From: Allan Rothberg Subject: CtStalingrad:Errata Part 1 of ? Campaign Stalingrad Clarifications and Errata September 1992 Clarifications: 1. Major cities battles: the defender does not have to retreat from a major city hex until the attacker has captured the entire city. Defending units in a city, however, are still disrupted if the attacker achieves any type of advance result. It is entirely possible for the attacker to capture a major city hex in one turned if he achieves in advance result of four hexes. He could capture it in two turns if the combined advance result of both attacks equaled or exceeded advance of four. 2. Marsh hexes: A) Any major or minor river running through or along a hex side or marsh hex is ignored for all combat and movement purposes. B) If using the optional rules (highly recommended) any units attacking into and out of a marsh hex or cross a marsh hexside have their attack strength reduced to one-third. C) The attacking player may not receive the armor superiority shift if all his armor units are attacking out of a marsh hex. However, they may be used to prevent the defender from receiving the shift. D) A unit may not advance into a marsh hex unless it was the first hex of their advance. 3. Kharkov: Kharkov is a three hex city. Only one of the hexes is considered a Major City hex. 4. North Map Edge: If the Axis Player clears a portion of the north map edge of Soviet units, he must still garrison the map edge to prevent the Soviet Player from entering units through his Friendly Map Edge hexes. Since a player is not allowed to fight his way on to the map, one Axis unit with a ZOC in every other hex is sufficient to block Soviet units from entering. 5. Divisional Designations: It is not necessary to use the correct divisional designations when entering play. Any division may be used which is the same type and has the same ratings for movement, combat and steps. 6. Receiving Replacements: Players roll for replacements at the beginning of their player turn, not at the beginning of the game turn. 7. Ground Support: No more than one air unit may be allocated for Ground Support in a combat. 8. Railroads: A) For capacity purposes, count brigades, battalions, and regiments as only 1/2 of a division. Count HQs, and Corps as a full division. Count Cavalry and HQs as motorized. B) Players are not allowed to combine their three hex repair capacity into a single-line. The three hexes must be spread out between three Railroads. C) Players cannot destroy enemy rail hexes by occupying them or moving through them. A friendly Railhead is only moved backwards when an enemy unit enters the Railhead's hex. At that moment the Railhead is moved back down the rail line to the first friendly controlled rail hex. With this concept in mind, please note the change tot he definition of a Connecting Rail Hex in the errata 15.5. 9. Road Rate: Motorized units may combine the road rate with Strategic Movement to move a maximum of 18 hexes. 10. HQ Movement: Activated and unactivated HQs may use the road rate. Neither may use Strategic Movement. 11. Soviet Artillery: The artillery division must be on their mobile side to use rail movement. 12. Rule 10.51: This meant to apply only to the present combat. Step losses a unit might have suffered in a previous combat has no bearing on determination the distribution of step losses in the present combat. 13. Elimination Due to a Retreat: A retreated unit that cannot end its retreat two hexes away from its original hex is eliminated. 14. Isolation in Combat: (rule 11.3): While an Isolated unit is not marked as Isolated (Isolated Pocket rules) until its Supply Phase, it is nonetheless immediately affected by Isolation for defense purposes. 15. Supply: Supply is judged at the end of the player turn rather than the beginning. Therefore, a unit can start its movement without a Line Of Supply and still move its full movement allowance. A unit usually carried enough supply for about three days. 16. Combat Table: Even if the attrition die roll results in no step loses, the player may still Advance After Combat if his black die roll allows him. The opposite is also true' you can completely eliminate a unit, and still not be able to advance if the black die resulted in no advance. Errata: Rule 6.22: Delete "or friendly units" from the first sentence. Rule 6.9: Insert "Hexside" between the words "ZOC" and "Bond" in the first sentence. Rule 8.0: Replace 1047 with 1045 in the second sentence. Rule 11.1: Major & Minor Cities: Replace the phrase "Infantry type units" with "non-armor type units" in the first sentence. Rule 12.4: Replace "A Major River" with "an unbridged Major River" in the first sentence. Rule 13.0: Delete case 4 entirely. Rule 