From: Paul Smith Subject: More errata for The Longest Day The following errata for The Longest Day comes from Herbert Gratz and has been approved by Jim Burnett for TAHGC. MAPBOARD ERRATA: General: Coastal hexes are not considered sea hexes for the purpose of naval bombardment. In other words, no naval bombardment one hex inland is possible unless the target is spotted. Spotters must not be disrupted. CLARIFICATION: 'Unspotted' bombardment is possible into Maupertus but not into La Roque, the location one hex south of landing zone D, the hex of Dives two hexes north of Grangues, the western hex of Isigny and Amfreville. Section A: Special Diagram: Unmarked light flak unit S of Roul is 932/5; coastal battery N of Cherbourg missing unit designation is MKB CHER; CAPL fort is in same hex as MKB BROM. Section B: Unmarked FS infantry unit N of St. Jores is I/6 FS; unmarked infantry unit W of Coutances is 518 battalion of 352 Division; unmarked infantry unit NE of Brehal is 513 battalion of 352 Division; unmarked infantry unit NW of Gavrey is 517 battalion of 352 Division. Section C: Coastal strongpoint NE of Pointe Du Hoc should be in hex which landing box arrow points toward; unmarked Flak unit NE of Mandeville is III/3. Section D: Unmarked 21 Div Flak unit SW of Blaineville is 305; unmarked 21 Div tracked artillery unit NE of Bourgebus is II/155; DUVR fort is one hex NW of Douvre; CARP 1, 2, 3 are W of Caen. Section E: British 'Main' Landing Zone is Zone M; unlettered rail entry hex between 'C' and 'D' may also be used for rail entry. Standard Sequence of Play: Mechanized units may move in the Mechanized Movement Phase regardless of speed - disregard the limitation to speeds 4, 6, and 8 in the Standard Sequence of Play (on the Combat Results Table); yes, Tigers are tanks, too. In exchange the British player may now use the 7th Armoured Division in its proper mechanized role. Bombardment Table: One is the lowest a die roll may be modified to. Rockets are not affected by the minus one modifier. Delete '...if moved to coastal hex.' from the table. Weather Effects Chart: Effects of ST-1 and ST-2 should be reversed with OV-2. Rail Interdiction Table: 6-11 column should be 6-10 Allied Aircraft Deployment Display: Heavy bomber units 5 and 6 may not bomb in the following movement boxes: Rennes, Redon, Rheims, Amiens, Seine River, Raven, and Paris. Delete 'Brittany' from under the pictograph of 5 and 6 heavy bomber. UNIT ENTRY CARDS: US: For both 82 and 101 Divisions, all of the units on the second line of their box on the Allied Assault Landing Schedule enter in the build-up phase (except for those listed as D+1 which drop during the Allied Replacement Phase on June 7). 65 Artillery ((3)-2-6) does not enter as an assault unit (first line), but as a non-divisional reinforcement June 7 through July 24. 102 and 38 armored car (3-4-8) enter after July 24. BRITISH: 6 Para: The seven units on the bottom of this division's entry schedule drop during the build-up phase at zone 'M'; Allied player has the option of dropping them all at 'N' instead. Ignore single-unit placements of 91, 243, and 709 Div printed on diagram, because these are left over from the mapboard. Use only those units listed in the Scenario 4 Order of Battle and the Landfront, minor fort and fortified areas from the scenario diagram. Insert over 30 Flak Regiment units 'as per starting set-up'. SCENARIO FIVE: NORMANDY BEACHHEAD: Units that should be on red-starred hexes are identified on Scenario 4 set-up map. CAMPAIGN GAME: Units that should be on red-starred hexes are identified on Scenario 4 set-up map. COUNTER ERRATA: General: Headquarters and supply units do not have an attack factor. The top number is the defense factor and the bottom number the movement factor. If you should run out of field fortification markers you may make your own. Each side may have up to 40 on the map at the same time (total of 80). (This is to discourage the Allies from building them all themselves and garrisoning them with e.g. recon battalions. Well, if you're playing with sharpies like I am you have to figure every angle!) GERMAN: 75mm AT artillery battery units (in several infantry and armored divisions) which have factors of (2)-7-8, (2)-5-8, or (2)-5-4 have a stacking value of 2 on the front side and 1 on the back. 130 Panzer Div: Recon battalion: Inverted side should read 4-5-8, not 8-8-8; III/130 missing divisional number; reverse side of 8/2 should be 2-3-6. 1 SS Panzer Div: 10/1 battery designation missing from artillery battery. 