Ted Kim Email: tek@ficus.cs.ucla.edu UCLA Computer Science Dept. WWW: http://www.cs.ucla.edu/ficus-members/tek/ 3564F Boelter Hall Phone: (310) 825-7307 Los Angeles, CA 90095 FAX: (310) 825-2273 ==== East Front 2.0 Errata Edited by Ted Kim Last Update: 3/19/96 All errata in this document is derived from either official errata or from correspondence with Columbia Games, Inc. If you know of other rulings, please email me. Comments by the editor are enclosed in brackets ("[]"). Official 1995 East Front 2.0 Errata This is the 1995 errata you get by writing Columbia Games or downloading from AOL. It is part of a combined document for WestFront, MedFront, EastFront and VolgaFront. There are a few clarifications and new items on the Columbia Games web site (as of 1/25/96), which I have noted below. The web version is at URL http://www.columbiagames.com/EastFront/EFErrata.html . MAP ADDITIONS Gulf of Riga. Controlled by Riga. The other port is Ventspils. Its boundary runs from Ventspils through the islands to the Gulf of Finland. Adjoins the Baltic Sea and Gulf of Finland. Caspian Sea. Controlled by Baku. Other ports are Makhach Kala and Astrakhan. MAP CORRECTION Sevastopol borders on both the Eastern and Western Black Seas. MAP CLARIFICATION All EastFront ports are minor ports. [Note that the concept of "minor port" is used in other Front games.] GAME CHARTS (Correction). Mech units fire SF/DF, as per the rules. RULES 1.46 Fortresses. The engagement limit for attacking Fortress hexsides is 1. [It's implied that this is regardless of other terrain on the hexsides.] 5.7 Blitz Command (reversion). Unsupported Combat is allowed in any battle during a Blitz Phase. 15.31 Sea Supply (omission). If either port is engaged, Sea Supply can only support one unit at 1cv, by Siege Supply. [Note that the concept of "Siege Supply" is used in other Front games. Under siege supply conditions, the unit being supplied still suffers attrition if 2cv or higher. The web site adds "Other units suffer attrition".] 16.22 Exit Moves. Units cannot make Exit Moves between two unfriendly disputed Exit Zones or two mapedges. [The web site makes it clear that moves between ANY two (not just unfriendly) mapedges are prohibited, except as otherwise specifically allowed in the rules.] 16.221 Rail Exit Moves (Addition). Rail Exit Moves, up to 4 (four) Exit Moves in length, can be combined with on-map rail movement, subject to the normal rail restrictions. Rail Exit Moves cannot enter unfriendly or enemy-controlled Exit Zones or RE hexes. Units moving by Rail Exit Move cannot fire or command that turn (turn face down). 16.24 Exit Zone Command. HQs in an unengaged Exit Zone can command in its Rail Entry hex (but not vice versa). 16.25 Exit Zone Supply. Units can trace supply through unfriendly Exit Zones only if they are controlled. 16.33 Caucasus Front (correction). German control of either Exit Zone L or M implies capture of the Caucasus. This reduces Soviet Production by 10 PPs and increases German Production by 20 PPs. SCENARIOS SUMMER '41 4) Soviet units cannot enter Hungary. [Web site adds "Soviets begin with 76 steps of infantry".] SUMMER '42 Starting Forces Chart. The German Handicap is -30. WINTER '42 [Web site adds "Soviet Air Power is SF".] Consolidated Labels and Map Errata These items are not new. They are all in the rulebook, but they are collected here in one place for convenience sake. UNIT LABELS German 35 Inf: 59 Inf, Oc41 (2.5) German 3SS Mech: Jl43 (2.5) Soviet 27 Inf: 50 Inf, Kali (2.5) MAP Rail Entry M should be one hex south. (9.11) Gulf of Riga sea area boundaries, Riga controlling port symbol. (15.1) Caspian Sea port symbols. (15.1) Sevastopol borders both halves of Black Sea. (Official Errata) Boundary between Baltic and Western MD should be one hex south. (Summer '41) Other Errata This errata was collected from email correspondence with Columbia Games . These rulings, however, should not be considered official until (or unless) later published in official errata. MAP The border next to Galatz (in Rumania) should be labeled "Rumania 1941". Rule 1.2 says part-land/part-water hexes are playable. However, some hexes have tiny bits of land in them. These are not playable. There are also some anomalies where there are two unconnected pieces of land in a hex. Most cases are common sense. The following are unplayable as land: Baltic Sea NE peninsula portion of Danzig E1 Memel NW1 island portion of Ventspils Ventspils NW1 Riga NW1 (these islands are too small) mainland portion of Riga NW2 island portion of Tallinn W1 north shore of Tallinn E1 (very tiny!) There are only two playable island hexes: Riga NW2, NW3. Neither are connected by land to each other or the mainland. Lake