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 Section 4.8 defines "unit" as "ground combat units with a combat strength of 0 or more". Should HQ's be included as "units/ ground combat units". and thus prevent/apply to such things as truck movement, rail movement, rail entraining/ detraining, supply trace, etc. Can HQ units be placed in Reserve Mode? Yes, an HQ is a unit, its 5 defensive combat value qualifies it for these purposes. Trucks, Wagons, Air Counters are not considered "units" for these purposes. HQ's may be placed in Reserve Mode. Hedgehogs are not automatically destroyed by moving out of them. The owning player may leave it if he wishes? When a unit moves out of a hedgehog by choice, it is the owning player's option to destroy or leave the hedgehog intact. Should a unit be forced to retreat out of a hedgehog, he may not destroy the hedgehog-he leaves it for his opponent. A Unit in Reserve Mode is prohibited from moving adjacent to an enemy unit, do other friendly units negate this prohibition? No the presence of other friendly units has no effect on this provision, A unit(s) in Reserve Mode may never move adjacent to enemy units. [ This means that you may not place a unit in Reserve Mode, then during your Movement Phase, decide you'd like that same unit to participate in an attack, thus move it adjacent to an enemy unit, then claim that by virtue of the fact that it has halted movement adjacent to an enemy unit, it loses its Reserve status (thus is available for the combat phase). Reserve Release can only occur in the Reaction Phase & Exploit Phase. ] Series Rule, 5. 1Oa, p6 says "when a DG result is inflicted, all units in a hex suffer DG at the same time". If a unit retreats into a hex, already occupied by other friendly unit(s), which is adjacent to an enemy unit; the retreating unit is DG per the retreat rule (9.13), but does the whole stack have to be marked DG? If a unit receives a DG result, and then has to retreat into a friendly occupied hex (this time not adjacent to enemy), will the other friendlies be DG? Can you voluntarily move a DG marked unit(s) thru or stack with other friendly units without the other ftiendly units suffering DG? When a DG result is inflicted is the key to the answer to this question. When a unit retreats into a hex adjacent to enemy units, a DG is inflicted & consequently other friendly units in that hex would also be DG marked. In the other two cases, the DG result has already been inflicted, and so stacking with other units or passing thru other units would not cause the whole stack to "acquire" the DG status. Back to Table of Contents -- Operations #9 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 |