From: Jean - Philippe Biron Subject: Typhoon! Errata I had got many discussions by e-mail with Tony Curtis from GMTGames 'bout "Typhoon!" (Designer: Vance von Borries, Developpers: Gene Billingsley and Tony Curtis). He amiably and pleasantly answered all my questions. So, I sent you on 03.01.97 an updated compilation I made where older Errata file from GMT and Clarifications or Errata whish are stem from our discussions are mixed. This file has been updated so here is the new file whish update the one I sent you on 03.01.97. Hope this will help other players. All the best. Jean - Philippe. P.S.: I've got a wargaming home page at: http://www.geocities.com/SunsetStrip/Club/5785/wargames.html Could you talk about me on the grognard site? Typhoon! Clarifications and Errata 20/02/97 (New update) Clarifications (5.1.4) Lingering mud applies only to woods hexes. Use mud weather column for woods hexes movement. Artillery is halved when firing into woods hexes. For movement: On the TEC use Mud Column for all woods hexes and Dry Column for all other hexes. For Action or Bonus: Apply Mud effects on The Summary of Additional Supply/Weather Effects Chart to woods hexes only and Dry effects to all others. Nota: Frost, Arctic or Snow weather following a Mud turn take effect immediately. (6.1.2.c) An enemy hex containing a non-destroyed enemy fortified line blocks all friendly LOC through the hex, regardless of which hexsides are covered by the fortified line. (6.1.5) and (8.6.2.a) seem to conflict Retreat thru enemy ZOC: friendly ZOC does not negate an enemy ZOC for retreat but a friendly combat unit in the hex in question would negate ZOC (eZOC) (6.1.6) Roads and roadnet Only main road or motorway can be used as supply lines. The minor roads are minor, truly minor; they are just not capable of sustaining continuous heavy traffic. Even the main roads are not capable but they are better developed. Thus, the Reinhardts Third Panzer group practically starts out of supply. Historically, the 3rd Pz Gp. stopped during July because it was at its supply limit. Typhoon! begins where they stopped. (6.1.7) There are several references to railroads having to be "available for friendly railroad movement". Is this simply for cases where scenario rules might disallow a railroad's use, and for the Axis, it must be converted. (6.2.3) Supply point range (i.e. using a on-map supply point to provide general supply to units) is based on weather: seven in Dry or Frost, five in Mud, Snow or Arctic. (6.3.5.e) with (10.2.4) An OOS artillery can support an attack-supplied attack (general supply has nothing to do with attack supply). (7.2.3) Units whose movement is halved during the Movement Phase (i.e. Soviet Motorized) can still perform infiltration movement. The only Soviet units capable of this are the motorcycle regiments and the "Des-NKVD" unit. (7.3.8) sentence n°.3 Roads negate rivers for movement purposes at all times; even railroad bridges. The bridge markers are used to aid the crossing of any river hexside not crossed by road; such help is vital when crossing major river hexside. Note that rule (6.1.2) says LOC cannot be traced over major river hexside, but if you place a bridge there, then you could trace LOC over that bridge. (7.3.9) An unit crossing a Major River hexside (then spending all its movement points and starting adjacent to that hexside) can enter directly an ennemy ZOC (of course, providing that this unit is not starting from an ennemy ZOC). (7.5.2) For purpose of Reaction Movement Phase, a declared combat hex is simply the defensive hex. (7.6.1) A unit can initiate railroad movement at all if in an air interdiction zone. There is a confusion with rule (11.4.3). (8.1.1) When declaring attacks, the player announces simply the hex being attacked (then, the actual allocation of strength is not fixed until the actual Combat Resolution). The declaration simply fixes the hex being attacked. The only attacker requirement is to show that at that time of declaration, the attack meets the minimum 1-4 odds ratio. (8.1.2) Refers to (8.3.6b) (which notes Clear Mud and Frost only) A unit is obligated to attack across major rivers during Snow or Arctic - The rules reference s/b (8.3.6b). Reaction movement can only be into a defender hex. You can't pull the old ploy of moving adjacent to an attacking unit and force a new attack. The only ZoC a reacting unit can enter is the ZoC projected into the defender hex. (8.2.2) A given stack's total combat strength (i.e. several units in a single given hex) can be divided among different combats (to attack two adjacent defending