This is a compilation of clarifications and errata to the CWB series of games from The Gamers. Other clarifications come from various sources, but should all originate from Dean Essig or the designer of a specific game. Errata have usually been edited by me, Anders Vastberg.
10.1b & 10.3, A defending command may continue counter attacking (without orders) after an attacking command has had corps attack stoppage, provided that stay within command range of a stationary corps HQ.
10.1i, Pre-set written orders before the game begins are accepted before the game begins.
10.3b & 10.5b, A formation on divisional goal must return to its corps HQ when it suffers corps attack stoppage.
10.4, A HQ must retreat at least 6 hexes.
10.5a, Supply wagons do not have to be within command radius of a leader or a HQ. Command radius are traced from HQ to unit.
10.5b & 25.5 In games where there is no functioning corps HQ or when divisions are off on divisional goals the division commander begins to function like a corps HQ-bolted to the ground when there are no order requiring movement, and all the other rules usually applied to corps HQs. When this rule is enforced the division commander is freed from the "must stack with one of his brigades" rule.
11.0, Extend lines must move into parents unit before changing formation.
12.0 & 15.0, A stack can only change position during movement. Retreating units must enter at the top of a stack in a new hex.
12.2 A unit in extended road column isn't in extended line, so the restrictions on size of extended lines don't apply.
A Big brigade is in line in a hex. The player wants to move the brigade along the road it sits on. The B strength levels start marching out of the hex on the road (each expending one MP to change formation) while the main brigade is still in line.Each successive B has only those MPs left after the ones before it have moved (each B has to wait until the ones ahead of it has cleared out). When the last B moves out, switch the parent to the head of the little line of guys moving along the road so it indicates the front of the column.
To end this movement, do the reverse. Flip the head to line and file the B strength levels in, one by one, until they all has moved into the hex. The front of the column will be in line and the tail of B's will still be in column.
12.3 & 26.2 & 26.6a, The +2 colums change for fire applies, but the top unit in the stack makes the straggler and morale checks for the stack (without any limbered/flank issues unless itself is subject to them).
13.0a, All hexes forward of a unit is front facing, except those exactly on the border.
16.0, Railroads are always considered equivalent to secondary roads.
16.0 & 23.0, In the CWB, no advance after regular fire combat is allowed and the victor of a close combat end up in the hex where the close combat occurred.
16.0 & 28.3, Supply trains may not enter trails.
16.2d For games with the New-style Graphics: Any hex which has at least one complete tree in it is considered to be a forest hex-the 50% rule is not used in these games. LOS is blocked by such hexes if the LOS either actually hits a tree or passes between two trees at or within 1/4 inch of each other.
17.2b & 24.3c, Each case of displacement (not each hex of retreat) worsens the morale state by one level.
17.2e Delete the first sentence (regarding if an extended line become Low Ammo, the entire brigade does). Each part of an extended brigade becomes Low Ammo separately. If parts of such a brigade are reabsorbed by the parent, all brigade parts in the hex with the Low Ammo marker are then Low Ammo. Should the brigade form in one hex, then the entire brigade is Low Ammo. The removal of Low Ammo still takes only one ammo point per brigade, regardless of how many separate parts are Low Ammo.
19.0 LOS is always reciprocal
19.3d A unit must be in LOS for its hexside to block.
20.0, A shot is allowed if the cumulative fire points are greater than zero, if it is exactly zero, it isn't. Do not round fire points at all.
20.3a, Fire splitting is not allowed, a single unit counter or extended line can only engage one target hex. The independent fire of extended lines is not considered to be fire splitting and is allowed. This rule does not affect artillery fires.
20.3f, The limit of the number of times a hex can be attacked by fire does not imply that a unit that retreats because of combat is eligible to be fired upon again because it is in another hex. Nor does such a retreat provide "protection" to units already in that hex which have yet to be fired upon-engage the hex as if the retreating units are not yet there and inflict any retreat or morale results to the retreating units as well.
20.4e & Fire Combat Table, There is no combat modifier for merely being up an elevation level (without also having a slope or extreme slope). The comment about up elevation on the table is a qualifier on which slopes affect fires and which do not. It is not an additional situation to apply the modifier.
21.2 & 28.1, Low ammo status do not carry over to units reappearing due to straggler recovery.
23.0f, When close-combat is decided by the odds-table, an attack which have lower odds than 1-2 still roll on the 1-2 odds.
23.0g, R and DG units are considered to have a 0 strength for odds calculations and therefore are always resolved on the 4:1+ column.
23.1b, The extra MP cost for close combats does not affect command radius calculations.
24.1b, If a unit is routed and fails to rally, the unit should retreat. This retreat is just a displacement of the unit, it is not a function of movement of any kind.