15.5: Add the phrase ", unblocked by enemy units or enemy ZOC Bonds," between the words "hexes" and "leading" in the first sentence. Rule 19.4: Change the second paragraph to read: "A Frozen army is immediately released if an Axis unit moves within 8 hexes of any unit in the army." Rule 20.3: Insert "eliminated" between "Isolated"" and "or" in the first sentence. Rule 21.5: Soviet Infantry: Delete the words "naval brigades" in that paragraph. Rule 21.5: Change for Naval and NKVD Replacements: These types may be used as regular infantry replacements or to replace their respective unit type. The reverse is not true, regular Soviet infantry replacements may not be used to build Naval or NKVD units. Rule 34.7: Delete the first case entirely. Soviet units may exit the box at any time on or after Turn 21. Change "Turn 20" to "Turn 21" in case number two. Caucasus Display Card: Change "Turn 25" to "Turn 21" in the sentence explaining the Caucasus Garrison. Delete the words "Axis Entry Space" above the Krymskaya box on the Black Sea Coast Control Track. Uranus reinforcement Card: The first turn Soviet reinforcements may start the game on any friendly controlled rail hex that is not adjacent to an enemy unit Campaign to Stalingrad Official Rules Changes September 1992 It has been found that a Soviet tactic of placing a weak unit in the front line and then placing a strong stack immediately behind it, can unrealistically slow down the Axis offense. To lessen the effectiveness of that tactic, the Overrun rules have been altered to allow the German motorized units to be much more effective in Overrun combat. Since the Germans were known fr their skill in mobile warfare, we felt the change was justified. Overruns: 1. Up to three German motorized units may combine their Attack Factors for each Overrun. The German motorized units must begin the Advance After Combat stacked together and must Advance as a stack. All other nationalities (Soviet, Hungarian, Rumanian, etc.) are limited to using only one motorized unit in each Overrun as described in the original rules. 2. Non-motorized units may no longer perform Overruns. This applies to all nationalities. 3. Units which have performed an Overrun (any nationality) are no longer required to stop in the vacated hex. If the Advance After Combat result (from the Overrun) is an "Advance 4 or 5", then the Overrun may continue to advance and complete the full number of hexes allowed them by their original Advance After Combat result. The units may even conduct another Overrun if they have sufficient hexes remaining. If the result of the Advance After Combat for the Overrun is less than 4 (i.e. 1-3), then the units which made the Overrun must stop upon entering the defender's hex. Example: Lets say the attacker achieves an advance of three in the original combat. The attacker advances one hex and performs an Overrun. Besides the step losses, the result is an Advance 4. The unit which made the Overrun may enter the vacated hex and then move one additional hex. The total number of hexes advanced was three (the original advance result). 4. The Axis Player (only) may use Ground Support in an Overrun. The Air Unit does not have to be committed until the Overrun is declared. Fall Blau Set-Up: 1. The Soviet Player must distribute five step losses to his units within the 38th Army. No unit may take more than one step loss. This is in addition to rule 35.14 2. Add two supply depots to the Axis At Start forces. These may start in any hex west of the June 28th start line. Operation Uranus Set-Up: 1. The Soviet Player must distribute 30 step losses (instead of 20) to his units before play begins. No unit may take more than one step loss, and no more than three step losses (instead of four) may be taken from each Army. Al step losses must come from the Armies at the front, they may not be taken from units which set-up behind the front. Determined Defense: A step from a German division actually represents more men then a step from a Soviet division (about 4,000 compared to 3,000). This imbalance makes a German Determined Defense more expensive in manpower than a Soviet Determined Defense, which should not be. Therefore, to correct this imbalance use the following modification to rule 12.5. The Axis player (as the Defender) may decrease the Advance After Combat by one or two hexes by doubling his step losses. He may decrease the Advance After Combat by three or four hexes by tripling his losses. If a mixed stack of German and Axis allied units perform a Determined Defense, then all the extra step losses caused by the Determined Defense must come from German units or else the normal procedure applies. Transport Points: Reduce both players Transport