ADDENDA & ERRATA WACHT AM RHEIN Clarifications and New Rules (as of July, 1977) compiled by Joe Balkoski As a result of post-publication playtesting, the following errata and addenda has been assembled to clarify and correct various errors or ambiguities in the original game components. The errata follows the sequence of the Wacht am Rhein rules folder. Counter-Mix: (1) The German 560 VG Division's regiments as printed on the counters are in error. They should read 1128, 1129, and 1130 rather than 128, 129, and 130 respectively. (2) The German 9 Panzer Division has a tank battalion with a mis-printed designation. It should read 1/11/9P rather than 1/119P. (3) The British engineer battalion 260/42xx should read 260/43xx. (4) The German 26 VG Division should have an engineer battalion; this is not provided in the countermix. This is a standard VG engineer unit: 1-3-6. (5) The U.S. 741 battalion is duplicated in the counters. The correct battalion is 741/2xx. The 741/99xx is not used. (6) Players should ignore the Corps attachments on the following German HQ units: 3PG, 15 PG, 9P, 11P. When these Divisions enter the map as reinforcements, they may attach themselves to any corps HQ on the map, but once attached they may never switch corps (or armies) for the remainder of the game. Map: (1) The River connecting the SE hexside of C1826 with the SE hexside of C1824 should not be a River; it should be a Creek. (2) There should be a Ford between hexes C2433 and C2432, D0336 and D0435, and C3544 and D0244. (3) The road connecting hexes D3104, D3105, and D3005 does not bridge the Sauer River. The road is considered to stop at the River at all points. Rules Clarifications and Corrections: [7.31] (Clarification) Units in March Mode may never enter a Woods hex, although a unit in Tactical Mode on a Woods/Road hex may go into March Mode. [8.42] (Clarification) This rule stands without exception. An HQ unit in a Town or Village hex that is adjacent to Enemy units during its Friendly Combat Phase is still eliminated. [9.25] (Clarification) Two U.S. company-size units may enter March Mode under one March Mode marker as a team if they started that Friendly Movement Phase in the same hex. [10.4, 10.5] (Clarification) The maximum number of Regimental Integrity and Combined Arms bonuses that may be awarded per attack is one, regardless of how may attacking stacks possess it. [10.8] (Modification) Combat results take effect after all attacks made from a single hex have been rolled for. If two units in a single hex are attacking different hexes, no combat results may be applied until the second attack has been resolved. If, in one attack the defender could advance and in the other the attacker could advance, then neither Player may advance his unit after combat. [10.94] (Clarification) Advancing units must stop when entering an enemy Rigid Zone of Control, not including the first hex entered in this advance. [11.1] (Clarification) German VG Divisions do have Corps attachments. The starting VG Division are attached as follows: 212, 276, 352, 5FJ VG's: 7 Army; 26 VG: XLVII Corps; 56 VG: LVIII Corps; 18, 62 VG's: LXVI Corps; 12, 277, 3 FJ VG's: ISS Corps; 326, 272, 246 VG's: LXVII Corps Reinforcing VG Divisions may attach themselves to any corps or army., but once attached they may never shift corps or army for the remainder of the game. (Note that they may still trace supply to any corps or army HQ.) [11.7] (Correction) An Artillery unit may not use its FPF Strength if it is adjacent to an Enemy unit. [14.0] (Clarification) All German Artillery units with a Movement Allowance of zero are always considered to be in supply without exception. [15.1] (Correction) Engineer units may attempt to blow a bridge only if they can trace a path of hexes, free of Enemy Zones of Control, to a hex to which the bridge hexside is attached. Friendly units negate Enemy ZOC's in the hexes they occupy for the purposes of tracing this path of hexes. [16.0] (Clarification) Improved Positions and Entrenchment s may not be built in the same hex. [16.0] (Clarification) If an Enemy unit comes within three hexes of a Friendly unit that is building IP's or entrenchments, the IP or entrenchment marker is immediately removed from play. [16.0] (Correction) Units in March Mode may not build IP's or entrenchments. They may never benefit from the effects of these positions. [17.0] (Clarification) U.S. companies may trace supply to any U.S. HQ unit. [17.0] (Clarification) During the first three Game-Turns of scenario 25.1, 25.2, and 27.0 U.S. company-size units may receive full support from all artillery units listed under their Division for the starting set-up, plus all Artillery units listed under "Corps Troops" for these set-ups (only of course if the company's Corps is the same as that of the Corps Artillery). After the first three Game-Turns, U.S. company-size units never receive full artillery support from any Artillery unit. Barrage and FPF Strength Points are always halved as described in Case 11.14. [19.2] (Correction) For every two Air Points the Enemy Player has allocated to Patrol, the Owning Player must reduce the number of Ground Support and /or Resupply Escort and/or Interdiction Air Points by one. The choice of which Air Points to be reduced is left to the Enemy Player. For example, if 10 German Air Points were allocated to Patrol, the German Player could reduce U.S. Ground Support Points bye three, Resupply Escort Points by one, and Interdiction Points by one. [19.43] (Clarification) during