HOB ERRATA and Q & A
Last Updated: July 15, 2007
This errata supersedes all other previously published errata. Thank you to Andrew Hershey, Peter
Rogneholt, and Derek Spurlock who spent countless hours compiling, reviewing, and
revising the errata. Thanks to all the designers who gave input, as well as scores of others over
the years on the various forums who sent comments.
RECON BY FIRE 1
RbF I-1 Weather the Sturm
HSR 1:Replace “clear” with ‘Moderate’.
HSR 2:Add ‘secretly recorded during setup’ between “Observer” and
“at”.
HSR 5: Change to ‘……..Russian 6-2-8/3-2-8s are…..’
HSR 8: Replace with OtO PT-34s/rules if you own the module.
RbF I-2 Aggravation at Agrigento
Tactical Objective: Delete the last three words.
Italian OB: The Italian ART Guns are "Cannone da 75/27".
RbF I-3 South Park
US OB: The AA Guns should be labeled M51 and treated
as M55. The unlabeled US tank is a M4. The reference to HSR
5 for the ART Guns should be HSR 4. Replace 2-2-6x3 with 2-2-7x3.
HSR 4:The US 155mm ART Guns may not setup Emplaced or possessed. Recovery attempts for
these Guns may not be made until a Known German unit is in LOS to such a Gun counter (treating the
Gun as a Good Order unit for this purpose only).
HSR 5: Add “or if the SW is fired/transferred/dropped.“
RbF I-4 Used and Abused
HSR 2: Delete the full [EXC] and Replace with [EXC: The following roads still exists; 37A5-
37H4-37P5-X5-GG5 and 14I10 -W5-Y10].
HSR 3 Delete 2nd sentence and Replace with ‘Place overlays as
follows; B1 on 14R7, B2 on 14S6-T5, G2 on 14O6-O7, O2 on 37P2-Q2, Wd5 on 14D3-C3.’
HSR 5: Replace with ‘If a Good Order Mobile Japanese AFV is not adjacent to
another such AFV at the start of its MPh but has LOS to a Known enemy unit it may disregard D14.23
for its current MPh.’
RbF I-5 Paper Line
See ATF-1 on our website www.heatofbattlegames.com.
RbF I-6 Desert Fortress
German Set up clarification: Units setting up on half-hexes common to two boards are counted
toward squad equivalent limits on both boards connected by that half hex.
Australian OB: Battlefield Integrity Number is [312].
RbF I-7 Into the Cauldron
HSR 1: Delete 2nd sentence. Replace with ‘All buildings are two-story buildings [EXC: aJ2].’
German OB: Add a 2-2-8 Crew to the initial German OB. German reinforcements enter on the north edge.
RbF I-8 Germeter by Meter
Tactical Objective: Delete the 1st sentence. Replace with ‘The
side with the most VP at game end wins (if tied, for the Americans to win they must have inflicted
more CVP than they suffered).’
Add HSR 5: Off-board hexes of board 39 are in effect for entry.
German OB: Germans receive 12 AP Mine Factors, not 2.
RECON BY FIRE 2
Page 29: 1st column, last paragraph, line 9 change
“<” to ‘<’.
RBF 11 Gut Check
Russian OB: There should be a “?” under the foxhole counter, not
‘2’.
RBF 16 The Bitter End
Russian OB: The second Russian leader should read: 8-1 x 2
RBF 17 Third Hotspot
HSR 1: Add ‘[EXC: Steeple Location]’ after “exists.”
APC Player Aid
See APC Player Aid version 2 (RBF 4).
Deluxe Map Overlay BF2
Hex I1: This is treated as per Q5.5.
Hexside N2/O2: This is treated as per B31.1.
RECON BY FIRE 3
Q & A
Q. Are the T-3 and T-4 the PzIII and PzIV respectively?
A. Yes. The T-3 is Axis Minor Vehicle Note 38, and the T-4 is Axis Minor Vehicle Note 39
– PzIVH(g).
RBF 20 Amateurs at War
Romanian OB: Vz.38(t)A tanks should be LT vz.35(g), i.e. Axis Minor Vehicle Note 34.
Russian OB: The T28s should be the M34 version, Russian Vehicle Note 11.
ADD HSR 3: All T-26s have the optional CMG.
RBF 21 Massif Assault
Romanian OB: Vz.38(t)A tanks should be LT vz.35(g), i.e. Axis Minor Vehicle Note 34.
RBF 22 Breaking the Massif
Romanian OB: The Vz.38(t)A tanks should be LT vz.35(g), i.e. Axis Minor Vehicle Note 34.
RBF 23 Romanian Holiday
Romanian OB: The R1 should have black MP.
Russian OB: The BA-20 should have black MP.
RBF 24 Meeting Again
Romanian OB: Vz.38(t)A tanks should be LT vz.35(g), i.e. Axis Minor Vehicle Note 34.
RBF 26 Flatfooted Cavalry
Tactical Objective: Add as last sentence, “A tie is a Romanian victory.”
Romanian OB: The R1 should have black MP.
ADD HSR 3: All T-26s have the optional CMG.
RBF 27 Romanian Panzers
HSR 2: Add “Russian” between “All” and “infantry”.
HSR 3: Delete this HSR.
Romanian OB: Vz.38(t)A tanks should be LT vz.35(g), i.e. Axis Minor Vehicle Note 34.
RBF 28 Breakthrough!
Romanian OB: Vz.38(t)A tanks should be LT vz.35(g), i.e. Axis Minor Vehicle Note 34.
