The Last Word HBTLF Addenda as of July 1st 1997 As the result of post publication playtesting and the public, we've discovered some small mistakes in the counters, maps and rules, easily fixed or taken note of by players. These are as follows: Counter Errors: 1) The French Verdun division on Sheet 6 has no yellow in the Unit Type Symbol box on its backside and the place name printed on the counter should be entirely lower-case on both sides. 2) The French Verdun (VERDUN) Fortress Corps command counter should be a 5-3, not a 5-2. 3) There are two markers labeled "French Direct Art. Replace. Accum. xl" - one of these markers should read "French Direct Art. Replace. Accum. x1O." 4) There are two markers labeled "French Direct Art. Replace. Used xl" - one of these markers should read "French Direct Art. Replace. Used xl0." 5) There should be two additional markers labeled "French Spec. Replace. Accum. x10" and "French Spec. Replace. Used xl0." Players should use blank French counters to make these two counters. 6) Similarly, there should be two additional markers labeled "German Spec. Replace. Accum. xl0" and "German Spec. Replace. Used xl0." Players should use blank German counters to make these two counters. 7) The marker labeled "British Replace. Accum. xl" should instead read "British Direct Art. Replace. Accum. xl." 8) The promoted French leader d'Urbal's counter should have an asterisk when commanding the XXXIII Corps. A small touch of white out will do the trick. 9) The German Gemersheim fortress counter on Sheet 8 is misspelled Genersheim. 10) The 33 Strassbourg reserve infantry division Command Counter reads "33 s r" in stead of "33 st r" as it should. 11) The Belgian fort "Antwerp 14" did not print on Sheet 6 (it's the blank green counter!) Use the blank green counter to represent this fort. It has the same values as Antwerp 13. 12) The motorized supply units (those with a "M" MR) are missing their little wheels beneath the Unit Type Symbol. Use a black pen to ink them in. 13) (Correction): Eliminate all references to the Bavarian landwehr division. It does not, in fact, exist. Counter Extras: 1) There are two Combat Class counters for the French beaudemolin (b c) cavalry division - one with 6 SPs and another with 4 Sps. Discard the 6 SP counter, it is not used in the game. 2) There are two counters for Maud'huy, commander of the XVIII Corps; one with an asterisk after the corps number and one with out. Discard the counter without the asterisk, it is not used in the game. 3) Discard the French Frouard fortress counter on Sheet 5. It is not used in the game. 4) The German Dummy units have two distinct shades of gray on the front side of the counters - this has no effect on play. The Maps: 1) On the map, some of the Major City areas or hexes in orange lack their black over print. These include W1109 (Antwerp) and W:2030 (Calais) for example. A fine black pen can correct this problem easily. 2) The town of Cinev in hex W2401 is not really there, it's correctly printed in adjacent hex E2533 on the East Map. A light touch of white out can correct this one easily. 3) Hex W3201/E3234 is indeed a rough/ woods hex. 4) Nieuport should be in hex 1522. 5) The rail line running from E1830 (Liege) to E1525 (Aix-La-Chapelle) is a double-gauge line; this includes E1831, E1830, E1829, E1728, E1727, E1627, E1526. Note that while there are two double rail lines running from Liege to the west, there will normally be more than one army tracing supply over either one of these lines (see Standard Rule 7.22E). 6) There are six hexes on the Eastern map where the rail line appears not to connected, but there is a continuous rail line running through the hex. These hexes are: 1323, 1325, 1332, 2508, 4100, 5103. The Charts: 1) The Game Turn Reminders Chart should list the release of the German Ersatz formations as Game Turn Two, not Game Turn Three (See Exclusive Rule 11.57). 2) The corps tracks on the Strategic Charts should be labeled "Corps-sized Strategic Formation:" - not "Corps-sized Strategic Formations". 3) The corps tracks on the Army Charts and Army Detachment Charts should be la beled "Corps-sized Army Formation:" - not "Corps-sized Army Formations". The Standard Rules: 3.31 (Clarification) A corps formation is still considered to be "one formation" for game purposes. The example in Rule 3.14C indicates this and that is one of the principal reasons to stack with a Corps HQ. 3.31C (Clarification): Fortress Class units do not count towards stacking limits. 