Complete Errata and Revisions to Tigers in the Mist for Rules versions dated 11/1/94 or later To use, compare the date on your set of rules to the dates given below for each set of revisions. Only revisions dated after (not on) the date of the rules included with your game are applicable to your specific game. I consider Tigers in the Mist to be a work in progress. If I have your e-mail adrress, you will be sent any future revisions as they become "official". Tigers in the Mist Rules Revisions 8/1/96 As a means of making these revisions as clear as possible, I have included the entire rule affected by the last revisions. The parts that have changed should be obvious after a comparison with the old rules. 4.2 There are five basic types of combat units in the game: tank, mechanized, motorized, engineer, and foot infantry. Each type of unit has a unique symbol in the center of the counter to indicate its type. Some of the infantry type units are airborne units, but they do not have any airdrop capability. 9.11 Units that begin an impulse in the same area with enemy units have the option to attack, move elsewhere, or remain in place without attacking. 9.12 A unit may defend up to 3 times per turn, but may attack only once per turn. 9.13 A unit may not move in the same turn after it has conducted an attack. 9.46 Available artillery counters (one per successful call) are targeted on enemy units prior to resolving each sides fire. Artillery must fire at the type of enemy unit with the most strength points present in the battle being fought. The firing player may select the target unit when more than one unit of the same type is present. Additional artillery shots are allocated similarly. See the examples of play. More than one artillery counter may not be targeted on a unit unless all other units in the battle have also been targeted by artillery. 10.23 An Engineer may not move in the same turn in which it attempts bridge construction. 12.7 Victory Conditions 0-14 Allied Decisive 15-24 Allied Marginal 25-29 Draw 30-39 German Marginal 40+ German Decisive Delete old section 14 (von der Heydte) and replace with the following: 14. GERMAN SPECIAL FORCES 14.1 The Germans had several special units in the battle, the von der Heydte parachute unit, Greif commando teams, and on several occasions led assaults with captured US Sherman tanks to confuse the defenders. This section of the rules reflect the roles of these special forces. 14.2 One Special Forces counter is available for use on the first impulse of the 17th, 18th, and 19th of December. Before moving his other units, the German player places the Special Forces counter in any non-victory point area he wishes. He may not place the counter in a zone. The area may contain Allied units. 14.3 The German Player may choose the Special Force to have one of the following effects. The effect may be different each turn or may be the same, but only one effect can be chosen per turn. 14.31 Restrict Allied Mobility Through an Area: Allied units entering an area containing the Special Forces counter must expend one extra MP to enter the area. Allied units exiting an area containing the Special Forces counter must expend one extra MP to exit the area. Both entering and exiting penalties can apply to the same Allied unit. 14.32 Interference with Bridge Demolition: The Special Forces counter may interfere with bridge demolition. This could affect all bridges connected to the area containing the Special Forces counter. When this effect is chosen by the German Player, bridge demolition is only successful on a die roll of one. A separate die is rolled for each affected bridge. 14.33 Battlefield Confusion: The Special Forces counter may be used to affect the to hit values of all Allied units in a battle. All Allied fire in the designated battle, including artillery, suffers a +1 DRM. German fire in this battle remains unaffected. 14.4 The Special Forces counter is removed at the end of the first Allied impulse of each turn. Tigers in the Mist Rules Revisions 11/1/96 As a means of making these revisions as clear as possible, I have included the entire rule affected by the last revisions. The parts that have changed should be obvious after a comparison with the old rules. 9.42 Artillery: Each player may make 1 call for artillery support for every 3 strength points he has present in a battle. The defender always gets a minimum of one call. Strength points are counted prior to any defensive fire. A player does not get credit toward a call for artillery for fractions of strength points. IE: 5 strength points generate one artillery call. A stack of units may call for artillery in each battle in which it is a participant. 