Here's a new set or errata received from K. Schlesinger, including the recruiting issue. This supercedes the set I posted yesterday. Ed Allen ERRATA by Keith Schlesinger SEVEN YEARS WAR (S&T 163) Map 1. The fortress of Kosel (2335) inside Silesia should be Prussian (Pr) and blue. 2. Maastricht (2802) should be colored green, like all other HRE fortresses. **Both can be fixed with colored markers, a bit of "white out," and a pen.** Counters 1. Austrian 12th cavalry brigade should have a movement allowance of 16. 2. The Swedish field army stripes "disappeared" in printing. Draw a black line just above the unit ID boxes of all Swedish units except the 4th brigade (4-L-12). 3. French Leader "Lorraine" should read "Richelieu." Austrian leader "Laudon" should read "Loudon." Change the corresponding leader holding boxes as well. **Replacement counters for some or all of these will appear in S&T as soon as space permits.** Tables TERRAIN CHART Replace the "River" line on the chart with the following-- =========================================== Type River (9.3) Movement Cost 1 to enter through a River hexside OT to enter through a non-River hexside +3 to EXIT through a non-River hexside +0 to EXIT with Pioneers (14.1) Combat Shift 1 Left Notes [NONE] =========================================== DIPLOMATIC CONFLICT TABLE Procedure: **(correction & addition)** (2) Add to or subtract from the differential all the numbers that apply-- +2 Target State is HRE and Coalition is the attacker. **(Maria Theresa was technically the HRE's Empress.)** N: Neutrality **(change)**--If Target State in an alliance, it withdraws and becomes neutral. If Target State is currently neutral, treat as a "T" result. Rules 9.3 Delete bullet #3. 9.3 River Transport (bullet #4) **(change)** A force spends different amounts of movement points (MPs), depending on how it enters or exits a River hex. (1) If a force ENTERS a River hex by crossing a River hexside, it always pays 1 MP. (2) If a force ENTERS a River hex by crossing a hexside that does NOT contain a River, pay the movement cost for any other terrain in the hex (clear, rough, etc.). (3) If a force EXITS a River hex by crossing a hexside that does NOT contain a River, pay THREE EXTRA MPs in addition to the normal cost of entering the next hex. ***EXCEPTION:*** If the force currently contains any Pioneers (14.1), ignore the +3 MP penalty. 14.1 River Movement **(change)** A force containing one or more Pioneer units does not pay the +3MP penalty to exit a River hex through a non-River hexside (9.3). 15.2 Winter Recruiting (bullet #2) **(change)** Multiply each State's Recruiting Value (printed beneath its name on the Alliance Display) by the number of Fortresses currently controlled by the State. Controlled fortresses include: (1) All fortresses with the State's color and code currently controlled by the side performing recruitment; AND (2) Any fortresses containing units belonging to the State. If more than one State has units in a fortress, the owning side must decide which State will use the fortress for recruitment during the Recruiting Segment. **Recruitment mainly involved the impressment of lower quality civilians, the purchase of higher quality mercenaries, and the construction of artillery. The first was easy, the second more difficult, and the third was very costly.** 20.1 Light Troops (bullet #3) **(new)** ***Retreat Before Combat***--A force containing only Good Order Light Troops (plus any leaders) may retreat before any combat in which the force is involved, except Formal Siege. The entire force retreat one hex before the combat is resolved. All units are automatically Demoralized at the end of the retreat. Any or all enemy units involved in the combat may advance after combat into the vacated hex. Retreat before Combat does not count as a victory/defeat for purposes of the Balance of Power. Scenarios Poland: Deploy only one unit per hex in all cases. COPY ENDS