Ty Bomba - 02:58pm Sep 3, 2002 PST (#71 of 103) "Let's make us medicine of our great revenge, to cure this deadly grief." - William "Bud" Shakespeare Official Errata for Decision Game's "Drive on Stalingrad" as of 3 September 2002. In the diagram in rule 2.5, the terms "Movement Factor" and "Defense Factor" are inter-changed. That is, what the diagram shows as pictured unit's "Movement Factor" is actually its "Defense Factor" and vice versa. In rule 2.16, ignore the reference to a "storm indicator." That counter was only used in an early version of the weather rule. There is no such counter included in the mix and none is needed. In 4.3, remove the comma immediately after "VP" in the second-last line of that rule. In the first line of rule 5.4, the words "one of his" are repeated. Cross out the second "one of his." Add the following paragraph of clarification to the end of 7.18: For both players in both scenarios, all the town and city hexes on their side of that scenario's start line are part of their own side's supply net at the beginning of play. If the enemy player sends forces across the start line of the scenario being played, and there captures one or more intermediate or ultimate supply points on your side of that line, and you then recapture one, some or all of them, those hexes instantly come back into your supply net. It isn't necessary in such cases to use up a turn or a supply marker; recaptured supply points on your side of the scenario start line instantly and automatically come back into logistical operation for you when recaptured by your forces (any number of times per game). 8.4 In the first sentence of this rule, change the word "five" to "four." 11.40: In the second line of this rule, remove the two words "Kalach (3023)" and replace them with "Chir Station (3124)." That is, Kalach has an intrinsic garrison while Chir Station does not have one. 12.1: The set up hex for Soviet 51st Army in the Operation Blue scenario is N4135. It's correctly shown on the map, but the hex number was left off the list on p. 21 of the rules. 12.1: Add the following to the end of rule 12.1. Units of the German-side with an "A" printed in their upper-left corners are Operation Blue starting units set up by that player, decided on a unit-by-unit and hex-by-hex basis, in any friendly controlled hexes to the west of the scenario start line. Once such units are set up, for purposes of rule 3.2 they are considered to become part of the army corresponding to the areas in which their set up hexes are located. No more than one may be set up in any given hex. Add the following two entries to the list of abbreviations in 12.3: FA = Fortified Areas (the 0-6-2 black-on-red Soviet units) MC = Mechanized Corps Add the following to the end of the first paragraph, right hand column, on p. 21 of the rules: "K–Kharkov (N2044)." Map clarification: In both scenarios, for all purposes, the western hex of Voronezh (N1334) and Rostov (N3635) are indeed TOWN hexes, just as shown on the map. Ignore rule 7.4 the word "city" in the reference to Rostov; it is a town. - - - end of file - - - Ty Bomba - 04:47pm Sep 18, 2002 PST (#101 of 103) "Let's make us medicine of our great revenge, to cure this deadly grief." - William "Bud" Shakespeare Concerning this problem of the initial front line Soviet armies running away at the start of the "Operation Blue" scenario prior to the time the German armies opposite them can move and fight, I originally had the following paragraphs at the end of rule 3.3. I took them out because the playtesters reacted to them as being "too lawyerly," and because they all "fought forward" every time, seeking to resolve the issue once and for all in the Don bend; so no such rules seemed needed. I offer them again now, on a suggestive basis, for the comments of those of you who've played the scenario. Add the following to rule 3.3 Soviet units belonging to the Red armies set up in the front line hexes of the "Operation Blue" scenario (see the first paragraph of rule 12.1) are also frozen in place at the start of play. That is, no unit of any starting Soviet front line army may attack or move prior to the game turn of activation of the army of the German side that's opposite it. If a Soviet front line army is opposite more than one army of the German side, that Soviet army activates during the same game turn as the first of its activating German counterparts. A still-frozen Soviet front line army is also considered activated, and is thereby free to fight and move normally, starting the same game turn any unit of the German side moves into any hex on the Soviet side of the scenario start line that is within eight or fewer hexes of any component unit of the still-frozen front line Soviet army under consideration. Similarly, a still-frozen Soviet front line army is also activated the same game turn any unit of the German side attacks any of its component units from any direction. Newly arriving Soviet reinforcement units, and other Soviet units not initially frozen by the strictures of the two paragraphs above, are generally free to fight and move from the first turn of the game or the first turn of their entry into play. If, however, such Soviet units once enter any hex containing one or more component units of a still-frozen front line Soviet army, the new arrivals are then similarly deactivated (can not fight or move farther) in the first such hex they enter, and they remain that way until their new host army is activated by one of the methods described above.