To whom it may concern: Here is information for a new folder: Title: The Cossacks Are Coming! Series: Death of Empires Company: Bro Games. The Cossacks Are Coming! 2nd Edition (www.BroGames.com). The design is a complete revision of the original “The Cossacks are Coming!” (People’s War Games 1982). The game is a well researched historical model of the Russian invasion of Germany in August and September of 1914. Included are five scenarios, an introductory scenario, the battles of Gumbinnen, Tannenberg, and Masurian Lakes and a campaign scenario. Errata: The Cossacks Are Coming! Official Errata As of August 26, 2004 Standard Rules Errata: (1) Rule 3.33.A Procedure: (Change) The reference in the NOTE should be to 3.33.B, not 3.33.D. Also, add to the end of the second sentence: "then this hex qualifies for the Defender Multiple Facings Exception". (2) Rule 3.44: (Addition): Change the first part of the sentence to read: “The presences of an enemy unit or ZOC does not block…” (3) Rule 3.45.A: (Change) in place of both references to ZOC substitute “adjacent.” (4) Rule 7.23.A, 1st bullet: (Addition) The Main Depot must also have capability 1 to place units in Supply. (5) Rule 7.24.C: (Change): The first sentence of 7.24C should be broken into two parts as found in rule 11.25. Part 1: “Any friendly unit found to be out of command control during the Supply Status Step has its Primary Formation's ML reduced by one for each day of the current impulse.” Part 2: “Any friendly unit found to be out of command control at the instant of combat has its Primary Formation's ML reduced by one.” (6) Rule 7.26: (Addition): There are three types of Replacement Points (REPs): Infantry, Field Artillery and Specialist. Infantry and Field Artillery REPs may only be used to replace infantry and field artillery losses respectively. Specialist REPs are used to replace all loses other than infantry and field artillery. (7) Rule 8.51: (Change) Change the fourth sentence to read: “Units may not Force March to entrain.” (8) Rule 10.1, 4th bullet: (Clarification): The target of a heavy artillery barrage can be two hexes away from the Barraging artillery unit. (9) Rule 11.21: (Addition) A column of text was dropped in production. (Most of the missing information appears on the Morale Check Situations on the pink player aid card.) Add the following after 11.21.A, but before the note following that section: · Constructing Permanent Entrenchments: If a unit is to construct a Permanent Entrenchment, and it meets all the requirements, it must pass a MC in order to do so. Modify the MC die roll by -1 for each previous failed attempt. If a unit fails its MC, there is no penalty besides being unable to construct the entrenchment. NOTE: Units attempt to construct Permanent Entrenchments during the Strategic Phase. (see 5.12) · Rail to Deployed Mode: If a unit changes from Rail Mode to Deployed Mode, then attempts to place a Combat Marker in the same March or Counter-March Segment, the unit must take a MC. If the unit passes the MC it may place a Combat Marker. If a unit fails its MC, there is no penalty besides that the unit has lost the expended MP. · Probe Combat Option: Units that attempt to perform a Probe combat option during a Fire Attack Segment must pass a MC (see 10.32.A) If no unit passes its MC the Probe is unsuccessful, but there is no other penalty. · Stand Fast Combat Option: When a defending unit is assigned to perform the Stand Fast combat option it must first pass a MC. (see 10.33.B) If the unit fails its MC it may not perform the Stand Fast option. NOTE: The MC is modified if the unit occupies an entrenchment. (see the TEC) · Pursuit After Fire Attack: When a Fire Attacking unit attempts to conduct a Pursuit, it must first pass a MC. (see 10.36.C) If the unit fails its MC it may not perform the Pursuit. B. MC with Loss Result Required: There are four situations in which a unit must take a MC where failure leads to a Loss Result (LR). A unit (or its formation) may never take more than four LRs from failing a MC. Morale check LRs greater than 4 are ignored. · Force March: Units may attempt to Force March during the Counter-March segment. (see 9.12) Each Primary Formation represented by the unit(s) that undertakes a Force March must take a MC. For each MP Force Marched by a unit(s) modify the MC die roll by +1. If a unit(s) fails its Force March MC it may only elect to lose SPs or reduce MLs. It may not retreat hexes to satisfy a LR. The owning player determines all LRs that result from the MC. NOTE: If a unit fails a MC as a result of a Force March, and the MO of its Primary Formation is Retire, any SPs lost count as PPs to the opposing player. (see 12.52) · Overrun: A successful Overrun causes the defending formation to take a MC modified by plus one on the die roll. An unsuccessful overrun causes the attacking formation to take a MC modified by plus one on the die roll. The Defender's Loss Results may be taken as retreated hexes, SPs eliminated, or ML reductions. Attacker's Loss Results may only be taken in SPs eliminated or ML reduction. · Withdraw Before Combat Option: A formation defending against a Fire Attack may attempt to Withdraw Before Combat. (see 10.33.A) Each Primary Formation represented by the unit(s) that undertake to Withdraw Before Combat must take a MC. If a formation fails its MC, LRs may be taken as retreated hexes, SPs eliminated, or ML reductions. The owning player may determine the nature of each odd numbered LR. The opposing player determines the nature of the even numbered LRs. (10) Rule 12.32: (Deletion) Remove “Shattered Combat Class units may place Combat Markers.” (11) Rule 13.23.A, 2nd bullet: (Addition) Change the end of the sentence to read: “…is exempt from Barrage and Fire Attack LRs that call for a MC.” (12) Rules 13.31 & 13.32: (Change) Change references to creating detachments during the Supply and Command Segment to during the Mission Order Segment. Exclusive Rules Errata: (1) Rule 6.3: (Addition) Regiment-sized cavalry units may not entrench. (2) Rule 6.32: (Deletion) Delete in its entirety. Designer's Note: This rule was taken from HBtLF. In my opinion its effects are too harsh for the campaign in Prussia. (3) Rule 3.1: (Clarification) Units on an Army Independent Formations track use the appropriate corps range if tracing to a corps train of their army, or the division range of 3 if tracing to a railroad. (4) Rule 3.22: (Change) Change the reference from 66.19 to 66.18. (5) Rule 4.1: (Change) Change the second sentence to read: “The railroad movement rate for all nations is 24 rail hexes per MP. Count each single-track hex as 2 hexes.” (6) Rule 10.1: (Clarification) Assume all German units are under the Flexible MO during their first Counter-March Segment. (7) Rule 11.21.B: (Clarification) This section does not apply until after at least one corps HQ attached to the 2nd Army has entered Prussia. (8) Rule 11.31.B: (Clarification) Units are not forced to move Out of Command or Out of Supply due to this section, though the supply class units and HQs need to move forward, too. (9) Rule 13.52.A: (Clarification) Rephrase this section as: “The area of the map in play is all hex rows east of 79xx that are also east of the Vistula River.” Set-Up Charts: In all cases where an inconsistency exists between counter and set-up chart, the counter is correct. Set-up or Reinforcement hex changes: (1) The setup hex for the Pillau fortress is 66.18. (2) The setup hex for the Kovno NW fortress is 29.15. (3) All Russian reinforcements entering at hex 48.46 enter instead at hex 46.46. Extra Counters: Here is a list of counters included that are not used in Cossacks (they are used when Cossacks is combined with Clash of Eagles): GRAUDENZ command marker, HQ unit, balloon unit and engineer unit gz lw bd command marker Kulm fortress unit (would set-up in hex 82.35) One extra Russian NW Front frontier guard cav rgt unit