From: David Cann Subject: [consim-l] S&T Seven Years War compiled errata I compiled most (but I can't guarantee all) of the errata for S&T 163 Seven Years War. It's spread out over a couple issues, and some of it conflicting but I made the best of it. It's quite a nice game for those of you who haven't played it. I posted some comments on a recent solo game on CSW. SEVEN YEARS WAR (S&T 163) UNOFFICIAL COMPILED ERRATA taken from S&T 165, 167, and 171 MAP: 1. The fortress of Kosel (2335) inside Silesia should be Prussian (Pr) and blue. 2. Maastricht (2802) should be colored green, like all other HRE fortresses. 3. Add a boundary on the map running along the Ems River from hex 3606 to 3505. This represents the boundary of the United Netherlands. The area in and around Emden (3706) is part of Prussia. COUNTERS: 1. Austrian 12th cavalry brigade should have a movement allowance of 16. 2. The Swedish field army stripes "disappeared" in printing. Draw a black line just above the unit ID boxes of all Swedish units except the 4th brigade (4-L-12). 3. French Leader "Lorraine" should read "Richelieu." Austrian leader "Laudon" should read "Loudon." Change the corresponding leader holding boxes as well. ***** REPLACEMENT COUNTERS INCLUDED IN S&T 170 TABLES: BALANCE OF POWER CHART: (on map) (correction and addition) 1. "Conquering a country:" occupy all of a State’s Fortresses per rule 13.1 2. "Liberating a country": (in favor of the friendly side). Occurs when ALL a State’s fortresses are no longer occupied by the enemy side that last conquered the State. Shift the index a number of spaces equal to that states Diplomatic Strength 3. "Conquering a Country" also applies when a side wins a state's allegiance through Diplomatic Conflict (18.3). SIEGE COMBAT SUMMARY (p. 41) (correction) 1. Roll once for every artillery unit beneath a Field Fortification marker, until a Breach (B) result is obtained. See Formal Siege Attack (10.3) for details. TERRAIN CHART 1. Replace the "River" line on the chart with the following: Type: River (9.3) Movement Cost: 1 to enter through a River hexside OT to enter through a non-River hexside +3 to EXIT through a non-River hexside +0 to EXIT with Pioneers (14.1) Combat Shift: 1 Left Notes: [NONE] DIPLOMATIC CONFLICT TABLE: 1. Procedure: **(correction & addition)** (2) Add to or subtract from the differential all the numbers that apply-- +2 Target State is HRE and Coalition is the attacker. **(Maria Theresa was technically the HRE's Empress.)** 2. N: Neutrality **(change)**--If Target State in an alliance, it withdraws and becomes neutral. If Target State is currently neutral, treat as a "T" result. DISCIPLINE TABLE 1. The last die roll modifier should read "+1 (maximum) for one friendly leader (7.1)". SEQUENCE OF PLAY SUMMARY (p.50): Impulse Penalties do NOT apply to the Combat Results Table PERCENTAGE LOSS TABLE: 50% of 7 = 4 40% of 7 = 3 40% of 26 = 10 40% of 32 = 13 40% of 41 = 16 CRT: In the 1/1.5 column of the CRT, a die roll of 6 produces 20-M against the defender, not 10. RULES: 9.3 Delete bullet #3. 9.3 River Transport (bullet #4) **(change)** A force spends different amounts of movement points (MPs), depending on how it enters or exits a River hex. (1) If a force ENTERS a River hex by crossing a River hexside, it always pays 1 MP. (2) If a force ENTERS a River hex by crossing a hexside that does NOT contain a River, pay the movement cost for any other terrain in the hex (clear, rough, etc.). (3) If a force EXITS a River hex by crossing a hexside that does NOT contain a River, pay THREE EXTRA MPs in addition to the normal cost of entering the next hex. ***EXCEPTION:*** If the force currently contains any Pioneers (14.1), ignore the +3 MP penalty. 10.3 Formal Siege Attack: Artillery that is used to roll on the Formal Siege Table may also be used in any attack that occurs as a result of a "Breach" (B) result. 10.3 Garrisons in Combat (correction) (3) A Garrison can take losses in combat only when there are no other combat units currently in its hex. 11.3 (bullet 2) Each friendly leader present can affect the Discipline Check die rolls of a number of units equal to his Tactical Value. Each unit helped by a leader adds a maximum of ONE (+1) to its die roll, regardless of how many leaders are in its hex. 14.1 River Movement **(change)** A force containing one or more Pioneer units does not pay the +3MP penalty to exit a River hex through a non-River hexside (9.3). 15.2 Winter Recruiting (bullet #2) **(change)** Multiply each State's Recruiting Value (printed beneath its name on the Alliance Display) by the number of Fortresses currently controlled by the State. Controlled fortresses include: (1) All fortresses with the State's color and code currently controlled by the side performing recruitment; AND (2) Any fortresses containing units belonging to the State. If more than one State has units in a fortress, the owning side must decide which State will use the fortress for recruitment during the Recruiting Segment. **Recruitment mainly involved the impressment of lower quality civilians, the purchase of higher quality mercenaries, and the construction of artillery. The first was easy, the second more difficult, and the third was very costly.** 15.4 Reinforcements (change) (2) Eliminated Field Army units cannot return to play until the Winter recruiting phase of the year following their elimination. Be sure to keep them separate from other units in the Recruiting pool. Example: A Field Army unit eliminated in the Spring of 1758 could not return to play until Winter 1759. 16.1 Diplomatic Victory occurs if the Balance of Power Index marker is located in a space containing the number 4 or higher. If the number is preceded by a negative sign (e,g, -4), the Prussian-Allied side wins the Diplomatic Victory. If the number has no negative sign, the Coalition side wins the Diplomatic Victory. 16.8 Advanced Game Recruitment (addition) Eliminated Field Army units cannot be recruited by leaders. 18.3 (1st bullet)(correction) First the Prussian-Allied side performs a "diplomatic action", followed by the Coalition side. 19.2 Reciving Supply (addition) - In a Winter turn, a unit is only in supply if it occupies a hex containing a Fortress or Supply Train. The Supply Train must be expended to provide supply for all the units in its hex. In any other situation, the unit is unsupplied and must consult the Logistics Table. 20.1 Light Troops (bullet #3) **(new)** ***Retreat Before Combat***--A force containing only Good Order Light Troops (plus any leaders) may retreat before any combat in which the force is involved, except Formal Siege. The entire force retreat one hex before the combat is resolved. All units are automatically Demoralized at the end of the retreat. Any or all enemy units involved in the combat may advance after combat into the vacated hex. Retreat before Combat does not count as a victory/defeat for purposes of the Balance of Power. Scenarios 1. Poland: Deploy only one unit per hex in all cases. 2. In "Frederick Marches!" Saxony sets up only the "L" class cavalry; there are no "V" class Saxon cavalry units in the game at all.