By
Alan
R. Arvold
It has been
some years since Avalon Hill has published any Errata or Questions Boxes for UP
FRONT, BANZAI, or DESERT WAR. With the
demise of Avalon Hill and the GENERAL there will most likely be no further
updates. This has left it to dedicated UP FRONT players to come up with their
own answers to rules questions. I have
been one such person. Over the years I
have collected rules questions and their answers. Some questions were to Avalon Hill and
answers were received back from them but those answers were never published in
the GENERAL. Other questions were picked
up from other publications (such as the now defunct UP FRONT newsletter RELATIVE
RANGE) and kept on file as references.
Finally there were questions which were listed in UP FRONT articles
published in the GENERAL but never put into the Question Box. Back in the fall of 1998 I decided to put
these questions and answers in an article for all to read. Since that time I have updated this article five
times and this is the sixth edition of it.
The answers to
these questions are considered to be “UNOFFICIAL” and only refer to the Second
Edition UP FRONT game and its expansions.
In some cases the answers to certain questions disagree with those of
the Official errata by Andrew Maly. I believe that UP FRONT players have a right
to see both mine and Mr. Maly’s answers and decide
for themselves who is correct on those particular questions. Also there are questions and answers in this
article, some of which deal with rules loopholes that have existed in the game
for years, which do not appear in Mr. Maly’s errata.
This article provides a reference for those loopholes and unanswered questions.
Players will note that some questions that were in previous editions have been
removed from this edition. This is
because they are covered in the Official errata and have the same answers as in
this errata, thus they are no longer needed here. Also the questions and answers in this article
do not pertain in any way to the rules in the upcoming Third Edition UP FRONT
game. (As it is, the rules in that game are supposed to be reorganized and
renumbered with all errata included, not to mention some minor changes to the
rules, thus making both mine and Mr. Maly’s errata
for the previous editions superfluous.) In closing, I just want to say that if
Mr. Maly and I disagree on the answers to certain
rules questions, it’s because we approached them from different perspectives,
and players have the choice to use whichever rules interpretation they want in
their private gaming. With that out of the way, here is the collection of these
missing questions and their answers.
3.1 In Mr.Maly’s
errata he has a table of historical match-ups between the Major Powers. Are
there any other historical match-ups?
A.
Yes, the following historical match-ups can also be played.
*Note: two of these involve partisans.
1. · Italy vs. Italy - Axis Italians fighting
Italian partisans in northern Italy 1944-45.
2. · Russia vs. Russia - Russian army fighting
Ukrainian partisans in the Ukraine 1943-52.
3. · France vs. France - Free French forces
fighting Vichy French forces in Syria 1941.
*Note: that these match-ups
supplement those in Maly’s table.
4.25 During which actions listed in this
rule can a player switch the positions of his Personality cards in a
group?
A.
Successful weapon acquisition attempts and changing the crew assignments of
crew-served weapons (both crewing and un-crewing a weapon). Note that a group
may also change the positions of its Personality cards as its sole action for
that turn.
5.51 Is a Movement card with a red RNC
required for all retrograde movement or just those retrograde movements from
Range Chit 0 to and between the red negative Range Chits?
A. Only
those retrograde movements from Range Chit 0 to and between the negative Range
Chits require a Movement card with a red RNC.
7.33 Say a group moving in reverse has a Terrain Card
discarded on it that it must reject (Example: A Marsh Card on an AFV), and there
is an opposing enemy group directly behind it at Relative Range 5, thus preventing
it from rejecting the Terrain card in accordance with Rule 7.32. What happens
in a case like this?
A. In a case like
this the Terrain card may not be discarded on the group as the ability to
reject Terrain takes precedence. If the Terrain Card is discarded on it anyway
it is place in the Discard
Pile for no effect.
10.4 Can you play a
Hero card on a Personality card for no effect in order to get it out of your
hand?
A. No, it
must be played to unpin a Personality card, double its firepower, improve its
To-Hit number, or to suspend the effects of a Wound for one turn.
11.1 Can more than
one crew-served weapon be in a group?
A. Yes,
however no more than one crew-served LMG or MMG may be setup in a group at the
beginning of the game.
11.11 Can a man be an
assistant crewman to more than one crew-served weapon in a group?
A. No, a man may only be an assistant crewman to one
crew-served weapon at a time.
11.2 Can a man who
is armed with a crew-served weapon be the assistant crewman to another
crew-served weapon in the group?
A.
