Ty Bomba - 05:15pm Jun 3, 2001 PST (#4543 of 4549) On my signal -- unleash hell! "Iron Dream" Official Errata as of 3 June 2001 Both the Soviet "SR" artillery units are identified as "1;" the second should be identified with a "2." A replacement counter will appear in hobby edition 56. When setting up for the campaign game, Soviet 21st Army should start in hex 1433, not 1333 as shown on the counter. A properly printed replacement counter will appear in hobby edition 56. In the 1942 scenario, Soviet 18th Army should start play being set up in hex 2140, not 2014 as listed. In the 1942 scenario, Soviet 1st Guards Cavalry Corps is listed as being in both the deadpile and in hex 3340. It starts that scenario in the deadpile. The 3rd Guards Cavalry Corps starts in hex 3340. Add this paragraph to the end of rule 5.4: In the Campaign Game, if the German player chooses the fight/move sequence for his operations segment of the first player-turn couplet, then all his units' movement factors are halved during that segment. That same couplet the 1R odds shift normally awarded to the German during fight/move segments is forfeit. (This rule accounts for minor, but still troublesome, fortifications the Soviets had thrown up along major portions of the front while the Germans paused to deal with the Kiev pocket.) Add this paragraph to the ends of rules 8.9 and 9.4: Starting the instant the German side gains control of Rostov (2143), and continuing until the start of a Soviet player turn wherein the Soviet side is again in control of that city, the Soviet player may no longer use south map edge hexes 2044 through 3343, inclusive, as supply sources or unit-entry hexes. The supply status of the Rostov hex itself has no bearing on this rule, only its control status. This rule may go in and out of effect any number of times per game. Rule 8.7 is correct. That is, the GAST is not consulted during the first couplet of the campaign game. 8.7 GAST clarification: the German player rolls on the GAST for each separate combat, and the GAST should be consulted even if the odds for a given battle are higher than 7:1. In rule 8.13 the last sentence of paragraph two should read: "The markers may only be placed, withdrawn and replaced by the Soviet player at the start of each game turn, as the very first activity of that game turn." 9.10 Add this to the end of the existing rule: As an alternative to the instructions provided for the "PM" unit in 3.2 and 3.5, the Soviet player may choose to include that unit in his initial on-board placement in both scenarios. That is, he may start the PM set up in any friendly-controlled and overland-supplied city hex other than Leningrad. 9.11 Replacements clarification: Replacements may be taken any time during your side's movement phases. 9.13 Replacements clarification. Stacking limits are in effect at all times; so no single hex may be used to bring in more than one stack of new units per Soviet operations segment.