Game Errata and Q&A

Tactical Combat Series

by Dean N. Essig


Errata

2-01 Bloody 110th

1. Add the 38thPzJg Bn (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 #4, Forward Observer, ignore the Pori tion of the U.S. Victory Condition that calls for occupation of all o Vossenack.

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

3. Scenario 5: Under German Artillery Batteries Available, I/ 843 should instead be the 1/4/89.

4. The German Fus/275 th 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. Modern Expansion rule 3.3c is in effor. The T-80 may fire an AT-8 or its main gun during a single fire-never both-and this dual system does not free it from the standard "one shot per unit 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--they 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 D/745 with A A 6 on the back should read the same as the other M3's.

5. One of the Recon platoons in the 1st ID Recon Company is listed as A B on the back, should be A A.

Rules

1. Scenario 9 lists Panzer Lehr's artillery as 105mm, it should be 150mm and the ammo 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 P.J. The German player has his choice of one of these units-if one is already in play, he gets the other on a later roll of 5 or 6.

3. PHI Boxes are never considered dug in for terrain effects. All the Pill Boxes on maps A and B are used when determining the survival Toll modifier. PillBoxesdonotget 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 are cumulative. 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 inunobile 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 los t and of no e ffect. 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. PI3 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 norm a] 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 oftheir 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: 0-5 6-13 14-20 21 or more Scenario 3 0-2 3-5 6-8 9 or more Scenario 4 0-3 4-8 9-12 13 or more

12. TheVariable Reinforcement Table for Scenario2 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 "lst Flak Corps" mentioned in the German Order of Battle should be read as the I st Flak Regiment, 3rd Flak Corps. Tactical Combat Series

When does one designate the direction of FPF's? Similarly, what about linear concentrations which are not FPF's?

The direction of FPF's should be set when they are created-which is shown on the op sheet according to the way it is drawn. Generally linear concentrations have their direction determined at the moment of firing- however, a good house rule to use (which doesn't occur often enough to bother cluttering the rules with it) is that: when linear concentrations are called for on TRP's in an unobserved fashion, those fires must have a direction specified in the firing order-which cannot be changed. This house rule avoids excessively effective H & I fires!

City hexes defended by dug-in infantry seem almost impossible to capture, is this right?

Yes. The minimum odds suggested by the US Army to take a defended urban area is 6:1 with odds more like 10: 1 or more being preferred. This is well over double the 3:1 deemed comfortable in open terrain. I have been in infantry companies which have tried to clear small urban areas defended by a few stout souls-and have seen the company devastated by 80% in a matter of minutes. To take a dug-in city hex in the TCS you need to take your time, be careful, and pound it like there was no tomorrow. The only way to take such a hex is to dump 8 battery fire point concentrations, and massed direct fires, on it until the defender's company morale starts to move up. Then to assault with infantry supported by tanks, etc. Expect high losses. I'll stand by the game's simulation as accurate. Clearing city areas is tough work!

If more than one on-map artillery unit fires direct fire at a hex, do I place the appropriate amount of smoke?

No, the smoke generation only occurs during regular fire missions. The reason is that the direct fires cannot be assumed to occur in quick succession (like a fire mission) but may be spread out during the 20 minute turn. The result is that while the fire mission kicks up a great deal of smoke and dust all at once, the direct fires are making a little here and a little there.

8.11 calls for one Artillery and Mortar vs. Point Target Table roll for each round against each target. Is a single round allowed to kill more than one target?

Yes. Given the rather immense jump in probability, the odd round may destroy more than one vehicle (etc.) by some freak manner. With trucks such a hit is not too hard to rationalize--the two trucks were parked close together, etc. Hitting more than two vehicles with a single round requires astronomical levels of luck and can be discounted in reasonable terms. I'd hate to attempt to conjecture on what may happen that would allow one artillery round to take out two tanksanything may have happened: the driver of vehicle number 2 did something stupid when number 1 blew up (drove off a cliff, threw a track, etc.), a tree was hit by the round and landed atop both vehicles, the gunner of vehicle 2 had his sights inadvertently set on number one when the concussion accidentally caused him to pull the trigger. So on, and so on ... If you feel that these weird events don't happen, ask my thumbs.

Is the designator round subject to scatter rotation?

Yes, at the same times as any other round.

Are mortar units fired like artillery (designator round, FFE, etc.)? If so, how does it work?

No, mortar units fire like any other area weapon, except they are allowed to have spotters and allowed to fire indirect fires. They may be added to other area weapons in a single fire attack, may be used in overwatch and in the Suppressive Fire Phase. They may not be fired in conjunction with artillery fires.

What is the arrow symbol on some of the counters and are these units capable of indirect fires?

Thanks to J. Kisner for bringing this up. The units with the arrow symbol are MG sections. They are weapon units with one step. With the exception of some experiments in WWI (Canadians come to mind for some reason) they are incapable of indirect fire and are never to be confused with mortars.

A point fires may engage an area target up to maximum range, 2x nominal, right?

Yes.

When a stack of vehicles is confronted with an infantry unit (assault or overrun), the infantry is still limited to one AT roll per target vehicle per round, right?

Yes. The equivalent of one attempt per vehicle is made. This attempt may be considered to be several smaller chance attacks--as is any AT roll.


Back to Table of Contents -- Operations #5
Back to Operations List of Issues
Back to MagWeb Master List of Magazines
© Copyright 1992 by The Gamers.
This article appears in MagWeb (Magazine Web) on the Internet World Wide Web.
Other military history articles and gaming articles are available at http://www.magweb.com