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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.
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]"
Scenario Packs
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.
Return to the top
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).
Return to the top
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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