Changes and additions for West End Games' Eastern Front Tank Leader, as found in Western Front Tank Leader. (BTW, they did it nicely: they put a bold bar by every rule change or addition from EFTL, so the new things stand out.) Basic Game: ---------- (The major changes in the basic game are 8.53 to 8.55, and 9.21. The rest are largely common sense things that were left out.) 4.3.5: Also remove Fired Markers from the map. 8.53: Units which enter a hex occupied by enemy units must stop and may move no farther. (Exception: 14.2, overruns) 8.54: The order of units in a stack does not affect play. 8.55: All units in a hex that contains friendly or enemy units may be examined freely. 9.16: -1 if spotter is vehicle and target is Infantry. 9.18: placing "fired" markers: if the *only* enemy with LOS to the firing unit is killed, no "fired" marker is placed. 9.21: any unit in a stack may be fired at. 9.23: units on roads in cover get the cover bonus. Advanced Game: ------------- (I've never played the advanced game, so I don't know how significant these changes are. Most are just common sense, again, but the close assault and overrun rules look very different.) 12.21: Forward Observers are not subject to Tactical Doctrine (section 11). FO loss does not affect morale. Units may move through enemy FOs. 13.12: units combining fire must be in same hex or adjacent to a unit it is combining fire with. 13.21: Indirect fire may be used vs. enemy in same hex as firing unit. 13.27: All fire zone markers are removed each morale phase. A hex may contain multiple fire zones. Fire Zone strengths are not additive, but each one attacks each unit entering the hex. 13.28: anti-vehicle strengths are not additive. 13.29: A unit with Strength 0 that is "doubled" fires with strength 1. 13.4: only one entrenchment marker per *non-vehicle* unit in the hex. 14.1.2: Close assault targets can *only* be vehicles. 14.1.3: No close assault is allowed if the enemy vehicle is stacked with infantry. 14.11: FOs and Artillery units cannot conduct close assault attacks. 14.2: Only *non-vehicle or truck* units in a clear terrain or brush hex may be overrun. 14.2.1: infantry with ranged anti-vehicle strength may fire *before* their hex is entered. They may fire again when the overrunning unit leaves the hex *if* they make a morale check. 14.21: Trucks are fired at with non-vehicle strength. Infantry in cover cannot be overrun, even if on a road. Overrun movement cost of 1/2 movement is *instead* of normal hex movement cost, not in addition to it. sos@oz.plymouth.edu (Steffan O'Sullivan)