Series Errata

4-08 Guderian's Blitzkrieg II (6 Jan 04)



1. The Russian 37 Mech Bde (1 M Corps) has its AR reduced to 2 on its Move Mode side. It should retain its 3, like the other Mech Bdes and not be reduced the way the Tank Bdes are.

2. In scenario 7.1, the German 8th Infantry Division sets up in both B19.28 and B18.26. It should set up in B18.26 and the 87th Infantry Division sets up alone in B19.28.

3. The NKVD Border Regiment rule (3.8) refers to an effect in 3.4. This is an obsolete rule reference and there is nothing in 3.4 that affects 3.8 in the final version.

4. On the Russian order of arrival for 12 Oct 41, delete the reference to a 25th Tank Bde. The 25th Tank Bde is a 73-6 (not the 6-2-5 listed) and it arrives on 15 Oct 41 instead. Furthermore, delete the reference to a 6-2-5 Tank Bde (25) in the dead unit lists in scenarios 7.2, 7.3 and 7.4.

5. In several of the scenarios the historical value of the German South option was not applied to the VP total needed to win. The best way to resolve this is delete the 20 VPs from the South in 1942 option (1.10a part B). The scenario VP totals work correctly without the extra 20 VPs as that would apply to any of the scenarios where the south option occurs, and something like it would have to be applied to the ones that don't.

6. On 22 Nov 42, the German OOA calls for the removal of 20- 4-3 Inf Div (8). This should be 15-5-3 Jg Div (8) instead.

7. Ignore Frozen Small Lakes (1.1c) for Movement purposes. Use their terrain effects on combat as listed on the Terrain Effects Chart.

8. To clarify, rail artillery can move along rail lines like RR repair units (they do not need detrainable hexes).

9. MMD units can be converted into Guards air units like any other Russian air unit using the normal process.

10. Ignore the 203 Sec Bde (German) counter. The unit served in AGC west of the map and never arrives in play anyway.

11. In scenario 11 (6.8), you will need little maps D & E as well as the main maps A and B listed.

12. In the two Mars scenarios (6.8 and 7.8), there should be a wagon extender in B8.34 (with the LW HQ) and this extender draws off B3.28. The German units between Al 1.22 and Al 2.27 have just been compromised by the Russians just south of them and need to eat on map SPs, Tree Bark or withdraw to get back into trace. Lastly, remove from the Soviet dead unit list 12-2-2 Inf Div (32, 93) and 11 -1 -1 Inf Div (133) as they have been rebuilt already.

13. In scenario 7.8 (Mars Campaign Start), the Russian 12-2-2 Inf Div (280) is listed in both C52.25 and C62.26. C52.25 is correct. Also, 12-2-2 Inf Div (32) is both Dead and in B19.34, it should be in B19.34.

14. In scenario 7.6 (Operation Kremlin), the Russian 12-22 Inf Div (280) (apparently the "lost division") is listed in both C52.24 and C55.23. C52.24 is correct.

15. Eliminate the current Breakout Movement rule and use the following:

1.8 Surrender & Breakout.

If either player finds his units will be unable to trace supply, he can declare a Surrender/Breakout in his Movement Phase (before the units in question move at all). Units can apply this rule only if they have a Move Mode MA of 6 Leg MPs or less or are a Cavalry unit. See below for the effect of ineligible units.

Unit surrender is conducted on a map-wide basis to determine what returns (not pocket by pocket). Only identical units can be paired for the returns below.

Low Ammo, Exhausted, OOS, DG, mode and any other such status is ignored when applying this rule.

A "Clear Path" is defined as a path free of enemy units and EZOCs from the unit in question to a friendly supply source of any length. EZOCs are not negated by friendly units for this purpose.

For units with a Clear Path: 1 step returns the next turn as reinforcements for every 2 steps removed from the map.

For units without a Clear Path: 1 step returns the next turn as reinforcements for every 4 steps removed.

For units ineligible according to the requirements above or those units unable to pair properly or where not enough units exist to meet the pairing requirements, remove the unit from play and give the player 1 Pax Repl the next turn as a reinforcement for each unit (regardless of number of steps) removed. If the pairing is available, it must be taken and this Pax Repl cannot.


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