Paul Smith Hank Meyer 29 November 1996 KANSAS CITY GROUP REVISED ERRATA FOR SPI'S WAR IN EUROPE Revision 2, June 1984 This is a comprehensive, stand-alone errata. It incorporates and completely replaces the SPI April 1976 errata, the KC August 1981 Draft Revised Errata for SPI's WAR IN EUROPE, and the KC July 1982 Revised Errata for SPI's WAR IN EUROPE Revision 1. This was an officially sponsored project compiled by Neil K. Hall, Joe Drummond, and George Owens in their capacity as SPI's War in Europe Answermen. It was revised and fine-tuned over a number of years, even after the demise of SPI. It has been digitally transcribed by Paul Smith and Hank Meyer and made available to Web Grognards verbatim without any changes or comments. It is designated as War in Europe errata version 1.4. The Los Angeles Group's comprehensive errata which preceeded it in 1981 is considered War in Europe errata version 1.2. These two errata versions were compiled independently of each other (although the KC Group had access to much of the LA Group's materials) and differ in a number of significant areas. STANDARD RULES BOOKLET [3.26] (Clarification) A hex is considered "Friendly" if a Friendly unit was the last to occupy or move through that hex. A hex is Neutral if it is in a Neutral country. Any hex that is not Friendly or Neutral is an "Enemy" hex. In the following cases the word Control means Friendly and not Zone of Control: 6.62, 7.73, 8.26, 20.71, 31.0, 61.74, and 61.9. [3.4] (Clarification) The Soviets have a total of three (3) counter sheets in both WAR IN THE EAST, 2nd Edition, and WAR IN EUROPE. [4.1] (Correction to second sentence) ...occurs at the beginning of the cycle after every fourth game turn. [5.28] (Clarification) Movement through blocked hexsides crossed by Rail Lines is by Rail Movement or Repair units only, regardless of weather (Exception: 15.1 and 77.2). [5.5] (Addition) Cavalry units pay infantry unit Movement Point costs. [5.75] (Correction) Case 12.7 should be case 12.43. [5.8] (Clarification) A mechanized unit moving across a river hexside in the Initial or Mechanized Movement Phase always must expend one additional Movement Point in order to cross the hexside, even if that hexside also is crossed by a Rail Line. [6.34] (Clarification) Add to the end of case "detrain and fight." [6.62] (Omission) Repair units (and all other units) on the "wrong" side of a neutralized or cut Rail hex (the side not reconnecting to a Friendly Supply Source - see Case 6.52) may not use Rail Movement; they may move normally along the Rail Line to the cut in order to repair it. [6.64] (Clarification) Repair units moving by Rail Movement or Sea Movement may not repair or convert Rail hexes during that turn. [6.65] (Omission) Repair units may repair or convert Rail hexes occupied by a Partisan unit. [6.69] (Addition) The following table details the number of hexes a Repair unit may repair or convert during the noted Weather Game Turns in the two Weather Areas which affect the Repair units: Weather During the Turn Weather Clear Mud Snow R = Repair Nationality Area R C R C R C C = Convert Axis & Allied Severe 5 1 1 0 1 0 Moderate 5 1 2 0 1 0 Soviet Severe 1 1 1 0 1 1 Moderate 1 1 1 0 1 1 [6.8] (Addition) OFF-MAP RAIL MOVEMENT Case 57.1 applies for the eastern, western, and southern map-edge in WAR IN EUROPA, WAR IN THE EAST, and WAR IN THE WEST. [7.0] (Correction) Delete the reference to Amphibious Assault Range as being unlimited. [7.16] (Clarification) Axis units also may "Round the Horn;" however, they are subject to High Seas Intervention Attrition during all four turns, and Air Sea Interdiction the first turn. [7.18] (Clarification) Cannot use Naval Transport to move a unit to an Amphibious Point being used as a Minor Port (Case 7.35) on the same turn of Amphibious Assault by the Amphibious Point. [7.23] (Correction) Delete the last half of the last sentence beginning with the word "however". The Owning Player does not receive any Replacement Points for using Emergency Transport. [7.331] (Addition) A unit being moved via Amphibious Assault Point may move a maximum of 24 hexes from the port of embarkation to the hex of debarkation over Water hexes. The debarkation hex must be within 12 hexes of a Friendly non-Mountainous hex in Major Supply (see Case 14.6). Gibraltar is an exception to the non-Mountainous hex