OCS Series Errata 1. The Attrition Table modifier reading "more than 2, but less than 4" should read "at least 2, but less than 4." 2. On the Barrage Table the following column and dice combinations should have 1/2, not 1 results: 25-40 @ 7, 69-116 @ 5, and 117+ @ 2-3. 3. The order of rounding for Dump Capture needs more explanation and is as follows:
B) Take that 96 of the dump (the amount captured or destroyed) and round. C) Remainder of dump displaces. D) Halve the Captured-Destroyed amount and round. That much is captured. E) Remainder is lost 4. A unit cannot enter Reserve Mode if it is adjacent to an enemy unit--as is also the case with Strategic Move Mode. 5. Air units executing an abort are exempt from interception by the air units with which they were just in air to air combat. 6. A unit has its Reserve Marker removed from it die instant an overrun is declared against the hex it is in. 7. Artillery units can never make more than one barrage attack in a single phase. The first sentence in section 12.4 is not meant to imply that artillery cannot fire at adjacent hexes--only that they can fire at hexes further than those which are adjacent. 8. Barrage, Table: A player can use modification 1 OR 2 in a single barrage resolution--he may never apply both of them at the same time. 9. DELETE the "exploit result, flip to combat mode'rule. ADD: Units which get an exploit results do not change mode, but may only move at 1/2 of their movement allowance in the Exploitation Phase. Released reserve units may still move their fall movement allowance after release. 10. The Air Drop Table in the Charts & Tables Booklet and that listed in rule 14.19b conflict. The Charts & Tables version is correct. 4-01 Guderian's Blitzkrieg 1. The First Stab at Tula scenario's victory conditions for the Soviet player has the descriptions for Major and Minor flip-flopped. 2. The 3rd Motorized Division's MC Bn should have the same Move Mode values as any other MC Bn. 3. The Moscow Defense Hexes should be "close' terrain, not "very close." 4. In Scenario 7 and the turn 10 set up, The 19 Pz units should set up in hex A43.25, not A48.25. S. The "1" unit referred to in the historical set ups as part of the 3rd Pz is the "1 Rec" unit. 6. Wagon load/unload costs in Deep Snow should be 1 MP (as is the case in Rasputitsa). 7. The Soviet "22 Mtrd Div" listed in scenario 2 should be the 220 Mtrd Div. 8. Optional: Count Soviet Tank brigades as 1/2 DSE for supply purposes. If this rule is used, they no longer count as free non-divisionals. This rule does not affect artillery, katyusha, and cavalry brigades which remain free non-divisionals paid for by the extra point. Questions and Answers Interdiction, 14.15 Series Rules, p23 refers only to "an enemy unit" that must expend 1 additional MP. Does this also apply to trucks? To Supply Traces (draw & throw ranges)? Yes, all forms of enemy ground movement, including traces must expend the extra W Interdiction effect. Can a unit placed in Reserve Mode (under which he is in Move Mode), use rail movement in the Movement Phase, then release and move normally in the Exploit Phase? No. A Unit in Reserve Mode may not use Rail Movement. Series Rules, 15.0g, p 25 says "...the air base supply occurs before air bases may be upgraded..." Does this also apply to the building of air bases. That is, On the turn that you build and airbase, can it be used to refit planes? 15.Og refers to both upgrading and building airbases. On the turn an airbase is built, it may not be used to refit planes, since the supply phase occurs prior to the building of the airbase. The newly built airbase cannot be supplied on that turn, thus cannot be used to refit planes; however, planes may land there. Series Rules, p18,12.4 says "Artillery units may participate in barrage attacks against unit they are not adjacent to" Arty units are not restricted to non-adjacent barrages, that is they can barrage into adjacent hexes (1 hex range)? Artillery can barrage into adjacent hexes. Supply & the "adjacent Hex": The adjacent hex applies only on the Terminal end of the HQ-to-Unit trace (and of course only in the Supply Overphase). That is, when you are tracing from the Supply Dump to the HQ for the HQ's draw, you may or may not go to the hex adjacent to the HQ's hex? Adjacent hex is only on the terminal end of the HQ-to-Unit trace & only in the Supply Overphase. When you are tracing an HQ's draw from a Dump, you start at the HQ and trace/count back to the dump (and must reach the dump - not an adjacent hex). To throw, trace from the HQ to the Units. If it is a Supply Usage (in the Overphase) action only, you may trace to the hex adjacent to the unit, in order to supply that unit. Are At All Costs Attacks available for Overruns? Yes Back to Table of Contents -- Operations #8 Back to Operations List of Issues Back to MagWeb Master List of Magazines © Copyright 1993 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 |