Points down to three each turn instead of four. This change is important in balancing both the Fall Blau and uranus scenarios. Soviet Tank Corps: Historically the Soviets had a terrible time getting their numerous tank corps to work together. Without some kind of rule reflecting this, the Axis Player may be in for a shock when he has to confront seven tank corps on his northern flank by turn two. No more than two Soviet "regular army" tank units may attack out of each hex, and no more than one may be a tank corps. In other words, the best the Soviet Player can achieve (with his non-Guard units) is a tank corps and a tank brigade attacking from a single hex. This restriction does not apply to Soviet Guard tank units; the two tank unit limit may be exceeded if all the tank units in the hex, except two, are Guards. There is no restriction or penalty for Soviet tank units stacking or defending together. There is also no restriction on the number of regular tank units that may attack a single hex, as long as only two are attacking from each hex. Roads and Bridges: The map accurately shows where the permanent bridges were, and which river crossings were just ferries. However, it ignores the fact that one side could quickly turn a ferry crossing into a temporary bridge (which was often done). To reflect this the following rule: Rule: Any major river hexside where a road begins and ends but does not cross , is considered a ferry crossing site. The movement cost to cross these hexsides is reduced to +1 MP instead of the normal +2/+4. However,, this reduced cost does not go into effect until the turn after the player controls hexes on each side of the crossing. Railroad Repair: It is annoying to keep track of the repair of the minor offshoots and branches of all the rail lines. It is sufficient if players just concentrate on the main rail lines. Therefore the following change: If a player has a friendly controlled and repaired rail hex at each end of a section of rail hexes, and that section of rail hexes is not connected to a rail line that eventually leads to the enemy lines, and all hexes of that that rail section are friendly controlled, then all rail hexes in that section are immediately considered repaired. For example, if the Axis Player repairs his rail line to Kastornoye (hex 1541) and to Valuyki (hex 3041) then that section of track from 1642 to 2941 becomes immediately repaired (if friendly controlled). Note that if the Axis Player repaired to only Kastornye and hex 3141, he would not get to automatically repair that section since it still had an outlet to enemy lines through Valuyki. Armor Superiority: The Armor Superiority Matrix is no longer used. Players now achieve the Armor Superiority combat table shift by having a favorable ratio of armor steps involved in the combat than the enemy player. THe Axis Player received the shift (whether on the offense or defense) if he has the same number of armor steps (or more) than the Soviet Player. The Soviet Player receives the shift (offense/defense) if he has twice as many armor steps than the Axis Player. Anywhere in between, neither player receives the shift. If one side has armor steps involved in the combat and the other side doesn't, than the side which does receives the shift. -Each Hungarian and Rumanian panzer division step is equal to one half (retain fractions) of a German or Soviet armor step. -Mechanized steps count half on attack (retain fractions) and full on defense. -Each Luftwaffe Flak division counts as three steps of Armor for defense only. In attack, they count as one armor step only if the defending units include armor units. - As before, the first step loss must come from one of these units that made the shift possible. As an additional [proviso, if there are more step losses to be distributed than non-HQ units, then once all non-HQ units have taken a step loss the first unit to receive a second step loss must be from one of the units that made the shift possible. Conclusion of 9/92 errata Campaign to Stalingrad Official Rules Changes December 1992 These are in addition to the 9/92 changes. 1. Overruns: Non-motorized units may only perform Overruns if the original "Advance" result is "4" or "5". 9. Armor Superiority: Each Hungarian and Rumanian panzer division, and all Mechanized steps are equal to one half (retain fractions) of a German or Soviet armor step. 12. Transport Points and Weather: Rule 25.0 and 31.2: During Rain turns each Transport Point has a length of three hexes (roads count as half a hex). During turns of the Rasputitsa Transport Points are affected like combat units - road hexes count as one and off road hexes count as two hexes. The effects of both Rain and the Rasputitsa are cumulative. 