Errata and Clarifications

The following are all of the known corrections and clarifications for all Critical Hit releases to date (February 12, 2001). If you have a question or spot a significant typo, please let us know.

Combat!

Campaign Games

Scenario Paks

Critical Hit Scenarios

Historical Releases

Moments in History Newsletter (contain errata)


Campaign Games

All known errata and Q&A for all Platoon Leader CGs is found below. Also listed for each is the suggested Redeployment Option for use with the latest version of Platoon Leader. Platoon Leader 1.0 CGs are out of print but plans are in hand to bring them back as PL 2.5 versions, including historical maps for some.

 Armored Stand

 Lost Sentinels

 Sunrise Bridge

 D. Tractor Works

 Grain Elevator

 Night Drop!

 Those Ragged Bloody Heroes

 Ruweisat Ridge

 Pointe du Hoc

Scotland the Brave I & II

Stonne

 Arnhem: Third Bridge

Carnage at Cassino

PL 1.0 CGs

Uncommon Valor

Hell's Bridgehead
 

Hell's Bridgehead

Map Correction
1.
The arrows in the northwest corner of the map that designate where the Russians may enter for each CG are reversed - for CG1 is between hex A1 and LL0. For CG2 it is between A8 and K1. The CG Rules are correct.
2. All brush hexes between A26 and D26 (seven hexes total) should be treated as marsh hexes.
3. Optional: Place Overlay X7, treated as wooden, in hex JJ9. Place a Rubble Counter in this hex for CG II. This is the "Kursk Blues Cafe", infamous in playtesting.
4. Historical note: The village name of Krasny Oktabyr printed in hex M26 is actually Kliuchi. The village of Krasny Oktabyr is partially represented by the cluster of buildings south of the Psel River.

Uncommon Valor

CG1 Flesh Against Concrete
1. The Intensity Level for the USMC should be Medium, not Low.
2. USMC RG O1 (80+ Bn. Mtr. OBA) may only fire HE and WP
3. USMC RG V1 may NOT roll for optional FT armament as per Ch. H
4. The USMC should add RG O7 150+ OBA (HE+S) to their RG Chart
CP cost: 5
FF Max: 1
CG Max: 3
no additional notes
(This RG represents the VAC Corp Arty)

Scenarios
UV1 Move Out!

1. US 80+ OBA can only fire HE+WP

UV2 Agony, Ateball and Angel
1. US 80+ OBA can only fire HE+WP

UV3 Devil's Den
1. Only hexrows N-V and numbered 7-15 (inclusive) are in play

UV8 Close Quarter Carnage
1. Add this Special Rule:
Place overlays as follows:
H6 on 27L6 L7
H2 on 26 M5 M6
W2 on 27 K3 J3
W1 on 26 F6 F5

Carnage at Cassino

Firefight cards:

  • CAC6 - Into the Valley of Death: Major Duh on some cards! Add to the Turn 2 Polish group: Elements of the 4th Polish Armored Regt.: 1 x Sherman IIA(a), 3 x Sherman V(a) (thus giving the Poles 8 Shermans total). You can download a new scenario card in PDF format.

Arnhem: Third Bridge

Firefight and CG cards:

  • TB3 MAP LAYOUT should read "TB - only hexrows on/east of U are in play"
  • TB2 Radio is for tuning into the BBC - it has no use in the firefight!
  • Change the German Unit A listing on the CG OB card to read "8-0 x 4" and the German Unit B listing to read (2<, 6+).

Campaign Game:
Delete the "Go to.." line before 4.6. Change the first sentence in 4.6 to read "The following SR apply to all firefights on/after 18 AM..."

Q: The 1st CG Firefight (CGFF) is a Night action. Is the British Majority Squad Type (MST) Stealthy because of TB2? What is the MST of the Germans?
A: Yes - the British are Stealthy. The German MST is Normal throughout, except for SMC and units that 'descend' to conscript... (as usual).

Q: In the 2nd CGFF, the Grabner counter FSR rules do not specify that Unit C - KG Grabner is to be used for setup. FSR 4.551 specifies the Entry turn but not where the KG is to enter.
A: ATB 4.55 second sentence should read "The Grabner force (Unit C) sets up and is used according to FSRs 2 and 3...".

Q: How do the German ELRs work?
A: The basic rule is Special Rule TB3: the 658 and 548 units are SS and get Elite ammo status and the higher ELR, usually 4 or 5. Everyone else (usually 447's) gets the lower ELR - usually 3.

Counters:
The sixth row of British units (historical leaders mostly) has some mismatches on the backs of the counters:
Using a black pen, neatly make the '9' on the back of 8-1 Lt. Barnett into an 8 (almost invisible with this typeface). Also, change the 'E' on the backs of the 4 x 6-5-8 SS engineer counters to '5'. Gently peel the paper backs (the broken side) of 8-1 Maj. Wallis (Frost's 2ic) and 9-1 Cpt. Briggs and swap them. Reattach them with a light smear of white glue. Do the same for the radio and MTR in this row.

Map:
Q: Is the E11 marketplace treated as a paved road or a boulevard?
A: Since it is not declared Boulevard it is Paved Road.

Q: Is hex R16 a building hex?
A - No. The center dot is not in the building so treat it as Open Ground.

Q: Using the Narrow Street example, if a HIP AT Gun in G6 (CA at F4) wants to wait until the vehicle has spent >3 MP in LOS before it starts shooting, where will the vehicle be and what facing will it have on the 4th MP in LOS? On MP 5?
A - Vehicle expenditures in the example: 0MP - C6; 1MP - D6; 2 - Turn left; >3 - E6; 4 - F5 (now in Gun LOS); 5 - Turn left (2MP in LOS); 6 - Turn left (3); 7 - Turn right (4); 8 - F4 (5); 9 - G4 (Out of LOS). The vehicle must merely use a legal VCA (one that corresponds as closely as possible with the road) to move into each hex, hence the VCA changes (turns).

