Errata -- War for the Union (Clash of Arms) by Rob Beyma -- as of January 1, 1993 *...* = Itallics **...** = Bold **The Map:** 1) A bluff hexside should be drawn along the north side of hex 1828. 2) Hexside 5819/5919 (outside Wilmington, NC) should be a Navigable River hexside (instead of a Tidal River hexside) with a railroad ferry connecting 5819 to 5919. Hexside 5820/5919 remains a Tidal River hexside. 3) Hexside 6108/6109 is a Navigable River hexside. 4) Hexside 6204/6303 is a Tidal River hexside connected by a railroad ferry. 5) Fredricksburg's (5907) Supply Capacity is actually printed in red, but the green overlay makes it look black. Notice that the very "tip" of the "1" is red. 6) Washington's (6005) Supply Capacity of "3" is hard to see. It is printed in blue on top of the 6005/6105 hexside. 7) The rail line in hex 6201 should have a spur drawn to the NE connecting it to the north edge of the map. 8) The small blue line crossing the neck of the peninsula in hex 6310 (Ft. Monroe) is a Minor River. All movement and combat penalties apply. 9) Both the NW and SW river hexsides of Memphis, TN (2515) should be Tidal River hexsides, rather than the SW being Tidal and the NW being Navigable. This change would impact the Confederate player's decision to build a battery at Memphis (now completely on a Tidal River) or at Fort Pillow, upstream (on a Navigalble River). 10) Remember, it costs 15 hexes from a units Movement Allowance to move from the map to the Key West box, and another 15 hexes to move from the box back on to the map. **The Charts** Add the following to the tail end of Note 5 on the TEC: "except over a railroad bridge, if present". **Basic Game Rules:** The head of Section 7.3 should have been printed at the bottom of pg. 6 (but fell off at the printers). It should read as follows: "Each side has supply cities and mapedge supply hexes. These function as Supply Sources if they meet the requirements in the rules below..." **Advanced Game Rules:** 4.56 (Clairification): Army HQs may not move over the map (other than by rail, river, or sea movement) if there is no eligible leader (one with an Army Commander side) stacked with the HQ, 6.25 (Clairification): The Atlanta KIC (or any other KICs that arrive) does not contribute a RP on the turn it arrives (Jan. 1862). Note that the resource Point Collection Phase occurs before the Reinforcement Phase. 6.27 et al. (Clairification): Units under construction (batteries, ships, forts, etc.) do not exist, in game terms, on the map until they are completed. However, occupying the hex in which they are being constructed (i.e., all enemy SPs have been driven from the hex) will eliminate units underconstruction from play. Batteries that are being upgraded are attacked at their lower value until completed. Also, the battery and/or fort "Under Construction" limit (two of each per theater) only aplies to the items being built, not the number of construction markers supplied in the mix. 6.43(b) (Clairification): The 2 SP limit for adding SPs to HQs during the Reinforcement Phase still applies if the HQ itself is occupying a Reinforcemet Hex (such as Richmond) that is also allowed to have 2 SPs placed there as well (see Rule 6.64). 7.52 (Clairification): SPs lost due to Attrition are placed in the Replacement Box. If a force is completely eliminated due to attrition, any leader remains on the board in the hex. He is free to move normally. 9.17 (Clairification): It only costs +1 MP to move from one enemy ZOC to another enemy ZOC. There is no penalty for simply leaving an Enemy ZOC to move to another hex with no enemy ZOC. 9.36 (Addition) Overruns and Forced March: Units may conduct Overruns while using Forced March movement. A stack can have its Force March path go through a stack being Overrun. It keeps expending MPs until the enemy stack is dislodged, then it may continue on its path. Alternately, a moving stack can designate its forced march path to be along the retreat path of the stack bein overrun. (This simulates a suoerior force hounding a smaller one for the whole move). 10.44 and 10.63 (Clairification): Cavalry SPs may be moved by river transports or use Sea Movement. Each cavalry SP counts as only 1 SP towards the limits allowed for either type of move. 10.61 (Clairification): Union forces can invade unoccupied ports. These are treated as costal hexes, leaderless units can land there but are limited to 2 SPs that turn. 14.12 (Clairification): When a land unit occupying a hex containing a fort attacks an enemy unit in an adjacent hex, but suffers an attacker retreat result, it may retreat into the fort itself to avoid leaving the hex. 14.21(b) (Addition): Besieging units may themselves entrench if they wish. **Playtester Credits:** Vic MacFarlane (a Canadian of distinction) was accidentally left off the playtester credits. **Optional Map Suggestion:** Purists may wish to give both Camden, NJ (6602) and Wilmington, DE (6403) a Supply Capacity of "4" printed in blue. (The Union dosen't need them but all the other minor cities in the game have a Supply Capacity).