Stand & Die Errata edited by Ted Kim last modified 16 April 1996 This document contains errata for the GDW game "Stand & Die". The document is divided into two parts. The first contains the official errata for the game from GDW. The second has unofficial errata. If you know of other official errata or have comments, please send email to tek@ficus.cs.ucla.edu. Comments from the editor are enclosed in brackets ("[]"). Official Errata from GDW 20 June 1991 The official errata consists of an errata sheet and 31 replacement counters (as described below). TERRAIN CLARIFICATIONS 1. Hills are surrounded by brown slope lines. 2. Fields are surrounded by black borders. 3. Antitank ditch hexsides include all hexsides with any antitank ditch in them, even if it does not cover the entire hexside. RULES BOOKLET 1. Close Combat: The example on the bottom of page 19 should show a German Pz IV tank with a defense value of 7, not 5. [Its easier to revise the text in the Unescorted Armored Vehicles example to have a German defense value of 5. Also, see unofficial errata below.] 2. Command Control: The example on pages 20 and 21 should labeled "Before Movement" and "After Movement". 3. Scenarios: The scenario descriptions (page 30) state that the third scenario covers the entire front. This is not correct. Scenario 3 covers only the area south of the rail embankment, the same as Scenario 2. 4. Designer's Notes: The diagram at the bottom of page 46 should be labeled German Schutzen (Motorized Infantry) Regiment -- not Division. SOVIET INITIAL TROOPS CHART 1. The nine infantry companies of the 230th Reserve Rifle Regiment are shown with the correct values, but with the command post symbol. This is incorrect. [It should be infantry symbol.] Also, the chart shows the regimental gun company with an indirect fire range of 17; the counter's printed range of 16 is correct. 2. The 32nd Sapper Battalion has three engineer companies, and should have a "x3" below the engineer company box. 3. The 367th AT Regiment has four 76mm gun batteries and should have a "x4" below the gun box. 4. The 65th AT Regiment should be labeled the 65th AT Battalion. 5. The BA-20M unit of the 18th Tank Brigade should have a command code instead of a recon code. A correct counter is provided. 6. The listing for the 405th MGA (Machinegun Artillery) Battalion is incorrect. The correct identification of the 76 RG (regimental gun) unit should be "305MGA" instead of the "A-36MC". Also, there are two 76 regimental gun companies and two machinegun companies in the battalion, not one of each. SOVIET REINFORCEMENT CHART 1. The T38M2 unit of the 12th Reconnaissance Battalion should have a reconnaissance code on it. 2. The 1st Battalion, 332nd Rifle Regiment has three infantry companies, not one. 3. The 316th and 995th AT Regiments each have four 76mm gun batteries, not one. 4. The 4th Guard Mortar Battalion has two Katyusha batteries, not one. GERMAN INITIAL TROOPS CHART 1. The entry for the SS regiment Der Fuhrer (-2nd & 3rd battalions) should show infantry companies and the machinegun company of the 1-DF Battalion, not the 2-DF Battalion. 2. The entry labeled 3rd Battalion, Der Fuhrer Regiment should instead read 2nd Battalion, Der Fuhrer Regiment. [This is listed under 13 October Reinforcements.] GERMAN REINFORCEMENTS CHART 1. The Fla MG Battalion Das Reich should have only a command post and one battery, not two. (The other battery is attached to SS Regiment Deutschland and is listed with the German Initial Troops.) 2. The 69th Schutzen Regiment has two weapon companies, not 21. CORRECTION COUNTERS An unusually large number of errors were made in preparing the counter sheets for the game, for which we apologize. A correction counter sheet has been included which has a total of 31 new counters. Before punching out these counters, locate the counters to which they correspond in the regular counter sheet, punch those incorrect counters out, and discard them. The following counters should be discarded: Counter Sheet 1 (German Army and Air Force) 1. The machinegun company designed 1-69. (Its indirect fire range is listed as 7; it should 5.) Counter Sheet 2 (German SS Troops) 1. The engineer counter designated p-DF. (It is missing the engineer symbol.) [Also, see unofficial errata below.] 