Scotland the Brave II

Map:

  • The overlays on the StBII map need a 105% enlargement to fit the StBI map.
  • Hex I31 should be open ground; the building should be in hex I32.
  • Fontenay le Pesnel was misspelled.
  • For anyone who has difficulty seeing the wall hexsides, these exist between:
    F21 - G21 to G22 - G23 (5 hexsides)
    F32 - G32 to G30 - G31 (5 hexsides)
    J32 - K32 to I34 - I35 (7 hexsides)
  • For those who have difficulty seeing the crest line between I1 - J1 and U14 - U15, simply run a black ball-point pen along this line (as many players have already done with the KGP maps).

Rules:

  • British CG3 Card: last line should end: Mk VI, not Mk V.
  • Booklet page 5 CG3, Initial British OB, last line should read: Plus 30 CP (not 25, the CP Allocation Table below is correct).

Pointe du Hoc
USE REDEPLOYMENT OPTION A

Firefights:
- PdH #3 Nowhere to Run, Nowhere to Hide the US set up should read, "...set up <= 10 hexes from hex KK13 [EXC: OO13, GG5 and HH4]" to add GG5 and HH4 to the hexes the US cannot set up in. Board Layout should read (Only hexrows N-RR are in play).

- PdH #2 Road Warriors - Objectives should read "paved road (S6 - O21)" not "paved road (T6-Q21)".

- PdH #5 Rangers Relief - Reference to P28 in Ranger entry area and Objectives should be N28. The reference to "within ten hexes of OO13" is clarified as meaning EE12 and thus the Objectives should be interpreted as N28-Ee12.

Rules:
BAR Gunner: Only a Good Order, un-wounded BAR Gunner may Recombine into a squad. A BAR Gunner may not Recombine in any other combination other than 2 x 3-4-7 + 1 x BAR Gunner = 7-6-7 Ranger Squad.
1- Para 2.3 line 1 "H15" should be "HH15".
2- Para 2.5 line 3 "(EX: Hex CC17..." should read "(EX: Hex GG17...".
3- Para 2.51 line 5 "GG18" should be "GG17" and "arrow" there are no arrows.
4- Para 2.51 line 6 "GG17" should be "GG18"

Stonne 1940
USE REDEPLOYMENT OPTION A

Cool mini-map for Stonne

Errata:
· CG SSR 43 should read 15 AMb instead of 15AMa.
· Each RG SW is received on a dr <=4 (if depleted, dr <=3)
· IFSR should state that the LV lasts five turns. CGSR 34 is correct.
· CG Note l should read 'AFV only' instead of 'Fully Tracked AFV only'.
· Note L on the RG chart should read: (i.e., a depleted German RG I1...).

French CG Card:
· The French CP for FP is M2: 1 CP - 2 max/FF - 2 max/CG
· Contrary to standard PL rules, French mines cost 8FP/AP Factor and 20FP/AT Factor.

Campaign Game Q&A and Clarifications:

Initial Firefight
Q: Do the Initial Firefight CP suffer from the reduction DR?
A: Yes.
Q: How does the Initial Firefight attacker get decided?
A: There is no ATTACKER/DEFENDER in the INITIAL Firefight since (as stated in CGSR 41) VCs are not based on the Dual Attack or Side Assault terms but on the Initial Firefight Objectives found on the CG Card.
Q: Is the French AMR ZT3 in the Initial Firefight OB part of the triangle parent unit (and thus withdrawn at the end of 15 PMb)?
A: Yes.
Q: Does IFSR #3 indicate that these French receive free HIP?
A: Yes.

Setup/Entry
Q&A: The initial OB granted by the scenario is restricted to areas A, B, C, and/or the road running from D0 to P7. Although additionally purchased RGs may utilize area D for a price, any RG listed in the initial OB as well as any RG purchased with the 34 CPs is restricted to the same Entry Areas A, B, C or road D0-P7 for the Initial FF.
Q: My MLR is all along the plateau hill line with a portion of the plateau around C9. For deployment in the next fire fight can I put vehicles in this area of plateau even though they have no legal route there [woods, mined sunken road and entry D]?
A: Set up is in ACCESSIBLE locations - the locations are not accessible to vehicles since the path of hexes leading to the Friendly Entry Areas is through terrain impassable to vehicles (Woods-CG SR).

Purchases
Q: According to the CG card, the Germans are limited to 4 attack options; French 3. The purchase of an attack chit is not listed on the RG card. Is the attack option simply selected?
A: Yes.
Q: Is the Tank Type dr per unit or per Pltn (Platoon)?
A: Per Pltn (with CGSR 30.1 on countermix limitation).
Q: Are the Germans allowed to buy FPP?
A: The Germans may not purchase fortifications.
Q: Are French leaders received at 1:4 squads or 1:3 ?
A: 1:3.
Q: I9 (Assault Eng. Coy) and I10 (Arm Aslt. Eng. Coy); are they really 338's?
A: Yes. (The tactical structure of the engineer unit in the 1940 Panzer Division crammed them into the relatively small SPW 251 along with their engineer stuff. This lead to a very small (5-6 men) squad that can only be represented by a HS in Platoon Leader terms.)
Q: Is the table in CG SSR 44 used for officer replacement? With a its a good chance that the French get 8 officer upgrades in the RePh!
A: Yes. True!
Q: Do the French F1 Reinforcement Group (Fighter-Bombers) enter per the E7.2rules?
A: Yes.
Q: Do the CG 43 French AFV Restrictions limit the total B1-Bis's to 21 for all 5 dates combined or per firefight?
A: Per firefight.
Q: The French Engineer section gets no SW?? Why are there separate Lt IG sections for the Germans - one with a Kfz and one with Opel Blitz's?
A: The units are all depicted with their actual strengths and armament. The French sappers in question were not at all like Assault Engineers. There is a significant difference between the Kfz1 and Opel in game terms. 
Q: Why do the French FCM 36 get Armor Leader DR's even though they are inexperienced?
A: In this case, the crews were quite inexperienced but the platoon leaders of these units were well-trained and knowledgeable.
Q: Are there Leader/Historical/OBA Modifiers?
A: No.