3.13D (Clarification): Army Formation counters which have to be displayed on the Independent Formations Track do count against the maximum number of independent fommations that can be attached to an army. 8.13 (Clarification): Detachments and subordinate units are created from and disbanded into their parent units and HQs at any time during the Concelament Segment of the Movernent Phase (and not the Counter- Movement). 8.22A (Clarification): Units in Deployed Mode do not have to pay the river hexside MP costs if they pass over a river via a bridge (rail or road) hexside. Note that this has important consequences for the Opening Game Turn as units cannot cross a river hexside from ZOC to ZOC in a 2-day impulse march segment, but may do since the bridge hexside is valid for Deployed Mode. 10.52C1 (Clarification): If in a Fire Attack, one formation attacks across a river hexside, while another does not, the odds column is still shifted one to the lefl. 10.52C7 (Clarification): If the basic odds of an attack are beyond the left column of the fire chart (8-1), column shifts are first applied, and then the appropriate column selected. For ex- ample, a 12-1 attack with 5 column shifts left would be resolved on the 7-1 column. 10.53 (Clarification): If a Barrage Attack clears a hex of defenders, the attackers can only enter by exercising the pursuit combat option during the ensuing Fire Attack step. If a Fire Attack clears a hex of defenders, then the attackers can exercise the pursuit combat option immediately. 13.21 (Clarification) The FCRT hexside modifier (Flank or Rear) is never used when attacking Fortress Class units (by design, they have all around facing). 13.23A (Clarification): Heavy or Super Heavy BF's are halved when firing at 2 hex ranges when exclusively firing at Fortress Class units for purposes of determining the BCRT column to be used and they are halved for purposes of comparing the Caliber Factor (CF) to the Barrage Factor. This is not the case, however, when halving BF due to weather - the BF re main whole for purposes of comparing the CF to the BF (only) when modifying Barrage Attacks due to weather. The Exclusive Rules: Exclusive Rule 9.5 (Clarification): The German North Army (IX Corps) enters on Game Turn 4 as per "other theater" rules, not on Game Turn 3 per the Scenario Seven reinforcement chart Exclusive Rule 12.51C (Addition): All German units are released if any are attacked in Germany north of the 5400 hexrow. South of the 5400 hexrow the following applies: The German Seventh Army and any Strategic forma tions located south of hexrow 5400 are released when the first French unit enters Alsace. Exclusive Rule 12.51C (Clarification): French reinforcements are able to move by rail (only) during Game Tum One. They are bound by the restrictions on rail transfers between maps (i.e., they may not move by rail between maps when they arrive). Note: French doctrine provided for the transfer of the Army of the Alps to Eastern France, where it could be recalled to the Italian border if things got dicey again (some of these units did ultimately get moved to the Western map, but not for several weeks after they left the alps). Exclusive Rule 12.61 (Clarification): The initial Belgian Army mission situation does allow the Belgian Army to do as it pleases (i.e., may be given Mission Orders normally) until the end of Game Turn Two, at which time all Belgian units (except 4th division) must be within two hexes of Antwerp. The 3rd division can stay in Liege during the Opening Game Turn and Game Turn One, but it must retire to Antwerp by the end of the Game Turn Two as per Exclusive Rule 12.61. Note that the Belgian 4th division has a special rule in this regards (Exclusive Rule 12.61A1). However, note that in game turns 0 and 1 the Belgium Army's units should move towards Antwerp, otherwise the units of the divisions starting in Mons and Ghent cannot reach Antwerp in time, being limited to retire hexsides. 