restriction; all operations that can occur from Major Supply can embark from Gibraltar. [7.332] (Addition) An Amphibious Assault may take place only in a non-Mountainous Beach hex. A Beach hex is defined as a hex that is adjacent either to an all-Sea hex or a "portless" Island hex. A portless Island hex is defined as a hex containing portions of, or all of, an island that has no port. There is no requirement for an Amphibious Assault to trace a path through the all-Sea hex which defines the beach hex. The Amphibious Assault must only be able to trace normal Sea passage to the hex being as saulted. NOTE: Genoa (C2428) cannot be invaded via Amphibious Assault, while the hex south of Bergen (B5518), hex B5519, is invadable either from B5418 or B5419. EDITORS' NOTE: Obviously, some coastlines like Norway will lead to differences of opinion. A list of All-Sea hex clarification is listed elsewhere. When in doubt, consider the terrain; if the hex can be reached only via Amphibious Assault, then it is an Island hex. B5616 and B5617 appear to be Island hexes, but normal land movement rules allow movement into these hexes. Therefore, they are not portless Island hexes. [7.35] (Clarification) An Amphibious Assault point on a Beach hex may not be captured or destroyed. If the Beach hex is recaptured, the Amphibious Assault Point is recycled. [7.35] (Addition) An Amphibious Assault Point being used as a Minor Port may transfer only two units via Sea Movement (example: one unit brought in and one kampfgruppe shipped out). Normal stacking rules apply, and up to four Amphibious Points in addition to the normal units may be in one hex. [7.36] (Omission) Amphibious Assaults are prohibited in the Baltic Sea during Mud and Snow Game Turns. [7.37] (Clarification) Ground Combat units on land may assist (at full strength) an Amphibious Assault, and may take the appropriate losses if called for by the Combat Results Table. [8.12] (Omission) Such units may be returned to the map via Assault (or Air Transport), or as a reinforcement (see Case 8.52). [8.26] (Correction) Airborne units dropped via Air Assault partially do own the hex they are dropped into if the hex is unoccupied by Enemy units. The Paratroop units do block retreats, but do NOT block supply. The dropped units do not have a zone of control into the surrounding six hexes. An airborne unit may not be dropped either into a combat situation or into an unoccupied hex if there is no chance for the unit to be in Supply at the end of the Air Interdiction Phase. [8.29] (Addition) An airborne unit being used in an Air Assault is halved on Attack Strength during the combat phase of the drop. Note that attacks at odds less than 1-2 are prohibited. [8.32] Delete this Case. [8.52] (Clarification) An airborne unit in the Available Airborne Units Box on one Front may transfer to the Available Airborne Units Box on another Front and be ready for Air Assault on the next turn; i.e., the transfer takes one turn. [9.13] (Clarification) Zones of Control of Armored and mechanized units do extend out of Rough/Woods/Swamp hexes into surrounding Clear Terrain. [9.25] (Omission) Until the completion of the first Movement Phase triggering the violation of one country by another, Zones of Control do not extend across border hexsides. NOTE: Zones of Control do extend across border hexsides for those countries which are belligerents at the start of a scenario. [11.16] (Addition) Only units physically deployed on a map section may be involved in combat (Russian units may not fight back onto the eastern map-edge, nor Allied units onto the southern map-edge). [12.1] (Omission) When units of nationalities using different Combat Results Tables combine in an attack, the attack is resolved on the Combat Results Table most favorable to the attacker. [12.2] (Clarification) When a combat result forces a stack of units to retreat, the Player who owns the retreating stack may split up the stack and send the units making it up into different hexes. He must split up the stack if there is no other way to prevent his units from being overstacked at the end of the Combat Phase. [12.63] (Clarification) Only kampfgruppen or battlegroups formed in this manner may be so retreated. [12.7 and Combat Results Table] (Clarification) A DE results causes the unit to form a battlegroup or kampfgruppe if it can, and