The T-4 Side/Rear AF is 3.
RBF 29 Blocked Escape
Russian OB: Elements of 511th enter on the west edge on a dr
< the Turn number.
Romanian OB: Vz.38(t)A tanks should be LT vz.35(g), i.e. Axis Minor Vehicle Note 34.The T-4
Side/Rear AF is 3.
RBF 31 German Rescue
Russian OB: The BA-20 should have black MP.
RBF 33 Brought Low in Lojev
Historical Perspective: Replace ‘Yugoslavia’ with ‘Ukraine’.
Partisan OB: Delete the word “Slovak”.
RBF 35 Vakarel
Balance Bulgarians: Add a 3-4-7 and 7-0 SMC.
Balance Germans: Add two 4-3-6s.
RBF 37 The Fangs of Transylvania
HSR 2: Delete “but guns must always be in tow” replace with “and guns must
set up in tow.”
Hungarian Set Up: Change See HSR 2 to HSR 1.
BEYOND THE BEACHHEAD
Q & A
Q. Is hex Q5 on board III a steeple as per B31.2?
A. Yes.
BtB 1 Taking Tailleville
Canadian entry:Replace G1 with GG1.
BtB 2 Merely Hanging On
German OB: The tank destroyer is the GSW39HPak with 75L (German Vehicle Note 103).
BtB 3 Kraut Corner
HSR 3 clarification: A dismantled MMG counts as 2PP here.
BtB 4 Firestorm in St. Manvieu
HSR 5: Add the word ‘hex’ to the end of the last sentence.
BtB 8 Steel Inferno
German OB: Change PzVGx3 to PzVGx2.
BUCKEYES
Buck 1 Welcome to the Jungle
Board Orientation: Disregard the artwork on the boards and use only the board numbers
and North indicator when aligning the boards for play.
US OB: Add a 5-4-6 to the at start forces.
Buck 2 Repple Depples No More
HSR 3: Add No clouds and Full Moon.
Buck 8 Cut, Slash, and Mow Them Down
HSR 2: Add Overcast and Full Moon.
Buck 9 To Take Back A Hill
US OB: “(SR6)” should read ‘(HSR 4)’.
High Ground!
HG 1 Pinched a Tank
Location: Tobruk, Libya.
HSR 2: Delete “while still mobile or with a functioning MA.”
Italian Set Up instructions: Change “or’ to ‘and/or’.
HG 2 The Gifu
HSR 2: Add ‘Pillboxes set up Known [EXC: their contents may still use
HIP].’
HG 3 Bumps Along the Tiddam Road
HSR 2: For purposes of Bog Checks (only), Mud rules are in effect for all hill hexes.
HSR 3: Replace with ‘All Carrier HS are 2-4-8s. All units entering on Turn
1 are treated as Gurkhas.’
HG 4 Cohort and the Phalanx
Tactical Objective: Change to ‘The Italians win at game end if they
have earned ≥ 18 VP. VP = CVP + Good Order Italian units, counted as Exit VP, on the
west side of the river at game end [EXC: Captured units do not count double under any
circumstance].
HSR 2: Change “Shallow” to ‘Fordable (B21.41)’.
HSR 3: No unit from the Bridge Security Detachment may move/advance on Turn 1; and no such
may set-up/enter a bridge Location until a unit from the Retreating Force has crossed to the west
side of the river.
HG 5 Mount Istibei
Scenario Date: April 6th, 1941.
HSR 2: Replace 2nd sentence with 'The Greeks receive one module of 75mm OBA
with Normal Ammo (HE only). Battery Access cannot be attempted until Turn 4.’
HG 6 Corniche Game
HSR 3: Replace with ‘The Bridge/road in 22K2 is NA. Hex 22W8 has a Steeple
Location at level 2. Building 22H4 is a Factory, but is only a level 1 Obstacle. All other
multi-hex buildings are two-story houses.’
HSR 6: Add ‘for both sides.’
Italian Set Up instructions: The Italians move first and set up on any non-hill hex on/east
of hexrow W and/or on/east of the stream hexes as well as on board I hill hexes on/east of hexrow
F. The Italians cannot set up adjacent to a non-HIP French unit.
French OB: Add a Radio to the French OB, see HSR 4.
Italian OB: Add ‘See HSR 4’ below the Radio counter.
HG 7 Skill in Khilki
Tactical Objective: The Germans win if at game end they
have Exited ≥ 30 VP off the west edge. However, CVP inflicted on the Germans (including
doubled CVP for captured units [EXC: Sledges]) is deducted from the exited VP total.
HSR 1: Replace 1st sentence with ‘EC are Snow with Deep Snow (E3.73)
and no Wind at start.’
Add HSR 4: Each exited Sledge is worth 3 VP, but only 1 CVP if destroyed/captured. The
German ART Gun is worth 2 CVP if captured/destroyed, but 0 CVP if destroyed by the German player as
per A9.73.
German OB: The German Wagon should have a MF allowance of 8.
German OB: The German reinforcements enter on hex IIA5.
HG 8 Stampede at Hill 253.5
HSR 1 Clarification: Falling Rubble is NA this HSR.
Russian OB: The Radio counter should have contact values 6/7/8.
SS-I (NO QUARTER NO GLORY) & SS-II (FÜHRER'S FIREMEN)
[SEE REPRINT, Fall 2006]
Errata for Original Versions
SS-III NEITHER FEAR NOR HOPE
Historical SCENARIO RULES: Delete the following: 1.1, 1.2, 2. Add HSR: G1.611 is
in effect for all nationalities as if they were Japanese [EXC: including Lt. Mortars].