Map
Q: K7 is different level on play aid from map. What level are the woods in C6, M7, E4, E5, F4, and E5?
A: The crest line is too close to the hex center - the hex IS level 6.
Here is a listing of the Levels along the Bois-De-La-Grande-Cote:
Level 6: A4-B4-C5-D5-E5-F5-G6-H6-I7-J6-K7-L7-M8-N8-O9-P8
Level 5: A3-B3-C4-D4-E5-F5-G5-H5-I6-J6-K7-L6-M7-N7-O8.
Level 4: A2-B2-C3-D3-E4-F4-G5-H4-I5-J5-K6-L6-M7-O7...
We urge players to take a sharp black pencil and to draw the Crest lines along these hexes. You'll see that there are a few double-crests.
For better viewing of the above, print the free Stonne Player's Map

Other
Q: When both sides have to remove units in about the 3rd firefight do we use side records to indicate how to deal with vehicles?
A: Yes.

Ruweisat Ridge
USE REDEPLOYMENT OPTION A

Map: 0621 is at Level 0, Hex 0620 is at Level 1, with two level 1 hills @ 1224-1225-1324-1325 and around 0222; Level 1 (most of map); Level 2 (first hill level); Level 3 (Pt. 63).

Counters: The counter card is meant mostly to provide captured vehicles in the correct (capturer's) color. They can be replaced with any wreck when knocked out, as RG purchases are limited by the CG Card, not the counter mix.

Firefights:
-
Alamein #1 Rommel is at the Gates. Per FSR2, small target-sized Guns may be moved between any trench hexes the Allies set up on Pt.63.
- Alamein #5 Rommels Sunset The entry requirements for the NZ reinforcement on Turn 3 should read "4408 or 4417".

FSR And CG:
-
FSR #1 examples: Deir: 4017; Sand: 1902; Note FSR #1 EXC to F7.31 Bog Checks by vehicles (Sand Dunes: 2802/2803); Brush: 0504, Hammada: 0710.
- FSR #7 should read: [EXC: 4410-4413 are NA].
- Note that FSR #15 only applies if the SMC is granted HIP by FSR or CG Purchase.
- Table A9 - Delete the word 'Truck'.
- British O1 and O2 should be listed as "76mm MTR OBA" and "88mm OBA."
- Table A5 should read "Make 4 dr's per Truck platoon purchased."

Q: Do all hexes use Chapter F costs?
A: Yes.

Q: British groups A9 and A10 say 3 x dr on table A7 and 5 x dr on table A8 respectively however those tables are a single dr.
A: Use the tables as written - one dr each for A7 and A8.

Q: For the RR CG - "CG8. All vehicles are recalled at the end of each firefight with three exceptions."
(EXC are one ht/carrier platoon, one AFV platoon & 1 portee). Our question is - Are the exception vehicles automatically retained and allowed to re-enter the next CGS? Or are they subject to the PL 3.461 dr as recalled vehicles?

A: If they survive the firefight, the designated exception vehicles are retained without a dr, although you'll note that the side that loses the firefight does not retain the designated AFV. Immobile vehicles are retained and then subject to destruction/repair per the PL rules. Ignore PL 3.461 for the purposes of retaining vehicles.

Those Ragged Bloody Heroes
USE REDEPLOYMENT OPTION A

(note the use of the "*" symbol denotes the gray bullet in the left-most column of the TRBH CGSR):

1. CGSR1 Hex M9 is an example of Marsh
2. CGSR14 Delete the "*·", this SR is in effect for all TRBH scenarios and CG.
3. CGSR19 Add the "·*", this SR is only in effect for the TRBH CG.
4. CGSR23 Add the "·*", this SR is only in effect for the TRBH CG.
5. Japanese CG Card; Footnote w. Replace "Rifle Platoons (I2)" with "Rifle Platoons (I2 & I3) and the Construction Platoons (I4)".
6. Australian CG Card; Footnote w. Delete "1xHMG,". In the example replace five dr with four dr.
7. Gona#3 Cold Comfort; Playable area should read "(only hexes numbered >=7 west of hexrow S are playable.)"
8. Gona#4 Early Surprise; Replace Japanese Handicap with " Replace the Japanese MMG with a HMG."

Q. Half way through a great Campaign game of 'Those Ragged -'get your machetes out'- Bloody Heroes'. Absolutely brilliant- I'm the japs facing a real aussie [hi Roo]. The tension is electric when the aussies come across a cleared area and don't know if there is a PB on the other side or not!
A. couple of points need clarifying;

Q. DD4 is correctly printed as (interior) Dense Jungle. Treat CC6 and DD5 as Light Jungle as printed (for readability all the jungle centre dots on the map are valid as printed).
A. Note the last part of FSR28, each Pillbox can have both the adjacent hexes in its CA as free Cleared Fire Zones, if they are Kunai or Light Jungle. A Pillbox adjacent to DD3 and with it in its CA, would have the CFZ advantage over units IN the Stream and at Crest level. CFZs _could_ exist in DD3 or EE3 or FF), being hexes containing Light Jungle (and a Stream) .

