MARTIAL ENTERPRISES Errata for la Bataile de la Moskowa, June 18, 1976 Unfortunately, when producing a game this size, there is much more room for error. Occasionally, these mistakes are not discovered until after printing. What follows is a list of such mistakes and their corrections, with several rule clarifications. Map 4: In the north-west corner on the north side of the Stonets, the 4 full and 1/2 hexes adjacent to the edge of the board are river slope hexes. Maps 3 and 4: The stream that flows between the Bagration Fleches and Semenowska, west of the Raevski Redoubt, and finally flows into the Kalotcha, is called the Semenowska. The Kamenka flows into this stream. French Order of Battle Chart: There are 6 3-5 artillery batteries in the I Corps (not 5). Attached to IV Corps is 1 2-10 horse artillery from VI Corps. The 2 IV Corps horse artillery batteries should have for corps insignia "IV", not "I". Terrain Effects Chart: The defender in the Shewardino Redoubt is X 1.5, not the attacker. Clarification: Units pay penalties to enter hexes and cross hexsides. The attacker is penalized when attacking from the wolfpits, up from a slope hex, across rivers and streams, and into fortified hexes across fortified hexsides. Bridges: Bridges may be destroyed by artillery fire. Execute it as if attacking a hex. A 1 or more on the Fire Combat Chart destroys the bridge. Bridges may also be destroyed by infantry. To do so, the infantry unit must be adjacent to the bridge for 1 complete turn. The unit may not fire or attack during that turn. Upon completion of the turn, the infantry unit rolls 1 die. A 5 or 6 destroys the bridge. Add 1 to the die roll for each additional turn the infantry unit remains adjacent to the bridge. Cavalry Charge Table: The 1-1.5 and the 1-2.5 should be interchanged. The table should read from left to right 1-3, 1-2.5, 1-2, 1-1.5, 1-1, etc. The first victory for the French in the Victory Conditions for the Big Game is marginal, not tactical. It costs nothing to change a regiment to battalions, however, it costs two movement points to reform battalions to regiments. This is allowed provided that the battalions are at full strength and from the same regiment. This is done at the end of the movement phase with the battalions paying the two movement points. Breaking down from a regiment to battalions may be done at any time. When a regiment takes enough stacking points loss to equal one of its battalions it must immediately break down into battalions and eliminate one of its battalions. In the big game, French IV Corps deploys 3 hexes from "I". In the Shewardino Scenario, the French have in addition to their initial deployment, 3 3-5 artillery batteries, one of which has a 9 hex range. None of these may be howitzers. Cavalry and infantry may not be stacked together at the end of the friendly movement phase. Movement from slope to slope costs the same as movement up a slope. Melee, in this case, is not affected. In the Fleches Scenario, all French troops and reinforcements deploy west, not east, of the Kamenka Stream. In the Big Game, 2nd Division deploys within two hexes of "H" not "G". The reference in the rules to a modification to the Fire Combat die roll is as follows: Add 1 to the die roll for each stacking point above six that is in the defending Hex, when engaged in Fire Combat. Example: If the defending Hex has 10 stacking points add 4 to the die roll. Fire combat during the Defensive Fire Phase may only be instigated at adjacent Hexes. 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)