16 LW Div: II/16 missing divisional number. Extra strongpoints in countermix are spares and may be used as blank counters. The 'extra' supply counter is for the variant 319 Div. Germans get 57 counters (58 if 319th Div. is in play). Seven start on map (711th Div also gets one!). Three are for NW brigades. I. Scenario 1: Mortain I.I.10. Supply units do not take combat losses, only combat units (incl. HQs!) do so. They are, however, eliminated when alone in a hex adjacent to an enemy unit at the end of the Combat Phase. I.I.12.c, 'R'-result against a coastal strongpoint leads to its elimination (even if stacked with another unit). I.I.13. Advances can be made even into hexes for which advancing units would have insufficient movement points. Range one artillery (only) can advance. No 'A'-result is necessary in order to place a beachhead marker and advance onto the beach. It is enough to have eliminated all defenders and survive. II. Scenario 2: The Falaise Pocket II.B.4.b. A non-artillery combat unit with an attack factor of zero does not allow a regular attack (support fire) by artillery in 'joint' combats. II.B.5.a. Artillery can spot for itself or another artillery unit. II.B.5.c. Even artillery units firing from adjacent hexes are immune to losses in the Defensive Fire Phase. II.B.6. One range artillery units which have an inverted strength larger than two nevertheless do not have remnant counters. II.D.1. Reinforcements entering the game are in supply if the first hex they enter is one which can be considered to be supplied. Units on the board whose (supplied) HQ has not entered or activated yet (but is in the 'To Mapboard' strategic movement box, the 'Directly to Beach/Port Landing Boxes on Mapboard' box or in a holding box on map, e.g., 711 Div) are in supply if they are within eight hexes of an entry/beach/port hex the HQ could use but may not attack or defensive fire until the HQ is present on the mapboard. II.D.1.a. HQ can move through other HQs in movement or advance. They may not end stacked with other HQs. II.D.1.d.,e. CONFIRMATION: Independent artillery can only be supplied by Corps HQs. II.D.1.f. Replacements are non-combat units (see IX.D.1.) and as such need no supply. II.D.2. Supply may not be traced through prohibited hexes/hexsides. Artillery can trace supply to a HQ of a friendly nation in the scenarios but not in the campaign. Railroad artillery has to trace to a friendly Korps HQ (see IX.J.12. in the rules and below). III. Scenario 3: Operation Cobra III.B.2. Units with factors of zero do count for CAM purposes. III.C. For air operations, follow this Sequence of Play: (this particular Sequence of Play aims at avoiding a situation in which a retreat out of a hex is certain because a carpet bombing attack can be sure of hitting a disrupted unit. Retreats are still likely, of course. It also tries to discourage using air bombardment and carpet bombing on the same unit since carpet bombing is a form of 'upgraded' air bombardment and would have been used instead of, not in conjunction with air bombardment - tactical air support is something else again). - Move heavy bombers (HB) from Strategic Movement Boxes to HB Holding Box. - Move HBs from HB Carpet Bombing Allocation Boxes into hexes for this turn's carpet bombing, or leave in HB Carpet Bombing Allocation Boxes, or move HBs from HB Holding Box into Strategic Movement Boxes. - Designate target hex for next turn's carpet bombing and move HBs into Heavy Carpet Bombing Allocation Boxes. - Move units which have spent three turns in HB Carpet Bombing Allocation Boxes or map to HB Holding box (will be available next - the fourth - turn). - Move inverted HB units from map to HB Carpet Bombing Allocation Boxes. - Allocate tactical air support (air units can - and must - move with enemy ground units should they retreat). - Allocate air interdiction markers. - Allocate air bombardment (may not move with enemy units). - Allocate to and resolve railroad interdiction. Place cut markers. - Resolve carpet bombing. - Resolve air bombardment. - Start naval operations (June 6: rockets then naval bombardment). III.C.1.b to e. CLARIFICATION: TAC air may not be used during Beach Assault. III.C.2.b. CLARIFICATION: One or two air factors give a one hex AIR INT (just the hex the counter is in), three or four give seven hexes (hex with counter and all adjacent), etc. IV. Scenario 4: The Fall of Cherbourg IV.B.6. Coastal artillery units in the same hex as a fort are always considered to be outside the fort and only count towards total stacking limit of the hex not towards the fort's. IV.B.7. An unoccupied minor fort or fortified area is destroyed when occupied by Allied units who may continue to move and do not pay any additional movement points. Coastal strongpoints and Landfront fortifications have to be destroyed by fire or combat. V. Scenario 5: Normandy Beach V.A. German reinforcements may move on June 6, except for supply units on the Strategic Movement Track (start June 7) and 12SS Div (start German Mechanized Movement Phase June 7). This applies only to Scenario 5. V.A.1. There should be an Allied Reset Phase following the Allied Combat Phase. V.B. D+1 drop occurs during Allied Replacement Phase of June 7. V.B.4.c. Attacking airborne units always retreat just one hex when forced to do so as a result of drift combat. V.C. All units in a landing box can attack the adjoining beach regardless of stacking limit which only is in force on land hexes (any number of units can occupy a landing box) as of the end of the Allied Follow-up Movement Phase. Disrupted units do not have to attack adjacent beaches and therefore need not be eliminated automatically. V.C.2 Artillery can participate in combat during the Beach Assault Phase against enemy units occupying the beach connected to its landing box (they did so historically, the down side is that they take losses in this assault role just as if they were normal combat units - or range one artillery