not removed from play as per the Combat Results Table. [12.7] (Clarification) A kampfgruppe or battle group formed by exercising the Retreat Conversion Option may not be retreated (exception to 12.63). It may advance as per 12.5. [12.7] (Clarification) In a multiple hex battle, different options cannot be applied to the units in different hexes. If the defender or attacker applies the Retreat Conversion Option, then all units of that side involved in that specific combat must do the same. However, the attacker needs to meet the required losses only once - not for each hex. [12.8] (Addition) At any time during the game, any Player may disband any of his units by moving them to a port in Great Britain (if Allied), by moving them to a Training Center (if Soviet), or by moving them to a Wehrkreiss (if Axis). There is no penalty other than the loss of the unit. [13.29] (Addition) In order to have air superiority combat on a Front, opposing Players must have supplied hexes within 12 hexes of each other, with no intervening neutral territory. For example: if Germany invades Yugoslavia prior to Italian entry, the Axis and Allies are more than 12 hexes apart; therefore, no Air War is possible. [13.32] (Clarification) Each Air Point may attack as many units as pass within range with Air Point losses extracted before the next Air-Sea Interdiction die-roll. Both the embarkation and debarkation hexes can be Air-Sea Interdicted. [13.34] (Example) e.g., the Axis Player has seven Air Points assigned to Sea Superiority on the South Front. During Tactical Air Combat Phase he may attempt to suppress Malta with a maximum of five of these Air Points. Additional Port Suppressions may be done with the remaining two. During the Sea Movement Phase of the Allied Player Turn, the Allied Player attempts to move five units by sea within Air Range of a Friendly supplied Axis hex. The Axis Player may attack sequentially each of the Allied units. He may attack the first unit with five Air Points, with any losses applied immediately after the die-roll. Assuming a D result, he may attack the second of the five Allied units with the same five Air Points, etc., until all five Allied units have been attacked. Assuming an A result, the Axis Player may attack the next Allied unit with the four surviving Air Points plus one of the "two" unused Air Points, for a total of five Air Points. He may continue to attack sequentially with as many remaining Air Points as he has (maximum five per attack) until all Allied units have been attacked. No unit may be attacked twice, nor are any attacks mandatory. [13.9] (Addition) AIR ATTRITION [13.91] During the Air Superiority Case of the Tactical Air Combat Phase of each Game Turn, if there is no Air Combat, Air Attrition can occur. Air Combat occurs when two opposing Players fly Air Superiority on the same Front, and neither side has greater than a 6-1 combat superiority (example: 37-6 is greater than a 6-1 superiority). NOTE: The reason for doing this is to prevent a Player from flying just a few Air Points to avoid attrition. There is no Air Combat when either Player has a 6-1 or greater superiority, or only one Player flies Air Superiority; in the former case, Air Points assigned to other missions remain assigned to those missions. Air Attrition always occurs to the Axis and Commonwealth Air Points on the West Front, to the United States and Italian Air Points on the Southern Front separately when each is a belligerent, to the Commonwealth when they are engaged in Ground Combat on the South Front (Ground Combat units in adjacent hexes), and to the Axis and Sov iet Air Points when the Sovi et Player is at Total War on the East Front. [13.92] The Air Points that are lost due to Air Attrition are removed at the beginning of the Strategic Cycle. On each separate Game-Turn, each Player totals the number of Air Points in that Front that either were flying Air-Superiority Missions, or were inactive (i.e., not flying other missions besides Air-Superiority). During the Strategic Cycle, the available Air Points are totaled for the last four turns, and losses are removed by the following table: Total # Friendly Air Points Total # Enemy Air Available for Air Attrition/Cycle Points Lost/Cycle 0-59 0 60-119 1 120-179 2 180-239 3 240-299 4 300-359 5 360-419 6 420-479 7 480-539 8 540-599 9 600-659 10 660-711 11 