25.4d, A leader reappears when a unit of his command is reformed (through straggler recovery)
26.1a, Artillery detachments cannot be made with less than two gun points. This restriction only applies at the time detachments are made - should a detached gun unit become one gun point due to losses, it is allowed.
26.6a, Fire at artillery which unlimbers at or within 2 hexes of enemy units are resolved as normal fire. If a stack of small batteries move and unlimbers at or within 2 hexes of enemy units would be fired upon as a stack at the same time if they started the movement together.
1.1, Any hex which has at least one complete tree in it is considered to be a forest hex - the 50% rule is not used in this game. LOS is blocked by such hexes if the LOS either actually hits a tree or passes between two trees at or within 1/4 inch of each other.
1.1, For artillery supply, assume the roads, behind 1st and 12th corps, connect just off the north map edge (they do).
1.1c, Units can not cross Blackford the same turn they arrive, since crossing costs all MPs, and they have to pay movement points to enter the map.
1.1e & Map, The rules say the cornfield has no effect on play, the Terrain Effects Chart on the map says it is Prohibitive ( ! ) terrain--the rules are correct.
2.1 & 4.1, There is a VP cost for getting McClellan killed and the rules say McClellan cannot be killed--the correct answer is: McClellan cannot be killed and there is no VPs available for offing him.
2.2b, When a Union corps becomes uncommitted, divisions on divisional goals must return to the corps.
2.4, 9th Corps counts for McClellan points even when it is partially committed.
2.4c, Cox sets up on the map and Burnside accepts orders for 9th corps.
3.2, Confederate artillery must stay in command range to any confederate leader otherwise they function like independent units.
5.1, Several 12th Corps units set up beyond the scenario' s eastern boundary. They are in the correct locations, but the Union player must move these units into the play area on the first turn.
2.1, While Reynolds is acting army commander, automatically bump one of his two initial division commanders to corps command (free and requiring no orders). Once Doubleday shows up, he takes over from the guy temporarily elevated to corps command (he ranks the other two). When Reynolds goes back to being "just" a corps commander, everyone goes back to their original positions (again for free) and hold no grudges.
4.2b, 12th Corps should enter at I, not F.
4.3f, DH Hill's arrival must be plotted using the Variable Entry Chart found in section 6.12.
6.1 & 6.5, A couple of entry areas were given their old (1st ed) designations: E should be I, F should be K, G should be L.
6.2, The 3rd Corps Supply Wagon sets up in A10.21.
6.5, Powers Hill is the hill at B34.34.
6.12, Pender's Division (P-3) should be included as part of Force #4 on page 13 for the Variable Entry rules.
p 14: The CSA RW Supply arrives at 9:00 a.m., the 29th, at area A.
pp 5 & 8 & 14, Remove the 3v Supply wagon from both Scenario 2 and 6 set ups. The wagon enters at 5:00 a.m. on the 29th with McDowell which is the first turn of both scenarios and does not begin on the map.
p 14, H/H/Cav should be listed as part of the option which includes Hill's Provisional Corps.
pp 5 & 8, Hatch is allowed to stack with the artillery with his division as if it were one of his brigades in the set up. He must move to one of his brigades when play begins.
p 7, In scenario 5, the 3v Supply wagon sets up and is on the Arrival Schedule - the set up is correct.
Map, The Ammo and Casualty tracks for both sides were set up from 1 to 10 instead of 0 to 9. Please use the 10 as the 0.
1.6, The example of forest in the terrain key was omitted. What the forest symbol looks like should be obvious. The use of the words forest and woods in the Terrain notes of the exclusive rules was unfortunate -please read woods as open .
3.3g The dice rolls given as examples in the rules for Lee and Johnston to bypass Wing Structure are incorrect. Johnston needs 11+, Lee needs 9+. The number listed for Bragg ( 12) is correct.
4.1c, The two optional Reserve Corps Batteries - Rb(5), Rb(2) - should be omitted when setting up the game. Where the set up calls for "Reserve Corps, all" it is too easy to forget that these two batteries are optional and should not be set up. Be sure to keep them with the optionals
4.2a, The use of Kershaw and McLaws is not explained. McLaws is an optional unit for use when the "rest of M/l" variant is used. Kershaw is the normal commander of M/1. When the regular reinforcements of M/1 come on the map he is their commander. When the option is used, ignore Kershaw and bring on McLaws instead.
4.2d & p 16, The arrival of Stevenson's Division (optional) is correct on the Order of Arrival. The rule text incorrectly states 9:00 pm, 9:00 am is correct.
4.2f, The reference to "5" should be to 4.2e.
p 13, When the Union Army panics, the center of the "zone of rout" is measured from Rosecrans himself, not his HQ.