hexes in two different combats, for example, and not be resolved as a single combat). In other terms, the stack of units can be split off in two or more combined attack strength, for combat purpose. The only point to remember is that final combat odds cannot be reduced to less than 1-4 if there are adjacent units available to bring the odds up to 1-4 or better. (8.3.3) and (8.4.4.b) Fortification hexsides The rule of thumb useful in all fortifications is "if the defender gets the +1 DRM in the combat, count the attack as going in against an undestroyed fortification." For example, when not all of the units are attacking through fortified line hexsides, the DRM doesn't apply. This makes the asterisk in the combat result non-applicable. In terms of what would be happening in real combat, some units would be attacking the flanks and rear of the fortified line. Any such flank or rear attack takes a lot of pressure off the units attacking frontally into the prepared defenses and fields of fire. The fortification DRM was put in to simulate the increased casualties that occur when you have no choice except to assault fortifications frontally. (8.3.5) Advance after combat is not allowed into prohibited terrain even though it is not specifically noted in (8.9). (8.6) Retreats When a unit can only retreat in a declared attack defensive hex where combat is not yet resolved, two things can happens: - If it does not violate stacking limits, it stays in the hex, does not contribute any defense or support strength to the combat, but does suffer all adverse defender loss results. - If unit violates stacking, it moves one more hex, if it can't enter this hex, or it violate stacking again, it goes to the cadre box. (8.7.2) When an attacker marks his units with an Additional Retreat marker, he can subtract one (1) from his losses but cannot advance into the hex (if vacated). Only the attacker reduction of losses does apply if a "R" result occurs for attacker (he must retreat in this case). Unit using the "Additionnal Retreat Option" cannot be retreat through ennemy ZoCs unless if that hex contains a friendly combat unit. Friendly units negate enemy ZoCs for this purpose. (9.3.1.a) Armor Attrition There must be a numeric step loss and an asterisk (1*) before an armor step can be lost. There is one more thing to remember - if engineer effects have been declared (engineers are also a part of the attacking force), the first step lost is an engineer step; the engineers would absorb the step meant for your armor. If there is not a defender step loss, no defender Ar/AT or AA step is lost. The attrition would fall only on the attacking armor only. (10.1.4.a) Up to 4 such artillery units stacked with HQ(s) can participate. An HQ's Command Value has no effect on the number of supporting artillery units that are stacked with it but Air Interdiction Mission does reduce the number of artillery units stacked with a HQ and that can participate by one for each Interdiction Marker Level. The main thing to remember about interdiction is that it reduces HQ capabilities. Therefore interdiction only affects the artillery units stacked with interdicted HQs. In most cases the number of artillery units stacked with a HQ which can support is reduced by one for each level of interdiction. If you have two arty units stacked with a HQ, Int Level 1 would only allow one to support. If the Int Level is at 2, then in most cases, no arty units can support. There is one exception. If there are no other arty units available to support other than the interdicted arty units, one of them may support. If there are other arty units not stacked with the HQ which can support, then the interdicted units stacked with a HQ cannot. Here is a table: Number of arty units Number of arty units allowed to support Stacked w/a HQ Int Level One Int Level Two 4 3 2 3 2 1 2 1 0 1 0 0 Incidentally, in Barbarossa, the Axis player determines which arty units will support and which will be interdicted. (10.2.3) Attacking artilleries This is borrowing from the Barbarossa rules here, but that is because they were re-written in parts to clear up ambiguities. The rule on attacking artillery is that it can be in the defender's ZOC, even when stacked alone, but it is subject to the combat results just like all the other attacking units. (11.1.3) Air Unit Readiness The Expanded Sequence of Play correctly states that the readiness roll procedure is carried out for all air units in the Flown box first. Then repeat the procedure for all units in the Damaged box. This will prevent players from inadvertently moving an air unit