Civil War Classics, Volume 1: Errata Yes, there is some; here it is. Official Errata as of October 22, 1991 2.3 The Playing Pieces (add paragraph): Each ground combat unit and Leader unit has a certain number of combat steps as follows: Commanders and Officers, two steps each. One- and two-strength point units, two steps each with no reduced-strength side. Three-, four-, five-, and six-strength point units, 4 steps each. 3.1 (Clarification): Any number of headquarters units may stack in a hex, in addition to any land combat units and markers. 5.4 (Clarification): Artillery bombardment is carried out by totalling the bombardment factors of the attacking artillery units in a stack and finding that total at the top of the corresponding column on the Artillery CRT. 5.7 Fire Combat Procedure (add paragraph): Ground combat units with four combat steps take step-losses as follows: For the first combat step-loss, place one Hit Marker beneath the unit. The unit is unaffected in all ways except for density and that it has taken a step loss. When the second step is lost, remove the Hit Marker and flip the unit over to its reduced-strength side (if this were a unit with one or two strength points, the unit would now be eliminated and removed from play). For the third step-loss, place one Hit Marker beneath the unit. The unit is unaffected in all ways except for density and that it has taken a yet another step loss. For the fourth combat step-loss, the unit is eliminated and removed from play. All required step losses in a stack are resolved by the owner of that stack in any way desired. The losses may be spread amongst different units or concentrated on a single unit, as long as all required step losses are applied to the stack. 5.8 Add "that turn" to the end of case 3. 5.13 Retreat (add paragraph): A leader may voluntarily retreat with any ground combat unit it is stacked with that is forced to retreat in combat. 11.0 Leader Units (add paragraph): Every time a leader is lost, the counter is removed until the start of the owner's next turn, and then placed as desired; the loss of any leader (even if already at reduced strength) is also a step loss, and is recorded as such on the proper ACE or UCE track. 13.0 Independent Units: Independent units may be assigned to divisions and brigades. The maximum number of independent units an officer may control is equal to that officer's Command rating (the center number). 15.2 Pea Ridge Scenario: Union officers do not have to trace command to Curtis. 15.3 Shiloh Scenario: Union officers do not have to trace command to Grant on the first day. On the second day normal command rules apply. Player Aid Cards #1 through #4 (The ACE and UCE Tracks) ACE and UCE is recorded as follows: All ACE and UCE markers are placed on the "Start" positions and are then moved as combat steps are lost. Each step-loss by a combat unit in that "army" (army or corps) is recorded, and a running total is kept of the cumulative step-losses taken and is indicated as "steps remaining." UCE is recorded by simply moving each officer's marker down 1 place every time a step-loss is taken. UCE is resolved by simply rolling less than or equal to the number under the counter, as described on/the chart. ACE is resolved by keeping track of the total step-losses by all subordinate units, and finding the corresponding/number of steps remaining as indicated on the Player Aid Card. For example, McCulloch's division in Pea Ridge has 70 combat steps, including headquarters. The ACE chart shows 71-90 (this is correct, it's a "fudge" factor) steps remaining. You can find the correct row for any ACE resolution by subtracting the total number of step-losses from the highest step total listed in the top row of each "army." For example, if Curtis' units (including independents) have taken 42 total step losses, the correct row would be found with the number (90 minus 42 equals 48); thus the correct row would be 45-49 and the Union player needs to roll 6 or less to pass his ACE check. Player-Aid Card #5 (PA#5) TEMC: Any unit that leaves an enemy ZOC pays an added movement point cost of +1. Clarifications and Typos: p2, section III: Each game turn represents 45 or 60 minutes p3, 3.1 Last sentence: "affect" should be "effect." p4, 5.7: This should read "...with the corresponding..." p5, 10.2: Bottom of page. Something ate the "1" in "losses". Gremlins? p5, 11.0: Last paragraph: Aha! The gremlin got the "d" in "reduced" p6, Glossary: ACE. So much for spell-checkers... PA card 2: Bowen and Poten enter at hex 2019, not 1719. PA card 4: The first ACE marker should read "Johnston." Countersheet #1 Front: Pike's units in Shiloh are printed in red instead of gray (this unit represents Pike's Indians, the color was an attempt at humor on Shrum's part). PA card 5 Melee DRMs: "Average Morale" should be "Morale Difference." Countersheet #2 Back: Both of Carr's 3-6 Inf and both of Ousterhaus' 3-6 Inf should be back-printed as 1-6s. 1 in each Div. isn't. Similar problem w/ second Union 2/T artillery unit for Shiloh, and first 3/T arty, first 4/T arty, and last Hilderbrand inf. Van Dom XX and McCulloch XX UCE should be UCE counters. Brknrdg, Bragg, Polk, and Hardee also use UCE counters (they are pseudo ACEs). NB submitted by John Kula (kula@telus.net) on behalf of the Strategy Gaming Society (http://www.boardgamegeek.com/~sgs), originally collected by Andrew Webber (gbm@wwwebbers.com)