NFNH 1 Mlava Stronghold
HSR 3: Replace with 'All Crags represent concrete A-T obstacles and have the following
traits: +1 TEM, +1 Hindrance, is Concealment Terrain, and C5.11 applies to all Ordnance as if
firing from woods. Guns cannot set up emplaced in a concrete AT Obstacle hex. Vehicles
cannot enter such, Infantry/Cavalry enter at 1 MF. The only fortification allowed in the same hex
is Wire.’
Polish OB: The Lt Mtrs. should be the 46mm Granatnik wz.36.
NFNH 2 The Last Fort
HSR 1: add ‘exterior’
between “all” and “exterior”; add ‘The Fort’s base level is at
level 1.’
Polish OB: The Lt Mtrs. should be the 46mm Granatnik wz. 36.
Polish Set Up instructions: Add ‘Polish
Infantry inside the Fort may Rout within the Fort while
ignoring all enemy units outside the Fort and may end the
RtPh adjacent to an enemy unit that is outside the Fort
[EXC: It cannot end in hex 41BB3 if there is unbroken armed
enemy unit in 41BB4]. Polish units outside the Fort
disregard it for purposes of Rout.’
German entry instructions: Change to: Enter Turn 1 on the north/west edge.
German SR: Add ‘Battalion’ between “80+” and “MTR”.
NFNH 3 The Hatert Bridge
HSR 2: Add after “Level”
‘,however, all other terrain features on the hills exist normally.
Dutch SR: Replace “AT” with ‘INF’.
German Disbandment: Add ‘if any part of the Convoy’ between “or” and
“is”.
NFNH 4 Dragoons in Holland
Tactical Objective: Replace “30 VP of friendly units” with ‘> 30
VP of Good Order units’
German reinforcement: The two Rafts should be 1-Squad sized Rafts.
French Set Up instructions: Change “Canal” to ‘River’.
NFNH 5 Foret de Nieppe
Tactical Objective: Add ‘>’ between “amass” and
“60”.
HSR 2: Add ‘along with any removable armament from its parent Carrier.’
after “vehicles”.
HSR 3: Add ‘Bn’ between “76mm+” and “MTR”.
British OBA Note: Change to …’but only one SR/FFE may ever be in play.’
NFNH 6 Yugo City
HSR 3: Change to ‘Each German unit
[EXC: broken or Berserk] is marked with a CX counter until the conclusion of the MPh/APh of the
Player Turn in which it enters a whole hex of board 45, at which time the counter is removed.
Thereafter, CX occurs normally. German units are always Lax.’
NFNH 7 Siberian Woods
Tactical Objective: Add ‘>’ between “control” and “three”. Add:
‘Rubbled buildings are still considered buildings for victory purposes.’
HSR 1 clarification: Add ‘They are considered normal Elevated Roads for
movement purposes.’
HSR 2 clarification: The AFVs maintain/lose HIP as if they were Guns.
Russian OB: Change to ?x6. Change 8-0x2 to 8-0x1.
NFNH 9 Jackboot Woods
HSR 3: Add ‘on the west edge’ between “enter” and “by”.
HSR 5: Replace with ‘All Good
Order Russian Infantry [EXC: Commissars] must HW every Russian MPh, regardless of distance or
LOS [EXC: Meeting the criteria below]. Their HW counter is not removed until they meet
the criteria below. During the German Player Turn, German fire against Russian HW Infantry
qualifies for FFNAM [EXC: units in CC/Melee] and FFMO [EXC: units in CC, Melee and/or in
Concealment terrain]. HW Russian fire in any fire phase is calculated as if it was Advance Fire
[EXC: It is not haved a second time in the Russian AFPh]. Every HW moves simultaneously with every
other HW, keeping track of each HW’s own MF expenditure. After Game Turn 1, adjacent HW must
merge together. This HSR is void to Russian Infantry that either start their MPh on board 17
and have attacked in the just concluded CCPh or start their MPh on board 5 or 10 and are
unable to form or participate in a HW because they fail to meet ASLRB requirements for a
HW.’
HSR 6: Change “Prisoner” to
‘Unarmed’.
German OB: Change Chit 3 to PzIIIH x3.
NFNH 10 Aces High
Tactical Objective: Replace “To
win the Germans must control” with ‘The Germans win immediately by
Controlling…’
Russian Balance: Replace “3-3-8” with
‘3-2-8’.
HSR 2: Add ‘rubble counters’
between “six (6)” and “(Russian”. Change “Location” to
‘hex’.
HSR 5: Replace “full” with ‘Good Order’.
HSR 6: Change to ‘German
Group 1 AFVs suffer fuel shortage per KGP 13 [EXC: NA for VCA change while in Motion].
NFNH 11 Surprise, Surprise!!
Tactical Objective: Add ‘>’ between “gaining” and “80”.
HSR 2/clarification: Add ‘When placed they may roll for HD status with the
-1 during setup modifier. All 4 tanks must all be placed on the map at the same
time.
HSR 3: Replace with ‘Russian 3-2-8 HS are Assault Engineers. The Russian player may secretly
record SMC/SW as being possessed by a unit. SMC are only placed on board once their leadership
benefits are used or the parent unit is required to take a Moral Check. SW are only revealed if
fired, or the owning unit fails a Morale Check. The Russian MMG is considered dm (2 PP) and is
assembled normally (A 9.8).
NFNH 13 Snake Ready to Strike
Tactical Objective: Add ‘>’ between “gaining” and “25”.
