From: Markus Stumptner Subject: Tide of Fortune errata OK, here's what I received in terms of Tide of Fortune errata, mostly from John Schettler directly. The astute reader will note that most of the errata are related to the setup charts. The rules themselves are actually fairly clear (and since the invasion-specific rules are omitted in this game, also quite short). Markus ====================================================================== Tide Of Fortune Errata and Clarifications Scenario 1: Allied: 1) Clarification: Add the 4th and 8th armored brigades appearing at the Namur entry zone on the AM time box of Sep 17. German: 1) The "D4" unit at Ghent is a level 4 delay marker. 3) Setups calling for a German "flak" may use either the Lt or Hvy flak unit. The mobile Flak unit has a vehicle symbol and is labeled "flak." 4) The B-2-4 unit labled "7F" sets up with KG Walther. Reinforcements: The note referring to additional German reinforcements as listed on the Market-Garden setup chart includes any unit in the Sept 17 setup that is not already in play. (Ignore any reference to a unit already in play from procedures like EX 4.1). Place units at the locations specified unless the hex is already captured by the Allies. In this case, the units are placed in the German Strategic Reserves box and may enter on any subsequent turn at a German controlled map entry area. The 47MG Bn, Garrison unit, Dutch SS and any remaining Flak units not in play are also placed in the German Strategic Reserve Box on Sep 17pm. Option: Bitterich's force was somewhat disorganized in early September. Simulate this by setting up the Bitterich HQ with two step losses at start. If Bitterich moves to any German Depot Hex, (marked by a Cross of Iron at Arnhem, Kleve or Tilburg), the HQ may recover 1 step in each Strategic Ops Phase. It remains there until at full strength. No Refit Operation is required due to the special effort made to refit these units. General Clarification: Any unit allowed to set up "free" must do so in areas which are clearly in friendly controlled territory. Please don't set these units up behind enemy lines or otherwise abuse the flexibility allowed by the free setup privilege. Play Sequence Note: The only Strategic Operation allowed in the Strategic OPs phase of the first turn in each scenario is an Allied Airdrop. The German player may not use Road March or any other operation in these first Strategic OPS phases. Addition: To play the map D only Aachen variant, subtract 1 from all Scenario 1 CP and support values and use the reduced numbers. Scenario 2 Allied: 1) Correction: The Corps level HQ counters were eliminated from the counter mix. Ignore any reference to them in the setups. 2) Clarification: The 2HHC unit must set up in map D, hex 3514 as listed. The radius entry should be 0 for this setup instead of 3. 3) Clarification: The reference to "Can Arm" setting up in any hex of the city of Gent means that any one unit of the Canadian Armored Division can set up there. The other two units of this div set up within 3 of their HQ in Deinze as listed. 4) Correction: The reference to the 2nd US Infantry as arriving at the Namur Entry on Sept 24 should refer to the 30th Infantry instead. (There is no 2nd US Inf in the game.) German: 1) Correction: The 712 Division setup hex for Axel should be map C Hex 3515, not map D as printed. 2) Correction: The 246 Div is mentioned twice in the setup. It is correctly listed at Linnich in the first entry. The division set up at Essen is the 245th Infantry. 3) Note: We regret that the counter for the 107Pzx was not printed. It is identical to the counter labeled 105Pzx, and will be printed later. 4) Clarification: On the note for Erdmann's command: The term "9ss and 10ss" refers to the SS Detachment counter (B-3-8) which represents the 9ss & 10ss BATTALIONS. These two units were culled into one counter to save space. It does NOT refer to the 9th and 10th SS REGIMENTS (these units set up with the Bitterich HQ). 5) Clarification: HQ Bitterich may control any SS unit within its radius. (No separate HQs were made for the 9th and 10th SS divisions. Their regiments are all controlled by the Bitterich HQ.) 6) The reference to a "recon unit" in Note 3 refers to the 116pz division and should read "Mech unit" instead. One Mech unit of this division must set up stacked with the HQ. 7) Note 4: The 394 Stug unit is attached as an asset to the 12th division. 7) Clarification: As above, any unit not called for in the setup is placed in the German Strategic Reserve Box and enters as scheduled. Unscheduled units may enter on or after Sept 17pm at any German controlled entry. Rules Clarifications: In some instances the standard rules narrative may conflict with the exclusive chart for ToF. Follow the chart in every case for this title Flooding on Walcheren Island effects all poulder hexes there, not just those within 2 of the dike. Note: Combat units are disrupted by flipping them to their disrupted side. HQs do not have a disrupted side (their reverse side stands for fatigue), so if they should suffer disruption by being directly involved in combat, this must be marked by using any markers available. ------ Q: What units can be assigned to Kampfgruppe HQs? A: Kampfgruppe HQs behave like divisional HQs with regard to the units assigned to them by the setup. They can be assigned asset units like divisional HQs. Q: What are the asset ratings of the "intrinsic" units of some HQs (e.g., the 9th and 10th SS regiments for Bitterich, the units of the British airborne div and the 7th Fallschirmjaeger div) used for? Can those "intrinsic" asset units also move in the asset movement segment? A: NO, Only when they are re-assigned as Assets as noted above. Any unit with an asset rating may be switched to another German KG or Allied HQ... Thus the asset rating indicated these units can be so transferred, and function as assets under the normal rules for asset units as well as function as intrinsic units assigned to KGs etc.