From F&M 20 THE MAP 1) On the turn record track for the '44 campaign game, turn 36 should be listed as 2 January P.M. 2) it is suggested for legibility that the town markings be darkened with a flair pen. THE COUNTERS The printing on some of the German Panzer engineers is spotty. These units are (1)-5 battalions. STANDARD RULES (9.68) (Correction) If a Player is forced to retreat a unit into a friendly-occupied hex and the units in that hex are attacked in the same combat phase, the retreated unit doe not add its strength to the units in the hex. However, if any combat result (loss or retreat) is applied against the units in that hex, the previously retreated unit(s) must also suffer that result. (15.13) (Clarification)... Thus expenditure of movement points to move onto the entry hex is based on the march mode rate, if the units enter as reinforcements in march mode. Example: A mechanized unit with a movement allowance of "5" would be considered to possess 18 movement points (one MP additional when moving onto the map) before the cost of moving onto the entry hex would be subtracted. CAMPAIGN RULES (25.21) (Correction) The French 3 Spahi Brigade (a 1-4) should setup in C1307, the French 1 Cavalry Brigade (a 1-4) should setup in C0518. The Belgian 2cc/2c (a 1-5) should setup in C1013. (25.22) Some of the German infantry divisions setting up on the map have their setup hexes incorrectly designated. See corrections below. Note that German units may not setup west of the westwall hexes. Units Correct Setup hex 4/32 94/32 96/32 B0419 183/62 164/62 190/62 B0924 28/8 38/8 84/8 B1422 7/28 49/28 83/28 B1721 451/251 459/251 471/251 B 2019 (25.23) The German Panzer Regiment designated 10/8 (a 6-6) should not appear as a reinforcement on Turn 1, but instead on Turn 6. The French Cavalry Brigade designated 4/4 DLC (a 4-4) is marked "opt" but actually should appear in the standard game on Turn 4 at entrance area "J". The 14/4 DLC unit (a 2-5) should appear as a reinforcement on Turn 1 instead of Turn 2. The Sedan reinforcement track is correct for the campaign game with respect to the entry areas of the French units common to both the games; the entry areas on the appropriate counters should be ignored. BATTLE OF THE BULGE (29.25) (Addition) unit in B0417 should also start in an Improved Position. (30.34) (Correction) The 9H Panzer Division arrives according to the errata in 18.12. The 2DR Panzer Division arrives on Turn 10 instead of Turn 8. (30.95) (Correction) AU German units are automatically in supply for the first four Game Turns. (32.42) (Correction) Each German infantry step eliminated: -1 VP Each German mechanized step eliminated: -2 VPs Each German artillery or engineer unit eliminated: -2VPs (34.21) The setup hexes of the units below should be changed to that listed below for the 22 December scenario: German: 5/3FJ - B1316 Allied: 334/84 - A0518 16/116 - B0701 333/84 - A0619* 335/84 - A2015 CCR/3 - B0801 119/30 - B1308 (Omission) Br.34 - A1606 Arm Brig 1P in B1415 instead of B1515 SUGGESTED RULES CHANGES The following rules changes are not official SPI errata but are suggested by the designer to increase historicity and balance. 6.0 March Mode 6.1 It costs all units one half of their Movement Allowance (rounded up) to enter March Mode. It costs nothing to leave March Mode. 6.11 A unit may enter March Mode even though it does not begin its turn on a road hex. All other restrictions still apply. 6.22 Units in March Mode may move through road hexes, non-road hexes, or combinations of both. Units in March Mode move off roads at the normal terrain cost (as described in 6.24). Units in March Mode may transverse any terrain except unbridged river hexsides. Example: A 7-6 armored unit in March Mode would have a March Mode movement allowance of 18 and could thus move through six light woods hexes off the road. 9.14 Second Combat If and only if, an attacker receives a "no result" in a battle, he may decide to immediately attack again in a special second combat called an Escalating Assault. The attack is carried out exactly as was the previous combat with a second die roll at the same odds. Regardless of the result, however, the attacker must take a step loss from one of his attacking units that participated in the assault. An Escalating Assault may be executed only once for each unsuccessful attack. The loss taken is in addition to any other combat result that may be applied against the attacking units. 10.0 Artillery U.S. and British artillery units have their range increased to four hexes and their FPB strength increased to "3". 10.1 Artillery Corps Subordination. Any number of artillery units may fire in a barrage attack, so long as they all have the same corps designation. (Abolish the artillery portions of 18.26, 19.25, 30.94.) 10.19 The barrage strength of artillery units is also halved when firing into woods or dense forest hexes. 18.21, 19.21, 30.12 The Allied player may not attempt to blow bridges on Turn 1 or Turn 2. 21.22 The German player receives three Air Points each Game Turn. 21.23 Two times during the course of the game, the German player may expend more than one Air Point on combat support for a single attack. 26.31 The German player receives five Air Points per game turn, which he may use in accordance with Section 14.0. Three times in the game, the German player may expend more than one, but not more than three, of his Available Air Points to aid a single attack (not defense) with combat support... 30.4 The German player does not receive Air Points on Turn 4 or 5 but does have one available on Turn 30.