Game Errata and Q&A

Civil War, Brigade Series

by Dean N. Essig


Errata

Civil War, Brigade Series

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 I/ 3/2 in any adjacent hex.

3. A number of Loss Charts were shipped which were improperly printed. If you do not have 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--strength 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 1xCb, not 3xCb.

8. Confederate Arrival Schedules:

In order to correct a game imbalance, allow the Rebel army supply train to arrive at 4:00 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 tam later, at the closest unblocked map edge hex, in any formation desired.

2. The CSA 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 setups. The wagon enters at5:00 a.m. on the 29th with McDowell which is the first turn of both scenarios and does not begin on the map.

4. H/Cav should be listed as part of the option which includes Hill's Provisional Corps.

5. Hatch is allowed to stack with the artillery with his division as if it were one of his brigades in the set up. He must move to one of his brigades when play begins.

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 G's.

2. The Amino 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 the normal commander of M/1. When the regular reinforcements ofM/I come on the map he is their commander. When the option 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 exclusvive 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.

8. When the Union Army panics, the center of the "zone of rout" is measured from Rosencrans himself, not his HQ.

1-05 Bloody Roads South

1. The following rules should be added to those already marked Optional: 1.2c and 3.1d. As a further option, if 3. ld is used, do not apply it to those Union leaders listed in 3. 1g which are capable of issuing themselves attack orders.

2. The Off-Map mvt hex for the Rebs should be A2.01, not A1.01

3. The Divisional Goal listed for3/5 in Scenario 3 also applies in Scenarios 4 and 5.

4.3.1 a & 3.1b are not meant to imply that Grant cannot issue orders to division commanders. He can ifhe wants to, and this would be done with the same column shift on the Acceptance Table as if the receiver was a corps commander.

5. 3.1c: A sentence is incorrect as written. The sentence beginning: "Union corps no longer need to check for acceptance themselves..." should read "Union corps no longer need to check for Corps Attack Stoppage themselves..."

6. In Strategic Victory determination, The Brock Crossing should be worth 2 VP's to either side, not just the Confederates, and the it should be 20 Tac VP's give 1 Strategic VP, not the 5 to I as listed.

7. Add to 1.2f. "Wilderness hexes are negated for straggler recovery purposes if they contain or are adjacent to trails, roads, railroads, or open terrain features."

Q&A

An army commander has an Anti-Initiative. He, however, is not yet on the map. Do I still use the modifier?

Yes. Anti- initiatives reflect the attitude of the subordinates to independent decisions. They will refrain from doing anything on their own because they know that if they do anything wrong, old so-and-so will string them up after the battle.

A reinforcement arrives with orders to go defend something. The other side has occupied the feature to be defended. Does the reinforcement automatically attack the feature to be held or what?

No. To attack to regain the feature will require either new orders or initiative. The units must move in the direction of their original objective to a point where the player can assume they know the enemy occupies their intended position, stop, and await new instructions.

If limbered artillery gets assaulted and must retreat, does it roll on the Gun Loss Table?

No. Only guns that must limber in a ZOC (or in the same hex as the enemy unit in the case of close combat) roll on the Gun Loss Table. Once hitched, the batteries can run. During the hitching they are prime targets, and that is the time the Gun Loss Table comes into play.

A unit is hit with a greater number of casualties than it can handle. The brigade is destroyed, to be sure, but are the extra losses applied to other units? Are they recorded on the casualty track anyway?

Excess losses are applied to another unit in the stack, if any. If no other unit exists, the loss is ignored. Only actual casualties are recorded on the Casualty Record Tracks. If a battery is in the same hex as an infantry unit which is overkilled, excess losses may be applied as gun point losses on the artillery unit.

A unit which has been destroyed attempts to reform by straggler recovery. Where does it sprout up?

Place the straggler recovery marker in any empty hex which fills the other straggler recovery conditions. If the unit recovers any straggler points, place the brigade's counter there.

A unit outside command radii is forced to move toward radii "using all available movement." Does this mean a brigade 8 MP's from its divisional commander moves using its entire movement to get within range? Or, can it move until it is within range and then use any remaining MP's to do something else?

As soon as the unit is within range, it is free from the ,'movement toward" rule. So, the above unit would move until it is at or within four MP's of the divisional commander. Any remaining MP's may be used as desired.

I have a cavalry division with a brigade out on a divisional goal somewhere. Back with the rest of the division (assume there is but one other brigade) the division commander is killed. Where does his repl show up and what happens to the units vis a vis divisional goals, etc.?

If you have but the one brigade where the commander is when he gets killed, the repl must appear on the brigade off on the divisional goal. Immediately the roles of the two brigades are switched-the one with the goal is now within radius and functions that way; the other must assume a divisional goal which is identical to the orders it was following while the commander was still there.

When an unlimbered artillery unit limbers, does it now have 7 MP's available or did it expend 3 to limber?

The unit expends 3 of its limbered MA to become limbered, leaving the unit with 4 remaining MP's.

Is a Morale Check performed in Close Combat step 2 (Odds Table, Charts and Tables) if losses are suffered by either side? If no, does this mean the defender never checks morale if the attacker fails in 3?

Regular Morale Checks are ignored in the close combat sequence, so no check is done in 2 for either side. If the attacker fails in 3, the defender does get off easy. That is intended, as it is assumed the sight of the attacker turning tail will hearten the defender to stick around.

Must all attackers be firing at a defender's flank to get the "flankfire" column shift?

No, only one firer must actually be firing on the flank of the unit to create that effect.

Must Corps artillery stack with the corps commander to receive divisional goals?

Yes, they must. We rarely resort to issuing divisional goals to artillery units, but if we were to do so, the commander must stack with the unit to give it.


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