the Mutual Supply Determination Phase of the U.S. Player-Turn, the U.S. Player may attack any German unit or units that are in March Mode with this Interdiction Air Points. One or more Interdiction AP's must be allocated against each German unit in March Mode that is to be attacked. For example, if the U.S. Player allocated six AP's to Interdiction, he could attack six German units in March Mode at a strength of one, three units at a strength two apiece, or two units at a strength of three apiece. [21.2] (Correction) Reinforcements whose entry hex is blocked may come on the map up to three entry boxes away from the scheduled entry box. A Game-Turn delay in arrival still takes effect, however. Otherwise, Case 21.22 applies in full. [22.0] There are several omissions on the U.S. Master Reinforcement Schedule. These are as follows: Game-Turn 5: C2 (North) -- 33/7Axx (E) Game-Turn 7: C7 (North) -- 613/V (D-M36) Game-Turn 11: C6 (North) -- 745/1xx (T), 20/1xx (E); C2 (North -- 740/VII (T), 643/VIII (D) Game-Turn 12: C7 (North) -- 195/VII (A) Game-Turn 17: D1 or 2 (South) -- 602/III (D); D3, 4, or 5 (South) -- 737/III (T), 818/III (D) Game-Turn 32: Between D4 and B4 (South) -- 654/III (D) [22.0] (Correction) The 9/VII (H) unit listed under Game-Turn 7 reinforcements should be 9/V (H). Delete the 9/V (H) unit from Game-Turn 21 reinforcements for the U.S. Player. [22.0] (Clarification) Two U.S. units are provided in the counter-mix that are already considered broken down into companies at the beginning of the game. These are the 801/99xx (D) and 612/2xx (D). These units are never used in the game. They are provided for historical purposes only. Additionally, the 610/III (D) U.S. unit is not used in the game. [22.0] (Correction) Delete U.S. Artillery unit 776/V from Game-Turn 38 reinforcements. [22.0] (Clarification) The Engineer units of the following German division may enter the map with a bridge marker: 11th Panzer, 10th SS Panzer, 3rd and 15th Panzer Grenadier. These bridges are in addition to the others already listed on the Reinforcement Schedule. [24.1] (Correction) Motorized infantry is any unit in the game with a standard infantry symbol that possesses seven or more Movement Points. It is strongly suggested that Players use this optional rule. Any unit that so converts has its Defense Strength reduced by two, but its Attack Strength reduced by one. [24.3, 24.4] (Clarification) German Truppeneinheit and parachute commando units never effect POL markers. U.S. units may retreat onto Truppeneinheit units, but not parachute-commando units. [24.4] (Correction) German parachute-commando units must drop on any Clear or Broken hex within five hexes of C1131. [24.5] (Clarification) Units of the German 150th Panzer Brigade may attempt to leave an Enemy rigid ZOC to enter another hex. This second hex does not necessarily have to be another Enemy rigid ZOC. The 150th Panzer Brigade units do not have to begin their Movement Phase in an Enemy rigid ZOC; they may enter this ZOC and then attempt to leave it as described in the rules of this Case. If the units are attempting to infiltrate in this manner, they do not pay the one-half MP cost for leaving an Enemy rigid ZOC. [25.12] (Correction) U.S. units 3/112/28 (I) and 1/112/28 (I) starting on hexes D0520 and D0319 respectively, should start the game in Entrenchments, not Improved Positions. [25.16] (Clarification) Uncommitted units may not build Improved Positions or Entrenchments, blow bridges, or breakdown into companies. Uncommitted artillery units may use their Barrage and FPF Strength. [25.22] (Correction) U.S. unit 323/99xx (E) should read 324/99xx (E); the German 18 VG Division has a Replacement Battalion (1-4-6) that starts on the map within one hex of C2508; the German Artillery unit 116Pxx (150) begins the game on hex C3514 not C3816. [27.4] (Addition) Special Rule 25.24a applies to the Campaign Game. Special Rule 25.24b does not apply to the Campaign Game. SUGGESTED RULES CHANGES Post-publication playtesting has indicated that certain rules changes and additions make the game far more realistic. Players should consider the following rules optional. They should be used only by agreement of both Players. However, they should be viewed as official SPI rules. [11.9] ARTILLERY MOVEMENT The movement of artillery units has proven to be confusing and unwieldy. The following changes can solve most of these problems. [11.91] All non-self-propelled Artillery units may move only in March Mode. They may never move in Tactical Mode. The act of going into March Mode indicates that the Artillery unit is Out of Battery. Flip the Artillery unit over to indicate this state. This obviates the need for March Mode markers on Artillery units since any Artillery unit on its reverse side will be considered in March Mode. All standard March Mode rules apply. Ignore Case 6.3 when using this rule. Additionally, revise the In Battery Segment of the Sequence of Play to state, The Player may flip all of his Out of Battery Artillery units to their In Battery sides. [11.92] Some non-SP Artillery start the game in Woods hexes. Such units may enter March Mode and leave these hexes, but this is the only time during the course of the game that they may do so. {ed. Suggest the Artillery units back out of the woods hex to the friendly side of the map} [11.93] Self-propelled Artillery units may move in both March and Tactical Modes. All SP Artillery units may move up to six Movement Points in Tactical Mode without having to go Out of Battery. SP