12.82C (Omission): Allied (French and English) dirigible units have the same capabilities as German Zeppelins in the game. They may be placed on the Strategic Chart in the Dirigible Box, or on map in any city or town. The Scenarios: Exclusive Rule 13.0 (Clarification): Note that several of the Corps, IV R in 1st Army and VII R in 2nd Army do not have Leader counters. As stated in the Standard and Exclusive Rules, leaders represent commanders of exceptional ability (exceptionally good or exceptionally bad). Exclusive Rule 13.0 (Clarification) When a formation is given in the Scenario Rules as being in the LOC box, then all units of that formation is considered to be in the LOC box. Exclusive Rule 13.15 (Correction): In the discussion under German Army Detachment A, use 2 SP artillery detachments "ao" through "at", not infantry detachments "ai" through "an". As indicated in the scenario rules, detachments a and o are from the 6th division, detachments b and p are from the 7th division, detachments c and q are from the 14th division, detachments d and r are from the 17th division, detachments e and s are from the 19th division, detachments f and t are from the 22nd division. Exclusive Rule 13.15 (Clarification): Belgian artillery units begin the game with 1 SP (only). The other SP must come from French artillery replacements being given to the Belgians (See Exclusive Rule 21.66). Exclusive Rule 13.15 (Correction) With regard to the Belgian forts around Liege and Namur, the stated setups are incorrect. The Belgian Fortress Units should form a ring around Liege and Namur with those cities in the center of the ring as follows: Liege NW: E:1731 Liege N: E:1730 Liege NE: E:1830 Liege SE: E:1930 Liege S: E:1931 Liege SW: E:1832 Namur NW: W:2204 Namur N: W:2203 Namur NE: W:2302 Namur SE: W:2403 Namur S: W:2404 Namur SW W:2304 Exclusive Rule 13.15 (Omission): No setup is given for the Belgian fortress at Huy, it should be E:2132. Exclusive Rule 13.15 (Clarification): The bicycle units of the 1st Belgian cavalry division are set up at the beginning of the game. The biycle battalion begins the game, the armored car battalion is a Game Turn 3 Reinforcement. Scenarios that include Game Turn 3 will list it appropriately. Exclusive Rule 13.15 (Clarification): The Antwerp balloon counter sets up anywhere within the Antwerp Fortress complex. It may not move further than two hexes from Antwerp. Exclusive Rule 13.15 (Correction): The Belgian heavy artillery sets up less 7A resulting in 1SP, not less 8A. Exclusive Rule 13.15 (Correction): In German Army Detachment A, set up the 19 infantry division's artillery with less 2A, not less 4A. Exclusive Rule 13.15 (Clarification): Heavy artillery units of the German 2nd Army may not be stacked with the VII Corps at the start of the opening turn. They are not released together with VII Corps at the second impulse of the Opening Game Turn. They are released when the rest of the 2nd Army is released. Exclusive Rule 13.15 (Correction): The numbering of the Zeppelin units in Scenario 1 should be Z5 and Z8, not ZS and Z9. Exclusive Rule 13.25/13.75 (Clarification): The French XVIII Corps begins the war with the 2nd Army. It was transfered to the 5th Army early in the campaign. That is why it is already with the 5th Army on Game Turn Two in the Scenario Two. The setup information in Scenario Seven on the XVIII Corps is correct. Exclusive Rule 13.73/13.75(0mission): The French 2 col bde should be set up anywhere with a unit of the French 1st Army at the start of Scenario 7. Exclusive Rule 13.75 (Correction): In the German 6th and 7th army set-up notes, the German ersatz divisions have artilley regiments with 2 Strength Points (SP) and a Barrage Factor of 3. These artillery units should start as cadres with 0 SPs. If the German player(s) wants to use the limited artillery replacements to build up these artillery units (as opposed to replacing losses in non-ersatz units), then he is free to do so. The I Ersatz corps artillery also enters the game as a reinforcement at cadre strength. Exclusive Rule 13.76 (Correction): As above, the IE Corps artillery enters at cadre strength too. Exclusive Rule 13.75 (Correction): The Bavarian ersatz division should be set up in hex E5014. Exclusive Rule 13.75 (Correction): Both the IV Reserve Corps and the 67th reserve division setup in hex W:4703 (not E:4703) in Scenario 7. - David Bolt