720+ 12 [13.93] There is a maximum number of Air Points which may be assigned to Air Superiority per Player, per Front. In two- and three-Player games, Soviet and Allied Air Points are counted separately. The maximum for the East Front is 30 Air Points, for the South Front is 60 Air Points, and for the West Front is 120 Air Points. [14.15] (Addition) Naval Supply can be traced for the Axis Player during the Allied/Soviet Combat Phase. [14.4] (Clarification) When tracing Supply paths, the Movement Point Cost does not include Movement Penalty for Air Interdiction or Zones of Control. [14.4] (Clarification) A Supply path is traced from Supplyhead to Supplyhead, with each Supplyhead determining the maximum distance between it and the item being supplied. For example: a unit being supplied from a Mobile Supply unit may trace a maximum of 10 Movement Points from the unit to the Mobile Supply unit; however, if the Mobile Supply unit in turn traces to a Minor Port, the maximum distance between the Mobile Supply unit and the Minor Port is four Movement Points, as determined by the constraint s on the Minor Port. The maximum distance between the original unit and Mobile Supply Unit is still 10 Movement Points. [14.41] (Clarification) Terrain, Weather and Weather Areas are the only factors which are counted when determining the length of a Supply path; Zones of Control, Air Interdiction Markers, etc., are ignored for this purpose (exception: Case 14.52; Ref: Case 14.5, Blocking Supply). [14.41] (Correction) A Supply path traced to an Amphibious Point being used as a Minor port may be a maximum of one hex, not one Movement Point. [14.42] (Clarification) No more than one Mobile Supply unit may be included in a Line of Supply (Ref: Case 14.4) being traced in the Severe Weather Area. No more than one Mobile Supply unit may be part of a Supply path being traced to s Supplyhead in a Severe Weather Area. [14.44] (Clarification) A Naval Transport Point is not required to trace Supply over Water hexes (exception: Case 37.57). [14.6] (Addition) Exception: Air and Amphibious Ranges may be traced from Gibraltar. [15.1] (Clarification) Mobile Supply units in Severe Weather Areas may move only by Rail or due to combat during Snow Game-Turns. [15.1] (Addition) Sweden does not enjoy the Severe Weather Area Combat and Movement benefits that the Finns and Russians do. [15.1] (Clarification) Rail Line repair and conversion are affected by weather. [15.1] Page 16 (Typo Correction) Add "*" to: Snow Game Turn: Movement Allowance is reduced to half value of all mechanized and motorized units (*). [15.1] (Addition) Blocked Lake hexsides are unblocked when frozen. This also applies to 77.2. [15.2] (Omission) INTER-AREA RESTRICTIONS Units moving from one Weather Area to another have their Movement Allowance and Supply Range determined according to the hex in which they begin the Movement Phase. A unit's Supply state and Combat Strength (due to Weather effects) are determined at the moment of combat. A unit attacking across a Weatherline has its Supply state and Attack Strength determined according to the hex which the attacking unit occupies. [17.25] & [7.27] (Clarification) A Player may spend two Replacement Points to rebuild the referenced units even if he has fewer than six total Replacement Points of the appropriate type. [17.3] (Omission) REPLACEMENT POINT INTER-FRONT TRANSFER Replacement Points are transferred from one Front to another Front during the Reinforcement/ Replacement Phase of each Player-Turn. [18.0] (Clarification) GENERAL RULE: The Cycle Date given (1/8/40) applies only to a historical game beginning 3/5/40. In other Scenarios, French units may fortify beginning 10 Game-Turns after an Axis unit has entered any hex of Belgium or France, or has attacked a Belgian or French unit. [18.0] (Correction) Delete reference to Soviet units (see Case 74.57 for Soviet fortifications). [18.0] (Correction) A Fortified unit affects the Defense Strength of a Friendly infantry unit of the same nationality as the Fortified unit. [18.0] (Clarification) An Air-Sea Interdiction attack against French or Belgian units, or land attacks against these units in German territory, will not trigger the ability of the French to fortify. [18.26] (Omission) Infantry units may not fortify in hexes containing non-destroyed printed fortifications.