Official AH errata PLAYER-AID CARD ERRATA Scenario Set-Up Chart 1. In the 1915 Scenario, delete the three British 4-6-4 infantry corps. 2. In the 1916 Scenario, change the twelve British 3-5-3 infantry corps to nine 4-6-4 infantry corps. 3. In the 1917-18 Scenarios change the British 3-5-3 infantry corps to the same number of 4-6-4 infantry corps. 4. In the 1915 Scenario, change the nine Italian 3.5.3 infantry corps to six 3-5-3 infantry corps. 5. In all scenarios, change the Italian 3-3-4 cavalry corps to 2-2-4 cavalry corps. Amended Variable Entry Table Country 1914 1915 1916 1917 1918 Britain 4-6 4-6 4-6 4-6 Italy 1-6 2-6 3-6 3-6 3-6 U.S 1-6 1-6 2-6 3-6 3-6 Turkey 1-4 1-4 1-4 1-4 1-4 Bulgaria 1-6 1-4 1-4 1-4 1-4 Rumania 1-6 1-6 2-6 3-6 3-6 Greece 1-6 1-6 2-6 3-6 3-6 Note: All modifiers remain the same except: East Front: (+1) If either Turkey or Bulgaria is a Central Power. West Front: (-1) For each Objective city in Germany the Allies currently control. Note: only applicable to Italy. COUNTERSHEET ERRATA 1. The designation of the two German siege artillery units should be Reversed; The 3-2-2 unit is the 305mm battery and the 3-1-1 unit is the 420mm battery. 2 . The Italian 18th infantry corps was incorrectly given a cavalry symbol. It should be a 2-4-3 infantry unit. MAPBOARD ERRATA As noted in the rulebook. the rail line east of Cracow should run through Hex HH16 instead of Hex HHI5. RULES CLARIFICATIONS AND ERRATA RULEBOOK 2.1 (Clarification) As a general guideline, the Western Front may include any hex on the two western mapboard panels except hexes in Italy and Austria-Hungary The hexes in Italy and Austria-Hungary on these two boards are considered on the Italian Front. The Eastern Front may include any hex on the two eastern mapboard panels except hexes in Greece; hexes in Greece are considered on the Balkan Front. Hexes in Serbia, Bulgaria and/or Turkey may be considered on either the Eastern Front or the Balkan Front. 5.16 (Correction) As specified in the Note following Case 11.14, Isolation markers are placed and advanced during the Supply Determination Phase (only). Isolated units are eliminated during the Isolation Phase (only). 6.2 (Correction) This rule conveys the impression that players should deploy neutral units on the map at the start of a game, While it is possible to Play in this manner we recommend that neutral units not deployed until a player declares war against the neutral country; when this occurs, the opposing player immediately deploys the neutral country's units. 11.22 (Clarification) A supply path is blocked if any hex other than the hex occupied by the unit tracing the supply path is in an enemy ZOC; i.e. the only hex which may be in an enemy ZOC is the hex the unit occupies. 11.23 (Addition) Note: A city may only serve as a supply source if it is possible to trace a valid supply path from the city to another city which is also a friendly supply source. 12.34 (Addition) The Allied player may not use sea movement (or conduct an amphibious invasion in the Advanced Game) to move a unit into any hex on the Baltic Sea. Similarly, the Allied player may not use sea or sea supply movement (or conduct an amphibious invasion) to move a unit into any hex on the Adriatic Sea unless he currently controls Trieste. 13.31 (Clarification) The die roll is decreased by one, not two, when a hex containing both a city and rough terrain is attacked. 13.45 (Clarification) A unit may only advance after combat if it participated in the attack which left the opposing hex vacant; not an earlier attack against the hex during the same Combat Phase. 14.21 (Addition) The maximum number of Italian infantry replacement points is five. This total is automatically decreased by one for each Italian city which the enemy player controls. 14.25 (Correction) The "Note " should be changed to read: "A German siege artillery unit may be replaced at a cost of five artillery replacement points. An engineer unit may be replaced at a cost of three artillery replacement points." 14.26 (Addition) Russian replacements may either enter the map like Russian reinforcements (see 14.15), or may be deployed in any Russian city which is controlled by the Allied player, according to the restrictions of 14.13. 