If you are using any breastworks rules, don't use 1.2i, as it was designed, in part, to simulate the preparedness of the defense versus the difficulty of the offense in that terrain, prior to any breastworks rules being worked out.
1.2f, Add: "Wilderness hexes are negated for straggler recovery purposes if they contain or are adjacent to trails, roads, railroads, or open terrain features."
3.1a & 3.1b are not meant to imply that Grant cannot issue orders to division commanders. He can if he wants to, and this would be done with the same column shift on the Acceptance Table as if the receiver was a corps commander.
3.1 c: A sentence is incorrect as written. The sentence beginning: "Union corps no longer need to check for acceptance themselves..." should read "Union corps no longer need to check for Corps Attack Stoppage themselves..."
4.2, The Off-Map movement hex for the Rebs should be A2.01, not A1.01
5.3 In Strategic Victory determination, The Brock Crossing should be worth 2 VPs to either side, not just the Confederates. In Tactical Victory determination, "Every 100 enemy casualties" should be "Every 100 enemy Strength Points lost".
7.0 The Divisional Goal listed for 3/5 in Scenario 3 also applies in Scenarios 4 and 5.
Loss Charts, Our laser printer lobed off the furthest right loss chart boxes for a few units in their C fire level. Each of the following brigades should have three boxes following the lonely "C" on the Loss Charts:
To solve this, automatically give the Union player 6 VP, this will balance the game. Additionally, Sill's Wing is worth 5 VP, offsetting the large numerical advantage he brings to the Union side of the field. Note that the 6 VP to the Union player are only awarded in Scenario 4, but the 5 VP for Sill remains constant, used whenever Sill is in play.
Map, The Extreme Slope symbol was left off the terrain key. The symbol is the "abstract-looking" one.
p 8, On the Union Order of Arrivals, order number 4 (unlisted) is "Rejoin Corps."
p 8, On the Confederate Order of Arrival, the last two entries (10:00pm and 10:30pm) should both be listed as AM arrivals (10:00am and 10:30am respectively).
2.3, The Spring Hill garrison may not be used to initiate the bridge building conditions over the Harpeth. Furthermore, the units which are to fulfill those conditions must have explicit accepted orders to do so, and such orders cannot be given using initiative, but must come from the Union army commander himself.
2.7c, Technically, Cooper's Brigade (12-23) was off on detached garrison duty during the battle. He has been added here as a game balance. Should players want a more historical game to play, subtract 12-23 from the Union OoB and give the Union player one victory point.
8.0, The Minor Union Victory Level includes up to 30 (pg 6).
p 12, The movement cost for stream is correct, due to the winter conditions.
Counters, The Union Cavalry units are lacking their "+" weapons symbol -- they all should have them.
6.3, When the set up calls for l-C (all), it should read 1 C (all, less 3-1 -C). This is because 3-1 -C comes on as a reinforcement and should not be in the initial set up.
6.5, McCown's division should have the divisional goal to defend Polk's flank between the Franklin road and 49.20, with defensive zone depth back to Captain Jones's farm.
1.0, The Confederate player turn is first in all scenarios.
1.0, Do not use the optional defensive orders rule in this game.
1.1d, This rule is incorrect. Indian mounds block LOS.
2.4b, Union alert actually happens during the Union Command Phase, not at the beginning of the listed turn (which would be in the Confederate Player Turn).
2.4b, Alb-6 is alerted at the same time as the rest of the 6th div.
3.0, Important: The Confederate army cannot use Column or mounted formations until 8:30 a.m. on the first day. While artillery can use Limbered formation, gun units cannot move into hexes which have not yet been traversed by infantry or cavalry before 8:30 a.m.
3.1, Beaureguard can not send orders until A.S Johnston is removed.
3.4 & p 24, The Order of Arrival states that optional vD Corps arrives at 8:00 am; the rules about the vD Corps state it sets up on the map in any scenario starting at 6:30 am. The Order of Arrival is correct: they enter as reinforcements.
5.1 & 5.4, The first turn for is 5:30 am, not 6:30 am.
5.1 & 5.4, Bragg do not have an order, that is, 2nd Corps HQ can not move.
Map, The ford represents a wrecked bridge (making it more difficult to cross the stream due to the debrises).
1.1d, Ignore "a retreat of three becomes a retreat of 1."
1.1d, This rule applies even to the close combat odds table.
4.1, For victory point purposes, the following hexes are in error: 63.02 & 63.03 should be 53.02 & 53.03, 49.19 should be 50.19. The listing of 50.16 is correct (even though it appears wrong).
5.1, The orders for R-S mention Raymond road. The reference should be to Jackson Road.
5.1, 2-10-13 should set up in 47.24, not 47.20.
5.4, The reinforcements listed for 8:00 pm should be ignored,the scenario ends before they appear.