ROMMEL & TUNISIA Consolidated Errata
Includes official Errata as of 21 Mar. '79 and Q&A provided by the designer, J.A. Nelson, to Richard Simon. Information from Q&A is given in italics.

THE LAND GAME 
Reserve Movement
During the Reserve Movement Phase Friendly units may enter Enemy Zones of Control only if Friendly units already occupy the Enemy controlled hex they enter.

Combat, Which Units Attack
Units may attack into terrain to which they are prohibited to move but they may not Advance after Combat into such terrain.

Defensive and Offensive Tactical Advantages, General Rule
Each stack of attacking units is eligible to receive Tactical Advantages. These are added together to determine the overall Combat advantage of the attack or defense. For the defense, tactical advantages may be received for each attacking stack. For example, a defender is being attacked from two different enemy stacks. If the defender is eligible for the Defensive Combined Arms TA with regard to both enemy stacks, the total TA would be 2. 

Defensive and Offensive Tactical Advantages, Combined Arms Tactical Advantages
Note that to gain a Combined Arms Attack Advantage only the unit types of attacking units selected as part of the five stacking points attack force may be included to determine the Combined Arms Advantage. However, in determining a defensive advantage the appropriate unit types need only be present in the hex‑they need not be selected as part of the five‑Stacking Point defending force.

Defensive and Offensive Tactical Advantages, Special Capabilities Tactical Advantage
The two German units with two asterisks are Tiger tank battalions, and while they didn't perform all that well here in Tunisia I thought they deserved a special asterisk for effort. BUT‑they still only get one shift.

Air units marked with an asterisk are eligible for the Special Capabilities Tactical Advantage. 

Combat Resolution, Defending Units Options  
Units not included in the 5 stacking point defensive combat limit cannot be used to take step losses unless no steps may be lost from participating units. 

The defender receiving a step loss has the option of either retreating or losing the step.

When units receive a "d" result they are first disrupted and then retreated. There is no additional effect on retreating an already disrupted unit through an Enemy ZOC. They do not take a step loss.

Combat Resolution, Retreats
Units not included in the 5 stacking point defensive combat limit must retreat if the defender elects to retreat his defending units. 

Special Conditions, Support Units
Attack capable Support units may not add their parenthesized combat strength to the attack unless they are included in the five stacking point limit on combat. 

Support units may add their parenthesized strengths to the defense even if they are not included in the five stacking point limit on combat. 

Breakthrough
Units attacking in the Breakthrough Phase may have Air units committed to the attack if they are available. 

Design Note: Breakthrough Movement is most effective through Highway or Coastal Plain. In other cases, the retreating or pursuing forces involved in the combat may expend more MPs than the units involved in Breakthrough Movement.

Unit Conditions, Out of Communications
A unit found to be able to trace a LOC during the preceding Command phase that starts its friendly movement phase in a hex totally surrounded by enemy units and their ZOCs is not considered Out of Communications. Such a unit may not move from one enemy ZOC to another. 

Unit Conditions, Depletion
Depleted units may never make motorized movement unless thev are able to trace a Line of Communications to, and receive an Operations Point from, an appropriate HQ or Army Source. Thus Depleted Permanently‑Motorized units unable to trace an LOC may not move. Depleted units may make non‑motorized Movement normally.

Unit Conditions, Disruption
Once a unit spends one game-turn in a state of Depletion, if still Out of Communications, the Depletion Marker is removed and a Disruption Marked is placed in its hex.

Disrupted units may never make motorized movement unless they are able to trace a Line of Communications to, and receive an Operations Point from, an appropriate HQ or Army Source. Thus Disrupted Permanently‑Motorized units unable to trace an LOC may not move. Disrupted units may make non‑motorized Movement normally.

Disrupted units that are capable of movement may move into and through Enemy Zones of Control, but only in the direction of a Friendly Operations Source.

All units in a hex marked with disruption are considered disrupted.

AIR GAME
Airfields, Off-Map Airfields
1 OP must be expended to activate Allied units operating off-map

OPs must be expended from the appropriate Army Air Force track for Axis units operating from Sicily.

Air Unit Missions, Ground Support Missions 
Ground units subject to attack solely by Enemy Air units receive all Tactical Advantages to which they are normally entitled, e.g., terrain, troop competence.

