Errata for Hitlers War By Mick Uhl The following are changes, corerecting oversights and errors. that should be made in the published version of Hitler's War. Owners of this first edition should note these in their rule books. Components (Page 2). An important clarification needs to be made to correct a great misunderstanding. The number of counter sheets included in the game is two, not four. To be exact, each copy of Hitler's War should include 520 counters and markers on two counter sheets. Unsupplied Hexes (Page 6, Rule 3) The wording was found to be confusing to some gamers who correctly pointed out that supply considerations are made only during an army's turn of attack and while on defense. Expand the final sentence in rule 3 as shown - "It may defensively assault even if currently cut off from supply due to the opponent's advance". Repairing devastated production (Page 7, Rule 4) Delete Rule 4. The situation described therein cannot possibly occur. A hex out of supply by the time of the Production Phase would have already reverted to another's control at the end of the previous Combat Phase (see Unsupplied Hexes, Rule 2). Barbarossa Scenario Setup and Special Rules (Page 7) Add the Baltic States to Soviet friendly areas at the start. Supply Route (Page 8, Rule 1) The sea supply rules need to be clarified to reflect the impact of the future scenarios upon it: 1. A hex or army tracing a supply route may include sea routes through any number of friendly seas to its production point. A sea is friendly to a player if he can transport at least one strength point through it. Note that the transport status of seas can change from scenario to scenario. Always be guided by the sea transport rules presented in the scenario being played. Effects of Forts on Combat (Page 9, Rule 5) Add a new rule to cover the fate of forts when out of supply. "A player's forts are eliminated along with his armies if found to be unsupplied at the end of his Combat Phase". Lend-Lease (Page 9, Rule 1) This rule needs to be re-written in order to specify when Lend-Lease may begin. "As soon as an Axis army enters a Soviet friendly hex, the Allied player may begin Lend-Lease to the Soviets. The Allied Plyer may choose to give up to four production points from his budget each turn to the Soviet player. This can only be done in the Allied Production Phase". The Fall of Germany Victory Conditions (Page 10) One more game turn (Winter 1945) was accidently left off the Time Record. it does exist and it is the final turn for this, and only this, scenario. The Fall of Germany Setup and Special Rules (Page 10) A new rule must be added here. The reason for such will be self-evident upon reading. Add: "5. The Axis player sets up first, followed by the Soviet player, and finished with the Allied player". Violation of Neutrality (Page 10, Rule 6) Add this rule: its intent should be obvious. "A player must declare war on Spain to attack Gibraltar from Portugal". Surrender - Great Britain (Page 11, Rule 3) Substitute "Allied Strength Points" for "British Strength Points". This corrects an outright contradiction to the concept of Allied armies only as set forth in Rule 8 for Movement (on Page 4). Production Limitations (Page 12, Rule 3) A minor correction to the date needs to be made here to correct an obviously non-sensical situation. The limit to Soviet peacetime production must be changed from "Spring 1941" to "Spring 1944". Siberian Industry (Page 12, Rule 1) Another problem with dates. Change the "Winter 1943" reference to read "Winter 1942". Firepower Table (Page 13) A slight modification must be made here to allow firepower attacks that combine air and land strength to be made in excess of 10 points. The rule should read "It is now possible for firepower attacks from sea or involving air strength to be made in excess of ten points". Partisan Attacks (Page 14, Rule 1) A very important omission has unfortunately been made to partisian attacks which unnecessarily complicates a system which was intended to be fairly straight forward. Change it to read: "1. The Allied player and the Soviet player (even after surrender) may attempt to gain control of unoccupied Axis-friendly hexes by partisan attacks". Naval Fire (Page 14, Rule 5) Add the following new rule: "While an Axis fleet is at sea, the Axis player may transport one strength point for every fleet point through the Atlantic". Tac Air Abilities (Page 14, Rule 4) In the orginal version of Hitler's War, tactical air, because of its unlimited stacking ability, could be virtually undislodgeable on defense. This was due to the fact that the defender was alloed to deduct assualt losses from his air strength as well as from his land points. Our playtests showed that when this was applied by the Soviet player, he could delay the total conquest of Russia almost indefinitely by placing an army of at least ten strength points in one capital and then then feeding in enough tac air to absorb the Axis assault losses. As long as the ground strenght stayed at ten, the army could not be forced out by the enemy. Our solution was to divorce tac air from the assault losses, thereby letting the attacker get directly at the ground forces. We tried, instead, to give tac air a different but stil important role on the battlefield by devising the system of air attack. On reflection, we believe that in our zeal to enervate tac air in assault, we have perhaps made this important military arm ineffectual. The following change Rule 4 will redress the balance: 4. The normal assault is now resolved. Tactical air strength points not used in the air attack can be added into the assault reslution. Losses from the assault cannot be taken from tactical air strength unless they are the only points remaining. The addition of tactical air strength points now allows an assault to be made in excess of ten strength points. Air Attacks (Page 14, Rule 11) Add this to the rules for clarification: "Armies composed solely of tactical air strength points defend against advance using the 'O' column of the Advance table". Leaders (Page 16, Rule 5) A minor clarification: "The Leader marker is kept face down until the army is ready to make an attack into a non-friendly hex, at which time it is turned over and revealed". Units Capability Table The air strength point needs to be further defined to eliminate any possible confusion as to its identity. Just change "Air" to "Tac Air". Advance Table Change the die roll heading to read "Strength Points". Of course, die rolls are unnecessary to use this table - it is read by comparing the attacker's advancing strength to defending strength.