Hank Meyer hcmeyer@uci.edu 27 November 1996 LA Group WiE errata, Q&A, Addenda (part 2) QUESTIONS AND ANSWERS FROM SPI NOT COVERED ABOVE: [31.32] Do Axis units smaller than division size count as full axis divisions for a fully manned axis garrison? *Yes - 1 KG, 1 Panzer Bde, 1 Axis Minor Div, 1 Axis Minor Bde etc all count as one division for garrison purposes. [31.0] Allied Partisans - Is the limit of 21 for the entire game or appearing on the map at any one time? *21 total in the game. [54.3] Finnish Surrender Conditions in the Campaign Game - is the 5 divisions BGed or eliminated cumulative or in any one turn? *Cumulative. [14.6] How does this Amphibious Assault Range affect a Torch-like invasion of North Africa if the Allies don't control Gibraltar? *It is allowed even if Allies don't control Gibraltar. It is considered to be carrier air support in that case ((unresolved - where exactly can the landing take place? Only on the Atlantic side of Africa?)) 7. Can Amphibious Assaults be made in the Med during all types of weather? *Yes [7.0] Can a player trace Amphibious or Sea Transport off the mapboard? *Yes in the south, No up by Narvik. Can Air-Sea Interdiction points be reused rather than placing them back into the mission box? *Yes: If Extraordinary - Many, If Regular - only 5. Losses taken at the end ((of what?)). [54.14] Can German units trace supply into or thru Finland to Helsinki? *Regular supply for Germans ((implication is no)). Can German Replacement Drafts transported thru Sweden when it is neutral? *No, supply only. If BR retreat result is rolled, can attacker flip and then advance after combat into the vacant hex if the defender has retreated? *Yes [63.6] Rule says there are 25 on-map Arms Centers, but only 23 are listed by name. Where are the others? *2 more at Moscow. Can MSUs bridge gaps between cut Railroad hexes for supply purposes? *Yes If the RR is cut behind you, an MSU at the cut will supply you. ((Note that this is a way around invading Greece to secure the railroad in hexes D5823 and D5824 to provide supply thru to Turkey. Also, using the same logic, this means that a MSU can bridge a gap between two rail lines separated by a non-rail hex)). Do MSU's have ZOCs? *No What is the effect of Partisan units on railroads? *You can draw supply thru RR hexes occupied by Partisans, you cannot move units thru the hex by rail. [36.6] for the purposes of this rule, does the allied player entering Lille and Brussels trigger the Political Point penalty? *NO Allowing Russia to go from Limited to Total War only when 3 Personnel Cities are captured allows the German to almost completely conquer the USSR by means of a very gamy offensive strategy. This needs to be modified to fix these glitches. What do you recommend? *Try allowing 3 centers either cut off from a line of supply to/from the eastern edge of map and/or from Moscow. -------------------------------------------------------------------------------- ERRATA & CLARIFICATIONS FROM SPI SENT TO ROY TOTH IN FEB AND MAY 1978 From: "Ray Toth" To: "War in Europe Mail List" Cc: "Hank Meyer" Subject: War in Europe Clarifications Date: Wed, 27 Nov 1996 15:21:33 -0500 I don't know if this is of any help. Below are clarifications for War in Europe based upon answers I received from SPI in February and May 1978. [7.34] (Clarification) There is no time limit involved in the provision of the Naval Gunfire Support to Allied units in a hex that was amphibiously invaded. {I do think it reasonable that if the Axis take the hex or conquer the country this effect would not apply to subsequent entry to this hex.} [7.35] (Clarification) An Amphibious Unit acting as a Minor Port may be port surpressed by Air-Sea Missions. It ceases to function as a Minor Port but is not destroyed. [14.41] (Clarification) ZOC entry/exit costs are not counted when tracing supply lines. [15.1] (Clarification) Mobile Supply Units may RAIL during snow turns in Severe Weather areas. [15.1] (Omission) The Summary of Weather Effects by Weather Area on page 16 should have an asterisk in the Moderate Weather Section Snow Game Turns for movement effects as well. [26.65] (Clarification) In War in Europe the Soviet Resource Centers are available to Germany until Germany invades the Soviet Union. [26.8] (Omission) The German 1-3 Cavalry KG cost the same and takes the same amount of time to build as the German 1-5 KG. The upgrade of the Cavalry KG to a 2-3 Cavalry Division is identical in cost and time as that of the 1-5 KG to a 6-5 Infantry Division. [27.45] (Clarification) If Kassel and Essen have been captured or disbanded, German Railroad Repair Units and Mobile Supply Units may be placed at any operational Wehrkreis. [30.0] (Clarification) Sevastapol is treated as a Swiss Redoubt [30.3] in its fortification effects. [31.0] Procedure (Clarification) All Partisan Cadres must be deployed first during a turn before any conversion attempts are made. [31.22] (Clarification) Partisan units Zone of Control may make Friendly an enemy unoccupied port for the purposes of allowing Naval Transports debarking units there. [32.22] (Change) Deploy 6 (not 12) AP's on the Southern Front. {They must have been embarrassed that the Italian Airforce was twice the size of the starting Allied powers.