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The following GSI Errata is published. You may find, in games purchased after the first few months of publication, that these errata have already been incorporated. Death Ride - Halfaya Pass The game should end on turn 20. The escarpment on the sea side (north side) of the map is as stated on the terrain chart. The escarpment on the south side (desert side) of the map can be traversed by vehicles by expending all movement points. All units may move from Escarpment Level 1 to Level 2 by expending all movement points. Somehow the rules for removing mines were deleted. Mines may be removed by engineers if the engineers have not performed any actions for 2 turns. Death Ride - Hafid Ridge The I/104 HQ shown on the Order of Battle should not be there. The British Maint unit belongs on the Order of Battle card and is deployed with the 7th Armored Brigade HQ. The British Setup along the southern edge of the map below the Blue line shown on the Scenario Card. Somehow the rules for removing mines were deleted. Mines may be removed by engineers if the engineers have not performed any actions for 2 turns. Incredible Courage at Austerlitz - Telnitz Early production games received an incorrect version of the combat tables. The corrected file can be found at this link (http://www.boardgamegeek.com/filepage/70159/corrected-combat-table-files). Death Ride Kursk - 11th Panzer The 167th Infantry Division Task Organization markers are missing.
Here they are: The 167th Infantry HQ OB entry shows a 24 for the defense strength. The counter strength of 20 is correct. Rule 6.2.1.2 says that the Germans have 10 and the Red Army 5 air units. This is incorrect and the Air Chart shows the correct number of 5 German and 2 Red Army. The Red Army 66GMR should be shown to be on the map at the start of 4 July 1943 setup in the 52nd Guards Rifle Division area. The 14ATB should be listed in the Master Reinforcement and Withdrawal Schedule: 12.1.2 Red Army Withdrawal, 14ATB (J-East). 5.2.3 Most units assault from adjacent hexes. Heavy weapons units, those designated with an '*' on the top line, may support the combat from within their range allowances when supporting units that are part of their organization. Artillery may always support assault combat for units that belong to the headquarters that is adjacent to the firing artillery unit, and are in command. i.e., 4/A/I/GDG may only support an assault by elements of A/I/GDG. B/I/GD Art is adjacent to the headquarters for the GD Grenadier Regiment. It may fire in support of any unit in the GD Grenadier Regiment. Armored Knights - Operation Gazelle 143rd, 252nd, 440th, 146th, and 162nd Ugda include AA units (3)-5 and should displayed on the Order of Battle Charts. Here are the missing units.
Death Ride Kursk - 3rd Panzer The German OB shows HT values for 394 A/B/C I & II, should be truck values. German counter sheets 1,2, and 3 have some HT without the medium target color. Death Ride Kursk - Gross Deutschland The Game Turn Record Track: a Red Army reinforcement symbol should be displayed on the 9th and 11th of July. Rules: 12.3.1 should read ------> Red Army (Reinforcement): 1440SP/67GRD (D-East) Unit Counters: The following counters have incorrect range values. The values are 6/9 and should be listed as 4/9.: 1/4 GDAA; 2/4 GDAA; 2/5 GDAA The German Order of Battle charts show the GDF having truck units with HT values on the top of the unit counter. They should be 0/0-2, not 4/0-6. /// On the German Order of Battle charts the 109MTR and 842C should have a 'x3' displayed on them. All 11.2 Special: The word North should be removed from the scenario rules for the placement of obstacles. Use the scenario 11 obstacle placement for campaign scenarios starting from a day other than 4 July. 3.7.8 should read ------> 3.7.8 Units that are NOT in Command and Control are not allowed to move closer to the enemy when they are within 5 hexes of the enemy. 6.2.3 add ------> Artillery may fire by itself as long as it fires at a unit that it supports which has a clear line of sight to the target. 6.2.3.1 should read ------> 6.2.3.1 Use: When an artillery or mortar, not heavy weapons, unit is used it must be turned over to show that it may not be used again that turn. Artillery units must be in Command and Control to fire at full strength in support of friendly fire and assault combats, unless rule 3.7 Headquarters is not being used, otherwise they may fire at half strength. 5. COMBAT add: For both Fire and Assault a player must have at least the number listed on the odds column in order to use that column. 3.10 add: Enemy truck and HT units do not block line of sight. 11.1 add: Many scenarios have as a victory condition to cover a start line with secondary weapons fire. In these cases the intent is that the players calculate this distance using the printed value on the units, without any modifiers for night and weather. In all scenarios the Combat Service Support Phase is conducted. Players may take medical replacements from the losses that were taken out from previous fighting and described in the scenario cards as the % reduction in strength. The following is a compendium of suggested rules updates that players may feel free to use. Some of these can be found in DRK-11Pz and the next series, Death Ride Salerno, will also see many of these incorporated. 