From: "LEGAY.JEFF" Subject: Re: VG's Nato errata VICTORY GAMES' NATO ERRATA 009: (Note) Change the word "without" to "withhold." 053: The number indicated as the Movement Point Allowance is actually the Attack Strength, and the number indicated as the Attack Strength is actually the Movement Point Allowance. 056/057/058: References to the term "Paradrop" should read "Airborne Transport." 083: Note that some NATO formations (nationalities) have more than one HQ. Each HQ can support any and all combat units of its formation (nationality), regardless of nominal corps designation. 094: The reference to "supply range" should read "support range." 102: (Addition) Airborne, airmobile, and marine units transported to hexes from which they cannot trace supply are nonetheless automatically considered supplied during the first Joint Supply Determination Phase following their transport. 113: The last sentence should read as follows: "A unit moving by Strategic Road Movement can never enter an enemy Zone hex, an interdicted hex, or a hex outside a friendly country." (This correction also applies to 117.) 121: This rule should read as follows: "An eligible unit can use Air Ferry to move to any land hex in friendly airspace except a mountain or enemy Zone hex." 123: This rule should read as follows: "An eligible unit can use Air Transport to move to any land hex in enemy airspace except a rough or mountain hex." 146: (Addition) Friendly reinforcements that are prevented from arriving by this rule are not permanently lost (except units used to meet matching requirements). Instead, they are simply delayed until the matching requirement is met. 149: (Addition) Once the modified Attack Strength of the entire attacking force is determined, round any fractions down. 157: Delete the note accompanying this rule, and add the following: "An Offensive Support marker cannot be transferred directly from one HQ to another in the same Game-Turn. Instead, the marker must first be removed from an HQ during a friendly Offensive Support Phase and placed on the Game-Turn Track. Then, during the next friendly Offensive Support Phase, the marker can be returned to play atop any eligible HQ." 171: Delete this rule and substitute the following: "Exploitation: A hard unit that has advanced after combat without crossing a Major River hexside can use exploitation to advance one additional hex into any adjacent hex not occupied by an enemy unit. A unit cannot exploit into or out of any of the following hex types: major or key city, mountain, rough, marsh, or a hex containing a Chemical Warfare or Interdiction marker. Additionally, a unit cannot use exploitation to exit an enemy Zone of Control hex, though it can exploit into any type of enemy Zone hex." 172: Change the words "of a given type" to "of each type." 186: Change "I to 4" to "I to 3." 187: (Addition) The tactical nuclear die roll mechanic is intended to reflect the possibility of provoking a massive strategic retaliatory strike when a player initiates Tactical Nuclear Warfare. In this case, the initiating player loses decisively because he has brought down Armageddon. 206: To control a city for purposes of this rule, the city must be in WP friendly airspace. 221: Change "during Game-Turns 2 and 3" to "during Game-Turns 2, 3, and 4." 222: Change "Zone of Control" to "Zone of Delay." 235: Change the first sentence to read as follows: "When a NATO unit other than an airborne, airmobile, or marine unit enters any city hex in East Germany, and occupies the hex during a Victory Points Record Phase, the Warsaw Pact player must enter the 6 East German Territorial Reserve reinforcements during his next Activation/Reinforcement Phase, and the NATO player immediately receives 3 Victory Points." 236: Change the first sentence to read as follows: "When a NATO unit other than an airborne, airmobile, or marine unit enters any city in Czechoslovakia, and occupies the hex during a Victory Points Record Phase, the Warsaw Pact player must enter the 3 Czech Territorial Reserve reinforcements during his next Activation/Reinforcement Phase, and the NATO player immediately receives 3 Victory Points." Strategic Surprise Scenario: Warsaw Pact Activation should read as follows: Game-Turn 1, all WP units in East Germany; Game-Turn 2, all WP units in Czechoslovakia; Game-Turn 3, all WP units in Poland. Warsaw Pact receives reinforcements as called for, in addition to Movement Phase. Warsaw Pact receives 3 Chemical Warfare markers and 3 Offensive Support markers for the scenario, at the outset, and receives no more during the game. Warsaw Pact should receive Olo HQ on Game-Turn 2, and the following units on Game-Turn 3 (rather than GT 2): p10T/SM, p16T/PM, p20T/PM, p8/PM, p7/Mar. (See WP Reinforcement Display.) NATO US 2A/III (arriving Game-Turn 5) should arrive at full strength. (See NATO Reinforcement Display.) Tactical Surprise Scenario: Warsaw Pact receives reinforcements as called for, in addition to Movement Phase. Warsaw Pact receives 3 Chemical Warfare markers and 3 Offensive Support markers at the outset of the scenario, and 1 more of each on Game-Turn 10. Extended Build-Up Scenario: Warsaw Pact and NATO receive reinforcements as called for, in addition to Movement Phases. Warsaw Pact receives 4 Chemical Warfare markers and 4 Offensive Support markers for the scenario, at the outset. NATO US 2A/III (arriving Game-Turn 2) and US 1C/Ill (arriving Game-Turn 4) should arrive at full strength. (See NATO Reinforcement Display.) NATO should receive FR 27AIp on Game-Turn 5. (See NATO Reinforcement Display.) NATO can use Helicopter Transport beginning with Game-Turn 1. Terrain Effects Chart: Major City: The note is supposed to read "For movement and combat purposes, Major and Key cities are treated identically." Major River Hexside: Change the Attack Die Roll Penalty from " - 2" to "0" and delete the first sentence of the note. Change the second sentence to read: "If some units attack across Major, and others across Minor, River hexsides, but all units are attacking across some form of River hexside, then the combat penalties of both types of River hexside apply simultaneously." Iron Curtain Hexside: The Movement Point Cost should be changed from " + 1" to "NOTE." The note should be deleted and replaced with the following note: "See NATO Border Troop rule (222) for Game-Turn 2 effects." Attack Die Roll Penalty Explanation Section: Add the following sentence: "The Attack Die Roll Penalty for attacking across a Minor River hexside never applies to Airstrike missions or Nuclear Strikes." Danish Ferry: Change the words "A maximum total of 2 steps of NATO units" to "A maximum total of 2 steps of NATO units per Game-Turn." Combat Modifier Applications: Attack Strength: Change the last sentence in this section to read "Once all these modifiers, all of which are cumulative, are taken into account for each attacking unit, add all modified strengths, fractions included, to determine the total Attack Strength. Round any remaining fractions down." Attack Die Roll Penalty: Change the last sentence in this section to read "If the attacking units are all attacking across Minor River hexsides, or a combination of Minor and Major River hexsides, subtract one more from the die roll, as indicated on the Terrain Effects Chart for Minor River hexsides." Zone Effects Summary: Effects of an Enemy Zone of Delay Hex: Change the third sentence of this section to read "A friendly unit cannot enter or leave an enemy Zone of Delay hex by rail transport (115), Air Ferry (120), or Sea Ferry (127)." Effects of an Enemy Zone of Control Hex: Insert the following sentence immediately after the first sentence in this section: "A friendly unit moving by tactical road movement must always stop in the first enemy Zone of Control hex that it enters and may not be moved any further in that Movement Phase." Change the fourth sentence in this section to read "A friendly unit cannot enter or leave an enemy Zone of Control by rail transport (115), Air Ferry (120), or Sea Ferry (127). Map: Several minor cities in forest hexes are white rather than the intended red. They are meant, nonetheless, to be minor cities for all purposes.