From: hcmeyer@uci.edu (Hank Meyer) Subject: Krieg errata ------------------------------------------------------------------------ Krieg! Official Clarifications & Corrections 20 January 1997 Courtesy of Team Krieg! (Steve Kosakowski and Alan Emrich) Thanks to all the players who have sent in questions, comments and suggestions, we've fixed a few flaws and added a couple of twists. Unfortunately, the Option cards were not perforated as well we hoped. Consequently, you should probably cut them apart with scissors, rather than tearing them apart along the perforations. We found a couple more tiny errors on the counters, too. The 6th US HQ and 15th US Army both have a reinforcement ID number of 21. This is incorrect. They arrive with Western Allied Option Card #20, as stated on the card. Also, the Type XXI U-Boat counter has a reinforcement ID number of 31, but it should be 30. p. 1, Table of Contents Rules 8 and 9 were inadvertently reversed on the Table of Contents. Rule 8 is Zones of Control, while Rule 9 is Stacking. p. 8, 2.3.5 Beachhead Creation The third bullet should read: * Air Support units can never be converted into Beachhead units in the Arctic Sea Naval Zone, and cannot be converted into Beachhead units in the North Sea or Baltic Sea Naval Zones during Snow turns (these Naval Zones are printed in white as a reminder). p. 9, 2.4.2 Combining Units: 1F(allschirmjager) Army Ignore this rules reference. The German 1F need not be formed from the German airborne corps. p. 16, 6.2 Conditional Event Segment. * Permanent Conditional Events are explained in 17.1, 17.2, and 17.3. * Option Card Conditional Events are explained in 17.4 and 17.5. p. 19, 12.2.3 Allied Minor Countries -- Important Exception: should read: The Axis player makes this decision (if a choice is available) for any neutral minor countries activated on the first turn of the game (Aug-Sept 1939) only. The last example in the shaded box underneath this rule should also have Aug-Sept 1939 (not Sept-Oct 1939) as the first turn of the game. p. 19, 12.2 Minor Countries. Syria should not be included as part of France, but should instead be included in 12.3 Dependent & Independent Countries (p. 20) as a French Dependent. p. 19, 12.2.1 Neutral Minor Countries. The heading (and case number) "12.2.2 Activation of Neutral Minor Countries" was left out. However, no actual rules were left out--they are all included under 12.2.1. p. 20, 12.4.1 Soviet Border Regions. The note in the shaded box incorrectly implies that Soviet units left in a Border Region when the Border Dispute card is discarded are always eliminated. The rule itself correctly states the case: Soviet units left in a Border Region when the Dispute card is discarded are eliminated only if the Soviet player has failed to place the Ceded Border Marker and the minor country is still a neutral minor country. p. 23, 16.2 Political Event Results: Axis Aggression. The first sentence of the second paragraph should read: If the "trouble" country is an Axis country (during Limited War) or an Axis, Soviet Allied, Western Allied, or Conquered Western Allied country (during Total War), immediately activate any one neutral minor country (Axis player's choice) that shares a land border with the "trouble" country (or with one of its Dependents) as an Allied minor country. p. 25, 17.2 left column, "Their Finest Hour" Change (also on Western Allied Player Aid Card). "During the first Western Allied Conditional Event Segment that an Axis ground unit occupies Paris, place the British Finest Hour Air Support unit in the Delay Box." p. 25, 17.4 center column, first bullet under French Collapse. The creation of Vichy reference to 13.2.4 should be to 12.2.4. You may safely ignore the rest of that first bullet, since it simply repeats some (and only some!) of the information provided in more detail in 12.2.4. p. 25, 17.4, center column second line up from the bottom of the page. The line "* Soviet or British Crisis" should be a bold heading without a bullet; that is: Soviet or British Crisis. This is not a sub-case of French Collapse -- it is a new case explaining the Conditional Event results on the Axis "Soviet Ultimatum" and "British Ultimatum" Option cards (Axis cards #'s 28 and 29). ---------------------------------------------------------------------------- Naval Transport, Procedure and the Trans-Africa Box Note that the Trans-Africa Box is not a sea zone. Consequently, any number of Western Allied one-step corps units can move between it and Basra and/or Suez in a single Western Allied movement phase. Western Allied Permanent Conditional Events Alert players will notice a contradiction in the order in which Western Allied Permanent Conditional Events are checked each turn. Rule 6.2 puts "Free France" as number 4, while the Player Aid sheet lists it as number 2. The Player Aid is correct. Weather and Italicized Combat Results It is noted in several places that Dr combat results against hexes affected by mud or snow are reduced, and one of the reductions listed turns a Dr4 result into a Dr3 result. Since there are no Dr4 results on the Combat Results Table, you may safely ignore this particular part of the equation. East Map: Soviet Border War Table Ignore the Border War Die Roll Modifier that says to add/subtract the Political Die Roll modifier. The Soviet Border War Die Roll Modifiers given on the Player Aid sheets are complete and correct. Option Cards: Clarification Whenever a Conditional Event mentions occupation of a hex or hexes, the unit doing the occupying must be a ground unit--an Air Support unit alone won?t do it, folks. The Axis player, for example, must occupy Paris with a German ground unit to trigger French Collapse (Axis Card #4, French Ultimatum). Independent Countries and Axis or Free French Coups Neither the Axis nor the free French Coup unit may be placed in a city in Syria or Persia while Limited War is in effect, as no units can ever enter these Independent Countries until Total War breaks out (see 12.3). Error: Western Allied Organization & Force Pool Display The sample Western Allied HQ unit shows two British infantry-type corps combining to form a two-step US HQ unit. In this instance, the two corps units should be US infantry-type corps. As it states in rule 2.4.1, when combining or breaking down multi-step units, all involved units must be of the same nationality. The four multi-national units in the game are an exception to this, of course, but the 6th US Army Group HQ unit pictured on the Display is not a multi-national unit. Clarification: Organization Displays The Displays are intended to show the mix of unit types needed to form certain kinds of multi-step units, particularly the mix of infantry-type and armor-type steps needed. Some confusion may result from the fact that specific corps units are pictured on the Organization Displays. Look, for example, at the British 8th Army unit pictured on the Western Allied Display. The British infantry-type corps used to form a two-step British army need not be 1-1-3 units specifically. The Western Allied player could also use a 1-1-3 and a 1-2-2, or two 1-2-2 British infantry -type corps. Similarly, the Soviet Allied player could use any three Soviet infantry-type corps to form a three-step Soviet Front unit (including Cavalry corps). The German-Italian units pictured on the Axis Display show both the type and nationality of the units needed to form these two multi-national units. Omission: Axis Organization The armor-type steps used to form the 6th SS Panzer Army, or to increase it to full strength, must be SS panzer corps. You can take any panzer corps when breaking down the 6th SS Panzer Army, but you've got to use the good stuff to build it. Visit the Krieg! homepage at http://members.aol.com/alanemrich/krieg-hp.htm