3.7 Headquarters (Optional): HQ's provide the linkage needed for sustainment of Command and Control. In the image to the right the Green band in the upper half of the unit represents the hex trace value from combat units to this headquarters. If the band is Blue then the trace value is the hexes from battalion headquarters to the regimental headquarters unit. If the band is Red then the trace value is unlimited from the regimental headquarters to the divisional, korps headquarters, or map edge hex. 3.7.1 Units belonging to and/or tracing to a headquarters that is suppressed are not in Command and Control. 3.7.2 Command and Control is determined before the Operations Phase and is in effect until the next Command and Control Phase. 3.7.3 To show that a unit does not have Command and Control rotate the unit 90 degrees to the right. 3.7.4 German units: 3.7.4.1 Combat units must be able to trace a path no more than 9 hexes long to their parent headquarters. 3.7.4.2 Battalion Hq must be able to trace a path no more than 15 hexes long to their parent headquarters. 3.7.4.3 Regimental Hq must be able to trace a path of unlimited length to their parent headquarters. 3.7.4.4 Division/Brigade Hq must be able to trace a path of unlimited length to their parent headquarters. 3.7.4.5 Korps Hq may trace a path of unlimited length to the southern map edge. 3.7.4.6 Non affiliated units must be able to trace a path no more than 15 hexes long to any Hq. 3.7.4.7 Kamphfgruppen. German Battalion HQs can have attached or detached a maximum of 2 companies worth of non affiliated units. For the purpose of this rule 3 platoons are the equivalent of a company or all the elements of the same company; record the units. Attached or Detached units not within the Command Range of the parent or temporal Bn. HQ are considered as NOT in Command. 3.7.5 Red Army units: 3.7.5.1 Combat units must be able to trace a path no more than 10 hexes long to their parent headquarters. 3.7.5.2 Regimental/Brigade Hq must be able to trace a path no more than 21 hexes long to their parent headquarters. 3.7.5.3 Division/Corps Hq must be able to trace a path of unlimited length to their parent headquarters. 3.7.5.4 Army Hq may trace a path of unlimited length to the northern map edge. 3.7.5.5 Non affiliated units must be able to trace a path no more than 21 hexes long to any Hq. 3.7.6 Units that are in Command and Control may perform all missions normally. 3.7.7 Artillery that is in Command and Control may fire in support of units whose headquarters they have command and control linkage with. 3.7.8 Units that are NOT in Command and Control are not allowed to move closer to the enemy when they are within 5 hexes of the enemy. 3.7.9 Units that are NOT in Command and Control may not conduct assaults or overruns. 3.7.10 Units or stacks that are NOT in Command and Control may not fire in conjunction with or combine their fire with units from other friendly organizations, but may otherwise fire normally. 3.7.11 Artillery units that are NOT in Command and Control may fire in support of friendly units, but at half strength. 3.10 Line of Sight add: For Artillery Fire attacks alone the LoS of Bn. HQ or higher HQs acting as a spotter it is 36 hexes. Bn. HQ and higher could call for that Artillery Fire attacks at ranges between 13 and 36 hexes (this will simulate Forward Observers as well as Artillery Observation Posts). During night turns LoS is restricted to 1 hex for everybody. 4.3.3.1.8 Passengers are designated by placing them underneath the transport unit if it is a truck or halftrack and on top of the unit when riding on tanks. 5.1 add: Whenever indirect fire units are used in a Fire Combat attack you cannot select specific targets but target types. Moreover, in that case the first eliminated unit is selected by the defender and the second one by the attacker if this is the result. In the case where units are being transported by truck or halftrack units the defence strength of the transport is the defence strength of both units and they may not be attacked separately. In cases where a unit is riding on tanks the rider may be attacked separately and use half their own defence strength. 5.1.4 add: Indirect fire weapons should not be taken into consideration in order to get this modifier. 6.2.3 add: Artillery may fire by itself as long as a legal spotter (any unit whose headquarters they have command and control linkage with, including HQs as in rule 3.10) has a clear line of sight to the target. 7.1 add: Only enemy stacks that are in a friendly ground combat unit (a unit with primary or secondary factors) LoS can be inspected at all. 10.2.1.2 Each raft unit may carry two platoons of troops across the river. Three rafts may combine to carry 2 headquarters or 2 units of company/battery size. 10.4 Bridges: A bridge may be destroyed by an adjacent unsuppressed Engineers unit that has spent one complete previous turn unsuppressed at the same hex to set charges as its only action, take note of that. A blown up bridge can be restored by an Engineers unit that expends four turns unsuppressed and adjacent to one of the bridge ends as its only action. 10.5 Building and removal turns can be accumulated as long as Engineers units do no other actions. Pacific Island Campaign - Iwo Jima 11.1 145th Infantry Regiment setup should be north of HexRow 25. 10.4.1 should be (see the next section down) 10.3.2 Artillery may support assault in the following ways. It may fire up to its range in support of combat. Artillery does not need line of sight. The unit does need to be adjacent to a headquarters unit of the units it is supporting or be a member unit of that battalion. 10.3.2.1 By adding the strength of the artillery to the strength of the other assaulting units or units defending against an assault. 