Ladoga Volkov NW1, NW2, NW3 Lake Onega island portion of Rybinsk NW6, NW7 (actually a peninsula connected off-board) Kostrama NW5, NW6 Sea of Azov long thin peninsula portion of Perekop Melitopol SE1 north shore of Mariupol SW1 (very tiny!) island portion of Novorossiysk NE1 Black Sea Odessa SE1 Batumi SW2 (in Turkey and unplayable anyway) GAME CHARTS Turn Sequence: move the Supply Phase (and unsupplied enemy units reduced) from the end of the Game Month to the end of the Player-Turn. Unit Data: Para should have SF/DF firepower. Terrain Effects: Major City/Movement should be "Other Terrain". Major City/Firepower should be "at least Defense DF". Production: At left, top two rows should be labeled "Soviet", bottom two rows "German". Soviet Starting/W44 should be 89. Weather Effects: Mud/Terrain should be "Clear, Forest = Marsh". Mud/Combat should be "Clear, Forest Offense SF, Defense Double". Snow/Terrain add "Rivers Freeze". Snow/Movement add "except Shock". GERMAN CHARTS Historical Deployment: If you count Hungary, there are four sectors (north to south): AGN, AGC, AGS, Hungary (no units allowed) and Rumania. The hashmarks divide the AGN, AGC, AGS area north of Hungary. SOVIET CHARTS Historical Deployment: Both Front and City units can be used to satisfy the requirements for occupying all Frontline hexes. RULES Introduction (Commentary Sidebar): In third paragraph, replace "units on this scale" with "corps". 1.2 Hexes: Not all part-land/part-water hexes are playable. See list above in Map Section of Errata. 1.37 Lakes: Lake Ladoga and Lake Onega have impassable hexes. (Ladoga and Kalymk are not spelled correctly.) 1.41 Major Cities: Stacking in major city hexes is four regardless of other terrain in the hex. 1.5 Resource Centers: All unlabeled Mineral Resource Centers (pick symbols) have a production value of one. 2.3 Combat Value (Sidebar): Soviet Shock armies can also be built up to 4cv. 2.5 Identity Codes: The code for Kalinan is "Kali". The code for Sevastopol is "Sev". 2.66 Satellite Units: If Sevastopol is not captured when the Italian reinforcement arrives, it is delayed until Sevastopol is captured. 3.13 Extended Games: replace "Double" with "One-Year". 4.45 Blitz Combat Phase: replace "prohibited" with "allowed". 6.21 Terrain Stacking: Major City stacking is four units. 6.53 Strategic Movement: delete "(but not both)". 7.12 Attacker and Defender (Sidebar): In the second paragraph, references to "CV" should be changed to "Firepower". 7.4 Unsupported Combat: In the third paragraph, replace "prohibited" with "allowed". 11.6 Deploying Cadres & Reinforcements: add "see also 16.26 for Exit Zone deployment". 15.1 Sea Control: Ventspils is also a two sea area port (Baltic Sea and Gulf of Riga). 15.3 Sea Supply (Sidebar Example 1): A Sea Supply Line can be traced from Kerch to Novorossiysk because they control the Sea of Azov (see 1.38). 15.3 Sea Supply (Sidebar Example 2): The Courland Peninsula is W (at least by compass rose directions) of Riga. 16.11 Rumanian Surrender: The German player may not build Rumanian units after Rumanian Surrender. 16.21 Exit Zone Control: Neutral means unfriendly to both. 16.23 Exit Zone Battles: When combat in zones occurs, all friendly units attack all enemy units. There are no engagement or stacking limits. During retreat, pursuit fire still applies. 16.32 Volga Front: Total production losses are limited to current Soviet Basic Production. 16.33 Caucasus Front: Control of the Caucasus Front PPs also implies control of the Baku port for Sea Control purposes. (Baku is the controlling port of the Caspian Sea, see 15.1.) For Sea Moves and Sea Supply purposes, Baku is not embattled/engaged by the presence of enemy units in a friendly controlled zone L or M. If the Germans control Baku by only controlling one of L or M, only that zone is treated as a friendly port. The other (enemy-controlled) zone is treated as an enemy controlled port. 16.35 Baltic Front: Combined losses from the Baltic and Balkan Fronts are limited to current German Basic Production. SCENARIOS WINTER '41 to WINTER '43: Note that Leningrad starts outside of rail supply and thus not counted in the initial Soviet Production total. SUMMER '42: Soviet Reinforcements should be named "5Gds TkCps" and "6Gds TkCps" (add Guards designation). SUMMER '43 to SUMMER '44: The eliminated Satellite unit is the "8I" (Italian) unit. WINTER '44: Rumanian Surrender has already occurred. EDELWEISS: This is a summer scenario. Soviet Basic Production is 15 PPs. EDELWEISS EXAMPLE OF PLAY Deployment: Delete German Infantry at Sevastopol. August 1942 Production: Soviets raise three cadres. Germans have 28 PPs, spend five PPs on the mountain unit and forfeit nine PPs. # eof