No, however if the man has a malfunctioned weapon or is unarmed due to his
weapon being removed because of repair failure then he may be an assistant
crewman as per Rule 19.4. Note that Rules 45.6 and 50.7 prohibit only those men
who carry or crew the specific weapons mentioned in those rules from being crew
members to other crew-served weapons.
11.2 Can a man who is
carrying a secondary weapon be an assistant crewman?
A. Yes,
but he may not fire or use it while being an assistant crewman. He may give the
secondary weapon to another man in the group as per Rule 18.21. Note also that
an assistant crewman to an Italian MMG or ATR may not carry a secondary weapon
at all as per Rule 50.7.
13.2 Can a player play a Smoke card on a group containing an unpinned
SL or ASL who is also part of a crew-served weapon crew in that group?
13.2 Which AFV’s can place smoke on themselves?
A. All
American, German, and British AFV’s can place smoke
on themselves. Also Elite French and Italian AFV’s as
well as First Line French AFV’s. In other words AFV’s have the same ability to place smoke on themselves as
the infantry of their respective Powers.
(This
smoke placing ability not only represents smoke producing devices such as Smoke
Pots, Smoke Mortars, and other mechanical dispensers mounted on the vehicles
but also hand held smoke grenades, the same type the infantry carried, which
AFV crews carried for signaling purposes and for emergency smoke screens.)
13.2 Which AFV’s with an anti-armor Effect
number of 4 can place smoke on other groups?
A. Only those American, German, British, Elite Italian,
Elite French, and 1st Line French AFV’s
that have an anti-armor Effect number of 4 can place smoke on other
groups. (The Italian Semovente
M41 (Card #34) certainly can as it did have smoke rounds. However Smoke rounds
(and grenades) were scarce in the Italian army outside of the artillery units
and this scarcity is represented by the fact that only Elite units can use
them. The French historically did not have any smoke rounds for any of the
vehicles in the game and so their use here is a-historical. However as by the
printed rules the French Char B1-bis (Card #34) can place smoke on other
groups. I would suggest that if playing an historical scenario that the French
not be able to place smoke on other groups with the Char B1-bis, but when
playing a-historical scenarios such as CITYFIGHT 501 IN FOUR then the French
Char B1-bis be allowed to place smoke on other groups.)
14.2 When is the
RPC draw done to determine the Personality Card in a multi-man group to be
attacked by a Sniper, before or after the resolution of the Sniper attack?
A. Before
the resolution of the Sniper attack.
14.6 Does a “0” in
the 0r column represent 10 in all RPC draws?
A. Yes!
15.1 How many SL’s and ASL’s can a player
have in his force during the game?
A. Normally one of each. However a player may have more
under the following circumstances:
1.
He receives ASL’s through Random Reinforcement.
2.
He receives SL’s and ASL’s from transfer from a neighboring game when using the
Team Play rules in Rules Section 41.
3.
The Special Rules in a
scenario allow him to have more than one of each in his force.
In all
three cases these SL’s and ASL’s act as auxiliary
leaders and can replace the original SL and ASL when they are lost so that a
player will not suffer a one card reduction in his hand.
16.1 When Terrain
cards which are scenario designated to be removed from the game upon discard or
RNC/RPC draws are played face down as Open Ground cards, are they removed from
play when returned to the Discard pile due to normal play?
A.
No, they are put in the Discard pile.
16.2 When the Discard pile is reshuffled at the end of the deck may
Terrain cards which were scenario designated to be removed from the game be
removed then?
A. No, they stay in the deck and may only be removed as per
Rule 16.1.
17.62 The rule states that
when either opposing group which are comprising the
Encirclement are at
A. Yes, both opposing groups must be at Relative Range 2 or
closer to the encircled group in order for it to be encircled. Note that this only applies to Encirclement;
it does not apply to Lateral and Natural Flanking Fire.
17.7 Can a Wire Card be discarded on a group engaged in an Lateral Group Transfer?
A. Yes, but then the owning player will either have to play a Movement
Card to get rid of the Wire, thus delaying the completion of the transfer, or
play an Open Ground Card thus completing the Lateral Group Transfer but still
being under the effects of the Wire Card.
17.7 If a Lateral Group Transfer is cancelled, does the
transferring group return to its starting Terrain?
A. Yes. However if Wire was discarded on it during the Transfer, then
it must return to Open Ground, not its starting
Terrain.
17.8 When a man does an Individual
Transfer to another group, where is he placed in the receiving group when the
transfer is complete?
