Ty Bomba - 05:16pm May 27, 2000 PST (#2924 of 2924) Here's a consolidated reposting of all the official rules clarifications for ID to date. "Iron Dream" Official Errata as of 27 May 2000 Both the Soviet "SR" artillery units are identified as "1;" the second should be identified with a "2." A replacement counter will appear in hobby edition 56. When setting up for the campaign game, Soviet 21st Army should start in hex 1433, not 1333 as shown on the counter. A properly printed replacement counter will appear in hobby edition 56. In the 1942 scenario, Soviet 18th Army should start play being set up in hex 2140, not 2014 as listed. In the 1942 scenario, Soviet 1st Guards Cavalry Corps is listed as being in both the deadpile and in hex 3340. It starts that scenario in the deadpile. The 3rd Guards Cavalry Corps starts in hex 3340. Add this paragraph to the ends of rules 8.9 and 9.4: Starting the instant the German side gains control of Rostov (2143), and continuing until the start of a Soviet player turn wherein the Soviet side is again in control of that city, the Soviet player may no longer use south map edge hexes 2044 through 3343, inclusive, as supply sources or unit-entry hexes. The supply status of the Rostov hex itself has no bearing on this rule, only its control status. This rule may go in and out of effect any number of times per game. Rule 8.7 is correct. That is, the GAST is not consulted during the first couplet of the campaign game. 8.7 GAST clarification: the German player rolls on the GAST for each separate combat, and the GAST should be consulted even if the odds for a given battle are higher than 7:1. In rule 8.13 the last sentence of paragraph two should read: "The markers may only be placed, withdrawn and replaced by the Soviet player at the start of each game turn, as the very first activity of that game turn." 9.11 Replacements clarification: Replacements may be taken any time during your side's movement phases. 9.13 Replacements clarification. Stacking limits are in effect at all times; so no single hex may be used to bring in more than one stack of new units per Soviet operations segment. Xxxxxxxxxxxxxx Q. I note that the German aerial supply markers can be re-deployed at the start of every German operation segment (8.5), but when can they first be placed? A. At the start of every German operation segment. Q. If the German player captures Leningrad does he lose the 3 vp granted for besieging it at the start of the game? A. No. Q. Under 4.5 if the Soviet player cuts the supply line to a German controlled hex in either Leningrad, Moscow or Stalingrad he rolls a die. In this instance assuming the German continues to have a unit(s) in the hex but is cut off from supply, if the German re-establishes the supply line does he also roll a die? A. Yes Q. Similarly does the Soviet player roll again if after cutting off a German controlled hex in either Leningrad, Moscow or Stalingrad he then captures the hex? A. No Q. Under the GAST in 13.6 the German does not consult the GAST throughout Game Turn 1. Should this not be the first player-turn couplet in GT1? It seems to give the Germans a very big advantage, particularly if the weather is D or R in the second-turn couplet? A. See the errata sheet poste above these Q & As. Q. Please confirm that Rostov is surrounded by river hex sides. It appears to be but the printing is a little indistinct. A. Hex sides 2043/2143, 2044/2143 and 2143/2244 are river hex sides. Hex sides 2142/2143 and 2243/2141 are plain terrain hex sides. Hex side 2143 and what would be 2144 don't matter as it is the edge of the board. Q. Leningrad is actually quite vulnerable too asTikhvin can be taken in the first player-turn couplet. A. This is the first time I've heard anyone make this claim. It seems in the early going of most two-player games I've seen and heard of, it's the German who is thrown onto the defensive in that area at the start of play.