} [This will have an interesting effect - Hank] [32.28] (Clarification) Either Sicily or Sardinia but not both need to be taken to meet this requirement. [32.53] (Clarification) This limitation is superseded by [41.51] in that Bulgarian units which are activated may operate in Greece, Albania and Yugoslavia as well. [32.65] (Clarification) The Axis Railcap is not reduced when playing War in Europe. [33.46] (Clarification) The British Fleet NEVER surrenders. High Seas Interdiction remains in effect as long as the Allies control a Major Port on the High Seas. [33.65] (Clarification) The French Naval Capacity should apply to all parts of the Mediterranean. {As currently written France could not move units to and from Corsica.} [33.73] (Clarification) Railroad Repair Units may debark at French Major Ports on the turn of a Predominantly U.S. Violation of Vichy Neutrality (treat the same as the clarification for [37.27]). [35.61] [35.62] (Clarification) U.S. units may also freely traverse Iran and Iraq. [37.3] (Clarification) To break down or build up Commonwealth units must be in Supply and in England. [37.7] (Clarification) If the mapedge rail hexes are enemy controlled the reinforcements may enter at any board edge hex free from enemy units or control. [39.22] (Addition) Poland receives 1 IR point per Strategic Cycle beginning 11/39. [40.44] (Clarification) This rule applies to the first turn of the Axis attack on France whenever that occurs in War in Europe. [41.51] (Addition) West Front: 2 German AP's [46.0] & [46.5] [Soviet Production Cost Chart and Spiral] (Correction) The Red colored ATP which indicates a rebuild is incorrect and should be deleted from the spiral. Soviet ATP's cannot be rebuilt. [61.81] (Clarification) This applies to the first 13 cycles after a German invasion in War in Europe. [61.82] [61.83] (Clarification) This applies to the first Winter after a German invasion in War in Europe. [63.5] (Clarification) Only provisions [63.51] and [63.54] apply when playing War in Europe. [73.23] (Change) Rumanian Units may not enter Hungary or stack with Hungarian units. [73.33] (Change) Hungarian Units may not enter Rumania or stack with Rumanian units. [74.0] (Clarification) During War in Europe while at Peace the Soviet Union may not transfer Training or Armament Centers to Siberia. During Limited War only one of each type may be transferred per Strategic Cycle. [74.12] (Clarification) The Armament and Training Centers as delineated in [63.6] are also included in the initial set-up for War in Europe. [74.5] (Clarification) Soviet entry into their Non-Aggression Pact areas before the specified time does NOT trigger Limited War with the Axis. [75.34] (Omission) West Front: 2 German IR, 1 German MR. {This contradicts the 1.2 errata.} [75.4] (Clarification) The Allies are the First Player in this War in Europe Scenario. {The Axis is the First Player in the North Africa Scenario and the Soviets the First Player in the Stalingrad Scenario.} [77.6a] (Clarification) The 50% limit on expenditures on air units is rounded up. [78.0] (Additions, Clarifications, etc.) The Soviet on-board and Siberian Training Centers are included in the Soviet PP/AP totals. [78.0] (Additions, Clarifications, etc.) When using the optional pre-war "build your own" forces, players may place Parachute units directly in the Air Front Available Airborne Units Box. [78.0] (Additions, Clarifications, etc.) The German Cavalry KG and Division are the same cost as the Infantry KG and Infantry Division. This is all I have on "official" clarifications. -------------------------------------------------------------------------------- OTHER ADDITIONS TO ERRATA FROM NON-SPI SOURCES: [12.1] (Addition) [source: Jim Ashley and the LA Group] CRT EXPANSION: CRT 1 Odds 1-2 1-1 2-1 3-1 4-1 5-1 6-1 7-1 8-1 9-1 10-1 11-1 12-1 Roll 7 BR DR DR EX HEX DE -> 8 DR DR EX EX HEX DE -> 9 DR EX EX HEX DE -> CRT 2 Odds 1-2 1-1 2-1 3-1 4-1 5-1 6-1 7-1 8-1 9-1 10-1 11-1 12-1 Roll 7 AEX BR DR DR EX HEX DE -> 8 BR DR DR EX EX HEX DE -> 9 BR DR EX EX HEX DE -> CRT 3 Odds 1-2 1-1 2-1 3-1 4-1 5-1 6-1 7-1 8-1 9-1 10-1 11-1 12-1 Roll 7 AEX BR DR DR EX HEX DE -> 8 AEX DR DR EX EX HEX DE -> 9 BR DR EX EX HEX DE -> CRT 4 Odds 1-2 1-1 2-1 3-1 4-1 5-1 6-1 7-1 8-1 9-1 10-1 11-1 12-1 Roll 7 AE BR DR DR DR DR EX HEX DE -> 8 AEX DR DR EX EX EX EX HEX DE -> 9 AEX DE EX EX EX EX HEX DE -> [22.4] (Addition) [source: LA Group based on SPI clarification] This optional