13. Cadre Elimination: Rule 18.2: A unit that is eliminated while Isolated does not have its Cadre Eliminated, if at the time of its elimination it was only one hex away from being in a non-Isolated hex. In a questionable situation use this procedure: the owning player places the eliminated unit(s) in any vacant hex adjacent to the hex where it was eliminated. If from that hex it can trace a Line of Communication then its Cadre is not considered eliminated. 14. The Caucasus Campaign: Rule 34.9: There is no provision to handle the possibility on the Caucasus Off Map boxes. In other words, how many boxes per turn can a player take if al enemy units suddenly depart? Answer: Four boxes per turn (the marker is moved during the Combat Phase). 15. Advance After Combat: a) Amend Rule 12.4 case 5: Add the word "Forest", between Marsh and Major City. b) Add Rule 12.4 case 8: Any unit wishing to advance across a Minor River (after the first hex) must roll on the River Crossing Table. A Minor River crossed entering the first hex has no effect on an advance. c) Add Rule 12.4 case 9 and amend Rule 25.0: During Rain Turns all Advance After Combat values are halved (Rounded Up). Advance of 1 or 2 hexes would be 1 hex; an Advance of 3 or 4 would be 2 hexes; and an Advance of 5 would 3 hexes. 16. Effects of Isolation: Rule 9.3 case 3: Isolated Soviet (non-Guard and non-NKVD) and Axis Minor Allies are halved in defense strength if they are in a Major City hex or can trace a Line of Supply to a friendly non-Disrupted Army HQ. 17. Set-Up: All "At Start" units (except HQs) must be set up within 3 hexes of the At Start Line if their Army's set-up hex focal point is within three hexes of the At Start Line. In other words, no setting up a thin screen on the front line, and placing all your other units far to the rear. 18. Rule 12.4 case 6: Delete the exception printed in bold italic. Design note: The more I though about this exception, the less it made sense. I was trying to give advance after combat a little more freedom, but the exception is not necessary, is not really justifiable and it's complicated. Clarifications 6. Replacements: B) Replacements may not advance after Combat, however, they may retreat if stacked with friendly units that are retreating. C) Remnants are also used when a rifle division in hte Cadre Box receives its first replacement. Place the rifle division on a Remnant Holding Box and place the corresponding Remnant on the map. 8. Railroads: A) For capacity purposes, count brigades, battalions, regiments HQs and Replacements as only 1/2 of a division. Count Corps as a full division. Count Cavalry and HQs as motorized. C) You can only block an enemy rail hex, you cannot destroy it. 10. Headquarters: B) Army Group and Front HQs are not a source of General Supply. Their only function is to serve as an entry location for replacements and units returning from the Cadre Box. C) Army HQs may use their one Attack Factor in an attack and they may Advance After Combat. D) HQs count as half a division for Railroad Capacity. 12) Combat: C) Notice that at 7-1 odds that the attacker will not suffer any step losses if hte defender has only one step. This is due to Rule 10.5 case 4 (Excess Losses). D) Column Shifts are applied after the odds column is determined. Therefore, a combat with with odds of 8-1 and one shift to the left would use the 6-1 column. 14) Overruns: A stack of German motorized units which have made a successful Overrun may split apart. Some may advance and some may stay back. If the black die result of the Overrun allowed the Advance to continue, then the stack could split apart and go seperate ways. 15) Supply: B) Supply Depots can be moved around hte rail net freely; i.e. any distance and without counting against the Rail Capacity. A Supply Depot on a Connecting Rail Hex may be absorbed into the Supply Track during the Depot Creation step of the Supply Phase. C) Axis combat units may trace General Supply to any Axis Army HQ despite hte nationality. Errata: Rule 12.4 case 6: Delete the exception printed in bold italic. Turn Record Track: A) The Soviet 6th Mech. corps arrives on turn 59, delete the withdrawal graphic on Turn 44. B) Delete the the Soviet 4T Army HQ from Turn 26 - it arrives on Turn 11 as shown. C) 19th Panzer: The temporary withdrawal of hte 19th Panzer division is missing. It should withdraw on Turn 22 and return on Turn 61. D) The German 95th division's withdrawal graphic is missing. It withdraws on Turn 29. E) The withdraw graphic on Turn 25 applies to any Soviet Tank Corps. 132nd Division: The 132nd German Infantry Division was left on the countersheet by mistake (it served in the 11th Army). Ignore it for all purposes.