From: "John F. Kranz" <kranz@earthlink.net>
Subject: The King's War (COA) errata

The King's War

The Counters:

The Sherborne chit for the optional Ambuscade rules (see 10.9)
was misprinted with a Fortress symbol.  Sherborne is, of course,
a Minor Fort and is printed correctly as such on the map. The
chit is good for a Minor Fort Surrender.

The noted Royalist leader, Sir Marmaduke Langdale, was
misspelled on his counter (and occasionally elsewhere in the
game) as "Lansdale".  It should be "Langdale" throughout the
game, both are the same person.

The Parliamentary Leader Wark should have a Regional affiliation
letter of "E" printed at the bottom of his counter.

The Rules:

Rule 1.17 (Clarification): This rule is correct as written.
Covenanter Control of a box is shown by using the blue flag
Control markers.  Rule 11.1 stating that Covenanter Control is
shown by the absence of a Control marker is wrong.

Rule 1.31 (Reiteration) A stack may move and fight as many times
as it has Moves for. A stack could move, follow-up an enemy
stack Breaking  Contact, fight a battle, then move to following
the retreating enemy force and fight again, so long as it has
Moves remaining.

Rule 2.04 (Clarification): Leaders choose one Move Allowance
rate for the turn, moving either with combat units (use their
printed Move Allowance) or by themselves (10 moves).  There is
no "proration" of moves between moving with and without combat
units in the same turn.

Optional Rule 2.08 (Clarification): Leaders do not actually
"recruit" regiments per se, what is meant is that with the
Regional Leader rules in play, only certain Leaders can add
regionally based regiments to their stack.

Optional Rule 2.09 (Clarification): Leaders moving by
themselves, or merely supervising sieges, still count as
conducting operations for purposes of this rule. Basicallly, if
the leader does anything during his portion of the turn, he
accumulates a CO chit.

Optional Rule 3.09 (Change): The second line of the 4th
paragraph of this rule should read "...a Battle might arise (but
not a Skirmish) OR change the control status..."

Optional Rule 3.09 (Clarification) If a leader picks up
addtional units along his move, the new stack expends addtional
CPs only up to the limit listed for the new combined stack size.

Rule 4.04 (Clarification)  The moving player decides which of
his regiments are being "led" first, before the non-moving
player does so.  Also a player is free to shuffle his leaders
and units around, regardless of seniority, to produce the
maximum combat effect so long as you aren't using the Regional
Leader Rules.

5.11 (Clarification) The requirement to avoid retreating down
the movement line the enemy force entered takes precedence over
the requirement to retreat towards the nearest friendly
controlled box.

Rule 5.31 (Correction) The second paragraph of this rule (under
the bullets) should start off reading "If less than 8 is
rolled...."

Rule 9.51 (Clarification): If the defender has an effective GV
of "0" after all calculations, the attacker still must Assault
and uses the "7-1 or greater odds" entry on the  Assault Chart
(+4). Note that any Minor Fort of Fortress you control is
considered to possess a "garrsion", even if there are no
additonal regiments in it. Of course it's pretty poorly defended
in this state and can be easily taken, bu t the attacker still
must besiege or assault it to do so.

Rule 10.6 (Clarification): Cornish new and veteran regiments are
augmented (doubled was a poor choice of word) to CVs of 8 and 10
respectively when in Cornwall.  This is noted correctly at the
bottom of the Loss Table 4.04.

Rule 11.3 (Clarification): The "10" CV Irish regiment is not a
mistake.  The Royalist player may choose it freely or first if
he likes in any scenario or campaign game calling for an Irish
regiment.  Note there are only six Irish regiments overall, if
more are called for and none are available, then none are
received.  Irish regiments that are eliminated (either through
battle or desertion) cannot be recruited, but may come back into
play as reinforcements on the indicated turns). Irish regiments
do not count towards the Recruit Chit draw on the turn they
appear.

Rule 12.0 (Addition): If neither side has won by Dec. 1646, call
it a draw.

Scenario 13.1 (Change): The initial set up has Parliament
committing an illegal siege of Portsmouth with one too few
regiments. Change the SV of Portsmouth to "2" to reflect the
hasty fortification of the place at the start of the war.
Portsmouth's SV is raised to "3" as soon as Parliament takes it
or ends the siege. Also the set-up has 7 Royalist regiments
starting at Shrewsbury, which technically can hold only 6. The
Royalist player must designate which are inside and out the
minor fort at the start. This is  not considered a violation of
Rule 3.06 at start

Rule 14.01 (Corrections): Ballard should appear At Start and is
Removed on March 1643.  He is not replaced by Ruthin. Also add
Bedford who appears At Start and is Removed in Nov. 1642.  It's
Bedford who is replaced by Ruthin.

The Map:

On the playing map, the two boxes making up the county of
Chestershire (Chester and Nantwich) had their county
designations mistakenly Americanized to "Chester".  It should of
course be "Cheshire" county.  The unit counters and Recruitment
Display are printed correctly with the "Cheshire" appellation
and the town of Chester is really Chester. Perhaps it was a
subconscious mistake due to Clash of Arms Games being located
here in Chester County, PA.

William Ballard's Holding Box should of course read "Thomas
Ballard".

The Charts:

The second row in the Campaign Points Expenditure Chart has a
misprint, it should read "5-7" for the Number of Regiments in
the Stack, not "5-8".

Thanks to Julian Barker, Paul Dangel, Monte Gray, Frank
Hakstege, Chris Janiec, Marcus Mitchell, and David Nighswonger
for spotting these items.

The "Divine Errata" of Kings  (clarifications as of Oct. 15th,
1996)
___________________________________________________________________
John Kranz     <mailto:kranz@earthlink.net>     kranz@earthlink.net
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