from the Damaged box to the Ready box in one turn. You might want to note this sequence on each Air Operations Card. (12.1.8) A unit gain no benefit from an enemy strongpoint. (12.3.1) The sequence for an asterisked step loss number is: a. affects any engineer unit involved, b. affects any armor that contrib. in Combined Arms, c. apply to units not attack supplied. (14.1.4.c) If the major city is surrounded or otherwise unable to trace a line of communications (see 6.1) for itself, it nevertheless continues as a general supply source for friendly units occupying its hexes. Until the major city is no longer surrounded or has re-established a line of communications, it cannot function as a placement hex for reinforcements, supply units, or replacements. The sole exception to this rule is that Soviet-controlled Moscow hexes are always available for placement of those reinforcements and supply units designated only for Moscow. Note that replacements still could not be placed in a Moscow hex if Moscow were surrounded or unable to trace a line of communications for itself. No major city hex is ever subject to Soviet surrender (see 6.4). This anticipates changes made in the upcoming Barbarossa rules: Major cities serve as supply sources for any units tracing to them unless the major city itself cannot trace supply. Then the major city can supply only friendly units in the major city hex. If unable to trace supply, cities and major cities cannot serve as placement hexes for reinforcements. Use this interpretation for reinforcement placement in Scenario 3. After all, if a city or major city does not have a line of communication, it would be impossible for a reinforcing unit to get in there. (15.1.4) and (15.1.5) When there is an "A" or "V" in the special event, only one type "A" or "V" replacement point is received by the Soviet player. (18.4.7) #1. The limits of rule 18.4.7 applies also in Scenario #5. #2. This is the rule on Soviet garrisons. The first confusing point is that the reference to the rulebook is wrong. The paragraph should be 13.6.2. This paragraph lists how each garrison hex can be released so the units can move. The para 18.4.7 was put in the scenario to help simulate the very slow and poor Soviet reaction to Guderian's attack in the south and the two-pronged German attack to encircle Vyazma (no sensible Soviet player would sit still - as the Soviets did - while the panzers pocket large numbers of troops). The phrase "one hex at a time" should have been written to read "garrison hexes will be released on a hex by hex basis as each hex qualifies for release until GT4 when the garrison requirement ends." This means that "when a garrison hex qualifies for release, the Soviet has the possibility to release this unit". In other term, each Game Turn, the Soviet players can release as many units as positions qualified for release. If Axis units move adjacent to three Soviet garrison hexes on GT3, for example, all Soviet units in those three hexes would be released. There are some Axis units starting adjacent to Soviet units in strongpoints. There also should have been a note that such "at start" adjacent situations do not cause the release of the Soviet units in those hexes. Release would be caused only when additional Axis units are moved adjacent to these hexes. #3. Motorized units only are exempt from the rule that they must stop on fortification hexes. The cavalry units must stop. See Scheme hereunder. A and B are Fortified Line hexes (or Strongpoint hexes). A Soviet unit placed in C is not a garrison as hex C is not a Fortification hex. The unit (assuming it is non-motorized) cannot go through B(*) and then be placed on A. It would have to stop on hex B, the first hex entered. There it would become part of the garrison for the hex. (*) considering here that we are in the case the unit cannot go into A through D (because of terrain, not enough Mvt Pt, or whatever... In the same way, a unit placed in B cannot be release according to 18.4.7 rule. Netherless, this unit cannot move into A. Once the unit is "pinned" in a garrison hex, there it stays until it is released or killed. --- / * ******* Fortified Line --- B --- / \ * \ A *** C * * \ / *** D --- / \ / \ --- \ / \ / --- --- (19.5.2) Axis 16th Army Offensive The German player has to wait until GT#9 before triggering the 16th Army Offensive. It's a little artificial, but the idea is that the rest of 16 Army (off map to the north) has to collect sufficient supplies to launch the attack. Actually, earlier success on map N would probably have hastened the offensive, but the German player