HSR 3: Replace the first sentence
with ‘The Breach counters in the German OB are set up on Bocage hexsides. These may set
up using HIP and are treated as Fortifications for Concealment loss purposes.’
German OB: Delete one MMG counter. Replace the Trailbreak counters with Breach counters.
NFNH 14 Bitter End:
Replaced by RBF-16
TROPIC THUNDER
TT 01 Stuart and Wills
HSR 1: Replace [EXC:] with
‘[EXC: Roads and Bridges exist. All buildings exist and are single
story and wooden].’
HSR 2: Add ‘6-4-8/’ after “Australian”.
TT 02 The Airfield
HSR 2/Clarification: Change “SMC” to ‘leader’. Add
‘Contrary to A23.7 this Leader need not be at least two hexes away to detonate the
DC.’ Clarification: The leader detonates as if it had set the DC.
HSR 3: Change “SSR” to ‘HSR’.
HSR 4: Delete the last sentence. Add They are treated as Open Ground for
movement/Concealment.’
TT 03 Curly and the Brigadier
Tactical Objective:Replace with ‘The Australians win immediately if they
Control/destroy all pillboxes and Control ≥ 12 of the 18 level 4 hill hexes on board
39.’
HSR 1: Add ‘and bridges’ between “roads” and “exist”.
HSR 4: Add to 3rd sentence after “phase,” replace with ‘in all
other respects he is considered an Infantry SMC that is immune to HoB but has no other Leadership
capabilities.’ Add to last sentence after “MPh” ‘[EXC: if
Wounded/KIA while dismounted]’.
TT 05 Commandos, not Supermen
Tactical Objective: Add ‘>’ between “gain” and
“7”.
Japanese OB: The HS are 1st Line.
TT 07 Don Company's Canal
Tactical Objective: Replace “27” with ‘> 22’.
HSR 6: Add to 5th sentence after “phase,” replace with ‘in all other
respects he is considered an Infantry SMC that is immune to HoB but has no other Leadership
capabilities.’ Add to last sentence after “MPh” ‘[EXC: if
Wounded/KIA while dismounted]’.
TT 08 In the Heat of the Night
Tactical Objective: Add ‘>’ between “accumulating” and
“20”.
HSR 3/clarification: Add ‘POWs cannot be attacked in any way.’
Clarification: The 2 MF are in addition to MF to enter the hex, and the unit must survive all
attacks unbroken/unpinned.
HSR 5: Japanese have MOL capability for Kindling Attempts (A22.613) vs. Buildings (only) and
may attempt Kindling without a leader or NTC.
Australian OB: Change “SSR” to ‘HSR’.
Japanese OB: The 3-4-7 Squads are 2nd Line.
TT 09 Frogs in the Pocket
Tactical Objective: Add ‘>’ between “gaining” and
“35”.
Japanese OB: The Japanese 3-4-7 Squads are 2nd Line.
TT 10 Day at the River
HSR 1: Add ‘exist and’ between “buildings” and “are”.
TT 11 From Britain to Borneo
HSR 3/clarification: Add after 2nd sentence ‘Each observer’s set up
hex is secretly recorded prior to all other set up.’ Clarification: The
Australian player has automatic Battery Access for the first Prep Fire phase if it is used
to place FFE Smoke.
HSR 4: Add to 3rd sentence after “phase,” replace with ‘in all other
respects he is considered an Infantry SMC that is immune to HoB but has no other Leadership
capabilities.’ Add to last sentence after “MPh” ‘[EXC: if
Wounded/KIA while dismounted]’.
Japanese OB: The Japanese 3-4-7 Squads are 2nd Line.
TT 12 Signal Hill
Tactical Objective: Add ‘>’ between “exited” and
“22”.
HSR 1: Change “light” to ‘Mild’.
HSR 2: Add ‘All buildings are wooden and single story.’
HSR 3: Replace with ‘Prior to setup, each player alternating (Japanese
first) places 8 Shellhole counters. Each player then alternating (Japanese first) selects 4 not
previously moved Shellhole counters and moves them according to a Random Location DR. If a
shellhole ends up in a non-OG hex it is immediately transformed into a Shellhole hex with no other
terrain in the hex [EXC: Buildings are transformed to wooden rubble]. If the Random DR moves the
counter off board it is forfeit.’
HSR 4 clarification: This is in addition to G1.631.
Japanese OB: The 3-4-7 Squads are 2nd Line. Change 2-2-8x3 to 2-2-8x4.
BERLIN: RED VENGEANCE
MAP There is an issue with the North indicator on some of the maps. North should face towards the A1-MM1 edge of the map.
3.0. The reference to rule “RB6” should be “RB16”.
9.21 Change first sentence to, “The only vehicle that may attempt to cross a barricade
hexside is a fully tracked AFV, and does so by expending…”.
12.1 Add to the end of this rule, “...all multi-hex buildings containing a square
Stairwell symbol contain a ground, 1st and 2nd levels (as well as a Cellar/Rooftop locations [EXC:
Roofless Buildings contain no Rooftop]).”
13.2 Hex Q18 is a Runway hex not G18.
15.1 The Russian 76mm OBA should be classed as “Light Artillery,” without the
reference to Footnote M.
CG14: Second sentence should read, “All non-bridge River hexes are always considered
No-Man’s Land (see RePh 8.6051).”
CG 16: Change ‘Inexperienced’ to ‘Conscripted’. Moabit Leaders
have no effect on non-Moabit units; use Partisan counters to represent such leaders.