A. He is placed in the rightmost (highest numbered)
available position in the group. In the case of multiple Individual Transfers
the men are placed in the rightmost (highest numbered) positions available in
any order the owning player wishes.
(This was the answer sent to me from Avalon Hill back in 1989, long
before Andrew Maly ever became the official errata
man for UP FRONT.)
18.22 Can an assistant
crewman to a crew-served weapon who is carrying a Secondary Weapon retain it if
he acquires sole possession of the crew-served weapon?
A. No, he must abandon it along with his own weapon.
24.4 A player's group is in a minefield with one
Movement Card on top of it. He plays a Terrain Card on the group thus
initiating an immediate Minefield attack on each man in the group. Does the
Terrain card just played have any effect on the Minefield attack?
A. No it does not. Even though the Minefield attack is resolved after
the Terrain card is laid, the Minefield attack actually occurs before the
Terrain Card is laid. Thus any modifiers that the Terrain Card may have has no
effect on the attack and any Weapon left by a man KIA by the attack is lost
back in the Minefield.
25.8 What other AFV’s can place smoke on
other groups?
A. British, Elite Italian, Elite French,
and 1st Line French AFV’s with an
anti-armor Effect number of 4 or more can place smoke on other groups.
(Okay the French ability is a-historical but the written
rules allow it.)
25.8 The AFV’s
with flamethrowers (German AFV’s #38 and #41, Russian
AFV #36, British AFV #33, and Italian AFV #32) have an anti-armor Effect number
of 4 or more at Relative Range 5 (also at Relative Range 4 for German AFV #41).
Can these AFV’s place smoke on groups at those
relative ranges to them?
A. No.
(However when you stop and think about it, smoke may well be
a byproduct of the flame attacks these vehicles make.)
25.8 Can an Assault Gun AFV place smoke
on other groups when it is hull down?
A. No.
This would include the Italian Semovente M41 and the
French Char B1-bis. However an Assault Gun AFV which is hull down can still
place smoke on itself providing the Major Power it belongs to is capable of
playing smoke cards.
25.8 Can an AFV place smoke on other
groups when its main armament is malfunctioning or broken?
A. No.
However it may place smoke on itself if the Major Power it belongs has smoke
capability.
26.3 Does a mortar require an assistant crewman in order to employ
its small arms firepower at ranges beneath the minimum range of the mortar?
A. No, it does not. A mortar may employ its small arms
firepower with or without an assistant crewman present.
26.3 Can a mortar card
employ its small arms firepower when it is malfunctioning?
A. No, it can not.
28.52 How can an AFV reject
a Stream or Wire card?
A. It can not. Only the Gully and Woods cards can be
rejected. When the AFV has a Wire or
Stream card played on it, it must immediately check for Bog, after which the
Stream card would remain with it as per Rule 8.5 but the Wire card would be
removed to the Discard pile as per Rule 13.35.
28.52 What happens when an
AFV has both a Terrain card and a Wire card discarded on it at the same
instant?
A. The AFV would check for Bog with the Terrain card first
and then if it passed that Bog check would make a second Bog check for the Wire
card which would be discarded regardless of the result. If it fails the first
Bog check the second one will not be necessary. If the AFV rejected the Terrain
Card it would then have to make only one Bog check for the Wire card.
28.53 What happens to an
AFV that becomes bogged because of a wire card being played on it while it is
in the process of moving?
A. The AFV’s Movement card is
immediately either flipped over to its Open Ground side or is discarded with
the previous Terrain card taking its place as per Rule 28.441. On the owning
player’s subsequent turns after that he may attempt to remove the Bog chit from
the AFV.
28.53 What happens to an
AFV that has a Wire card played on it while it is moving and it does not become
bogged?
A. The AFV retains its Movement card.
28.7 Are there any other
errors in the example below the rule besides the typographical error with the
number “6” in the third sentence which is mentioned in the Official
errata?
A. Yes there is. In the fifth sentence it should read; “in
the second RNC draw against the AFV itself; if they drew a red 1, a 0, or any
black RNC they would destroy the halftrack, and if they drew a red 2 RNC they
would either immobilize or stun the halftrack depending on the color of the
next RNC drawn.
30.6 ATRs
which are entitled to Flanking Fire have a minus one (-1) to their To-Hit
Numbers (6 becomes 5, 5 becomes 4, etc.).
What happens in the case of the Japanese ATR which has To-Hit Numbers
such as 0, 0-1, and 0-2?
