From: Arnaud Bouis Subject: Compiled Balkan Wars Errata Hi, back from the Balkans. Here is, appropriately, time to type the errata for S&T's BALKAN WARS, as requested by Gary. >From S&T 166 : -------------- Rules 6.4 Charge (bullet 2) (change) All units, including HQ's, use their cadre level when charging. (bullet 3) (change) If neither side charges, no combat die roll modification occurs. If only the attacker charges, add two (+2) to the die roll. If only the defender charges, subtract one (-1) from the die roll. (bullet 4) (change) If both sides charge, add two (+2) when the attacker's total Shock Value is at least twice as large as the defender's total. Otherwise, subtract one (-1) in favor of the defender. Scenarios Scenario 1 : - The Turks only set up 4 depots, even though the countermix contains five. The extra counter is never used, and may be discarded. - The Greek HQ is set up in any Greek City or town, and counts toward the limit of 4 units per hex. >From S&T 167 : -------------- Tables Political events table :In event 26, eliminated depots and fortifications are not placed in the mobilization pool. Combat Results Table: "Artillery Superiority" should read : Attacker Bombardment Strength minus Defender Bombardment Strength. Rally Procedure (p.40): a die roll of 1 always rallies a unit. Unit Identifications (p.47): Bulgarian, Greek and Montenegran "R" units are reserve. Rules 3.2 Automatic Replacements: These are received even if the friendly side is not scheduled to Mobilize that turn. Perform a special Mobilization Segment for Great Power units returning to play. 4.2 (bullet 2) The reference to HQ mobilization cost is wrong. The Mobilization costs chart on p.40 is correct. 6.1 (bullet 4) should begin: "A depot, Mobile Supply unit, or special hex..." 6.1 (bullet 8) Fortifications are always in supply (bullet 2), so they may always use their bombardment values to determine artillery superiority (6.3). 6.3 (bullet 7) Odds of less than 1/3 are treated as 1/3. 9.1 (bullet 5) This is an exception to the normal ZOC rule (8), which states that enemy ZOCs are always effective even in friendly-occupied hexes. 9.4 (bullet 2) HQ's are not affected by any combat results unless they are attacking or defending in one of the hexes involved in combat. 10.0 (addition) the effects of demoralization are listed in a chart P.40. 10.1 (bullet 1) Entrenchments count for -2 shifts,as noted on the CRT. 10.1 (bullet 2) Demoralized HQs have their printed Command and Staff ratings reduced by one, but never below zero. Scenarios Great Power and neutral units not set up on the map are set to one side. All other units not set up begin in the friendly Mobilization Pool. Scenario 1: All reserve units begin in the mobilization pool. The bulgarian "3rd Logistic Unit" should read "one mobile supply unit". The "special rules" section should begin: Beginners:ignore special rules 4-6. Place 7th and 8th Corps units in the Ottoman mobilization pool. Players may agree to end the game... New special rule #6: No Bulgarian units set up at or adjacent to Rustuk (1622) until (1) any Ottoman unit is inside pre-1912 Bulgaria at the end of a game turn, or (2) Rumania enters the war on the Ottoman side due to a random event. Scenario 2: Austro-Hungary begins neutral, and the Bulgarian player places its units as in scenario 1. Rumanian units are placed by the Balkan League. To make special rule #2 easier to implement, assume all units are entrenched at the start and record the setup hex of each unit. Any unit that leaves its original hex must be placed under an entrenchment marker to be considered entrenched. >From S&T 168: ------------- National Morale Chart: Add and subtract morale points for the printed result, regardless of what actually happens to the units involved. 6.1 (new bullet 8) secial supply hexes: Any home or allied city hex containing a Railroad, and any hex containing a railroad on the north edge of the map that is inside Astro-Hungary, may serve as a a supply source. Only units belonging to or allied with Austro-Hungary can use a north map edge hex. Pffeww...hope it was useful. Look in MOVES#81 for analysis, scenarios and variants. Arnaud.