rule requires a "triggering" event before it can be used. It comes into effect the first time Allied reinforcements have been delayed three or more cycles. Note: this represents the formation of effective convoys and ASW tactics only after the damage caused by the U-Boat offensive became obvious. [73.11] (Addition) [source: Kansas City Group] Should either the Soviet Union or the Axis invade Turkey prior to war between them, Turkey is to be partitioned along a line from J3002 and J3015. This line is the farthest a SOVIET unit may be following partition. Turkey surrenders when there are no Turkish units on one side or the other of this line AND Ankara is enemy occupied. There is no political cost for the second player's invading Turkey. Partition occurs on the game turn following Turkish surrender. A ny units on the wrong side of the partition line at the time of war between the Soviet Union and the Axis are eliminated. If Germany invades Turkey first, Russia may build corps. If the Allies invade Turkey first, Limited War is triggered. If the Soviet Union invades Turkey first, Germany may advance to hexes H0730 and H0829 before invading. Axis units in Turkey are not subject to [61.8] nor can they be used to satisfy this requirement. [14.16] (NEW - TEST - OPTIONAL) OUT-OF-SUPPLY ATTACKS: [source: Nick Schuessler - Journal of WW2 Wargaming] The supply rules in WiE are seemingly too harsh. Try this simple modification: A unit out of supply may attack at half strength with no loss, or at full strength and suffer the traditional AEx. The attacking player is presented with some interesting choices, especially in Russia and North Africa. [26.10] (NEW - TEST - OPTIONAL) GERMAN CAVALRY: [source: Hank Meyer from unknown origin] The German cavalry units should pay infantry movement costs but be able to move in the mechanized movement phase. They cost 4 Build Points and take six Cycles to produce. Only use if Russian Cavalry rule [61.10] is in effect. [31.8] (NEW - TEST - OPTIONAL) GERMAN PARTISANS: [source: Nick Schuessler - Journal of WW2 Wargaming] The Commonwealth has a required garrison of one division in Cairo and one division in Palestine. Failure to maintain this garrison allows the Germans to deploy a partisan unit, which functions just like the Allied partisan units. The garrison requirement disappears when all Axis units are removed from North Africa. Note: The Arab nationalist movement was the only time the Germans got close to sympathetic support from civilian populations. The British were very effective in neutralizing this threat through a combination of diplomacy, intelligence, police work, and the threat of armed intervention in the background. Consider extending this rule to cover Iraq also. [48.31] (NEW - TEST - OPTIONAL) DESTRUCTION OF PERSONNEL CENTERS: [source: Nick Schuessler - Journal of WW2 Wargaming] Russian Personnel Centers are completely destroyed for the duration of the game after being occupied by the Germans. They may no be used for supply or production of personnel points. Note: This forces the Russians to repair rail and get offensive-minded sooner. History supports this - Russian cities that had been occupied and/or fought over were generally worthless for years following. [61.10] (NEW - TEST - OPTIONAL) RUSSIAN CAVALRY: [source: Nick Schuessler - Journal of WW2 Wargaming] Soviet Cavalry units should pay infantry movement costs but be able to move in the mechanized movement phase. Note: The effect is worthwhile - horse soldiers move faster than infantry can and go places where AFV can't. This gives much greater utility to the units. [77.9] (NEW - TEST - OPTIONAL) STRATEGIC SURPRISE: [source: Nick Schuessler - Journal of WW2 Wargaming] The Allies and the USSR get three Strategic Surprise opportunities per game each; the Axis gets six. Playing a Surprise option at the beginning of a friendly player-turn allows the player to take the equivalent of two turns back-to-back on one particular Front; the other side just sits and watches. The other two Fronts are played normally. The use of a Surprise opportunity "freezes" all opposing Surprise options for the remainder of that Cycle. A player may not use multiple Surprises in the same turn. Note: This is a rather inelegant solution to a complicated problem. The number chosen roughly corresponds to the number of "surprises" which are fairly well documented historically: North Africa, Sicily, and Normandy for the Allies; Moscow, Stalingrad, and Army Group Center for the USSR; and France, the 1941 and 1942 offensives in Russia, two in North Africa, and the Bulge for the Germans. Note that the rule encourages a player to play his Surprise at the beginning of a Cycle to maximize the number of turns the opponent is prevented from counter-playing another Surprise. --------------------------------------------------------------------------