14.27 (Addition) For replacement purposes, whenever a British 5-7-4 unit is eliminated, it is permanently removed from the game: how-ever, a British 4-6-4 unit is introduced in its place. This unit is immediately eliminated, but may be replaced normally Similarly, when a British 4-4-5 cavalry unit is eliminated, a 3-3-5 cavalry unit is substituted as the eliminated unit. 16.13 (Clarification) Only one Entrenchment marker may be placed in a hex. The first marker placed in a hex must be a level 1 entrenchment. An entrenchment may be upgraded one level per turn. Thus it takes three turns to construct a level 3 entrenchment. 17.12 (Correction) A fort may only be constructed in a hex which contained a level 3 entrenchment at the start of the Movement Phase. If the hex is occupied by a fort engineer unit at the beginning and the end of the Movement Phase, the marker is flipped over to represent a fort. A fort may be built in any hex containing a level 3 entrenchment, even a hex adjacent to an enemy combat unit. No more than one Fort may be built in a single hex. 18.12 (Correction) To create a stosstrupen unit requires seven infantry replacement points. Stosstrupen may be replaced at the normal cost. 18.13 (Correction) No more than two stosstrupen units may be created per game-turn. There is no fixed limit for replacing these units. 23.16 (Addition) It is recommended that players refrain from using the submarine warfare rules unless the optional Variable Entry rule is being used. 23.22 (Correction) Once the blockade becomes effective, the German infantry replacement rate is reduced by one each January (to a maximum reduction of five), and the Austria-Hungary infantry replacement rate is reduced by one each January (to a maximun reduction of two). There is no effect on other Central Powers countries. 29.0 (Correction) The errata for the Player Aid card includes substantial changes to the Variable Entry Table (see below). 29.2 (Correction) If the German player declares unrestricted submarine warfare, Britain automatically enters the war as an Allied country and receives reinforcements and replacements according to the standard rules. If unrestricted submarine warfare is not declared Britain is subject to the Variable Entry rules, as follows. 29.23 (Correction) In the fifth line of this rule the word "reduced" should be changed to "increased". 29.25 (Correction) If Britain is a neutral or limited participant, the Allied player continues rolling for Britain each February, May and August, and November game-turn until Britain becomes a full participant. Note: If Britain is a limited participant, a die roll of '4' or greater continues its limited participation. 29.34 (Addition) Greek units are automatically in supply in Greece. 30.14 (Correction) The Campaign Game lasts fifty-two game-turns. 30.31 (Addition) If players do not like either of the two methods for determining the initial deployment sequence, the Central Powers player may declare which fron (East or West) he wishes to deploy second on. The Allied player must deploy first on this front; the Central Powers player must deploy first on the other front. 30.43 (Correction) If players are using the Optional Variable Entry rule, the Allied player may roll for Britain at the start of the Inter-player Turn in August 1914. If Britain enters the war the British Expeditionary Force may be sent to France during the following Naval Phase. If Britain remains neutral, all British units must remain in England until Britain enters the war. 30.65 British Draft Rule (Addition) During the Reinforcement Phase of each January turn, if Britain is a full participant, add three 4-6-4 infantry, one 3-3-5 cavalry, and one 3-3-3 artillery unit(s) to the "pool" from which British replacements are taken. 30.56 Optional Free German Deployment (Addition) In the Campaign Game (only), the Central Powers Player may ignore the restrictions of Rule 30.23 and divide the German army between the two fronts in any manner he wishes. NB submitted by John Kula (kula@telus.net) on behalf of the Strategy Gaming Society (http://www.boardgamegeek.com/~sgs), originally collected by Andrew Webber (gbm@wwwebbers.com)