CG17: Change second sentence ‘German ELR is reduced by one; the ELR for both sides may
never change by more than one level for the placement/removal of Red Banner(s)”.
CG19: Add to this rule the following: “Guns may not be removed from a
Pillbox/fortified location.”
CG21: Clarification: FB RG cannot be retained regardless of whether they entered play or
not. Such units are not considered eliminated for Victory Conditions or for CVP totals unless they
were destroyed during actual play.
CG27: Delete the last sentence.
RePh 8.602: Add the following: “Remove all Low Ammo counters.”
RePh 8.6031: Add the following: “All Broken units are now rallied. Delete ‘(see
8.6057)’.”
RePh 8.6051: All non-bridge River hexes are always considered no-mans land.
RePh 8.6052: Under the notes section, delete the word “/Canal” from the first
sentence. Since the canal is playable terrain it does not section off units into different Set Up
Areas. Additionally, since an S-Bahn bridge existed just north of the Admiral Scheer Bridge
vehicles/Guns are also not sectioned off into different Set Up Areas by the canal.
RePh 8.6112: Change “(see BRV 16.2)” to “(see BRV 16.10)”.
RePh 8.61411: The end of the first sentence should read, “...by making a DR </= 2
with the following DRM.”
RePh 8.6146: Replace with the following, “All non-captured/non-isolated units have
their Depleted/Low Ammo status returned to normal.”
RePh 8.6204: Russian RG listed, as “BRVS Rifle Pltn” or “BRVS SMG
Pltn” should instead read “GDS Rifle Pltn” and “GDS SMG Pltn”
respectively.
RePh 8.621: Anti-Tank Ditch Footnote D is NA.
RePh 8.6233 b): Night Dual Attack CGS both sides are considered the Scenario Attacker.
Russian RG G5: Direct Fire Support II specifics are: SPG 203; Type – ART; M#4; Large Target; Non-Turret Gun; 203 mm; HE only; No IF; & NM."
Russian RG O1: The Group Type for this RG should read, “Light Artillery.”
Russian RG O2: The Group Type for this RG should read, “Battalion Mortar.”
Russian RG M2: The CG Max should be 24.
German RG M2: The CG Max should be 40.
German RG Footnote D: Add “leader” between “Gestapo” and
“comes”.
RG Footnote J: Footnote J is NA for both players.
BRV 1 Tactical Doctrine
Turn Record Track: Reverse the nationality symbols within the track. The Russians still set
up first and the Germans still move first.
BRV 2 Run For Your Lives
German OB: Add Roadblock x1 and Barricade x1.
BRV 7 Grizzly Bear
Playing Area: “All hexes south of the Spree are in play.”
BRV 8 Polish Prize
German Set Up: “Set Up on/south of hexrow D and west of the Canal.”
SSR3: Delete as written and replace with: “No German unit may enter a bridge
location.”
BRV 9 Jail House Rock
SSR4 clarification: The Russian smoke placement occurs only during the first Russian
PFPh.
Q & A
Q. As I understand CG14, any location with a Good Order MMC is a strategic Location?
A. Correct.
Q. Must the Russian Control hex J4 to purchase the I6 Moabit Prisoners RG?
A. The footnote you are referring to (Footnote 16) is referencing the hex that contains the
Station. Just north of the Station is where the Prison actually was. So the answer to this question
here is no.
Q. Can the +1 TEM provided by the “built up” Reichstag be increased to +5 TEM
(total) if a ground level Reichstag location is subsequently fortified as per B23.9?
A. No, +4 is the maximum TEM [EXC: Indirect fire].
Q. Did HOB use the 0 TEM for bridges as per B6.3 or did it use the -1 TEM listed on the
Chapter B Divider?
A. B6.3.
Q. May OBA/Ordnance Smoke be placed on a bridge hex?
A. Yes.
Q. What are the dark hexside depictions along the dark green hexsides near the Spree
River?
A. Cliffs.
Q. Is AA fire allowed from a Roofless Building location?
A. No.
Q. What happens to a Set DC that ends a CGS but has not yet been detonated?
A. If the DC is in a Controlled set up area it is retained by the side that Controls that
set up area. Otherwise, it is treated as non-Set DC and remains in its current location as
any other un-possessed SW in an uncontrolled set up area.
Q. Do Moabit Prisoner leaders use Partisan leader rules?
A. No, they use Partisan leader counters only to differentiate them from regular Russian
leaders.
Q. RePh 8.621: May DC be purchased as “Set” by spending the FPPs to do so?
A. No. A DC must be in a side’s OB in order to be set. The BRV table and its footnotes
are designed to replace the KGP I/II table/footnotes altogether.
Q. RePh 8.6242: If a bridge is partially destroyed can a vehicle which ended the previous
CGS on one side of the bridge set up on the other side using only the partially destroyed bridge as
its crossing point (assuming that the vehicle is setting up in friendly territory)?
A. Yes, but immediately prior to setting up that vehicle the owning player must take a
bridge Collapse DR as per 11.313. (Note: make sure to inform the German player of this attempt so
as to determine the current weight limit of the bridge).
Q. Can dug-in tanks become CE? Can armored cupolas?
A. Yes. No.
Q. The Narrow Road leading out of the Customs Warehouse follows the D10/F10 hexside. Hex D10
is a Roofless Building whose ground level is covered with Debris. Does this Debris negate the
Narrow Road (O.1)? Do units using the Narrow Road have to roll for Bog due to the Debris?
