From http://www.justplain.com/news.html IRON TIDE errata 5/16/03 IT 1.001 ‹ German 2/2/II Panzer Battalion of the 2nd SS Panzer Division does not setup in 4050 as shown on the counter. It arrives at 19AM per the Turn Record and Set Up Chart. IT 1.002 ‹ German 276/988 Infantry Regiment sets up in Hex1047 as shown on the counter, not 1009 as shown on the Turn Record and Set Up Chart. IT 1.003 ‹ German 653rd Panzer Battalion indicated in the Turn Record and Set Up Chart as arriving on the 17AM turn does not have the white diamond shown correctly on the counter. IT 1.004 ‹ Bridge Blown Marker setup at the start of the game in 0751 should be in 0750. IT 1.005 ‹ the US 609th Tank Battalion entering on the 18 AM turn in Entry Area H should have a green army diamond IT 1.006 ‹ the US 628th Tank Destroyer Battalion should have a white army diamond IT 1.007 ‹ the US 1137th Engineer Battalion entering on 22 AM should arrive in entry area G, not C IT 1.008 ‹ the US 35th Infantry Division entering on 26 AM should arrive in entry area G, not C IT 1.009 ‹ the US 603rd Tank Destroyer Battalion entering on 26 PM should arrive in entry area H, not C IT 1.010 ‹ the US 90th Infantry Division entering on 26 PM should arrive in entry areas G-H, not C IT 1.011 ‹ the US 17th Airborne Division entering on 27 AM should arrive in entry area E, not C IT 1.012 ‹ the US 401st Field Artillery Regiment entering on 28 AM should arrive in entry areas B-C, not C IT 1.013 ‹ Rule 2.32. The Temporary ZOC graphic should indicate Rule 7.4, not Rule 7.3. IT 1.014 ‹ Rule 13.1 Bridges. The second sentence of the second paragraph should end with the word Œdemolition¹, not Œdisruption.¹ IRON TIDE FAQ 5/16/03 FAQ IT.01 ‹ ŒYour wording on the Allied initial set-up for units without hex numbers is a little confusing. Can you just clarify your intent?¹ This was a particularly thorny issue in rules development for IRON TIDE as the original rule simply stated that such units set up Œwest of the front¹ with no other definition of that geographic structure. On the Turn Record and Set Up Chart, this was stated as: ŒUnits without hex numbers set up freely west of both the Westwall and any one Allied unit with a hex number and not in an enemy ZOC¹. Because of the US 4th Infantry Division¹s position being not adjacent to the Westwall on the southern portion of the map, there had to be some statement denying the Allied player the ability to set up anywhere simply Œwest of the westwall¹ ‹ this is because historically the troops involved are support and rear area forces and pragmatically, because if the Allied player chooses to set up significant assets east of the US 4th Infantry Division and west of the Westwall, German defeat is certain. [We did play that scenario out, it was very odd ‹ non-divisional units rolled up the two independent battalions with the aid of significant artillery support that then followed the US 4th Infantry Division up the east edge of the map, out of supply and isolated, but cutting German reinforcement and supply until destroyed. By then, there was no way the lost attack time could be made up.] The intent of the rule is that it be applied on a unit-by-unit, hex-by-hex basis: is this hex west of the Westwall? ‹ if no, then find another hex. If yes, then is this hex in an enemy [German] zone of control? ‹ if yes, then find another hex, if no, then is this hex west of any one single Allied unit with an assigned starting hex?, if no, then find another hex, if yes, then an Allied unit without an assigned starting hex may be placed there. Examples of legitimate hexes are: 0350, 2037, 4643 ‹ as well as 4525, 3905,1725 ‹ these units do not necessarily have to be placed in positions from which they are able to directly support the Allied front line units as the Allied player¹s overall strategy may call for them to be used in the creation of fall-back positions and choke points, or may simply want to keep them out of harm¹s way. The designer¹s intent was to place as few restrictions on the players as possible. FAQ IT.02 ‹ A number of players seem to have interpreted 13.0 Engineers to read that if a certain construction takes a number of engineering phases, that both the friendly and enemy engineering phases count toward fulfillment. This is in error. Non-phasing engineer units do not conduct any effort during the opposing player¹s engineer phase, therefore, all statements about the number of engineering phases required to build a bridge or entrenchment should be read as Œfriendly engineering phases¹. FAQ IT.03 ‹ Allied units that are scheduled to appear with Type 2 Restriction may not enter the game at all unless a German unit crosses the Meuse River. If no German unit has crossed the Meuse River by the time such a unit is scheduled to arrive, it does not enter play. If a German unit crosses the Meuse River after such a unit is scheduled to arrive, it is then eligible to enter play during the next friendly Movement Phase under the normal rules for Reinforcements. FAQ IT.04 ‹ When calculating the supply line for a bridge demolition, count from the bridge to the friendly unit attempting the demolition. An enemy ZOC(s) will block such a supply line only if BOTH ends of the bridge are in uncontested enemy ZOC(s). If only one end of a bridge is in an enemy ZOC and a line of supply may be traced free of enemy units or their ZOCs from the other end of the bridge no more than 5 hexes to a firendly unit that is, itself, in supply, then the bridge demolition attempt may be made.