units). After landing unopposed it may also join in an attack on an adjacent unit. It would not be be affected by adverse combat results. Allied units landing unopposed may attack adjacent units even if these are not attacked from their connected landing box at the same time. V.C.2.b. No 'A'-result is necessary in order to place a beachhead and advance onto the beach. It is enough to have eliminated all defenders. Disrupted units and other units which can not land during the Beach Assault Phase have to stay in their Beach Landing Box until the Build-up Phase whence they are removed to be landed next turn. They can be shot at during the Follow-up Phase. VII. Examples of Play: Example 1, Attack A: In the last sentence delete '...and another half expended for the artillery support for a total of one full supply unit.' VIII. Scenario Addenda: Weather at the start of the scenarios is always fair. IX. The Campaign Game: IX.C.3. Text in rules is correct. On the third storm day weather is ST-1 followed by ST-2 on fourth turn. IX.D.1. Replacements are non-combat units and as such need no supply. IX.D.3. Units undergoing rebuilding/replacement in England are considered to be in supply automatically. Units do not need to be in supply during the whole duration of the three turn rebuilding/replacement process but only at the beginning. IX.D.7.c. Eliminated Corps HQ are always assumed to have surviving subordinates and are consequently always returned to play. IX.E.3.a. These landing requirements are in force June 7 through June 16, inclusively. IX.F.2.c. Intrinsic interdiction of Strategic Movement Boxes is working fully even during storm turns. IX.F.2.e. Mechanized units put in the 'To Mapboard' Box can move in the Mechanized Movement Phase of the following turn. IX.F.5.a. The German may at his option start one of the supply units per turn which he receives in Britanny. Destroyed HQs reentering the game do not re-trigger supplies. German supply for divisional HQs start with the HQ. IX.F.5.d. Special German Unit Entry: See table at end of article. Units enter the German Strategic Movement Track (311 and 319 Div mapboard) when a die roll is greater than the number indicated (as great or greater in the scenarios). Roll once per turn for each unit (except that HQ and supply combination roll only one die). IX.H. Supply landed on British beaches/ports can be used by US HQs and vice-versa. CLARIFICATION/AMENDMENT: BR and US land units may not be adjacent except at one border (and except for the British crocodiles) nor may they stack (expect for the crocodiles). IX.I. The beachhead counter of a Mulberry under construction can be used for disembarkation. Storms can neither damage nor delay port appearance. House Rules: Not all of these are approved by Jim Burnett, 'the voice of god' on The Longest Day installed by the chaps from 'the Hill'. For instance, he doesn't like the changes to the US artillery system (too large). During landing, each unit will be fired at individually instead of by stack. A HQ which has been hit is eliminated. Units disrupted while at sea do not cause disruption to each other. On landing, however, they do so as soon as all assault wave units have been moved in the Follow-up Movement Phase. Example: A tank and two infantry form the assault wave for one beach hex. The tank gets disrupted and loses a step. The infantry is OK. After landing, the tank would be disrupted but the infantry would still be fine. In the Follow-up Movement Phase the infantry can move normally and the tank can creep forward disrupted one hex. The follow-up wave also gets hit, some units disrupting and others not. The units which are OK move their full movement allowance (remember disruption at sea doesn't count!) unless they move through a hex with disrupted units (e.g., that tank) whence they'd also disrupt and stop. After moving the good units, the player lands his disrupted chaps. (We find that this rules change favors the Allies. To make further rules modifications to 'save' the HQs which have been hit would be entirely unreasonable. As a balancing mechanism we suggest that the Germans receive 319 Div. Moreover, the rule change set out immediately below favors the Germans and helps towards restoring play balance further.) An alternative, which is used by the likes of Steve Piotrowski, is to allow disrupted and undisrupted units to coexist in a hex. A mixed stack only gets disrupted upon retreat. US artillery corps can only fire up to THREE groups (and three btns) not up to six groups. This reduces the amount of fire power per supply point somewhat. This is a bit more realistic. The best shots now are: 36 factors for the Germans (a NW-Brigade), 40 for the Brits and 51 for America (not 72!). The more usual 30 vs. 45 factors (BR:US) still have American artillery 50% stronger than British - and twice as strong as a typical German corps stack. In itself this is a somewhat doubtfull proposition but more reasonable than the alternative. The point to note is that the above refers to factors PER SUPPLY POINT. I've no beef with the fact that total artillery factors available for the American troops are significantly higher than for anybody else. But a ton of ammo is more or less a ton of ammo for everyone.