2. All three infantry counters designed 2-Dch. (They have an attack value of 9P; they should be 5P.) 3. All three artillery counters designed IV-A. (They have attack values of 4H; they should be 6H.) Counter Sheet 3 (Siberians and Soviet Air Units) 1. The flamethrower unit designed 32S. (It should be designated 32FT.) 2. The T38M2 counter designated 12Rcn. (Its movement allowance is 20W; it should be 24T. The correction counter should have an "R" printed in the red special function code dot.) Counter Sheet 4 (Russians) 1. The BA-20M unit designed H-18TB. (It has a special function code of R; it should be C.) 2. The mortar company designed M-18TB. (It has a defense value of 6 and a movement rating of M [restricted]. It should have a defense value of 5 and a movement rating of 3L [restricted].) 3. The BT-5 unit designed T-18B. (It has a recon code; it should have no code. Also, it should be designated T-18TB.) [Also, the new counter corrects the attack value from 4P to 4.] 4. The BA-32 unit designated H-19TB. (It has an attack value of 4P; it should be 4.) 5. The T34/41 unit designated T-19TB. (It has a recon code; it should have a command code.) 6. The BT-7 unit designated T-19TB. (It has a recon code; it should have no code.) 7. The BA-20M unit designated T-19TB. (It has a recon code; it should have a command code.) [The new counter is also designated H-20TB.] 8. The mortar unit designated M-20TB. (Its indirect fire values are not in a yellow rectangle, which they should be.) 9. The T34/41 unit designated T-20TB. (It has a recon code; it should have a command code.) 10. The T34/40 unit designated T-20TB. (It has a recon code; it should have no code.) 11. Both T26S units designated T-20TB. (They have recon codes; they should have no codes.) 12. The mortar unit designated m-230. (Its indirect fire values are not in a yellow rectangle, which they should be.) [The new counter also corrects the blank backside to a truck. Also, see unofficial errata below.] 13. The infantry unit designated 2-LC which has an attack value of 44P. (It should have attack value of 4P.) 14. The second of the two engineer units [truck backside] that are designated H-230 should be designated H-36MC and have defense value of 6 instead of 5. 15. The mortar unit designated m-36MC. (Its indirect fire values are not in a yellow rectangle, which they should be.) [The new counter also changes defense value from 5 to 4.] 16. Both of the 76 [Regimental] Gun units designated A-36MC [in 5th Army colors]. (They should be designated 305 MGA.) 17. The three 122 gun units designated 1-572A, 2-572A and 3-572A. (Their indirect fire values are not in yellow rectangles, which they should be.) Unofficial Errata As far as I know, no further official errata was published. Unfortunately, there still seem to be other items not addressed by the official errata. The errata in this section is mostly from the editor. MAPS 1. The game title box in the NW corner obscures the terrain underneath. The road from 2904 goes through 3003, 3104 to 3204. All hexes covered by the box are clear terrain, except 3002 which is woods. 2. Hexes 0819 and 3019 are split between the map sections. The western sections of these hexes should have the town symbol in it. 3. All streams, rivers and bridges are hexside terrain, though not all are printed that way. For example, the bridge/stream in 0818 should actually be on the 0818/0819 hexside. COUNTERS Defense values for troop units (and to a lesser extent infantry attack values) are based on troop quality as well as equipment. Most other values are fixed by available equipment. The general pattern is that the CP and line infantry will have a base defense value. Support units will have lower values down to minimum of 3 or 4 depending on vulnerability. All CPs except for specialist units should have 1P attack values. Counter Sheet 1 (10 Panzer Division) 1. H-86 150 IG: change designation to ig-86 (no game effect), change backside from Truck to Truck & Gun. 2. 