Strategic Interdiction, Example of Strategic Interdiction
The Allied total for Strategic Interdiction is based upon the total strength matched by bombardment and non-parenthesized Air-to-Air strengths. Thus if only 10 Bombardment are on the Strategic Interdiction with 20 Air to Air Strength Points (non-parenthesized) the Allied Total is 10. Each point of Allied Total must be made up of both Bombardment and non-parenthesized (Lightning only) Air to Air strengths.

COMMAND GAME
Operations, Kampfgruppe Headquarters 
KG HQs enter the game and function exactly as normal division HQs. They may freely perform HQ functions for all Axis units, including mixed or solely‑Italian forces.

Operations, French Army Subordination  
All French Army units except "L Force" are considered 1st Army units and receive Operations Points from 1st Army sources. Only L Force is an 8th Army unit and receives Operations Points accordingly.

Distributing Points from the Army Operations Track for Air Power
When Allied 8th Army starts to collect Operations Points, the Allied player may assign these points to 8th Army Air Force, even though no 8th Army Air units enter until several Weeks later. 

Lines of Communications 
Lines of Communications are always traced along paths suitable for Wheeled Movement, and may never enter a hex prohibited to Wheeled Movement except for the last hex if the unit or HQ to which the LOC is being traced is in such prohibited terrain. A unit unable to trace a LOC due to such prohibited terrain is Out of Communications.

Command Structure, Leaders 
Leaders are never disrupted.

Command Structure, Leaders, How Leaders Add Their Command Strength  
Leaders never add their Command Strength in defense. 

Command Levels, How Command Levels Modify the Combat Die Roll
Defending units never receive Command benefits. 

SPECIAL RULES
Reinforcements and Replacements, Allied Land Reinforcements
Allied XXX Corps may enter in any hex that can trace an LOC to the appropriate Operations Source. When it does, German units below 2900S are immediately disrupted. 

Reinforcements and Replacements, Axis Land Reinforcements
All Axis Land Reinforcements except those listed as arriving during GameWeeks 11 and 12 arrive at any one of the following three hexes: 0512S, 0815N, 0121N. The units arriving during Game‑Weeks 11 and 12 are Italian 1st Army units and arrive on the map at hex 3101S.

Entrenchments and Emplacements 
Entrenchments and Emplacements may be constructed in an Enemy Zone of Control.

STUDY FOLDER:
The Campaign Game:
Initiative: Axis (not Allied as shown)

The units listed in the lower right hand corner of Page Six are the only units that begin the Campaign game on the map‑they must begin the game in the locations listed. The Allied Player controls the French units. All French units (including detachments) begin the game with their unit counter flipped over ‑ note that in some cases this means the unit is disrupted.

Design Note: No Axis Motorized Replacements reached North Africa during the latter stage of the campaign. In the Stage Three scenario and the last third of the Campaign, the Germans do not receive any Permanently Motorized Replacement Points. Once the German Permanently Motorized units get Disrupted, they remain so for the rest of the game. 

Reinforcement Schedules:
Game‑Week Two
Allied Air Reinforcements, Turn Two (addition)
USAAF 320, 321 Gps.

Game Week Three
Axis, Turn Two
5/Sup should read simply Sup
Allied, Turn Three
13/1a(2‑1) becomes 1/1a(3‑2)

Game Week Eight
Allied, Interphase:
Add XIX, Koeltz

Game‑Week Ten
Axis, Turn Three
Delete Gp Beng

SET‑UP MAPS
All Allied set‑ups read from the west side of the map, and all Axis from the east.

Set up all Land units first, then determine friendly Airfields and deploy Air units.

Last Chance for Glory Set Up:
Allied Units: II Corps, Fredendall, 894, 805‑hex 3241N

Final Collapse Set Up:
Allied Units: II Corps, Patton‑hex 3240N
Axis Ops Tracks: Italian 1st Army Operations‑12 (not 2)

THE COUNTERS:
The French Garde unit should be back‑printed with "0‑1." 

The Italian Parachute unit is a battalion‑sized unit.

The Italian "Centxx" and "Supxx" units lack HQ symbols. 

American "MGen L Trsct" lacks his Command Rating of 2.