Q. Can the Japanese win a sudden death victory in the first fire fight just by kia'ing 4 CVP of aussies and losing just 2 of their own? Open to debate. Worth sorting out as you might invest a lot of time preparing to find the campaign is over after an hour or so! Compare the VC in the CG rules to PL rule 2.22 before deciding.
A. The sudden-death victory applies if the Japanese have a 2:1 CVP/TVP score advantage after any Firefight, _but_ the EXC: clause at the end requires that they 'earn' a minimum of 15 CVP/TVP in that Firefight. The 9 TVP with which the Japanese start the CG* are not 'earned' during the first Firefight, they already possess them, so they must look elsewhere (like the Entry Points) or score some cheap kills. * As per CG card and FSR29, 5 TVP for the Mission and 2 each for the Gona Creek and Small Creek crossings.

Q. Can food and ammo purchased for an idle fire fight be carried over, like forces to the next fire fight?
A. Note there are separate answers for Food and Ammo:

FOOD: The Food purchase for an Idle Firefight spares the Japanese from doubling of the Sickness/Starvation losses in the subsequent RePh, so it is used and does not carry over.
AMMO: The Ammo purchase for an Idle Firefight has not been expended so can be
carried over to the next Firefight.

Designer comments on Errata.
As regrettable as errata are, and please accept our apologies for these minor errors, they are in the main the footprints of development. The Australian companies original had the option of a HMG, which was subsequently deleted. The Japanese Platoons had the LMG added.

We again apologize for the need to issue errata for the product, but hope the early arrival of this errata will not mar your enjoyment of "Those Ragged Bloody Heroes". Thank You for buying our baby...I mean, this game,

Mark McGilchrist, Designer

Dzerhezinsky Tractor Works Errata:
USE REDEPLOYMENT OPTION B

Q. Can the Russian just enter onto shoreline hex, as if they have boat capability?
A. No.

Q. If they are allowed to move onto shoreline, how many movement points do they have left when do move onto shoreline hex. Perhaps only the edge edge hexes that are not shoreline are available for off board entry.
A. See above. No boats.

Q. As regards 3.11-.12 Leader determination. "For a company or larger unit the CG card will instruct you to make additional leader DR" While the German l notes points this out, the Russian l note does not. It is true Russian companies (I1, I2) get only one leader this way? I understand a 7-0 is supplied as a SW.
A. No. The additional leader is supplied in this case in lieu of the extra DR. The 7-0 is supplied as an "addl. SMC". Note z reads "...the following SW/addl. SMC" and continues, "Guards Rifle Coy - 1 x HMG; 1 x MMG; 2 x LMG; 1 x ATR; 1 x Lt Mtr.; 1 x 7-0. Thus, the note provides a second SMC, the 7-0 to I1. A second leader is then obtained as per 3.12. The Guards SMG Coy, I2, receives one leader as per 3.12. The Storm Pltn also receives one leader as per 3.12, and note I4 also receives a -1 DRM to their roll.

Q. CGII I2 states that purchase restrictions may be ignored for the initial scenario. But what exactly gets ignored? Does this mean the purchased units are available immediately? Or that more sections may be purchased, even in excess of the Scenario and CG maximum, but only if purchased for the initial
scenario?
A. It's a comparison with CG-TW1, CG SCENARIO RULE I2 (in CG-TW1) to I2 (in CG-TW2), i.e., the German may purchase the previously restricted M2, G1-3 not allowed by I2 in CG I. Our attempt to clarify has apparently confused but that's all it means.

Q. For the Russians in CG II, set up is an area defined on one side along hex row G. The German setup area is "south" of the Russians although the German FBE is West. I am trying to confirm that you actually mean no Germans may setup west of row G but reinforcements may still enter along there?
A. The Russian set up is delineated as G1-G27-R32-KK23. Replace "south" with "southwest" or "outside of" to avoid confusion.

Q. My understanding of the historical situation is that the Russians were surrounded on three sides, only the river provided a link. So it makes no sense the Germans would not be able to set up although ironically the west is the FBE.
A. Russian armored and infantry reinforcements need to enter along a non-water hex in game terms (and an FBE in PL terms) and this is the south edge FBE provided. Historical data also backs up this choice and your supposition would seem to indicate the Germans held all of Stalingrad south of the Tractor Works. Remember also where the Germans headed off to after their victory at the Tractor Works. Even if you own no books on the subject, read the first line in the historical introduction to RB CG I: INTO THE FACTORY, "Following the fall of the Dzerhezinsky Tractor Works (author's italics), the Germans turned southwards against the Red Barricades Ordnance Factory."

Q. German RG note A is interesting. It states units as "available for on-map set up on CG day of purchase [EXC: German Initial scenario]." Additionally CGI2 for both CGs states neither side has purchase restrictions for the initial scenario. Do these two rules not contradict each other?
A. No. See above and below as regards your I2 question and OBA. Your question missed the point that this reference simply negated CG SCENARIO RULE I2 from CG-TW1.

Q. Strictly interpreted, the German may not purchase OBA since note a applies to several groups including the 'O' type. If CGI2 is used, then the EXC clause is completely unneeded since both CG use the I2 rule. What is correct?
A. The Germans may purchase OBA. Bring a radio in from off-board, do not add a phone for the Initial Scenario (i.e., on board as Germans enter from off board). No restriction on purchasing an Offboard Observer (O4) for Initial Scenario. Note a reads, "Available for on-map setup on CG day of purchase (EXC: German Intial Scenario)." The EXC simply reminds you this note does not apply for the listed RGs for the Initial Scenario.

