Errata and Q&A:

Standard Combat Series

by Dean N. Essig


Q&A

If a stack is required to retreat one hex, but the only 'safe' hex is one that is already stacked to the max, may they overstack temporarily or do they invoke the no retreat rule, remain in place, and take the step loss?

A stack cannot overstack during a retreat-if it cannot retreat otherwise, it must apply the no retreat option and lose steps until it can successfully fulfill the retreat requirements.

Stalingrad Pocket rule 1 .3b states that units must trace to an 'appropriate' HQ. What does 'appropriate' mean in this case?

The original intention was for it to mean 'of the same side' in order to keep Soviet units from drawing supply from German HQs. As time has gone on and many play hours have been racked I have decided to change it to the more restrictive meaning many read into the original rule-Soviet units must trace to their own higher HQ. This gives a more correct feel of the 1942 Soviet army's cumbersomeness. See the SCS and Stalingrad Pocket errata in this issue for all the details on this and other changes to the game and system.

A few Soviet initial set ups allow for some units to set up forward, across the Don and behind the German set up zones. Is this right?

Yes. The few units that can take up such positions represent the kind of pre-offensive infiltration operations the Soviets were so good at. Good luck in having them be in supply on turn one, though!

Must the German units set up on their set up lines or is their some flexibility allowed?

No. They must set up right on the line if assigned to some area.

When are rein,forcements placed on the game map? What is their supply status?

Reinforcements are placed on the map as the first part of a player's Movement Phase. They are in-supply on the turn of entry.

There is the requirement to 'spread around' step losses. Does that require full-strength units to lose a step first? Is it local to the particular combat or global (whole map) in nature?

No, there is no requirement as to which units to lose steps first. The player may choose the unit he wants. The effect is local to the particular combat and each unit in a given combat must take a loss before any of them may take two. It is definitely not global-that would mean all units of a side must take a loss before any of them may take two with the population being every unit in play-I shudder to think...

Errata

SCS Series Errata

SCS Series Errata

    1. The example of combat, part 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. Overtunning 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 vacant 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.

Changes for the Revised Series Rules (due out with the next game)

    1. A stack loses one step per EZOC hex retreated through-not one per unit as it currently is, a total of one step from the stack per hex.
    2. Stacking points will be used in future games. One stacking point per step with the number printed on the counter. Stacking limits will be given in stacking points for each game and the current (confusing) stacking rule will be dropped.
    3. Each target hex may only be ovenun once in a given phase. Note that it is the target hex, not the units, which may only be hit once. Specific game rules can provide exceptions to this rule for a given game or side in a game.
    4. Change the +2 to exit an EZOC to +2 to enter an EZOC.

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 can 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. CHANGE: Soviet units must use the HQ of their historical designation for supply purposes. Reinforcements may draw from any Soviet HQ. HQs which do not have units assigned to them may only be used to supply reinforcement units. Units whose HQ is destroyed are perpetually out of supply. German HQs may supply any alert unit and are not subject to this rule.
    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. German units which begin scenario 2 pocketed are out of supply at the begirming of that scenario (even though they have not ya had a Supply Phase).
    10. German HQs, unlike Soviet ones, are allowed to move off roads. Soviet HQs must remain on road features.
    11. The Soviet Naval infantry "divisions" should be brigades.


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