Alan R. Arvold


   The following errata is for the game SS PANZER in Command

Magazine #36. It is in addition to the errata that has been

published in subsequent issues of Command Magazine. While this

errata was sent in to XTR Corperation which publishes Command

Magazine, they have not seen fit to publish it and so this errata

must be considered to be unofficial.



2.2 Third Paragraph, Second Sentance; The word considred should

be considered.


3.3 The Soviet player wins a geographic victory if he controls at

least 7 of the 9 hexes containing the circled Soviet star symbol.


5.0 Fifth Sentance; The word updaed should be updated.


8.2 The only non-motorized units in the game are the nine Russian

Airborne battalions in the 9th Guards Airborne Division.


8.3 The total cost to move from one hex into another is either 1

MP or the moving unit's MCF. If a hex has more than one MCF

producing terrain type within it boundries, the moving unit must

pay an MCF for each of those terrain types in order to enter the

hex. For example a Pz IV crossing a stream hexside to enter a

woods hex would have to pay 2 MCF (or 6 MP) to enter that hex.


8.3 If a unit has insufficient MPs to pay the full cost of

entering a hex, it may not do so if it has already moved one or

more hexes during that Action Phase or is using a Move & Fire

action during that Action Phase. However any unit using a Move

action during an Action Phase may always move one hex even if the

total MCF cost of the hex being entered exceeds the amount of MPs

with which the unit has to pay in order to enter.


8.3 A Soviet unit entering a Trench hex pays 1 MP unless there is

MCF producing terrain in that hex in which case it pays a MCF for

each of those terrain types in the hex. German units must pay a

MCF for the trenchline plus any further MCFs for any other such

terrain in the hex.

Note: Russian Fortified Lines had minefields in them. As the

Russians knew where the lanes through the minefield were it was

easy to pass through them although they would still have to pay

for any other terrain in the hex. Germans must pay a MCF in for

the trenchline because they were taking their time groping their

way through the minefields.


9.4 Although the slope symbols are in one hex, they effect the

hexsides that they touch for both hexes sharing those common


Example: Hex 1913 has slope symbols in it. It shares slope

hexsides with hexes 1813, 1814 and 1914. Thus a unit in any of

those four hexes can trace an LOS through the adjacent slope

hexsides and beyond to the limit of visibilty.

Units in hexes that do not have a slope hexside can not trace an

LOS into hexes beyond the hex containing a slope hexside.

Example: A unit in Hex 1712 can trace an LOS into Hex 1913 but

not beyond it, visibilty permitting.

An LOS can be traced between the firing unit and the target unit

if both are behind adjacent slope hexsides providing that the LOS

does not pass through any intervening slope hexsides.

Example: A unit in Hex 1913 could fire at units in Hexes 1915 and

1816. It could not fire at units in Hex 1716 due to the

intervening slope hexside between Hexes 1715/1816.

Design Note: Slope hexsides show the sharp rises in the lay of

the land versus the gentle rolling terrain that the clear hexes

represent. Hexes actually containing the slope symbols should be

considered to be higher elevation or uphill from the hexes on the

other side of the slope hexside. (Hex 1913 would be uphill from

hexes 1813, 1814, and 1914.)


9.5 If more than one of the conditions apply, use the one that

gives the most dice to be rolled. The effects of these conditions

are not cumulative. (Example: A firing unit under a Kill Zone

marker firing at an enemy unit entering a ZOC would use 4 dice,

not 5.)


9.5 Soviet artillery uses two dice for both bombardment and

support firing.


13.2 The bombardment side is used during the Bombardment Phase

and the support side is used during the Action Phase. Note that

the bombardment side is the barrage side of the artillery units.