Q. As far as setting up Set DC, the PL rules state they may begin HIP. Without additional notation, this implies it is discovered by the first enemy unit in that location. However, the Red Barricades rule does make this explicit inclusion.
A. Noted. Use O11.6073.

Q. Does DTW use Red Barricades-style Set DCs, that is, they are HIP until the location is searched?
A. Yes, as per O11.6073.

Q. Does mere occupation of the location discover it?
A. No. See above.

Q. Storage Tanks reference "RB9" but I assume this should be O9.
A. Correct.

Q. The debris example art in the rules uses a bad example. It shows hex H28 but the text refers to G28.
A. Both contain debris (a building with debris in the case of H28.)

Q. Does the game turn track art work exclude the area it covers from play?
A. Yes. FF35-40 are in play; GG36, HH36, II36, JJ 36 and KK36 are in play.

The Grain Elevator
USE REDEPLOYMENT OPTION B

Q. In the German OB, it lists, "O4:Offb'd Observer". There is no O4. Does it mean O2?
A. Yes.
Q. In the Russian OB, it lists, "A2: NKVD Militia Pltn. X 4". "A2" is the Medium Tank Pltn; an NKVD Pltn. Is I3. Does the OB mean 4 x NKVD Militia?
A. Yes. Same goes for "G2: Arty Bty.", there is no G2, use G1 instead.
Q. I assume Russian Note c also includes INF guns as regards being accompanied by a 2-2-8 crew.
A. Yes.
Q. In the CG E1 Objectives, can draws occur? Should it read, "The Germans win…all stone buildings…" instead of Locations?
A. Yes. No.
Q. I notice in some hexes on the GE map building depictions cross over hexsides? Does this make these new hexes Building hexes?
A. No. Building depictions that cross over a hexside block LOS and Bypass movement across those hexsides and have no other effect on play. Note that A9 is a building hex despite the fact that the building depiction 'misses' the hex center-dot.
Q. Can you clarify the status of the Grain Elevator (Building I6) hexes I7-I8?
A. Yes. These have a Ground Level and Rooftop Location at Level 2 only. These rooftops may be reached from Level 2 of hex I6. Treat these Rooftops as per O.4B amd O.5 for entry and all other purposes otherwise.

Night Drop!
USE REDEPLOYMENT OPTION A
Q. Is the German set up perimeter correct or should AA12 read A12?
A. A12.
Q. What is the order of set up?
A. As a Dual Attack, a dr is made to determine who sets up first and who moves first.
Q. How many game turns are there?
A. On Turn 6 the Game End dr is "1"; on Turn 7, the Game End dr is "3" and on Turn 8, the Game End dr is "5".
Q. What is the German FBE?
A. All board edges southwest of the listed U.S. perimeter and the south, west and east edges of the Shanley's Hill map are considered FBE for the Germans.
Q. Can you confirm the LOW intensity level?
A. Yes. It is LOW intensity. You may choose to increase the intensity level of each side equally in any PL CG and we suggest you try this one with a MID intensity for both sides for greater piece density.
Q. Can you confirm the CP cost of para unit I5 relative to glider unit I2?
A. Yes, they are meant to be different.
Q. Can you confirm the CP cost of 1057th Regiment O1 relative to 709th Division O1?
A. Yes, they are meant to be different based on the relative differences in these units and their combat values.

Lost Sentinels
USE REDEPLOYMENT OPTION A
1- German CG Card - The German I1 Infantry Pltn. CG max should read, "P12", not "P1,2", i.e., ignore the comma.
2- In LOST SENTINELS, any AFV is considered a Strategic Location.
3- Grain is in season (B15.6), and is not treated as Plowed Field.

The Sunrise Bridge
USE REDEPLOYMENT OPTION A
1- I4 - British units may also enter by Glider if G types.
2- British unit A1 has no 'x' Note.
3- British unit I3 is 1 x HMG, 1x MMG.
4- German unit I4 is 1 x HMG, 2 x MMG.

Armored Stand
USE REDEPLOYMENT OPTION B
1- Ignore the images for Japanese units I1, I2 and I3 - each unit has only 3 squads.
2- Japanese unit I5 is 3 x 228, 2 x MMG, 1 x HMG.
3- US CG Card - Note n should reference RG O3.
4- The Americans cannot purchase Pillboxes.
5 - Change to Objectives: For CG I, the American cannot lose greater than 55 CVP; for CG II, no greater than 75 CVP.

Platoon Leader 1.0 Campaigns A-H

Platoon Leader 2.5 works great for 1.0 CGs, allowing players to dive into these classics with minimal effort. Players should note a few changes in language:
ALL 1.0 CGs USE REDEPLOYMENT OPTION B.
All reference to Battle Hardening (1.6114) should now refer to Battlefield Promotion (3.44); SSR are now FSR; CPP are now CP; FPP are now FP; PL CG SSR = CG SR; "Scenario" is now referred to as "Firefight"; "determine leaders as per 1.6205" now should read "determine leaders as per 2.36"; "must enter as reinforcements on the CG date of purchase [EXC:1.6194]" should now read "must enter as reinforcements on the CG date of purchase [EXC:2.34]". Intensity Levels determine the maximum number of 'I' type RGs that may be purchased by each for each CG Firefight: 3 for Low, 5 for Mid, 7 for High. For specific CGs (including the already listed errata) * indicates suggested update.

