From F&M 26 Lee at the Crossroads Official errata 5.2. Units using road movement rate may not be stacked in any way, except with leaders. 5.8. Reinforcements are deemed to enter "in column," one per hex along a line of imaginary off-board road hexes, and must pay the appropriate number of extra movement points to enter. 8.21. The example is incorrect and should be ignored. A leader dividing his bonus could augment either attack or defense limits but not both. 8.22. Units entering one or more turns after their Level I leader may remain in Command Control for movement, provided they move by road until they come within command range of the leader or the appropriate Level II leader. Thereafter they are subject to normal command control rules. Artillery Range Effects Chart. Canister line should read: doubled at 0 hexes, normal at 1 hex, halved at 2 hexes, quartered at 3 & 4 hexes. 10.0 The Confederate player must inflict on the Union forces at least 31 points in losses the first day, 55 the combined first and second day, and 94 all three days, or he automatically loses the game. Similarly, the Union player must inflict at least 22 points in losses the first day, 42 the combined first and second day, and 87 for all three days, or he loses automatically. These requirements are in addition to the loss ratios called for in Rule 10.0. If playing the optional fourth day, both players must inflict 112 points in losses for victory and achieve the respective loss ratio stated for July 3rd in Rule 10.0.