Dark Crusade

Errata, clarifications etc

1. Ignore the breakthrough columns in the Operational Movement Line
Capacities table. The "O" above the 2nd and 5th columns should actually
be a symbol indicating armor-type units. See Rule 15.C. 2nd para. 

2. Contrary to what the 2nd column of the Weather table implies,
Dec-Jan-Feb are Snow weather months in both columns. 

3. There should be infantry replacement symbols next to Driepropetrovsk
and Rostov. 

4. Przemsyl and Stalingrad should be fortresses. 

5. There should be a major line off the western mapboard edge from
Warsaw. 

6. There should be a minor line off the eastern mapboard edge from
"Verkniy Brskunchak." 

7. There should be a major line between Dnepropetrovsk and Stalino and
between Stalino and Mariupol. There should be an inferior line between
Memel and Lepaya, and a major line between Brest and Baranovichi. 

8. The (unlabelled) Turn Record Track should have been an optional May41
game-turn box. 

9. Instead of red stars, crosses would have been nice in the Axis
victory point cities. 

UNITS: 

1. BEFORE PUNCHING THEM OUT, draw East-heading locomotives on the back
of the Soviet factory units. Make a red line across the back of other
Soviet units and a black line across the back of Axis units. 

2. ADD the following Axis units: 


3. Make corrections/additions indicated by arrows: 


4. There are 2 German 11 Infantry Corps and 2 Italian 2nd Infantry Corps
mistakenly in the Axis unit counter mix. 

5. The designer is aware that the SS divisions were motorized infantry
at the start of the campaign. 

6. As long as the unit symbols and fire factors are the same, units
do not have to be in their exactly historical starting positions to set
up and start the game. 

RULES: 

3.B. Unit counter symbols: 

3.E. ..., combat resolution, German replacements and the Siberian ... 

4.A.2. 2nd para. Each of the following 11 points has a one-point victory
value: Konigsberg, Arkhangelsk, Minsk, Gorki, Voronezh, Odessa,
Dnepropetrovsk, Rostov, Sevastapol and Grozny. Each of the following 6
points has a two-point victory value: Helsinki, Warsaw, Bucharest, Kiev,
Leningrad and Moscow. (Two-point victory cities have larger stars.) 

4.A.2. Add para. Each (complete) pair of Soviet factories destroyed adds
1 victory city point to the Axis total and subtracts 1 from the Soviet
total. 

4.C. The Tournament Campaign Game is basically the same as the
Tournament Game, except that the players do not have the ability (after
Feb42) to arbitrarily end the game instead of taking their player-turn.
In other words, this is a "sudden death" campaign game. 

5.A.1. 1st para. The German 2., 11., 16. and 17. (Infantry) Army HQs,
40. Panzer Corps, 34., 35., 50. and 51. Infantry Corps are also
dispersed at the start of the May41 game. 

last para. The Soviet 7. Tank Corps and 22. Army are also dispersed at
the start of a May41 game. 

5.A.2. 3rd para. ...only redeploy undispersed units that historically
began on points connected to the western Soviet border - not the border
with Finland - and may only redeploy them to other points along that
same border. 

6.B. DELETE the 1st paragraph entirely. 

Only Soviet factory-produced replacements are produced on the same turn
of a 1941 game, regardless of whether it starts in May or June. 

6.C.2. German Luftflotte (air) units are also used. Hungarian and
Italian units do not enter into game until 7/42. 

8.B.2. Soviet units only get this Offensive Fire bonus north (east) of
the Arctic Weather Line and outside Finland. Any group of Axis units
containing at least one Finnish unit and attacking Soviet units in
Finland during Snow weather also receives this bonus. 

10.A.2. ...a Soviet replacement source must be in overland Soviet
supply. (Siberia - see below - is always in overland Soviet supply.)
Soviet... 

10.A.2.a. A two-point Soviet victory city produces only one infantry
unit (each) - not 2. (This is a play-balance revision.) 

10.A.2.c.2) The evacuation of a Soviet factory unit counts as a
strategic movement and can be done by sea - at the risk of a torpedoing
- although that would entail an extra game-turn of transportation to a
port with an overland connection to Siberia. 

10.A.2.c.2) last sentence Thus at the game-start the first
expansion-plant should already be chosen and under construction and
should be placed to go into production on the Jul41 game-turn box (or
its first active game-turn box thereafter). 

10.A.3.a. ... 1944) If an armor replacement is rolled, the Axis player
may select an SS Panzer division or a Panzer Grenadier Corps or he may
put a 2-factor Panzer Corps on the turn record track to await the roll
of another armor replacement. (Naturally,...) 

10.A.3.b. DELETE second sentence (which refers to entry points). 

10.A.3.c. All German and Italian replacement and reinforcement units
enter the game on Warsaw. All Finnish, Hungarian and Rumanian
replacement and reinforcement units enter the game on Helsinki, Cluj and
Bucharest, respectively. 

10.A.4. ...Division, all German units with a fire factor greater than 2,
German HQs units and the 2. and 3. Luftwaffe Infantry Corps. Also... 

10.B.4 A player takes control of a satellite country and its forces
(which had previously been under enemy control) if it controls the
satellite country's capital or (in the case of Hungary) all of its
cities on the board. Satellite forces under Soviet control must return
to their own countries as soon as possible and stay there. 

See also Rule 10.A.3.c. 

11.A. ...the number of victory city points under his control, on his own
side of the USSR border and to which he can trace an overland supply
line. (Two-point... 

11.A.2. ...are met. However, no more than 3 units may end their
strategic land movement in any one point in any given player-turn. 

Strategic land movement is allowed on the enemy side of a border as long
as it is through points (already) under friendly control. 

12.D. ...prohibited. Supply is traceable across the Kerch Straits, but not
for producing replacements or introducing reinforcements. No
strategic... 

15.B. (ADD after 3rd para.) A superior unit can absorb 1 breakthrough
(or repulse) and be dispersed or can absorb 2 such hits and be
eliminated. A minor unit is eliminated by a single breakthrough (or
repulse). Any unit is dispersed by being retreated (withdrawn) even if
it has not suffered any hits. 

The owning player decides how his units will suffer their losses - to
the extent that the combat results allow him to choose, that it. 

15.B.2.b. (ADD a 3rd para.) Axis units can gain this air reconnaissance
advantage at the instant defending Soviet units lose their air support
during a battle. Soviet units never enjoy an air reconnaissance
advantage when attacking. 

15.B.5. Defending units may be retreated from a point under attack to a
point occupied by friendly units which will be under breakthrough
assault. However, during the Breakthrough Assault and Resolution Phase,
units may not be retreated from a point under breakthrough assault to
another point which is under an as yet unresolved breakthrough assault. 

Any attacks wherein the initial Offensive Fire strength is weaker than
the initial Defensive Fire strength - after modification by air units
but before modification by all-out attacks or by (anti-) air combat
resolution - must be resolved before attacks where the initial fire
strengths (so modified) are equal or the initial Offensive Fire strength
is stronger. 

15.C. (ADD to last sentence of 1st para.) ... with any fractions of the
total rounded up.

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)