SCS Series Errata 1. The example of combat, pan 2 is incorrect in stating that unit 6 cannot use the Exploitation Phase. In its ending position it can. If it had moved to hex A, it wouldn't be able to do so. 2. The "beginning of movement" provision in the overrun eligibility rule refers to the beginning of the Movement Phase, not the stack in question. 3. Stacking is in effect at the end of movement and at the instant of an overrun attack. Overrunning units may stack with non-overrunning ones when they do the attack. In that case, the total of the two may not exceed the stacking Limit and any adverse combat result only affects the units actually overrunning. 4. Players may never examine enemy stacks; only the top unit (or marker) may be examined. 5. Units with zero combat values may be involved with other attacking units in an attack and may be used to absorb step losses. 6. Reinforcements are placed on the map (and are in-supply at the time) at the very beginning of the Movement Phase. They begin their movement from the hex containing the entry area, not from off-map, etc. Placement is unaffected by EZOCs (hexes containing enemy units are off limits) and entering units may overstack on placement provided the stack is split up properly by the end of the stack's first Movement Phase. 7. Overrunning units (attackers, that is) must enter the defender's hex should it become vacent during the course of an overrun. 8. Retreating units may stick together or split up as the owning player desires The same applies to stacking and advance after combat. 5-01 Stalingrad Pocket 1. The German supply rules infer that one can trace an unlimited distance to a supply source and then proceeds to define the map edge and supply units as supply sources. In the latter case, the distance is limited by the supply range of the supply unit. 2. The bottom Stalingrad Holding Box refers to hex 41.30, not 41.29 as printed. 3. The Supply Summary on the map incorrectly limits the Soviet Supply source to the East map edge. Rule 1.3d is more correct, the Soviets ran trace off the East or North map edges. 4. The two German airfields may never be involved in an attack and may never be used to absorb step losses for the attacking side. 5. Yes, that's a Rumanian Panzer Division. The German 1st Panzer is up in AGC's sector. 6. Units may use any HQ for supply purposes. The color coding and historical army designations are for player interest only. There is no requirement, say, that Soviet units draw from their own HQ, any Soviet HQ will do. 7. The German 20th Infantry Division should be Rumanian. 8. In scenario 2, the German supply unit which is to set up in hex 36.27, should be in hex 38.27. Also, 524/297/4 should be in hex 40.27, not 40.26. 9. In scenario 2, German units pocketed before the game begins are Out of Supply at start Back to Table of Contents -- Operations #6 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 |