PANZERKRIEG Errata and Clarifications 3.0 Section B.3.a of the Sequence of Play states, "(air units ignore adverse combat results unless an "*” appears, indicating that the air unit(s) is disrupted)". This is incorrect. Adverse combat results have no effect on attacking air units whatsoever as stated in Rule 9.3. 4.0 Weather is checked at the beginning of the first turn of each scenario. 5.12 Enemy units crossing (but not occupying) a friendly railroad hex have no effect on friendly supply. 5.13 All railroad hexes on friendly map edges are supply sources. 5.13 A friendly reinforcement entry hex is one where friendly forces have appeared from, are due to appear from later in the scenario, or have started the scenario from. They are friendly supply sources. 6.0 Units may move single hex even if movement points are insufficient, except to move from one ZOC to another. 6.0 A unit may be affected by both weather and supply for movement purposes - halved and halved again, rounding down. 6.1 River crossing costs only apply when moving across a River between two River Crossing hexes. Otherwise, River Crossing hexes count as Clear terrain. 6.3 A unit sitting on a railroad hex in any enemy ZOC may not use railroad movement. 6.3 Units using rail movement may not move adjacent to an enemy unit, regardless of whether the enemy unit has a ZOC or not. Units using rail movement may not conduct Exploitation movement. 6.3 Railroad hexes that were not friendly at the start of a scenario may not be used for rail movement. 6.3 There is no limit to the number of units which can use rail movement in a turn. 7.0 One Air Base and its air units may stack in hex in addition to normal stacking resnictions. 8.0 ZOCs do not extend across Lake hexsides. ZOCs do not extend across River Crossing hexsides or Bridges over Major Rivers. 8.1 This rule states that ground units may not enter enemy occupied hexes, but Rules 17. 1 and 17.2 permit this against enemy artillery and antitank units, and 11.0 for leaders. Sections 17. 1, 17.2 and 11.0 should be noted as exceptions to Rule 8. 1. Hexes occupied only by these type of units can be entered and passed through, destroying the units. 9.0 Air ranges an sea supply movement may be traced through areas of sea with hexes.. 9.1 Air bases are doubled (or tripled) in towns (or cities). 9.1 An Air Base must set up in a hex containing a railroad line. 9.11 An Air Base containing Air units may be moved by rail with its onbase air units, but the air units may not conduct any missions this turn. 9.12 If the hex which an Air Base occupies receives a combat result causing the elimination or retreat of all friendly units, the Air Base and any air units stacked with it are eliminated only if the attacker occupies the hex. 9.2 If all friendly Air Bases within range of a CAP Marker are eliminated, the CAP Marker is immediately removed. 9.2 CAP Markers may not be placed on enemy airbases. If their range is cut due to a weather change, CAP Markers must be repositioned within range or be removed from play for the turn. 9.3 Air units which move to a hex but don't attack in anticipation or participating in an attack during the Exploitation Phase may make a separate attack by themselves during the Exploitation Segment. or return to their bases unused if the Exploitation attack does not take place. 9.32 Air units attacking alone do not have to attack all the defending units in a hex. They may choose to attack one, some or all defending units in a hex, ignoring the others. Terrain benefits apply for the unit(s) attacked. 9.42 For Air Supply purposes KGs, BGs, AntiTank units and Artillery units each equal one third of a division. HQs are free. 10.1 The seven-hex radius from a Headquarters unit to a friendly unit required for Command Control can be traced through any type of terrain. 10.21 Reserves may not overstack. 10.21 Reserves may cross Major Rivers only at Bridges or Bridgeheads, not over River Crossing hexsides. 10.3 If more than one Combat Strength modifier applies simultaneously, they are considered in this order: 1) Command Control; 2) Supply; 3) Disruption (from air attack); and 4) Terrain. Fractions are dropped after each modification is applied.