really don't lose anything by having to wait. He might actually get to use his "16th Army" exit units for a few more turns before they have to depart. Terrain Effects Chart: During Mud weather, swamps are Prohibited for motorized and artillery units. Minor roads are just dirt roads, so during Mud turns they become just like everything else around them - mud. In swamps, the reasoning is that not only do the minor roads turn to mud, but also that the general water level rises, putting enough of these minor roads under water where they would be totally impassible to wheeled or tracked vehicles. So, swamp hexes are Prohibited for motorized and artillery units _EVEN_ on a minor road. TEC says that only motorized or artillery units can use motorways (f). Also, MSUs with MA 8 (the supplies being moved by truck) may use the motorway. All other units must use the other terrain cost of the hex being entered. The German high command had issued strict orders that the "Rollbahn" was reserved for motorized units only. All others had to march beside it. I found this wasn't too great a hardship since there is usually a main road running adjacent or within a couple of hexes of the motorway. Expended Sequence of Play (B1): Combats are declared against defender hexes, but the Declared Attack markers are placed on attacker hexes with arrows pointing toward the defender hex(es). In the new Barbarossa game, the Declared Attack markers will be placed on the defender hexes - we figured it would be simpler. By mutual agreement, you and your opponents can place the markers as you wish. For purpose of Reaction Movement Phase, a declared combat hex is simply the defensive hex. Setup Clarifications: On Scenario 4, 17Pz and 4 Pz armors have a stop loss. On Scenario 2, 17 Pz and 4 Pz armors do not have a step loss. Refer to the scenario. We did something for the scenario we don't allow players to do in the game. We transfered armored steps. We consolidated the remaining armor in two units. Note, there is no longer a Pz Rgt for 3 Pz Division. Reinforcements on Setup cards for Scenarii #2, #3 and #4: The printing on the set-up cards was inconsistent. Where there is no entry location printed above a unit, use the entry code on the unit itself. Erratas (7.7.4) Strategic Movement - Add new paragraph All hexes moved across must themselves be in general supply. A unit cannot move out of general supply while using strategic movement. (12.1.4) Strongpoints and Arctic Weather This item is covered in section 12.1.4 of the rules, but you might want to add the following note to the Soviet Scenario #5 Replacement Table: On the first turn of Arctic Weather, and each turn thereafter, Strongpoints can only be constructed in hexes occupied by Engineer units. Note: When the ground froze, it took explosives, not picks and shovels, to create holes for covered defensive positions. (18.4.7) The reference to rule (14.3.1) in this paragraph is incorrect. It should be to rule (13.6.2) (Garrison Release). (19.2.6.a) Addition Strongpoints may be placed (and completed if placed in hexes containing Soviet engineer units) and supply units may enter the map area using road or rail movement. soviet supply units may be placed in cities or major cities in the map area. (19.2.6.c) Addition - New Paragraph The provisions of 18.4.7 (Soviet fortification garrisons) apply to all three maps used in this scenario. Overrun Examples - Example #2 - Rules Alert The following information is in the rules, but should be added to the Overrun Table: The -2 DRM for overrun hex terrain (Woods and Hills) and hexside terrain (rivers) is cumulative. Note, however, that the maximum net DRM for an overrun is +3/-3. Major Rivers The rules cover two combat effects that are not listed on the Combat Effects Chart: a. During Snow and Arctic Weather turns, Major Rivers are frozen and have no effect on combat. b. During Dry, Mud, or Frost game-turns, ZOCs do not extend across Major Rivers. Therefore attacking units are not obligated to attack adjacent enemy units across those Major River hexsides and the restrictions of 8.1.2 do not apply. Note: Major Rivers are wonderful defensive barriers when fully manned, but even then the width of the river gives the defender problems because the attacker cannot be pinned or fixed in place by recon screens and patrolling. Extended Sequence of Play Add Segment "E" (which is correctly listed in the rules under the Summary Sequence of Play) as follows: E. Game-Turn Record Interphase 1. Record unresolved Mandated Attacks (see 16.2.2) as Axis VPs under certain circumstances. 