the requirements of 11.5b when executing 11.5e.

9. At the moment infantry declares a Close Combat on a Cavalry unit, the cavalry unit can retreat and become Blown to avoid it.

10. For 11.5b, the "unit" the skirmisher must stay at or within two hexes of must be a friendly non-skirmisher.

LOS Issues

11. The player can never fire over friendly units, including skirmishers, regardless of LOS considerations.

12. 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

13. Cavalry cannot charge through friendly skirmishers (regular or reaction). 14. 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 cav must actually move through this hex, not just "have one available".)

15. 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 tothreefollowon attacks are allowed.

16. No Follow-on Attacks is allowed when the original target was a cavalry unit or during a reaction charge.

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 overrun this way by one level (destroy if reduced), automatically. Charts & Tables

18. Add * and "T' note entries to the MP cost for Swamp for Light and Heavy Cavalry.

19. Change the "I" to a "G" in step 7" of the Cavalry Charge sub-sequence.

20. 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 againstCavalry (seebelow) applies here as well.

21. 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).

22. Movement Chart Addenda - Change the following movement costs

    I) Infantry Column: slope +1 and extreme slope +3
    II) skirmishers: slope +1
    III) Foot and Horse Artillery: secondary road 1.

Designers Notes

23. The Designers Notes contradicts rule 25.3c. The rule is correct.

5-08 Falischirmjaeger (10 May 01)

1. The Air Supply Head diagram on page 7 has the labels for the values flip-flopped. On the counter shown, the number of Ju-52 Points needed is 10 and the Supply Range is 25. The rules textual description is correct.

2. Ignore the use of "controlled" in the first paragraph of 2.6. There is no requirement that the airfield be controlled by the Germans so as to be used, only that no Dutch units currently occupy the hex.

3. The Stadium Jumpers in 2.5b can move three hexes of city or village terrain.

4. The example of ship movement in 3.3a at the top of page 8 incorrectly lists the ending hex as 28.27. It should say 28.17.

5. The x1/4 strength modifier for a full-hex bridge should be clarified that it reads Dx1/4 when the defender is in the hex and Axl/4 when the attacker is attacking from the hex.

6. In the Ranged weapons section, the rules describe AA units as having a Blue number on a Light Blue backing. They are Purple, as the rest of the rules and the counters suggest.

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 MP 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.


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