Hills of the Arakan - Campaign Game PLA
1 - RG Note p - Delete Barrage alignment of North-South and replace with Barrage Alignment Northeast-Southwest.
2 - The "Sherman VC" should be a "Sherman V(a)".
* Woods-lines are not Strategic terrain in this CG.

Counterlanding at Koromokina Lagoon - Campaign Game PLB
Q -
Is there one specific east edge hex used for Entry/CG Victory Conditions, or is it any Hex?
A. Any Hex.
* Woods-lines are not Strategic terrain in this CG.
* For the initial firefight only, any Japanese occupied Beach hex not adjacent to Marine in it is considered a Strategic Location.

Decision at Safi - Campaign Game PLC
1-
French RG purchased as Reserve must set up >= 6 hexes from the beach in the first CG date.
2- Pier Locations are Strategic Terrain.

Easter at Tobruk - Campaign Game PLD
1 -RG Note p - Delete Barrage alignment of North-South and replace with Barrage Alignment Northwest-Southeast.
2 - SSR C2 Does the wadi lose HIP as soon as a German unit gains LOS to it?
A. Yes, providing the German unit is a Known SMC/MMC on foot. Night vision in a BU AFV was a very chancy affair and extremely difficult for the driver.
Q. May a German MMC "probe" the wadi to find the deep end?
A. Yes, use the Minefield Clearance rules [A24.74].
* Add Note A & P to Foxholes in the Fortifications Available for purchase chart (for Historical reasons. Blasting was usually involved to make such holes in the rock).

Frozen Hell - Campaign Game PLE (original version)
1 - RG Note p - Delete Barrage alignment of North-South and replace with Barrage Alignment Northwest-Southeast.
2 - Considering the Scenario Max, why do the Russians have a selection of 26 Pltns when only a maximum of 15 is possible to be purchased? For player options?
A. The OB in this case was used to represent the wide variety of Russian troops used in the Winter War and is reflected in this manner so that the Russian player has a wide choice in forces. Therefore the answer to part two is ... YES.

Arakian Rose - Campaign Game PLF:
* Woods-lines are not Strategic terrain in this CG

Cemetery Hill - Campaign Game PLG
1 - Change "In Commonwealth area (SSR C4)" to "In Commonwealth area (SSR C3)" in the Initial Allied OOB.
2 - The German Reinforcement Group Table RG I5 lists a 10-2 SMC while note L lists a 10-3 SMC. The 10-2 is correct.
3 - Greek & N.Z. Reinforcement Group Table RG O1 lists "Scen Max 1, CG Max 30". The CG max should be only 3.
4 - German troops may only enter by Glider during the Initial Scenario and entry via Glider and Paradrop is only allowed during the Initial Scenario.
5 - Clarification: Allied Purchased RG must set up in their respective areas (i.e. Commonwealth or Greek areas) and pay +2 CPP to set up On-map as per 1.6194. Also, Commonwealth and Greek units independently control CTHC, and establish independent MLR. Greek and Commonwealth troops treat their Allied MLR as uncontrolled. Allied Purchased RG must set up in their respective areas (i.e. Commonwealth or Greek areas) and pay +2 CP to set up On-map during the 2.34 segment of the Reinforcement purchase step.
6 - Initial Allied OB: The allies receive 1 x N.Z. MMG and 1 x N.Z. 2-4-8, delete the "RG" from in front of these two entries.
7 - RG Costs Chart: The following RG cost the amount of CPP indicated: German I2: 5; German I3: 8; German I4: 4.
8 - Add to Note "v" the following: German gliders may carry a 5/8" counter. Each glider may carry the following: its normal PP capacity OR one SdKfz2 + one 5/8" gun counter + one 2-2-8 crew (the E8.1 restriction DOES NOT apply). The German may add enough Glider counters to his OB for scenario #1 and for ALL RG which enter in Gliders [EXC: NO Glider may enter empty].
9 - Overlays If you received a copy of Cemetery Hill with undersized overlays for the village and the gully, E-Mail or drop Critical Hit a line by regular mail for a free replacement. You need NOT send a S.A.S.E

Frozen Hell - Campaign Game PLH (found in CH Vol. 5/1):
*Note b: Clarification about Finnish LMG, use Allied Minor or Jatkoska counters.
*Note l: -change "Determine Leaders (SMC) as per 3.12- .121." to "Determine Leaders (SMC) as per 2.36- 2.361."
*Note r: - change "[EXC:3.9 - 3.91]" to "[EXC: 2.34 - 2.341]"

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Scenario Packs

Rout Pack II Scenarios

OAF Scenarios

Leatherneck Scenarios

Euro Pack Scenarios

Paddington Bears Pack Scenarios

Rout Pack II Scenarios

Scenario Rout Pack II #5 ("Brandenburger Bridge") The German setup restriction of ">= 2 hexes" should be "<= 2 hexes". The Germans also start with Control of the two victory hexes.

Leatherneck Scenarios

Scenario 1 ("Ichiki's Mistake")
1 - SSR 2 Overlay Corrections as follows: Ef3 should be on Be648-641; Ef1 should be on 35P2-Q2; Ef2 should be on 35X5-Y6. All other overlays are correct.
2 - Note on the Mapboard diagram that the Ef1 and Ef2 overlays should be reversed.

Scenario 2 ("Hell's Corner")
1 - SSR 3: Paths are Trail Breaks (B13.421). Add the sentence, "Tanks are Not Allowed to enter the stream." They can only cross the river via the sandbar.
2 - SSR 7: Use Preregistered rules for this Module (C1.732).

Scenario 2 ("Hell's Corner") Overlays SD8 and SD1 overlap, is this intended?
A. Yes.