1-7 Pz III with movement allowance of 16T: change movement allowance to 12T. 3. 2-7 Pz III with movement allowance of 16T: change movement allowance to 12T. 4. three 3-90A 105 How: change type to 150 How (no game effect). Counter Sheet 2 (SS Reich Division) 1. DHQ CP: change defense value from 7 to 6, backside is missing defense value of 4. 2. p-DF Eng: change attack value from 1P to 4P. 3. 2-DF CP: change attack value from 2P to 1P. 4. p-Dch: missing E special capability 5. P Bridge: change movement allowance from T/restricted to S/restricted. 6. PJ CP: change defense value from 8 to 6. 7. 1-A CP, 2-A CP, 3-A CP, IV-A CP: backside is missing defense value of 4. Counter Sheet 3 (32 Rifle Division and Soviet Air Units) 1. m-17 Mrtr: change type to Hvy Mrtr (no game effect) 2. rg-17 76 RG: change indirect fire range from 17 to 16. 3. 32S CP: change defense value from 7 to 8. 4. IL-4 Bomber: 2 counters are not used. 5. IL-2 Bomber: 1 additional counter is required. 6. SB-2 Bomber: 2 additional counters are required. 7. LaGG-3 Fughter: change to Fighter. 8. Yak-1 Fighter: 1 additional counter is required. Counter Sheet 4 (Other Soviet Units) 1. M-18TB CP: change defense value from 7 to 6. 2. H-19TB CP: change designation to M-19TB (no game effect). 3. H-19TB BA-32: change range from 1 to 2. 4. M-19TB Md Mrtr: change type to Mrtr (no game effect). 5. M-20TB CP: change attack value from 2P to 1P. 6. m-230 Mrtr: change attack value from 1P to 2P. 7. 767AA CP: change defense value from 7 to 6. COUNTER TRAY Unfortunately, the you can only lay flat one row of three counters in each small compartment. You can stack 10 counters high and still get the lid on. What this probably means is that unless you pack things very tight you can't actually fit all the counters in the tray. You will probably need some plastic bags too. AIRCRAFT CARDS Before separating the cards, place the German force information right side up. Cards are referred to by number counting left to right, row by row. 1. Card #2 Soviet: Add line to separate force level 1 and 2. Change force level 3/defensive from 2 LaGG to 2 LaGG-3. 2. Card #3 Soviet: Change force level 1/defensive from 2 IL-16 to 2 I-16. 3. Card #8 German: Change force level 3/offensive from 23 Ju 87 to 2 Ju 87. 4. Card #10 Soviet: Change force level 3/offensive from 2 Sb-2 to 2 SB-2. 5. Card #14 Soviet: Change force level 3/defensive from 2 LaGG to 2 LaGG-3. 6. The cards are not all the same size. You may have to trim some to even them out. GERMAN SETUP & REINFORCEMENTS 1. North of Rail Line/SS Regiment Deutschland: p-Dch Eng should have E special capability. 2. North of Rail Line/2 Battalion, 7 Panzer Regiment: Change 2-7 Pz III (second one) movement allowance from 16T to 12T. Change Pz IVE designation from 1-7 to 2-7. 3. North of Rail Line/Attached Companies: P Bridge should have S (restricted) movement allowance. 4. South of Rail Line/AT Battalion Das Reich: Change PJ CP defense value from 8 to 6. 5. October 13, 1200 Hours/2 Battalion, Der Fuhrer Regiment: Change 2-DF CP attack value from 2P to 1P. 6. October 14, 0700 Hours/Division HQ: Change DHQ CP defense value from 7 to 6. 7. October 14, 0700 Hours/11 SS Regiment: Change CPs from x4 to x3. 8. October 15, 0700 Hours/86 Schutzen Regiment: Change H-86 150 IG designation to ig-86 (no game effect). 9. October 15, 0700 Hours/90 Artillery Regiment: Change 3-90A 105 How type to 150 How (no game effect). SOVIET SETUP & REINFORCEMENTS 1. North of Rail Line/230 Reserve Rifle Regiment: Change m-230 Mrtr attack value from 1P to 2P. 2. North of Rail Line/32 Sapper Battalion: Change 32S CP defense value from 7 to 8. 3. Novaya Derevnya/19 Tank Brigade: Change of H-19TB CP designation to M-19TB (no game effect). Change M-19TB Md Mrtr type to Mrtr (no game effect). 