9.54 In a multiple unit battle, firing units are allocated to target units in order of unit quality, from high to low. In multiple unit battles, firing units must shoot at equal quality targets if possible. If no equal targets are available, then the highest quality target of lesser quality than the firing unit must be selected. If no lesser quality targets are available, then the lowest quality target of higher quality than the firing unit must be selected. Unit strengths have no effect on this rule. Example: The firing side has a tank, a mechanized, and two foot infantry. The target side has an engineer, a motorized unit and a tank unit. The tank must fire at the tank, since it is equal to the highest quality firing unit. The mechanized unit is forced to fire at the motorized target unit. One of the infantry (firers choice) then may fire at the engineer. The remaining unit may fire at any of the three target units. 14.3 The German Player may choose the Special Force to have one of the following three effects. Once an effect has been used, it may not be used again in the game. A different effect must be chosen in subsequent turns. Tigers in the Mist Rules Revisions 3/1/97 As a means of making these revisions as clear as possible, I have included the entire rule affected by the last revisions. The parts that have changed should be obvious after a comparison with the old rules. 1.4 No ten sided dice. (Provide your own) A die roll of 0 or 10 is always considered to be a 10. 10.25 The engineer may attempt construction once each impulse until successful. After each unsuccessful bridge construction attempt, the next attempt is given a -1 DRM. These are additive per impulse, therefore the 2nd attempt to repair a particular bridge is successful on a DR of 1-5, the 3rd attampt on a DR of 1-6, etc. Place the appropriate construction DRM marker on the bridge after each failed attempt. 14.2 One Special Forces counter is available for use on the first impulse of the 17th, 18th, and 19th of December. If the Special Forces counter is not used during the turn, it is forfeited. Special Forces may not be accumulated for use on a later turn. Before moving his other units, the German player places the Special Forces counter in any non-victory point area he wishes. He may not place the counter in a zone. The area may contain Allied units. 14.3 The German Player may choose the Special Force to have one of the following three effects. Once an effect has been used, it may not be used again in the game. A different effect must be chosen in subsequent turns. 14.31 Restrict Allied Mobility Through an Area: Allied units entering an area containing the Special Forces counter must expend one extra MP to enter the area. Allied units exiting an area containing the Special Forces counter must expend one extra MP to exit the area. Both entering and exiting penalties can apply to the same Allied unit. This effect may not be chosen on the 3rd impulse of any turn. 14.4 The Special Forces counter is removed at the end of the Allied portion of the impulse in which it was placed. Tigers in the Mist Rules Revisions 8/20/97 As a means of making these revisions as clear as possible, I have included the entire rule affected by the last revisions. The parts that have changed should be obvious after a comparison with the old rules. Note: 9.59 is a new rule. 9.51 Unit quality (in descending order): Engineer, Tank, Mechanized, Motorized, Foot Infantry. 9.59 In a battle with unequal numbers of units on each side, the last firing unit of the lesser side to be allocated may fire at any previously untargeted enemy unit, subject to the restrictions of rule 9.52. [Note: This is an exception to 9.54] 9.76 Units that are being attacked by units coming across a river do not receive the -1 DRM to defensive shots conferred by river defense if any enemy units (whether eligible to attack this impulse or not) began the impulse in the defenders area. Examples Combat Example Paragraph 2 Replace the second sentence with: The defender fires first, so the US Player must shoot at the mech unit with his mech and decides to shoot at the 2 factor foot infantry with his motorized unit. Paragraph 3 Replace the entire paragraph with: Now it is the Germans turn to shoot. The tank must be allocated first, and is targeted on the mech. The mech unit is next, and must shoot at the motorized unit. The foot infantry could fire at either, but is targeted on the motorized since it has a better chance of a hit. The tank will hit on DRs of 1-3 due to firing at an entrenched unit. The 2 infantry types will hit on DRs of 1-3 against the non-entrenched unit. Supply Example Paragraph 3 Replace the 3rd sentence with: If in his impulse the Allied Player does not move a unit into Bastogne (combat required) or Sprimont, at the beginning of the 2nd impulse the German will have a line of supply into Moircy via Bastogne and Sprimont. If you do not have a set of examples in your game, send me an SASE and I will mail them to you (2 pages)