10.3.2.2 By adding a die roll modifier to the assaulting force. 10.3.2.3 The die roll modifier is automatically given when the artillery units strength is added to the assaulting force. All the Marine Divisional Artillery HQ units have a 6 for defense and the OB should reflect that. The Order of Battle needs to be changed to reflect that the MG units of NGF and 109AA should have a x2 instead of a x4. Historical Commentary: Hot Rocks: The 28th Marines, after the initial landings, had Mt Suribachi surrounded and cut off. They now had the unenviable task of reducing the area, which was now a fortress, and securing this portion of the island. The place was heavily fortified and laced with caves and fighting positions that were virtually impervious to any kind of gunfire. After all they had managed to survive the preliminary bombardment and weeks of pounding from US Navy warships and aircraft. Because of the heavy amount of fire coming from the fortress the Marines nicknamed the place Hot Rocks. So the 28th prepared for the assault and organized its teams to deal with the kind of defenses in the mountain. This area was difficult terrain for tanks and so they could only be used up to the base of the mountain and then were left behind. At the conclusion of the first day the Marines were able only to seal off the mountain from the rest of the island. By the end of the second day they had not moved much farther than the first day making only a couple hundred yards up the base of the mountain. The fighting though had been brutal and the Marines casualties were very heavy. Every position had to be taken by direct and bloody assaults. Few Japanese surrendered and their positions were fortified like no others in the entire war. As the third day arrived the Marines were tired and had been waiting all night for a counter-attack that never materialized. The Marines continued their assaults in a ferocious way. They made desperate and deliberate attacks on each position and paid dearly for their work. But they were making progress. It did not seem like it at the time since the amount of fire and the Japanese resistance did not diminish. But many fewer enemy soldiers remained. Day 4 brought a steady move toward the summit of Suribachi and better progress. Positions were destroyed by flamethrower attacks or blasted closed. And yet the enemy remained defiant and did not quit. The Marines though were poised by the end of the 4th day for the ascent to the top of the volcano. And early in the morning of the fifth day the Marines did make it to the top. At this point the Marines lifted a small flag up on a pole and one of the small unit commander asked for a larger flag to be mounted. This was the flag and raising that became the most famous picture of the Second World War and lives on in Arlington Cemetery. Pacific Islands Campaign - Saipan/Tinian Rules: 10.2.4 Naval units support values can be used in one of three ways. As either a die roll modifier, as additional combat power, or as an add-on to movement in a hex. The player can have ships support each combat with both if ships are available. Only one ship may be used to modify the die roll. In addition, as many ships as a player has that have not been used already may add their support value to the combat factors of the ground units they are supporting. If a ship is placed in a hex to perform interdiction then the value is added to the movement allowance that must be expended to enter the hex. Example, the US player may assign one ship, and only one ship, to support an assault to gain the die roll modifier. He may also assign any number of unused ships to add their value to the point strength of the assault. If this is done the player gets the artillery die roll modifier (+1) if it has not already been given. The Sequence of Play sub-items under 2.9 and 2.10 should be corrected. 2.9 Movement Phase
2.9.1 Defensive First Fire 2.10 Combat Phase
2.10.1 Offensive Fire
2.10.2 Defensive Fire
2.10.3 Offensive Assault Between Sequence of Play items 2.9 and 2.10 should be 2.9a, where it should read Air-Ground Attack Phase, when the Japanese player is using optional rule 13.2 Missing Units: A/1-10M, B/1-10M, C/1-10M, A/2-10M, B/2-10M, C/2-10M, all are artillery batteries. They are shown below.
The Order of Battle chart for the Japanese 1/18 Bn should have a x4 instead of a x3 There is an extra 1st Air Fleet counter for the Japanese One of the 3/5 AA units should be labeled 3/4 AA There is at least 1 Engineer unit shown as a Pioneer unitPacific Islands Campaign - Guam Rules: 10.2.4 Naval units support values can be used in one of three ways. As either a die roll modifier, as additional combat power, or as an add-on to movement in a hex. The player can have ships support each combat with both if ships are available. Only one ship may be used to modify the die roll. In addition, as many ships as a player has that have not been used already may add their support value to the combat factors of the ground units they are supporting. If a ship is placed in a hex to perform interdiction then the value is added to the movement allowance that must be expended to enter the hex. Example, the US player may assign one ship, and only one ship, to support an assault to gain the die roll modifier. He may also assign any number of unused ships to add their value to the point strength of the assault. If this is done the player gets the artillery die roll modifier (+1) if it has not already been given. |
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