Subject: SPI World War II errata From: Ross Hagglund From: Consolidated Errata for WORLD WAR II and 1812 twin game (as of December 1973) insert to 1812 WORLD WAR II As a result of post publication playtesting, the following errata has been assembled to clarify and correct various errors or ambiguities in the original World War II game components. This errata follows the sequence of World War II rules folder. [3.4] (Omission): The Game Equipment inventory should also include one separate scenario sheet (15.0). [5.33] (Omission): All Free French units also become mechanized from 1/1943 Game-Turn on (for the remainder of the game). [5.41] (Correction): The reference to the Overrun rule in this case should be to rule 8.41, not 8.31. [5.66] (Omission): A unit using rail movement may never move through a Blocked Hexside (see Terrain Effects Chart). [5.72] (Clarification): The Allied Naval Transport/Amphibious Transport Availability Track states the absolute number of Allied Naval Transport and Amphibious Transport Points which are available to the Allied Player during each Game-Turn. The chart was designed to reflect both the accumulation of these capabilities and the dispersion of these capabilities when shipping was diverted to other war theaters. Thus, the numbers shown on the chart for a give Allied Game-Turn represent the total number of Transport and Amphibious Points the Allied Player may make use of during his Player-Turn (see 5.86 errata). [5.79] (Omission): Naval Transport Points built by the Axis Player are accumulated during the game. Each German Amphibious Point, however, may only be used once after which it must be converted to a German Naval Transport Point. The process of conversion requires one Game-Turn. [5.83] (Correction): See Errata for case (5.91). [5.85] (Clarification): Although it is not specifically stated, amphibious assaults may be made in Enemy controlled hexes. [5.86] (Clarification): Because the Allied Naval Transport and Amphibious Transport Availability track specifies the total amount of either Naval Transport Points or Amphibious Transport Points available to the Allied Played for the particular Game-Turn, The Allied Player will have to keep track of how many of his Amphibious Transport Points he uses on any particular Game-Turn. On the following Allied Player-Turn, he will have available the number of Amphibious Transport Points specified by the chart for that Game-Turn minus the number of Amphibious Points he used in the preceding Allied Player-Turn. Thus, a particular Allied Amphibious Transport Point will never be used in two consecutive Game-Turns. If the Allied Player uses none of his Amphibious Transport Points during one Game-Turn, he could use the full amount indicated on the chart for the following Game-Turn during that following Game-Turn. The same Allied Naval Transport Point may be used in two consecutive Game-Turns. [5.91] (Change): This entire case should be changed to read as follows: During the phasing Player's Rail and Sea Movement Phase, he may use Naval Transport to reinforce an amphibious assault made during the same Player-Turn. The number of reinforcement Strength Points he may land in the assaulted hex(es) is subject only to the amount of Naval Transport available and the normal Stacking limitations. However, a number of Strength Points equal to or less than the original amphibious force may be landed via Naval Transport in the same Player-Turn and this number of reinforcing Strength Points (only) may disregard the normal requirement concerning air interdiction of Naval Transport (see 6.5). Any number of Strength Points which arrive in a hex assaulted during the same Player-Turn via Naval Transport in excess of the number of assaulting Strength Points are subject to normal air interdiction. In any Player-Turn following the turn in which the amphibious assault was executed, Naval Transport may be used to transfer additional Strength Points into the assaulted hex. However this transport is subject to all normal rules governing the use of Naval Transport. In the Player-Turn in which the amphibious assault is executed, any amphibious points used for that purpose may not be used again during the same Player-Turn. [6.0] (Omission): Zones of Control never extend across the borders of a particular neutral nation until the instant that an attack is launched into any hex in that particular neutral nation, or until the instant any unit of a different nationality enters any hex of that particular neutral nation. [8.47] (Change): Players should assume that Enemy Zones of Control do extend into Enemy Occupied hexes. In other words, two adjacent friendly units do exert Zones of Control into each other's hexes. A unit which is attempting to execute an overrun may only ignore the Zone of Control of Enemy units in the hex in which the Overrun will be executed. An overrunning unit cannot ignore any Enemy Zone of Control exerted by an Enemy unit which is not involved in the Overrun (not in occupation of the to be Overrun). Thus, a hex may not be Overrun if to do so would require that the Overrunning unit(s) move through an Enemy Zone of Control which is being exerted by an Enemy unit which is not itself being Overrun during the same Movement Phase. [8.48] (Change): No unit may participate in an Overrun against more than one Enemy occupied hex in a single Movement Phase. [10.32] (Omission): During Peacetime Russian units may never be larger than or smaller than two Strength Points in size. [14.18] (Omission): French partisans may never appear in Vichy France. [14.5] (Omission): Russian units may never move more than ten land hexes distance from any hex in Russia (proper - pre-1939 Russia). THE SCENARIOS The Allies have declared war on Germany. At the beginning of the 1939 Scenario, French, Polish and British units may enter Axis and pro-Axis countries and/or attack Axis and pro-Axis units. [15.31] (Change): The Russian unit starting in hex 2012 should start in hex 2014 instead. [16.5] (Omission): Russian partisan units can only appear in Russia and west of any German unit. [16.52] (Omission): A Player should cease rolling for partisans in any country as soon as the country is free of all Enemy units and at least one Friendly unit is inside the borders of that country. [16.7] (Omission): An airdrop may not be made across a Blocked hexside. [16.82] (Change): In the three Player Game (only), Russia may attack neutrals. If Russia attacks Sweden, Sweden become pro-Axis. German production is not halved until Russia is in complete control of Sweden (as in 5.61). Once the Russians control Sweden, if the Axis subsequently liberates Sweden, German production nevertheless remains halved. THE MAPSHEET Hex # 1817 is a clear terrain hex. Hex #'s 0718, 0315 and 1208 should be rough terrain hexes. Hex #'s 1123 and 1525 are not land hexes. The Lake in hex #0923 has no effect on the game The island in hex #1017 belongs to France and is affected by all French territorial rules. When either Player controls both hex #'s 0219 and 0220, he may treat the intervening hexside as a Blocked hexside rather than as a Sea hexside. When either Player controls both hex #'s 2316 and 2415, he may treat the intervening hexside as a Blocked hexside rather than as a Sea hexside. Ireland (hex #'s 0409, 0410, 0509, 0510, 0608, and 0609) should be considered Prohibited hexes. They should have been tinted brown rather than blue.