From F&M 21 Official Korsun Pocket Errata Page 3 Contents: Dismount, Desperation Breakout, Partisans and Scenario Instructions may all be found on page 17, not page 7. Page 4 How to Read the Counters: The typical infantry unit should be the same shade as the next two examples; it is also a German unit. Page 7 Artillery Movement: 210 mm German Rocket units are treated as Light Artillery for movement purposes and Heavy Artillery for combat purposes. They require three ammo points to fire, not two as indicated in the counter errata in the rules book. Mark them with two dots. Page 7 Zones of Control: Friendly units do not negate EZOC during retreats. Page 8 Visibility: OK, OK I hear you. Yes, the reason rocket units are spottable at one hex further than usual is the rocket trails and units In Battery that haven't fired yet don't reveal any of the above. If you can remember who has and who hasn't fired without markers, fine. If not, go ahead and make your own markers. Page 8 Visibility: In the last paragraph, should read "...treat that covered hex as clear for purposes of observation into but not through that hex." Page 8 Reconnaissance: Optional- Enemy stacks in cover during Poor or Zero visibility, or fortified in any visibility, may not be examined until the end of the friendly movement phase. Page 8 Tank/AntiTank Support: During playtesting it was obvious that 5th Mech Corps and 1st SS Pz Div were both awfully strong but the penny didn't drop until after the game was published. The problem is that units having basically company-sized tank or assault gun units for organic support were able to combine their tank/antitank factors in one battle. This brought my attention also to the size of the Soviet SU regiments. There are two solutions. The easier solution is to treat all mech rifle and pz gren units as having a T/AT strength of 2 (T = I, AT = 2). Also all Soviet assault gun regiment S (Su76, Su85, Su152, JS 122) should be treated exactly like companies for all purposes (except that they retain two steps if full strength). The Soviets use the same stacking rules that the Germans use for these units. This only applies to SU regiments; tank regiments continued to be treated as battalion sized units. For those who want a more realistic fix, write me for the details, it involves making up new counters. Page 9 Tank/AntiTank Support: Note that no more than one company but any number of battalions (within stacking limits), may use its T/AT support strength in any one battle. Page 9 Diversionary Attacks: The odds including appropriate shifts are calculated before any FPF is added. Page 10 Advance After Combat: ". . .may advance through enemy supply bridge, and construction units, and artillery columns, destroying them in the process." Page 11 Artillery Fire: Artillery fire of any type directed solely against single deployed companies is halved, before all other modifications. Page 11 Defensive Barrage: Optional; when firing Defensive Barrage, the firing player must attack enemy units according to the following priority: first all non-tank units, then all tank supported units and after all of these have been attacked by some artillery, all pure tank units. Page 11 Intensive Fire may not be used with Defensive Barrage. Page 12 Supply: The act of allocating supply points to divisional supply units during MASS does not involve the use of Army/Front delivery means. Page 12 Supply Dumps: Supply dumps created during the course of play do not possess delivery means. Page 13 Supply: The German Infantry Division's motorized anti-tank battalion is an exception to the rule that motorized units can only be supplied by motorized supply units. These units may be supplied by their divisional (horse-drawn) supply units. Page 14 Air: Optional- When plotting air activity for the turn, there are two types of Ground Attack missions. Close Support: Close support missions are all those air attacks of enemy units that are in the ZOC of a friendly unit. Simply plot CS, the number designation of the Army that they are to support that turn. (CS, 2B 2F, 6TA) These units perform their attacks like artillery at the appropriate phase of the turn. Interdiction: Interdiction missions are air attacks on enemy units not in the ZOC of a friendly ground unit. Interdiction missions are plotted by listing INTR, the types and numbers of air units, and a particular hex on the map (INTR, 3GA, Miropolye). During the Mutual Air Allocation and Superiority Section, immediately after all units flying CAP are placed on the board, interdiction is executed. All interdicting units may attack any one hex containing spottable enemy units that is within a ten hex radius of the interdicting unit. Both players perform these attacks at the same time. The attacking air units are vulnerable to enemy fighter interception and AA fire as per usual. For both Close Support and Interdiction, all other normal rules for ground attack missions apply. Page 15 Anti Aircraft: All German pure tank battalions, and all Soviet Katyusha rocket launcher units should be given a light AA factor of one, usable only in the hex they are in. The German factor is usable whatever formation the unit is in; the Soviet factor may only be used In Battery. Page 15 Anti Aircraft: When computing an AA attack, use the air unit's air to air strength as its defense factor. Page 19 Reinforcement Record: German reinforcement #14 13th Pz Div enters in area Y not X. German reinforcement #21 add 1 motz eng bn/3PzK, 1 bridge bn/3Pzk, 1 motz 105 bn/7K, 1mx at bn/7K. Page 19 Scenario #1: is supposed to be titled "6th Tank Army's Debut." Page 21 Scenario #4: Special Rules: The area East of the line Tarashtcha Gnilets-Budyshche-Maidanovka-Gniloi Tikich River-South map edge is out of play. In addition, the hex of Zvenigorodka that is on the West bank of the river should be considered to be occupied by Soviet units and German units are not allowed to move into its ZOC (i.e., adjacent to the hex). Note that Soviet reinforcements for area S arrive at Lukyanovka on the primary road. Page 24 Counter Errata: Oooops, 52HwBd should really be 52 HwBd/53A (not 40A). The antitank and engineer battalions of 167th Div should be used to replace the missing ones from 72nd Div (German). Page 24 Order of Battle: Soviet Jan 25 6th Tank Army support means: delete one bridge bn, add one motz eng bn. 5th Guards Tank Army support means: 689th AT Rgt is missing from the counter mix; make your own. Reinforcements Jan 25 A.M.-Jan 31 Night: 34th AT Bde and 27 Eng Bn have both been omitted from the countermix, make your own. (Both are motorized.) German Feb 1 7th Korps 905 Ferdinand Bn should be in (and bears the designation of) 47th PzK. 3rd Pz Korps artillery of 1st SS Pz Div and Pz Rgt Baeke should be listed as reinforcements. Soviet Feb 1 40th Army support means: delete 9th AA Div, 4th Gds AT Rgt is (-1). The reference to 2nd Tank Army: Gen. Bagdanov should be deleted. 1st Ukrainian Front support means: should be identical to those listed for Jan 25 AM. Soviet Feb 10 40th Army support means: delete 9th AA Div. Counter Mix: In addition to the above corrections, .here are a few extra units in the counter mix. I included 331/167 and 339/167 and the other supporting units of 167th Div for use in roll your own scenarios. They may be used if you are playing a campaign game and reach the Feb 18 AM turn. Bring them in area Z. The Soviet 162nd Rifle Div just seems to have stowed away in the counter mix. Actually the unit was just off map to the West, part of 40th Army, bring them in, if you wish, Feb 18 AM in area T. New Optional Rule (recommended): In Scenarios #1, 2, and 3 and the Campaign Game, Soviet partisans may not move until the Jan. 28 Night turn unless 1) they are attacked or 2) they are released by a die roll. Each Soviet Night turn, a die is rolled for each partisan unit- a roll of "1" will release the unit for that turn only. (Without this restriction, the aggressive use of partisans may result in the destruction of the bridges at Baybuzy, Starosellye, Mezhirich, and possibly Derenkovez and Malyi Rzhavets, effectively entombing 5th SS "Viking".)