A. Yes. Yes.
Q. Is a Russian AFV under Recall eliminated or retained?
A. Eliminated, unless it is due to MA disablement.
Q. Is it correct that a single Setup Area for Infantry can actually be one or more Setup
Areas for vehicles due to Roadblocks (in fact, possibly Isolated Setup Areas)? If so, what about
the presence of terrain that doesn't “absolutely” block vehicle movement, such as
Barricades?
A. Yes. Roadblocks/Barricades are considered impassable to vehicles unless removed during
the RePh.
Q. What about MA that was disabled neither from a Repair dr of 6 nor by a previous RePh
8.6142 failure (e.g. a circled B10 gun that rolls a 10 while under Low Ammo)?
A. Yes, that would still be a MA breakdown but all Low Ammo counters should be removed
during RePh 8.602.
Q. BRV 9.214 states a vehicle crossing a breached Barricade can be targeted for an
Underbelly Hit. Can the vehicle that ‘creates’ the breached Barricade be so targeted?
If so, what about if the Barricade is eliminated instead of only being breached?
A. No and no. Only when crossing a Breached Barricade is a vehicle subject to
underbelly hit.
Q. RE: The Exit VP the German receive for crossing the river, do the Germans receive Exit VP
immediately or at the end of the scenario?
A. Such VP are awarded only at the end of the game.
BLOOD REEF TARAWA
[See BRT published by MMP]
FORTRESS CASSINO
FC3.0 Craters: The examples of Crater hexes are F21 and G19.
FC 9 Red Rapido
SSR 2 clarification: Add ‘on boards 9 and 43’ between “capability”
and “and”.
SSR 4 clarification: change to “OG1 on 40EE1: and “OG5 on
43O7-8”.
SSR 6: The Armored Cupola's MA is treated as a CMG for range purposes. Treat as ST
(D1.32) for CA change.
FC 10 Operation Dickens
Playing Area: The map orientation is not properly displayed. However, the written
playing area description is correct.
SSR 3: Add “Each OB given fortified building location may be exchanged for a Dug-out,
while each OB given foxhole may be exchanged for a Passage.”
After Action Report Card: Under the “Fortification Report" table, the first line
should be titled "Tunnel Complex/Maze" and not "Cave Complex/Maze...”
Q & A
Q. Are those German 8-3-8s Assault Engineers? How about the British 6-4-8, are they also
Assault Engineers?
A. Generally, 8-3-8s are Assault Engineers, however sometimes not, and on occasion 6-4-8s
are Gurkhas, players must look at the unit designations on the charts and abide by what is
noted there.
Q. Is the crew of a German armored MG cupola worth 2 CVP?
A. Yes.
GOD SAVE THE KING
[See A Bridge to Far published by MMP]
KING OF THE HILL
Page 1: change “28” by 49” to “29 by
49 hexes”
3.21: Last sentence should read “The following Rocket To Hit DRM modify C5.0.
Rockets use Black To Hit numbers.”
6. Abbreviations & Definitions: SLoc should read: “Any hex containing Woods, +2
TEM, Good Order MMC, Ditch, Hill 111 or 112 symbol (i.e. hex).”
8.621: Legibility clarification for FPP Footnotes:
Foxhole: b F
Trench: c d E F
AP Mine: c d E F G I
AT Mine: c d E F G I
Wire: c d E F G I
HIP: a
AFV Revetment: d E F I
ADD: Footnote b: 1/2/3 squad foxhole.
ISR 2: should read “(either RG O7 x1 & RG O8 x1; or RG O8 x2. See RG Chart
footnote G).”
German RG Chart O8: Change CGS Max from 1 to 2.
Typhoon Counters: Each should have an aerial target modifier of 3, just as if it was a
‘44FB.
KH7 Windsor Knot
HSR 3: The British receive Random Air Support
(E7.2) in the form of Typhoons armed with rockets.
Q & A
Q. May a 5/8” Gun setup in an Rv?
A. No.
Q. In the CG if an OBA module uses only its IR capability may it be retained?
A. Yes.
Q. For KH7 ‘Windsor Knot’ do the KH 3.1 DRM apply?
A. Normally yes, but in this scenario no such DRM apply. Note: the CGS +1 DRM only
applies in a CG.
Q. Are Rocket hits against vehicles treated like bomb hits (i.e. Direct Hits or Near
Misses)?
A. No, all hits are treated as Direct Hits.
Q. Do the German at start forces in set up area “B” have to pay the extra CPP
cost to set up on map as per RePh 8.6194?
A. No. Additionally, there is no Depletion DRM for this purchase type as per RePh 8.6201.
ONSLAUGHT TO ORSHA
7.31 Counter Battery Table: Change Final DR “2” to ‘<
2’.
8.2 Definitions and Abbreviations: Entry Area: On the last line of page 6 add
‘the north edge’ between “and” and “on/west”.
8.4 CG HISTORICAL SPECIAL RULES:
CG4 GAME END: Change “turn 6” to ‘turn 5’ on line 3.
Add CG 17 AIRCRAFT: Both sides may Purchase/Retain any number of RGs per the RG Charts.
However, each side may have no more than 2 RGs on the map at one time (i.e., up to a possible 6
total aircraft per side). No additional aircraft may be entered (nor rolled for entry) until all
aircraft of one of the RGs have exited/been destroyed. [EXC: OoB given aircraft do not count
against the 2 RG].
8.611 Purchasing Reinforcement Groups: Change NOTE to: At the completion of the last
RePh, each remaining German CPP counts as a Victory Point earned by the Russians.