units enter March Mode like other Artillery units -- by flipping the unit to its Out of Battery side (thus expending four MP s) and them moving. SP units may never enter March Mode and use their Barrage and FPF Strengths in the same Game-Turn. At the moment an SP unit in Tactical Mode expends its seventh MP in its Friendly Movement Phase, it is flipped out of Battery. [11.4] FINAL PROTECTIVE FIRE These rules are slightly abstracted in Wacht am Rhein in that the Defensive Player has a tremendous leeway over odds determination because he states his FPF last. In a combat, it is suggested that the Attacking Player state his total Attack Strength not including any barraging Artillery while the Defensive Player states his total Defense Strength not including any FPF. Then the Defending Player writes down how many FPF Strength Points he is using in support of his defense from Artillery units within range. Before this number is revealed, the Attacking Player states how many Barrage Points are supporting his attack from Artillery units within range. Next, the Defending Player reveals his FPF number while pointing to the Artillery units providing this support. All Divisional and Corps Artillery integrity rules must be strictly adhered to by both Players. These Artillery Strengths are added to the proper Player s Strength. A final total is calculated and a ration determined. [15.2] GERMAN ENGINEERS AND BRIDGE BUILDING AND REPAIR German Engineers had the ability to repair destroyed bridges. This occurred frequently in the Battle of the Bulge, although the delays hindered the German advance tremendously. Using this rule, a German Engineer unit may repair a blown bridge from either of the two hexes the bridge formerly connected (unless the Engineer unit is in a U.S. ZOC). The Engineer unit must remain in this hex for two complete Friendly Movement Phases without moving. In the bridge Building and Blowing Phase following this second consecutive Movement Phase of immobility the blown bridge marker may be removed. The bridge is considered intact again for all purposes. [31.0] MORALE The combat rules of Wacht am Rhein allow both Players a complete freedom of choice as to how to retreat and/or take losses among their units suffering a combat result. This is an abstraction. In the heat of battle, high-ranking officers rarely knew the strategic situation other than in their immediate area. It usually didn t work that battalion x held its position to the last man so that battalion y had a more favorable retreat route - especially when both battalions were engaged in fighting at the same time. Battalion commanders could only act in such a situation on the basis of the morale of the men under their command. [31.1] Given a adverse combat result, the affected Player may always choose to retreat his units without restriction (subject of course to the retreat rules). [31.2] If a Player wishes to take a step loss in lieu of retreating, he must roll a die and refer to the highest Morale Rating possessed by all of his affected units. If the die roll is equal to or lower than this Morale Rating, the Owning Player has complete latitude as to how he may fulfill his combat result for his affected units in that particular combat (as described in Case 10.75). If the die roll is above this Morale Rating, the Owning Player may not take losses in lieu of retreating for the duration of his retreat. In this case, the units must retreat the required number of hexes (unless the unit is completely surrounded by Enemy-occupied hexes, in which case the unit would be forced to take step losses instead of retreating). At the movement a Player declares that he wishes to take a step loss instead of retreating, he rolls the die. This die roll will determine his ability or inability to control the rest of the retreat. [31.3] Morale Ratings (for parent formation): U.S. airborne division; German SS division; British Guards Armored Division: 5. U.S. armored and infantry division (non-green - including those listed in Case 24.6); German 26 VG Division; German fallshirmjager divisions; German panzer and panzergrenadier division; all remaining British units: 4. All U.S. green division; U.S., corps troops; all non-green German VG divisions: 3. German green VG divisions; non-U.S. - U.K. Allied units: 2. [31.4] All units in a reduced state have their Morale Ratings reduced by one. [31.5] All U.S. company units have Morale Rating of three. [31.6] When using Morale rules, U.S. airborne battalions should reduce their Attack Strength to three and their Defense Strength to five. U.S. glider battalions should reduce their Attack Strength to two and their Defense Strength to four. The reduces side of airborne battalions should read 1-3-6 and that of glider battalions 1-2-6. Since the publication of Wacht am Rhein we have received numerous letters from all over the world. Most letters have been extremely helpful in working out the wrinkles in the game. We all are grateful to the people who have shown interest in the game and its advancement. A new feeling around SPI among designers and developers is that a game has not reached a dead end with its publication. Many games, especially those of the monster variety, can only be corrected and improved with the comments and suggestions of those who have played it extensively. We at SPI usually have this ability, mostly due to the helpful letters we have continually received. If errata sheets such as this one go over well we will continue to produce them. -- Joe Balkoski