EastFront Errata (Oct/92) MAP Sea Areas: Add a new Sea Area, the Gulf of Riga, controlled by Riga, Its boundary line runs from Ventspils hex, northeast to intersect at mid-point the existing sea boundary separating the Gulf of Finland from the Beltic. Ventspils is a port on both the Baltic and Gulf of Riga. S'41 Soviet Military Districts: The Baltic MD/West MD boundary should be shifted one hex south (to just north of Grodno) so that the Baltic MD has 3 Frontline hexes. Other MDs unchanged S'43 / W'43 StartLine: The S'43/W'43 Startline near Leningrad should go through the middle of the Volkhov box, indicating an ongoing battle hex where the Germans are Original Defender. (Although a precarious land connection was re-established to Leningrad in early 1943, rail linkage was not re-established until February 1944). Terrain (clarifications): Ordzhonikidze is mountain. Tbilisi and Grozny are forest. Ploesti NE is mountains, and the Kalmyk Lakes are impassable hexsides. Kerch Straits: rail lines do not extend across the Kerch Straits. Rail Entry Hex M is a boand edge hex. The 'M' is incorrectly located in the Makhach Kala hex. UNIT LABELS The 3SS Mech unit arrives in July'43 (not July'41 as printed). GAME OB/CHARTS: Terrain Effects Table (correction): The Major City hexside effect should be "na" (i.e. other terrain in hex), not "1". Production Chart (correction), Soviet Basic Production in S/W '41 should be "12/18" [as per 10.31 in Rulebook] not "8/16~. MARKERS EastFront markers (for Airstrikes, Railheads, Invasion/Paradrop HQs, River/Air & Sea Assaults, Battle Markers, etc.) are available for $5 postpaid fromColumbia Cames. RULES 1.1 Orientation (omission): The Turkey Partial hex is unplayable. 2.6 SPECIAL UNITS (changes): Coastal, mountain and siege gun units are counted as "infantry" units within Starting Forces and may start all xscenarios after their scheduled arrival at full strength. The Soviet Para unit starts all scenarios after its arrival (Dec/41) as an eliminated but buildable unit. Mech units have SF (offensive fire) and DF (Defensive Fire), except German SS Mech which has DF (offense) and TF (defense). 3.2 HQ Activation (clarification) HQs may temporarily overstack when they deploy, as stacking limits are only checked after movement. 3.3 Command Range (diagram correction); The activated HQ in the diagram should not be a High command HQ. 4.44 Blitz Movement/Combat (clarification): The Blitz Phases only occor when a Blitz HQ has been activated that Player-Turn. Units moved strategically during the first movement phase may not be moved again during Blitz Movement. 5.1 Movement Procedure. All units except cavalry must stop upon entering a mountain or marsh hex. 5.5 Strategic Movement (clarifcation): Units moved strategically may not move again that Turn (e.g. during Blitz movement). Paradrops: (Correction): Paradrops are not Strategic Movement (see 16.2). 6.32 Firepower (clarification): All units defending cities have at least DF firepower. 9.1 Supply Status (correction) The supply status of uniss is determined only during the Supply Phase of the enemy Player-Turn (unsupplied units lose one step), and continues unchanged until the next enemy Supply Phase. SUPPLY EXAMPLE diagram: ignore other Railhead possibilities at the diagram edges, Thhe diagram text (paragraph 3) should be changed to read: ~Unit Z is unable to trace a supply line through the Soviet defensive battles to Luck. But this unit is still supplied until the next Soviet Supply Phase." 10.6 CADRES/REINFORCEMENTS (correction): Reinforcements and cadres may not be deployed in Rail Entry hexes that are embattled or enemy-occupied. 11.24 Weather Effects: Terrain (change): During Mud weather, marsh terrain rules (including hexside limits) apply in clear and forest terrain, except that atacking remains unchanged at 4. Other terrain is not affected: mountain terrain does not 'improve' to marsh, and City and Fortress rules remain in effect. 13.1 Sevastopol (clarification) As Italy does not appear on the EastFront map, the Italian 8th Army unit may not appear until Sevastopol is captured, and cannot be rebilt if eliminated, 13,4 German Breakthrough East (change): For each Rail entry hex exited by German units, reduce Soviet producation by 1 PP (not 2). 13.61. Ploesti (addition): If Ploesti oilfields are lost to Germany (no raill supply), the cost of German HQs rises to 15 PPs/step (cadres 30ps). 13.71 Exiting Units from the Map (ommission): Units may exit the mapboard only at Rail Entry hexes in friendly Rail Supply. The exit hex must remain in Rail Supply or the exited Unit(s) become unsupplied (and suffer supply attrition). 13.72 Exited-Unit Matching (clarification): When may exit off the mapboard, the opponent must, at the end of his next Player-Turn, remove friendly units to "Match" them. The units removed must be the closest engaged, supplied units to the enemy exit hex (measured in hexes; owmer's choice among equally close units), The Soviet player can therefore control which units are to be removed by rearranging unit locations during his Turn. During the Soviet Supply Phase, the matching units are simply removed from the mapboard and placed face-down offboard adjacent to the exited enemy units. Unit Matching-Heartland Russia (change) For every German unit that exits the east mapedge, the Soviets must remove ube unit (not two). 14.1 Victory points (corrections): Subtract 2 VPs for every eliminated German or satellite emit. Subtract 4 VPS for each German or Soviet eliminated HQ. (Addition) Subtract 1 VP for each German Satellite unit in play subject to restricted movement (e.g. if Sevastopol remains uncapruted). 15.00 Seapower (change); Extensive and advanced seapower rule changes exist in our WestFront rules. We reccommend they replace these currently found in EastFront, 16.2 PARADROP (clarification): Any Soviet HQ (not just Stavka HQ) which begins the Turn stacked with the Para unit may command a Paradrop. An HQ may not deploy to command a paradrop. SCENARIOS 17.23 Starting Forces (clarifications): Mountain, Coastal and RailGun units are considered "infantry" Starting Forces. Surplus units that are not future reinforcements, begin a scenario eliminated, but are available for rebuilding. Starting units mst be deployed in supply (hence only one unit can start in an isolated fortress like Leningrad) SUMMER'41 2) Surprise (addition): All Soviet HQs are disrupted during June'41 (which is one turn only). WINTER'42 (correction): Soviet Basic Production is "+8" at the beginning of this scenario, not "+6" as noted in the setup chart. SUMMER'43 Startline (change): Th Volkhov hex near Leningrad os an ongoing battle hex (see Map changes). Soviet Forces(changes): SOVIET Units CV HQs 6 14 Armor 11 32 Mech 6 18 Infantry 29 94 Shock 4 10 Cavalry 4 8 1) Satellite Forces (correction) Satellite forces are restricted to hexes within or adjacent to their home country (this also applies to all future scenarios). 2) Late Start (addition): This scenario begins in July '43 (not June). If continuing play from W'42, implement S'43 scenario rules in June as usual. WINTER'43 StartLine (change): The Volkhov hex near Leningrad is an ongoing battle hex (see Map Changes), 3) Ploesti: The Ploesti rule (13.61) may come into play in this scenario. 4) German Winter Capability: Beginning in this scenario, German HQs can deploy in Snow weather, but remain disrupted. WINTER'44 Production: Reduce Societ Production by 20 to 69 PPS/Month (to represent production sent off-map to exited Soviet uuits in the Balkans). Example of Play (correction): In Diagram 3, German unit "V" puts Soviet unit "D" out of supply, as it cannot trace supply through Stralingrad (out of play in this scenario). Unit "D" is eliminated by supply attrition this Turn. 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)