A. Rule 30.6 clearly states that an ATR entitled to Flanking
Fire improves its To-Hit Frequency by one. In the case of the Japanese ATR, the
minus one (-1) becomes a plus 1 (+1) for those particular To-Hit Numbers. (0
becomes 0-1, 0-1 becomes 0-2, and 0-2 becomes 0-3.)
33.8 Does an opposing player receive Victory Points for
both a Wound and a Rout if a wounded man routs out of the game?
A. No, he only receives the one Victory Point for the rout. The one
Victory Point for a Wound only applies for those wounded men still present at
the end of the game. The same applies for a wounded man that is KIA, except
that two Victory Points are awarded for the KIA.
34.7 If an IG is attacked
in Close Combat by multiple attackers, can each man in the IG’s
inherent three man crew be attacked individually or is the IG attacked by one
attacker, with each additional attacker adding a +3 to the attacker’s CCV?
A. The IG is attacked by one attacker (owning player’s
choice) with each additional attacker adding a +3 to the attacker’s CCV.
34.7 If an IG is attacked
in Close Combat, does each man in its inherent three man crew defend
individually or does the IG defend as one man with a +6 to its CCV?
A. The IG defends as one man with a +6 to its CCV for the
two additional men in its inherent crew. Note that an IG with a Commander
Killed chit on it would receive a +3 to its CCV and no crew modifier if it had
a 2 Commander Killed chit on it.
36.3 Can a group entrench in a Minefield?
A. No it can not. Even though the rules say that the Minefield is a
specialized form of Open Ground, it is a separate type of Terrain and thus can
not be entrenched in.
39. May Elite troops use the discard capabilities of First Line
Troops as well as their own discard capabilities?
A. Yes.
39.7 What is the case of IGs with Second Line forces?
A. IGs are treated just like AFVs in that they comply with the DYO point cost
modifications, and ignore the Morale Value contradictions. They keep their
printed Morale Values even when in Second Line forces.
40.1 Can a player receive artillery support if the unpinned SL, ASL
or Commissar are part of a crew-served weapon crew?
A.
Yes, providing they are not carrying the radio when they are part of the crew,
the radio would have to carried by another man in the group who is not part of
a crew-served weapon crew.
41.59 Can opposing groups
be on the same LOS Divider card at the same time?
A. No! Only one group may be on the LOS Divider card at any
one time. A transferring group can not move onto the LOS Divider card until the
opposing group on it has either moved off or has been eliminated.
41.59 When a winning player
from a scenario transfers enough of his men to a neighboring scenario to
“break” his squad, does his victory become a loss?
A. No.
41.91 When playing the
Campaign Game in conjunction with Team Play, can a player concede victory and
withdraw his groups in accordance with Rule 42.6 instead of merely removing his
forces from the game?
A. Yes, however he may not transfer any of his men over to
the neighboring game.
41.91 Likewise when playing
the Campaign Game in conjunction with Team Play, can a player who wins a
scenario because his opponent is withdrawing his
forces pursue them in accordance with Rule 42.7?
A. Yes. A winning player may even transfer some of his
forces over to the neighboring game while in pursuit of the defeated forces in
his own game. However if he transfers over enough men that his squad “breaks”,
then the pursuit ends at the moment the transferring group is moved onto the
LOS Dividing card and his game is over.
42.2 During the course of a long campaign, many of the PVT’s and PFC’s have risen to NCO
rank through promotion. What happens when their PC numbers are called for in a
scenario, do they act as auxiliary leaders to replace the original SL and ASL
when they are gone or do they function as normal troops?
A. They function as normal troops unless
they are filling the SL and/or ASL positions due to the absence of the
originals from the roster. However if they meet one of the three criteria set
forth in Rule 15.1 as described earlier in this article then they can function
as auxiliary leaders.
(Historically
when Privates got promoted to the NCO ranks, they either filled a vacant
leadership position in their own unit or were transferred out to fill a
leadership position somewhere else. The Campaign game in UP FRONT does not
provide a mechanism for replacing excess leaders except by getting them killed
off. Normally this not a problem as most
campaigns only last ten to twelve games and at most two or three privates will
get promoted to Corporal. However in extended campaigns of 30, 40, or even 50
games the rosters tend to become clogged with NCOs due to promotion. This had
led to the unrealistic practice of cramming the squad full of NCOs each game in
a deliberate attempt to circumnavigate Rule 15.4. This ruling is designed to
eliminate this practice.)