4. South of Rail Line/17 Rifle Regiment: Change m-17 Mrtr type to Hvy Mrtr (no game effect). Change rg-17 76 RG indirect fire range from 17 to 16. 5. South of Rail Line/18 Tank Brigade: Change M-18TB CP defense value from 7 to 6. 6. South of Rail Line/767 AA Regiment: Change 767AA CP defense value from 7 to 6. 7. South of Rail Line/572 Artillery Regiment: The 122 Gun indirect fire values should be in a yellow rectangle. 8. October 14, 1200 Hours/152 Howitzer Regiment: Change (-1st Battalion) to (-1st and 2nd Battalions). 9. October 14, 1400 Hours/332 Rifle Regiment: The m-332 Hvy Mrtr and at-332 45 ATG movement allowances should be in a yellow box (restricted). 10. October 16, 1000 Hours/20 Tank Brigade: Change M-20TB CP attack value from 2P to 1P. The M-20TB Mrtr indirect fire values should be in a yellow rectangle. 11. October 17, 0700 Hours/36 Motorcycle Regiment: The m-36MC Mrtr indirect fire values should be in a yellow rectangle. GAME REFERENCE CHARTS 1. Indirect-Fire Weapon Types: Change RL code to R. 2. Indirect-Fire Column Shifts: Add marsh -1 shift. 3. Terrain Effects Chart: Roads are brown; Highway is grey. Streams are light blue; Rivers are dark blue; AT Ditches are pink. Stream, River, AT Ditch, Bridge and Damaged Bridge are all hexside terrain. Add a line for Marsh terrain: P (track, wheel, road wheel), 2 (leg), no effect (defense, visibility). RULEBOOK 1. Maps (p.4): Ignore any small bits of overlapping terrain near the edge of a hex. For the most part this is easy to judge except for some cases involving woods. For example, 0508 and 2903 are clear (not woods), 1715 and 3106 are not hills, 1725 is not a rail embankment and 3101 is woods. 2. Charts (p.4): Change "Order of Appearance" to "Reinforcements". 3. Learning the Rules (p.5): Delete the word "River" from the first scenario title. 4. The Counters (p.5): Players may wish to make additional markers to keep track of which units have moved or fired. Some possible markers might include: Fired, Moved, Indirect Fired (for MG units), Direct Fired (for MG units), Out of Command, Shaken, Repairing Bridge, Constructing Bridge, Clearing Minefield. 5. Attack Value Types: Indirect Fire (p.5): Change RL ID to R. 6. Air Units (p.7): All bombers have bracketed air attack values indicating they can only be used as mission aircraft, not interceptors. 7. Limited Intelligence (p.9): During combat resolution, the enemy player may only examine the face-up sides of units. He will not know the type of troops being carried in vehicles. 8. Visibility and Line of Sight (p.9): Hexes (not the actual printed symbols) block line of sight. Second level hill hexes have a lighter shade and are completely surrounded by first level hill hexes. 9. Line of Sight Diagram (p.9): Change A-36MC 76 RG designation to 305 MGA. 10. Mobility Categories (p.10): Manhandled weapons may move unless prohibited to leg (not any) movement category. This is a rules simplification, not a real change. Due to the actual terrain represented in the game this amounts to the same thing. 11. Marsh (add to p.10): Only leg and manhandled units may enter marsh from a non-road hexside. Troops entering marsh with a transport side, must take a "No Vehicles" marker until it can reclaim its transport using the same procedure as for Rail Embankments. 12. Rail Embankment (p.10): There are no highways intersecting the Rail Embankment, but there are towns that do so. Replace all instances of "highway" with "town". In paragraph four, delete "manhandled". 13. Final Fire (p.12): A unit may have moved (but not fired) and still engage in close combat. Except for close combat, a unit which has fired or moved (except mount/dismount) cannot Final Fire. 14. German Panzer Division TO&E Diagram (p.13): Change rightmost artillery battalion from 12x105mm How to 12x150mm How. 15. Terrain (p.14): Units subtracting one from their defense value have a minimum defense value of one. Hexes with both Rail Embankment (RE) and woods, are considered RE hexes for defense modifiers. RE/towns are considered towns for defense modifiers. 