RG Charts: Note replacement page for pages 11-12.
G3 change to the 2cm FlaKvierling 38 (German Ordnance Note 27).
G5 change to the 10.5cm leFH 18 (German Ordnance Note 20).
G6 change “sIG” to ‘leIG’.
8.616 Date: Replace all “Date” with ‘Scenario’.
8.622 INFANTRY COMPANY SW: EX. Change < 3 to < 4; change < 2
to < 3.
8.623 HEAVY WEAPONS: Clarification Section and Platoon are used interchangeably.
8.7 LEADER DETERMINATION: Add ‘[EXC: HW Sections]’ between “OoB
given)” and “,” on line 2.
8.71 LEADER TABLE: Change the Russian Table as follows:
DR Leaders
8
9-1, 7-0
9-10
8-0, 7-0
11
7-0, 7-0
12
8-0, 6+1
13+
7-0, 6+1
9.5 RePH Sequence: Add 9.619, 9.620, 9.621.
9.6054 PERIMETER MARKERS: Add ‘along’ between
“marker,” and “a(n)” on line 6.
9.6095 FORTIFICATIONS: Change “8.6093” to ‘9.6093’.
9.6112 MMC BATTLE HARDENING TABLE: Change “3-6” to ‘5-6’.
9.6113 LEADER: Delete “by that side” on line 6.
9.6122 SAN ADJUSTMENT: Change “zero” to ‘< 2’ on line 4.
9.615 FORTIFICATION REMOVAL TABLE: Add: a unit only suffers Casualty
Reduction if attempting removal of a minefield, or of Fortification(s) in a hex that contains a
Minefield.
PT Examples: In Example 1 change all coordinates accordingly: C6 to W43, C7 to W44, C8
to W45, D6 to X43. Change “> 10” to ‘< 10’ in Example 2
line 10.
OB6 Hoffmeister's Charge
HSR 4: Delete “an” replace with ‘one’.
OB7 Where’s the Beef?
Tactical Objective: Add ‘Controlled’ after “building”.
OB 8 Bloody Bobruisk
HSR 4: Add ‘Tunnel Exchange (B 8.6) is NA.’
OB13 The Cat’s Lair
HSR 4: Delete “(EXC: Mines)”.
Russian OB: The truck should be a ZIS-5, i.e. Russian Vehicle Note 47.
OB 14 Berated at Baranovichi
HSR 2: Change to ‘…Rubble or the Factory…’
Counter Sheet:
One of the ‘44C Stormoviks’ star printed in a larger font. The AA Target modifier is
still 2.
M4A2d: The S/R box is shifted slightly to the right.
Q & A
Q. 4.1 What is the CVP value of a cupola?
A. 5.
Q. 6.33 Can a rocket achieve a CH when using the ATT?
A. Yes, per C1.55.
Q. 7. Does a CBM count against the OBA limit (i.e., 4 for the Russians and 3 for the
Germans).
A. No.
Q. 7. Is a CBM retained for the next CG scenario if it was not used (i.e., it made no attack
DR) during the current CG Scenario.
A. Yes.
Q. 7. Is a CBM retained for the next CG scenario if only “no effects” were
achieved during the current CG scenario? What if it rolled a 12 on the first mission?
A. No. No. It made an attack DR and thus is not Retained.
Q. 8.4 Can OBA Modules be Retained and used to exceed that sides daily maximum?
A. They may be Retained to exceed the limit, but the Germans are limited to using 3
and the Russians 4 total OBA Modules per CG Scenario.
Q. 8.51 Do Prisoners/Captured equipment count double for CVP purposes?
A. Yes.
Q. German RG. Is note b missing for I7?
A. No, a crew is inherent to a machinegun cupola.
Q. Do the ‘42 DB and ‘44 FB come with bombs?
A. Yes.
Q. Russian RG. How many Bombardments can be used during a CG Scenario, i.e., can you save
them for future scenarios?
A. They may use only 2 per CG Scenario [EXC: OB given Bombardments] but may save such
that between saving and purchasing actually have more than 2.
Q. Are Barrages available to the Russian player if a pre-registered hex was purchased for
the OBA Module?
A. If otherwise allowed, yes, with a north-south alignment.
Q. Are Creeping Barrages available to the Russian player if a pre-registered hex was
purchased for the OBA Module.
A. No.
Q. 9.6122 Should there be two Sniper counters per side?
A. No.
Q. 9.6132 Can the Russian flamethrower tanks recover from an ‘X’ status of a
flamethrower.
A. No, but they remain in the CG like any other AFV.
Map Sheet
Q. Does a LOS exist from R5 to M3?
A. No, the EmRR blocks LOS.
Q. Can a unit on the EmRR (1/2 level) see through an In-Season Orchard to a unit at ground
level? Can a unit upslope (3/4 level) see through an In-Season Orchard to a unit at ground level?
A. No, No.
FIRE FIGHTS 1
Historical SCENARIO RULES: Delete 1.-1.3 Add HSR: G1.611 is in effect for
all nationalities as if they were Japanese [EXC: including Lt. Mortars].
FF 1 Rabka Mszana Road
Tactical Objective: Change “three” to ‘four’ units exited off the
north edge.
Polish OB: The DR for foxholes is made as each MMC is set up.
Variable German Units:
DR 2-4, the vehicles are German Vehicle Notes 1 and 2.
DR-5-8, the 2x PSW 221 are German Vehicle Note 70.
DR 9-10, the PSW221 is German Vehicle Note 70.
DR 11-12, the PSW221 is German Vehicle Note 70.