2. Remove all "Overrun" and "Interdiction" markers from the map. 3. Advance the Turn Marker one space along the Turn Record Track to indicate the start of a new game-turn. Map Errata (Map P) a. The following hexes should not contain any woods: P2705, P2926, P1631, and P3817. It appears that during printing, the woods overlay shifted eastward causing some trace of woods in hexes that should not contain any. b. Hex P3115 includes marsh terrain. Map Errata (Map N) A rail line does run between hexes N2047 and N2048 (the two Smolensk hexes). Soviet Counter Errata a. Set-up hex for 53+73 armored train is N2603. b. Set-up hex for 30+76 armored train is P2512. c. 3NKVD division should not have "motorized" box on its full-strength side. d. Set-up hex for 199 Naval artillery is N3724. e. DES NKVD is a battalion, not a regiment. f. Two "SB-2" bomber units should have been marked as SU-2, (including the one marked "Moscow"). The Set-up card is marked correctly. g. 1st Comp Engineer Brigade enters on Turn 8 as noted on the Set-up Card. h. Set-up hex for 32nd Army AT Brigade is N3641. i. 124th Tank Brigade enters on turn 26 as noted on the Set-up Card. j. All Soviet Motorcycle Regiments should have their MA's printed in yellow to denote the fact that with MA's of 8, they are all Infiltration Capable. Axis Counter Errata a. 30th and 50th Regiments of 18th Motorized Division should each have a stacking value of "2" on its full-strength side. b. 18th Recon Bn of 18th Motorized Division should have a stacking value of "1" on its reduced-strength side. c. 674th Engineer Regiment should have a regimental size symbol on its full strength side. d. 5th MG Bn should have a battalion size symbol instead of a regimental size symbol. e. 290th Infantry Division sets up on its reduced-strength side per the Set-up Card. f. All air units should be marked uniformly on the back so that the Soviet player cannot see at a glance whether he is facing fighters or bombers. Setup Card Errata a. General: The printer photo-reduced each Set-up Card. You should find it much easier to set up game pieces if the set-up cards are blown back up to 110% of 115% of their current size. b. Scenario #1 (Soviet Reinforcements, GT 26): 10 Gd art. and 146 armor enter on East map edge. c. Scenario #2 (Axis Setup): Hex 3853: there are two units with six stacking points in the same hex so move one unit to adjacent hex 3752. Hex 3652: The 33/4 Pz starts reduced (2.2.7). d. Scenario #4 (Axis Set-up): one He-111 air unit is damaged At Start. Note: Both sides use only one Dummy air unit in this scenario. e. Scenario #5: 1. Axis 276 AA Bn should set-up on hex N2848. 2. Axis 14 Mot. Division (3 units) should set up in hex N1537. 3. Soviet At Start Set-up: The correct set-up hexes for the Soviet armored RR units are map P-2512 for the 30+76 unit and map N-2603 for the 53+73 unit. The correct hex set-up is listed on the Soviet set-up cards for scenarios 4 and 5. 4. Soviet At Start Set-up: Delete the strongpoint in hex N2535. 5. Omit the extraneous MSU symbols in the right-hand margins of the Soviet Set-up Cards. 6. Axis Reinforcement Card: The -2VP cost to enter the 250th Division group was omitted. DF/SS R and 11/SS R are setup on their reduced strength side. 7. Soviet Armored Train reinforcements are received at the following locations: GT Location 11 Tula (not received if Tula is Axis controlled) 16 South Edge 30 Moscow (correctly marked on Set-up Card) 33 South Edge Victory Point Schedule Somehow the printer lost the tab settings. There should be separate headings over each of the five columns. Thus, "Hoepner Plan" should be over the last column on the right. Summary of Additional Supply/Weather Effects Card Delete "Major City" from Note 7. How to Read Units Card Counter Values Box - Yellow MA should denote Infiltration Capable instead of Reaction Capable. Reaction Capability is determined by unit type (motorized), while infiltration capability is determined by MA (must be 7 or greater) or by being a ski unit during Snow/Arctic weather turns. Movement Allowance Chart Here, again the printer lost the tabs. See the attached page for how it should look. Combat Effects Chart Swamp (Add): No effect during Snow or Arctic weather turns. Terrain Effects Chart Under Hexside Terrain, Frost weather condition, change the following: Sea/Lake: Delete "NE" and add "P" River: Delete "NE" and add "+1" ---- -- / \ ---- Tel.: 33.1.69.82.30.26 \ / \ Fax.: 33.1.69.07.72.47 ---- See my home page at: \ / http://www.geocities.com/SunsetStrip/Club/5785 ---- and my wargaming home page at: http://www.geocities.com/SunsetStrip/Club/5785/wargames.html