16. Fire Value Modifiers (p.16): Marsh also shifts the firing column one to the left. 17. Unescorted Close Combat Example (p.19): Change 2-7 Pz III movement allowance from 16T to 12T. The German tank can fire back using its doubled (not normal) attack value. 18. Effects (p.20): Removing a Pin marker is also considered movement. Some engineering functions may not be performed out of command. 19. Command Control Diagram (pp. 20-21): The leftmost unit is a German 10 Panzer Division CP. The bottommost unit should be an SS Infantry unit (not CP). The vehicle is the recon unit. 20. Unaffiliated Units (p.22): In the second paragraph, change "addition" to "additional". 21. Command and Morale (p.22): In the first paragraph, insert "the effects of" in front of "Good Morale". Command units may have lower morale for purposes of regrouping. 22. Engineers (p.23): Engineer capable units engaging in any of the following activities use their entire movement capability. 23. Demolitions (p.24): Demolitions occurs in the movement phase. In the fifth paragraph, change the last sentence to read: "All hexes behind start lines are friendly to the respective player at the start of the game." Areas behind the German start line are not friendly to the Soviet player. 24. Construction (p.24): The bridge equipment must be unloaded to be used for construction. When constructed, the bridge counter is placed on the hexside. After construction, the defense value of the bridge equipment counter is not used, since a bridge can only be destroyed by Demolition. If destroyed, simply remove the counter. If damaged, replace with a damaged bridge counter. 25. Regrouping Troop Units (p.25): Not all eligible troop units need be regrouped; they can be saved for the next regroup phase. For purposes of regrouping, all battalion units are subordinate to their battalion command unit. All regimental units and those in component battalions are subordinate to their regimental command unit. All units in a brigade/division, including any in component regiments and battalions, are subordinate to their brigade/division command unit. Use counter designations, not the TO&E charts in the rulebook to determine organization. (They differ slightly.) Also, all units of the 10 Panzer division, except the division CP, are subordinate to the division's brigade CP. All Soviet units are subordinate to the 5 Army CP. Units of 40 PanzerKorps (light feldgrau) and 5 Army, (light brown), except 5 Army CP, are subordinate to any division CP of their respective sides. If a unit is not subordinate to any suitable command unit, a unit may regroup offboard, eligible to enter on any following turn. At the end of the regroup, the totals for scrapped transport of each type should be at least equal that of regrouped transport, possibly requiring additional scrapping. Any transport side can be scrapped for a no transport unit. Truck & Gun, Tractor & Gun and Halftrack sides can substitute for a Truck. Tractor & Gun can substitute for Truck & Gun. Truck & Gun can substitute for a Limber & Gun. Units may be regrouped as if having a blank transport side by regrouping with a "No Vehicle" counter. 26. SS Motorized Division Das Reich TO&E Diagram (p.26): There should also be a motorcycle battalion. 27. Aircraft Placement (p.28): Off board hexes are not considered woods for bomber placement purposes. 28. Antiaircraft Fire (p.28): Antiaircraft Machinegun (AAAMG) units may also fire at aircraft. AAMG units are the only antiaircraft units with "P" class attack values. 29. Observation (p.29): Off board hexes are not considered woods for observation purposes. 30. Force Level (p.29): Aircraft losses are also recorded in scenarios. 31. Setting Up the Game (p.30): Units starting on the board may set up in firing position and must setup in command. 32. Historical Description (p.41): In the fourth paragraph, Bezubovo is not spelled correctly. 33. Comparison of Infantry Company Firepower (p.44): There are 3 light mortars in a Russian company. # eof