42.42 What happens if an
wounded man routs from the game?
A. He suffers the
consequences for both results. (Loses all Elan points
and takes loss of 1 to either his Morale or Panic
Level, then sits out the next three scenarios in the campaign for the wound.)
42.42/42.44 Each rule states that a man can not have a PANIC Value which
is less than his MORALE value when making adjustments to those values due to
Rout and Elan during a campaign. What about the
Italians who have several men in their roster with PANIC values which are less
than their MORALE values?
A.
Italian PCs may have PANIC values which are one less than their MORALE values
but no more as per Rule 50.41.
42.43 May a player play a
Hero card on a man for no effect in order to give him free Elan
points.
A. No, the Hero card must be played on the man in order to
unpin him, double his firepower, or to suspend the effects of being wounded for
one turn in order to earn Elan points for it.
42.44 In Rule 45.32 it says
that for the Japanese the Rout Number is always two higher than the Panic
value. This implies a direct relationship between the Rout Number and the Panic
value. Does a man’s Rout Number change when his Panic Defense Value changes due
to improvement from turning in Elan points or because
of the effect of routing from a game as described in Rule 42.42?
A.
Yes, the Rout Number on a man’s card will change by the same amount as the
Panic Defense Value. Note that for the Italians who can have a man with a Panic
Defence Value of “0” while having a Morale Defense
Value of “1”, a man with a Panic Defense Value of “0” automatically routs
unless he is KIA.
(Given the additional paperwork that this rule would
generate in a long campaign, I would have to consider this rule to be
optional.)
44.2 The second sentence
says that the British may use a Radio card only if it is usable by both the
Americans and the Germans. Exactly what
does this mean?
A. The British may use any German Radio card.
44.9 In the Official errata
the American BAR and all LMG’s in the game are listed
as to which Hero Cards they may use to double their firepower. What about the LMG’s of the Minor Powers listed in Jim Burnett’s article
“Cold Front” and any new LMG’s that are introduced in
other variant articles?
A. As a rule a Minor Power’s LMG’s
in Jim Burnett’s article would have the same capability as the Major Power
whose Personality Cards they are using. However since many new variant
Personality Cards are being created for just about every Minor Power in the
Second World War I would have to say this:
a. Any new LMG with both regular and
bracketed Firepower numbers on its card may use both Hero Cards to double its
bracketed Firepower.
b. Any new LMG with only regular Firepower
numbers on its card may only use the Hero Card with the black RNC to double its
Firepower.
45.7 Do the Japanese use Russian Radio cards since the cost of their
radios are the same as the Russians?
A. Yes, the Japanese may use any Russian Radio card.
45.8 Please clarify the abilities of Japanese SNLF (Second Line) troops.
A. SNLF troops may not play a Movement Card without it
counting as both an Action for the Group in question AND as an Action
prohibiting making a discard that turn. (In other words they lost their Free
Movement (45.11) ability.) SNLF Troops may still freely discard any printed or
scenario-defined Cower Card.
45.8 Please clarify the abilities of Japanese Samurai (Elite) troops.
A.
Samurai troops may take one Action that does not involve the use of a Movement
Card, plus any Free Movement Actions (45.11), and may still discard up to two
cards, plus any free Cower Card discards.
46.4 During the course of the game, may a BAR, LMG, or MMG make an
Individual Transfer to another group which contains another BAR, LMG, or MMG?
A. Yes, however this transfer can not occur until all other
men in the starting group have already transferred out of that group. The BAR, LMG, or MMG may be functional,
malfunctioning, or broken (in which case the man is unarmed) when the transfer
is made. When the transfer is completed,
the starting group’s chit is removed from the game as per Rule 17.82.
(Rule 46.4 does allow for the massing of these automatic
weapons in one group but makes the process of accomplishing this task so time
consuming and risky that it is usually not worth the effort to do so. I have
found no written rules stating that the weapons have to be broken, or in other
words the man has to be unarmed, in order to be transferred.)
46.4 Can more than one crew
served weapon be set up in or transferred to a group?
A. Yes! With the exception of the automatic weapons listed
in the previous question more than one crew served weapon may be set up in or
transferred to a group. Again these crew served weapons may be functional,
malfunctioning, or broken (meaning an unarmed man) when the transfer is made or
they are set up. (This is implied by
Rule 25.2 which has rules for multiple crew-served weapons in the same group
making ordnance fire attacks using one fire card for all of them at the same
time.)