FF 2 Defiant Confrontation
Tactical Objective: Change “four” to ‘three’ of the five buildings.
Map: The scenario card should show the FF2 map.
Finnish Set Up: Two units may set up HIP.
Variable Russian Units:
DR 9-10, the OT-133 is Russian Vehicle Note 7.
DR 11-12, the T-26 M33 is Russian Vehicle Note 6.
FF 3 Armor Clash
Variable Russian Units:
DR 2-3, the T-26 M33 is Russian Vehicle Note 6.
DR 8-12, the tank here is the same as for DR 2-3.
Variable German Units:
DR 2-5, the 2x PzKpfw IVE German Vehicle Note 21.
DR 6-8, the 2x PSW 231(6rad) are German Vehicle Note 71.
DR 9-12, the 2x PzIIIG are German Vehicle Note 12.
FF 5 The Sound of Guns
Tactical Objective: To win the Germans must exit ≥ two units off the east edge, one of
which must be a MMC. A vehicle and its crew are considered one unit for VC purposes.
Prisoners do not count toward VC nor do SMC.
Variable US Units:
DR 5, the M4A1 Sherman is US Vehicle Note 9.
DR 11-12, the Jeep is US Vehicle Note 54.
Variable German Units:
DR 2-3, the vehicle is German Vehicle Note 30.
DR 4-6, the vehicle is German Vehicle Note 36.
DR 7-10, the vehicle is a SPW 251/1 German Vehicle Note 63.
DR 11-12, the vehicle is German Vehicle Note 96.
FF 6 Night Ferry
LCA Capture Requirements: Add ‘, Disregarding G12.4)’ between
“movement” and “)”; replace “hex” with ‘Location’.
The New Zealand friendly board edge is the west edge.
Variable New Zealand Units:
DR 4-5, the Bulldozers are Unarmored (G15.11).
FIRE FIGHTS 2
Historical SCENARIO RULES: Delete 1.-1.3 Add HSR: G1.611 is in effect for all
nationalities as if they were Japanese [EXC: including Lt. Mortars].
FF 10 Castle Keep
HSR 2: Russians may use PF as if Germans with a +1 availability drm. Units may fire
PF/PSK without risk of Backblast from the ground level castle locations [i.e. G5, G6, G7 and H7].
HSR 3: Replace the original line 7 with the following: “Using the principles of
Breaching (B23.711), a DC attack can be conducted against the gates themselves. A KIA
eliminates the gates {Note: Any MMC/vehicle in the gate location is still attacked with half FP
when Breaching}. Following a successful Breach, the gate location is then treated as a
Factory access point (B23.742) containing Factory Debris (O5.41-.42).” In addition,
add: “The ground-level locations of the castle can also be entered from rubble hexes I5
and I7 and castle courtyard hexes H5 and H6. Fire from an interior castle location to another
interior castle location receives +3 TEM. Fire crossing a non-rubble exterior hexside
of the castle always receives +4 TEM.”
HSR 4: Add: The Vehicle stacking limit for a revetment is 1 AFV or wreck, if AFV is
destroyed in such a location, it cannot be cleared/pushed out.
German OB: Change PzVGx6 to PzVGx3. The 8-5-8 squad should be an 8-3-8.
Variable German Units:
All groups, the PzVG is German Vehicle Note 27.
Variable Russian Units:
All groups, the IS IIm is Russian Vehicle Note 28.
FF 11 Out of Ethiopia
North Indicator: This should point in the exact opposite direction from that on the scenario
card.
Scenario Variables: The wind is from the northeast.
British OB: Add a 2-2-8 crew.
Italian OB: The Italian trucks are Autocarri L.
Hex Type clarification:
H2=Crags (B19).
O6=Scrub (F2).
M4=Hammada (F3).
N8=Sand (F7).
Variable Italian Units:
DR 2-6, the tank is Italian Vehicle Note 7.
DR 7-8, the AC is Italian Vehicle Note 19.
FF 13 Fire on the Mountain
Hex Type clarification:
K1=Crags (B19).
D1=Scrub (F2).
F1=Hammada (F3).
Variable Italian Units:
DR 2-5, the Gun is Italian Ordnance Note 7.
FF 14 The Hunted
Tactical Objective: The Germans must Control 3 of
the 5 buildings at game end.
Belgian OB: There should only be one MMG, not two.
Variable Belgian Units:
DR 2-6, the tank should be a T15 Belgian Vehicle Note 17.
DR 7-8, the tank is a T-15 Belgian Vehicle Note 17.
Variable German Units:
All Groups: Add an 8-0 and 2x 4-6-8 squads to all German Variable Units.
DR 2-4, the Pz IIA tank is German Vehicle Note 2.
DR 5-8, the PSW 222 is German Vehicle Note 70.
DR 9-12, the PSW 231(6 Rad) is German Vehicle Note 71.
FF 15 Dragoons Returned
Scenario Variables: Hexes I5 and J4 are treated as Vineyard (F13.6). All other Grain
hexes are treated as plowed grain fields, with Mud in effect in these hexes.
Variable German Units:
DR 4-6, the SPW 250/10 is German Vehicle Note 65.
DR 11-12, the Opel Blitz Truck is German Vehicle Note 96.
French Move First
Variable French Units:
DR 2-4, the P17 HT is French Vehicle Note 25.
DR 5-7, the AMC 29 HT is French Vehicle Note 24.
DR 11-12, the Canon de 75 mle is French Ordnance Note 9, Laffley S15T is French Vehicle Note 33.
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