Scenario 3 ("Seizing Viru Harbor")
1 - SSR 3: May the Japanese AA guns change their CA so as not have a south/SE hex form part of the CA after setup? Do they have the option to setup in AA mode?
A. Yes, in a fire phase of the first turn of the game. There is no reason to do that since the FB will be gone at the start of the first turn.
2 - SSR 6: What if by turn 3 or thereafter there are no surviving Japanese leaders? What phase is the SSR 6 NTC made by the Japanese best leader?
A. They cannot attempt escape. It can be done in the RPh, PFPh or MPh.

Scenario 5 ("Meeting Otto")
1 - May the 3" Deck Gun place more than one Smoke counter in a Fire Phase, as if it were a mortar?
A. No
2 - Is the 2 ROF of the Deck Gun before or after the spotted fire reduction of rate?
A. After, it has a 2 ROF for Spotted Fire.

Scenario 8 ("White Beach") Overlay Oc104-1053 should be placed on 40O2-N1 rather than 40O1-N1.

Scenario 10 ("Wrong Way at RJ-177") What do two 3-4-8 HS recombine into, a 7-6-8 or 6-6-8 squad?
A. 6-6-8.

Scenario 12 "(Nightmare in Naha") PTO does NOT apply to this scenario.

Scenario 13 ("Saito's Farewell Order") Clarification on SSR3. - NVR does Not change on initial entry, when the Japanese player enters Board# 43 the NVR increases by 2, upon entry of Board# 33 the NVR will increase 2 more, etc., but the NVR may not increase beyond 6 as per (E1.12).

Scenario Second Day in Hell:

Q. Japanese OB has 6 crews and 8 weapons requiring crews is this intentional or is it supposed to be 8 crews?
A. Yes.

Q. SR 2: Calls for a wooden rubble counter in hex 32E2 and there is a stone rubble counter placed in that hex in the prior sentence. Is
the wooden rubble counter actually supposed to be in 32E3?
A. Yes.

Scenario Storming the Point:

1. LVT4s should have PP value of 39, not 19.

Scenario Hellzapoppin Ridge:

The US force with the crews should have 2 x 81mm. mortars.

Euro Pack Scenarios

Euro-Pack #99 ("Lords of the Steppe")

Ignore the German OBA icon, they receive no OBA.

OAF Scenarios

Issue #79 Scenario "I Once Had a Comrade" The German player sets up first. The Partisan player moves first. The Partisan player exits west of hexrow J.

Issue #100 Scenario A Bridge for Panthers" The Germans should have 4-6-7s instead of 4-4-7s.

Issue #104 Scenario "Send More Pigeons" The Bren should be a Carrier C (not a Carrier A).

Scenario OAF1 ("'Smasher Karl' Weidling") Do the German reinforcements enter on turn 1, as per the TO&E tree, or turn 4, as per the entry arrow?
A. Turn 4.

Scenario OAF2 ("The Tiger's Roar") When does the Russian player make the choice between reinforcement groups: before German setup, after German setup, or when they enter on turn 3?
A. Anytime during play.

Scenario OAF2 ("The Tiger's Roar") Do the German Tigers have to enter all on the same edge?
A. No, "and/or" signifies this.

Scenario OAF5 ("Gap at Grunewald") Can the Russians enter anywhere on the south edge east of the canal? The entry arrow is slightly shifted towards board 23.
A. Anywhere.

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Paddington Bears 96-Pack, 97-Pack & 98-Pack Scenarios

Since the release of Pegasus Bridge, there was some debate about how to address the problem of having two sets of PB 1-5 scenarios. The Paddington Bear scenarios have been redesignated as PBP (Paddington Bear Pack), rather than the previous PB. This is a Designation change only, it has no bearing on the scenario design, and is intended only to clarify which scenario is being cited. The 1997 and 1998 Paddington Bear Packs use printed designations of PBP#, but for the 1996 Paddington Bear scenarios (originally PB1-10), please consider this as 'official errata' to the scenario designation to now call them "PBP".

PBP3 ("The RHA at Bay") The German Turn 2 reinforcements should be 3x Pz 38(t)A tanks (not two).

PBP6 ("Raw Deal") US OB includes: 10x US 6-6-7 squads and 10x ?, and HMG, 2x MMG, 3x BAZ44, 2x DC.

PBP7 ("Piece of Cake") Russian OB should have: a single 9-1 SMC and 3x LMG (not vice versa).

PBP10 ("First to see Will ...") US reinforcements enter by the _West_ edge (a typo on the early print-run).

PBP13 ("Marked for Death") The French AFVs are 2x AMD35 Panhard ACs (as mentioned in the historical text).

PBP17 ("Easy Meat") US Turn 1 reinforcements enter via _West_ edge. Add to German Turn 2 reinforcements: 9-1, 2x468, dmMMG. (That's what the two German trucks are for).

PBP18 ("Pandemonium") Delete the red 2 under the Japanese 9-0. There are only three Japanese SMC: 10-1, 9-1, & 9-0.

PBP22 ("Morire In Belleza") Yugoslav OB : There should be 2x 8-0 SMC (not three). In the Balance (ABS) Y1 should be 'Delete 5x ? counters' (not eight).

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Critical Hit Scenarios

Scenario CH 3 ("The Green Hell") ABS HANDICAP should read:
US3-US2 + replace the Japanese 9-1 leader with a 10-2.
US2-Decrease CVPs in the VC to 18.
US1-Replace a 6-6-7 squad with a 6-6-6.
J1-Increase US SAN to 4.
J2-Increase the scenario length to 7.5 turns.
J3-J2 + replace the US 9-1 with a 9-2.