48.1 It appears that
random reinforcements cost 50 points per deck no matter which deck you purchase
them for. Is this correct?
A. Yes. Normal deck multipliers only apply to reinforcements
purchased at the beginning of the game where the cards in the reinforcing group
are known. Random reinforcements receive a flat rate of 50 points per deck due
to the fact that the cards in the reinforcing group are unknown until you roll
for them upon entry.
(For proof, look at Scenario V where the defending sides
have Random Reinforcements. Take the point total for each defending side,
subtract the point total of all personnel cards in the force, and you will be
left with 250 points each time. As the scenario lasts five decks, this comes
out to 50 points per deck.)
48.1 When receiving
Random Reinforcements can a player receive more than half of the number of PCs
of his original starting force?
A. No! While a player may receive several groups of Random
Reinforcements during a game, once the total number of PCs received is half the
number of PCs in the starting force then the player may not receive any more
Random Reinforcements. If this occurs when a player receives a group whose
number of PCs puts him over half, he may choose which PCs of that group he will
bring in.
48.1 Does a sniper count as a man when
figuring up the total number of PCs received through Random
Reinforcements?
48.32 If a player receives an AFV PC as a
Random Reinforcement that is already in the game or not available due to the
time period of the scenario, what can he do?
A. He
can substitute an AFV PC that is worth the same or less points as those listed
on the unavailable reinforcement and is available during the time period of the
scenario. If he can not meet this requirement then he should draw another RNC
to determine a new group to receive.
48.42 A player who has both Double and
Dual Sniper attack capability loses one sniper due to a successful enemy Sniper
Check. What does he lose as a result, his Double Sniper or his Dual Sniper
attack capability?
A. He loses
his Double Sniper attack capability due to the fact that the extra sniper he
purchased for 15 points would replace the sniper who was killed in the
successful Sniper Check. Thus he retains the capability to make two attacks per
Sniper Card played. When he loses another sniper to a successful Sniper Check
then he loses his Dual Sniper attack capability.
50.7 Why are the Italian MMG and ATR the
only crew-served weapons where the assistant crewman may not carry secondary
weapons?
A. The
assistant crewmen of both weapons had to carry additional equipment that was
part of those weapon systems, an ammunition oiler in
the case of the MMG and a two wheeled cart in the case of the ATR, which
precluded the carrying of anything else.
50.9/51.3 How are the French and the
Italians played as Partisans?
A. Each
would use their own nation’s Personality cards in their groups but would play
their hands as Russian (i.e. four card hand) with all the capabilities of
Russian troops plus the special capabilities listed in Rule Section 37. They
would not use any of their own nation’s capabilities nor would they be effected
by their own nation’s detriments.
51.4 In this rule it says that French
Reservists (Second Line Troops) must treat all Split Action Cards as Cower Cards.
However in Rule 51.5 it says that the French may use any German Radio Card.
Three German Radio Cards are Split Action Cards. How many German Radio Cards
may French Reservists use?
A. French Reservists may only use three
German Radio Cards, those which are not Split Action Cards.
52.11 A moving group has a Minefield and a Wire Card
discarded on it. Assuming that the group accepts the Minefield and owning
player checks to see if the Minefield is real or fake, does the Wire Card
affect the RNC draw to determine if the Minefield is real?
A. No, it only affects the Minefield attack RNC.
Change the
black ‘7’ under the ‘9’ column to a black ‘1’ on card #118, not #7.
(Although
Avalon Hill has been saying the #7 card for years, I went through the entire
deck and found that the card where the number in the ‘9’ column is out of
sequence is #118 which is a Gully Card.)
French: The
Point Value for Pvt. Lebesque (#24) should be 3, not
4.
Scenario V has
a misprint for the Russians (defending), as published in the original Banzai
rulebook. Their force point total should be 461, not 471. (This error was
corrected in the charts appearing in the DESERT WAR rulebook.)
Also in
Scenario V, the Russians and the Italians do indeed have two DCs as attackers even though this is in violation of Rule
21.11. This was done to compensate for their lack of effective anti-tank
weapons.
The original
charts in the DESERT WAR rulebook were so full of errors that to list them all
here would be useless. However all of the charts were corrected and posted in
the on-line rulebook on Andrew Maly’s Official UP
FRONT website. I suggest that players down load these charts and print them
out. Not only are all the errors in the original charts corrected but the
missing British and Japanese forces for Scenarios A, B, C, and D are posted
there as well.