1863 GAME (GMT)-- PROPOSED ERRATA by Kirk Schlesinger Begun: 4 Dec '91 Last Update: 4 Dec '91 KIRK: COMMENTS INCLUDED UNDER MY USUAL MONNIKER ------------------- BASIC GAME 2.22 (addition) Players should make SCREEN markers as needed. 3.0 Sequence of Play, (3) and (5) (additions): Announce Screens (8.33) at the end of the Initial Movement Phase. 5.32 (correction) Place "ARTY MOVED" or "ARTY FIRED" markers on affected artillery units as needed. 7.12 Exception #1, Example (addition): At Fredricksburg II, the 1/1/VI "A" and 1/1/VI "B" of Brooks' division (Brk) can stack. KIRK: THE UNION ID'S CAN BE VERY CONFUSING, SO INCLUDING ONE AS AN EXAMPLE SEEMS LIKE A GOOD IDEA. 7.21 (clarification): Units that enter a hex occupied by another friendly unit MUST stop (Exception: Roads and Pikes; below). A unit that begins its movement stacked with another unit may leave the hex without penalty. Units NEVER move together in stacks. 8.12 A. (correction) If there is more than one enemy-occupied HEX at which a friendly unit can fire, the unit must choose one hex. 8.12 Exception (correction) Use "ARTY MOVED" markers. 8.17 (addition) Make all shifts to the right first, then all shifts to the left. 8.17 (correction) Ignore the reference to optional "R" results. KIRK: I COULD NOT FIND ANYTHING IN THE RULES ABOUT THIS. DID I MISS SOMETHING? 8.18 (correction) Artillery combining fire with infantry units also cause any indicated step losses. Ignore the "D" result. 8.2 Line of Sight (correction): If the distance between the lower elevation hex and the potential obstacle is less than the distance between the higher elevation hex and the same obstacle, LOS is BLOCKED. Otherwise, it is CLEAR. Example: Fredricksburg II -- Union artillery unit in Level-2 hex 2920 facing north, and attempting to fire at a CSA unit in Level-1 hex 2917. The possible obstacle is the woods (2918). Since the distance from the lower hex to the woods is one hex, and two hexes from the higher hex to the woods, LOS is blocked. The artillery unit could fire at a CSA unit in hex 2916, because the distances to the woods hex would be the same (2 hexes). The artillery could also fire at a CSA unit in hex 2917, because the distance from the lower hex to the woods is greater than the distance from the higher hex to the woods. 8.41 (clarification) 1/D = The "D" result applies to all artillery fire except Return Fire or Advanced Game Defensive Fire at one hex range; the "1" result applies to all other types of fire, including artillery using Return Fire or Defensive Fire into an adjacent hex. 8.51 (addition) 5. Face the retreating unit in the direction of the hex it enters, and maintain facing until the next movement opportunity. KIRK: I ASSUME THIS IS THE DESIGN INTENT, OR CAN UNITS SOMEHOW RESTORE AND REDRESS THEIR LINES WITHOUT CONCERN FOR "TURNING TAIL" TO THE ENEMY? 8.52 (addition) Exception: "D" results (8.41) 8.54 (correction): Advance all attacking units from any one attacking hex. 8.74 (change): A unit undergoing Rout Movement must face toward and retreat in the direction of the nearest friendly Entrance Hex (see scenario for further information). AADVANCED GAME RULES 3.0 B. 4. (clarification) "... the opposing player may perform any one Free Action of his choice, if he has units eligible to do so, and then begins his own regular Player Segment." 5.52 (clarification): "... all such units must remain adjacent to one another in connecting hexes and follow the same path of hexes when moving." 6.1 Exception (addition): Units MUST change facing in the direction of their retreat during combat. 9.4 (clarification): IN RESERVE markers are only placed with leaders, not combat units. 9.44 (clarification): In the Recovery Phase, an IN RESERVE command may recover two morale boxes on the command's track. A Command may not recover any morale boxes until all its surviving units are IN COMMAND and outside of enemy ZOC. Ignore artillery units when determining IN RESERVE status. Recovery does NOT count against the two Action limit for the Command's leader and units. 10.34 (clarification): If a Superior (or Overall) Commander is killed, reduce by two (or three) boxes the Command Morale Level of each Command with a unit in the dead Commander's range. There is no maximum Command Morale Level reduction when a leader or Commander is killed. CHARTS Terrain Effects Chart Notes Explanation-- a = All attackers firing or meleeing across the indicated hexside, or when defender is in the indicated hex. c = Applies only when moving up or down two or more levels at once by crossing a single hexside. n = Cavalry pays 1 MP to exit a hex containing ANY Cavalry ZOC, or 0 MP to exit a hex containing only enemy infantry and/or artillery ZOCs. Fire CRT -- Explanation: 1 or 2 = ... If artillery firing alone, treat as "1" regardless of the printed number (see 8.18) 1/D = For small arms or artillery firing Return Fire (or Advanced Game Defensive Fire) at adjacent hex, treat as "1" step loss and ignore the "D." If artillery firing alone, but not using Return or Defensive Fire at a range of one hex, treat as "D" and ignore the "1." Modifiers: 1R Massed Target (see rule 7.31) Adjustments to TCT -- (addition) 5. Uncoordinated Action by Supreme or Overall Commander: +2 CSA, -2 Union (addition) NOTE: only #1 and #3 are cumulative modifiers. In all other combinations apply only one modifier (initiative player's choice). Command Morale Level Adjustments -- The maximum adjustment per Action for a single Command is two (2) levels, except when an event labeled (*) occurs. Command Morale Level Effects-- Good: No effects; artillery units ALWAYS are at this level. Unit Morale Level Effects-- Good: No effects; artillery units ALWAYS are at this level. ----- EOF