Scenario CH 4 ("Steutzpunkt Vierville")
1 -The direction arrow is currently pointing toward the EAST edge. North is toward the top of the page. This will fix the US being able to enter right next to the beach on Turn 1.
2 - The Be5 overlay should be placed Be5: 5O5-5O6 on D7-D6
3 - SSR 4 should read: Tanks may not enter a Level 1 hill hex from any Level 0 hex that is west of hexrow I.

Scenario CH 7 ("Prelude to Breakthrough") There should be 16 German concealment counters.

Scenario CH 8 ("The Predators") SSR 5 on page 16, Infantry Category B is a Russian HMG and a .50cal HMG. A total of two machine guns are available to the Russian player choosing this category.

Scenario CH 9 ("Breakthrough to Kozani") SSR 1 should read: EC are Moderate with no wind at start. Kindling fires is NA.

Scenario CH 25 ("Land of the Khan") The Japanese set up should reference SSR 5, not SSR 4.

Scenario CH 53 ("At The Crossroads") Replace the entry instructions for the 4th Division with the following:
"Elements of the 4th Division, Soviet Konarmiya Army enter on Turn 1 on/adjacent to hex 43Y1:".

Scenario CH 55 ("Lighter Than A Feather") The name comes from that most Japanese of sayings: "Duty is heavier than a mountain; death is lighter than a feather."
1 -The Marines set up in hexes numbered <=4.
2 -Yes, the Japanese Cave Complex is double normal size, i.e. "<= 4 hexes from 15AA6".

Scenario CH 56 ("The Stalingrad of Kursk") Replace the history section with the following:
Ponyri, Russia, July 9, 1943: Among the many fierce battles of Kursk some of the fiercest fighting occurred around and in the tiny agricultural village of Ponyri. The fighting was likened by both sides to a miniature Stalingrad. Along the railway running from Orel to Kursk its importance was a collection and distribution point for the collective farms in the vicinity. For 6 days this village became the focal point of immense efforts by both sides. Units of the 292nd Infantry Division had captured the railway embankment on the opening day but the struggle for control of the settlement was sucking in large numbers of German units. To support the 292nd General Model fed in the 9th & 18th Panzer and the 86th Infantry divisions. The Soviets responded in kind, feeding in more artillery, mortars and howitzers. In Ponyri itself, ferocious hand-to-hand fighting took place with heavy fire support from tanks, artillery, and SP guns, as both sides contested the village. From July 6-9 a see-saw struggle for control of the schoolhouse, tractor depot, railway station and water tower took place. German massed tank attacks impaled themselves on minefields and were shattered by the massed fire from T-34s, anti-tank guns, and tank hunting units with their anti-tank rifles and Molotov cocktails. Although the Soviets were suffering frightful losses their defenses were fulfilling the purpose for which they were designed. The task of bleeding the Germans white was achieved.

Scenario CH 57 ("Yad Mordechai")
1 - SSR 4 should allow the Israelis to deploy and recombine without a leader
2 - All minefields are Known.

Scenarios in Critical Hit Issue 4 and later All AFVs listed in CH scenarios using the new clip art use OPTIONAL MG ARMAMENT by SSR only. For those confused by the lack of MG designations on the scenario cards, any armament listed in Chapter H notes as "Opt." are only available by SSR.

Scenario CH 74 ("Troteval Farm") the printer substituted the German LMG graphics for the British LMG graphics. Use the appropriate British LMG.

Scenario CH 75 ("The Big Cat's Den") the printer substituted the German LMG graphics for the British LMG graphics. Use the appropriate British LMG.

Scenario CH 77 ("Drop Zone A") the printer substituted the German LMG graphics for the British LMG graphics. Use the appropriate British LMG.

Scenario CH 78 ("The Outskirts of Lemberg") the printer substituted the German MMG and LMG graphics for the Polish MMG and LMG graphics. Use the appropriate Allied Minor MMG and LMG.

Scenario CH 81 ("Hard Cactus")
1 - The single US truck should enter on or after turn 1.
2 - Two US T19 HMC's should enter on or after turn 3.
3 - The US radio should be part of the at start forces.
4 - The German squads should all be 4-6-8.

Scenario CH 95 ("Shambles") Our killer researcher has discovered that the Canadians did not have the normal equipment during this action. Please make the following changes:

Delete the Serman Fireflies
Increase the number of Sherman V(a) to 19
Increase the number of Achilles from 1 to 4

ASL News 48 ("For One More Hour")
1 - The French infantry, 5th Mixt Escadron set up should read, "Set up on board 41 east of row N."

Scroungin' ASL News #24 ("Rolling Thunder")

Board configuration should read: "Only hexrows S-GG on boards 11/16/17 are playable".

Scenario CH 106 ("The Breakthrough")

Set up for the 7th Battalion and the mortars should be "<= 3 hexes from..."

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Historical Scenarios

Scenario JAK2 ("At The Gates Of Viipuri")
1 - Change the reference to board 17 to board 14 in the Russian setup and Board Configuration hexrow limitations.
2 - The reference to Board "17" in the Board Configuration hexrow limitations should be Board "14".
3 - SSR 2 should read "21P7-P8-O8".
4 - The setup restrictions for the Finnish HIP Elements should be changed to read "... in hexrows with coordinates >= 5".
5 - The CH Tanks! version has an IS-2 instead of an IS-2m and Russian ELR 2 and SAN 4.

Finnish Lahti-Saloranta LMG (counter provided in Jatkosota) The range 7 should be underlined ("2-7") to indicate the availability of Spraying Fire. The depictions on the scenario cards and in the newsletter are correct.

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