From: ewilen@mprinc.com (Elliot Wilen) Subject: MBT errata Reply to: MBT errata [Comments in square brackets are by Elliot Wilen, who typed this in.] [From the GENERAL, volume 26, number 3.] CLARIFICATIONS & ERRATA: Rulebook: 4.8 The third sentence should read, "A side controls an objective hex if one (or more) of their ground units was the last to occupy or sit adjacent to the hex for at least one complete Turn. Units may take control of one or more objective hexes simultaneously in this manner." 6.1.3.4 In the example, the numbers should be "10" from an open turret and "7" from a buttoned turret. 7.4.2.3.1 Should read "engages in AP Point Effect Fire against" instead of "hits". 8.2.1 The first sentence should say "MOVE" instead of "FIRE". 9.1 The third sentence should read, "Place spotted (MOVED) markers with all units have unused CLOSE ASSAULT orders." The second-to-last sentence should read, "This turning expends no movement factors, but spotted (MOVED) markers should be placed as the units pivot, unless already marked with a spotted marker of either type." 12.3.3.1 Add this new sentence to the rule: "If suppressed by overwatch fire while moving, a vehicle unit gets only half of its _remaining_ movement factors to complete its movement." 13.4.3.2 Change the sentence after the example to read, "When attacking for an overrun combat, all must attack the _same hex_ (they may attack different units in that same hex)." 14.3.4.1 & 14.3.4.2 In both, change "HS" to "HF". 14.4.3.3.1 Delete the word "building". 15.1.1 "FIRE orders" should read "MOVE orders". 12.2.1.4 (Page 23) This rule is misnumbered, and instead should be 17.2.1.4. 17.3.2.1.4.2 The example should read, "the numbers are '16' and '(2)'. A die is rolled twice, with rolls of '9' and '8' = '17'. Since '17' exceeds the maximum of '16', the number of rounds carried = '16.'" 17.10 OVERWATCH FIRE OPTION New Rule: This option applies only in a case where missile fire is directed at a target that is not moving or going to move during the Turn. If done, a gun-firing unit(s) with OVERWATCH orders in the _same_ hex as the target unit may fire at the unit firing the missile, and the gun shot(s) are resolved _before_ the missile fire is resolved. 19.2.3.4 The "LOOSE SHEAF" diagram is incorrect. The onces on the artillery data cards (FRG-3B, USA-2B and USSR-12A) are correct. 20.3.2.3 Delete the entire rule, and renumber 20.3.2.4 to this. 20.3.4.2 The end of the final sentence (after the dash) should read, "being suppressed affects air units when using _any_ of their weapons (except ARMS)." ARMORED CAVALRY TROOP HEADQUARTERS (Page 39) All of the listed organizations should have a half, rather than a full, squad of infantry. The points of these organizations are as follows: a. 134CR-112Av-90Pr. b/c. 183Cr-152Av-122Pr. d. 194Cr-162Av-130Pr. e. 138Cr-115Av-92Pr. f/g. 186Cr-155Av-124Pr. h. 198Cr-165Av-132Pr. LARGER ORGANIZATIONS (Page 42) The FLAK BATTERY (both gun and missile) organizations both have only "3" Flak Sections instead of "6". SOVIET TANK COMPANY (CROSS-ATTACHED) (Page 47) There should be only "1" Squad Heavy Motorized Rifle Company [with RPG-7 V/D & SA-7B] instead of "2". STANDARD RECORD SHEET ABBREVIATIONS (Page 52) "LN" should stand for LANTIRN, instead of "Lantern". Game Card: Air Acquired Ranges Chart--The * note should read, "Require observer to acquire building, improved position and woods hexes." Anti-Aircraft Modifiers--Remove the entire third modifier line ("Helicopter Moving"). AP Point Effects Numbers of Hits Table--The first ROF should be "2" instead of "1". GP Point Effects Modifiers--Rate of Fire should be "-10 each" instead of "+/-10 each". Sequence of Play with All Options--7a--After the word "pivot", add "and also on units with unused CLOSE ASSAULT (CA) orders,". Standard Terrain values Chart--The Wire "GP DEF" should read "1-3a" instead of just "1-3". UPDATE & EXPANSION [These are found in Jim Day's article in the issue; they're "expansions" to the rules rather than errata.] [Data Cards and TO&E's are included for the Soviet T-62E and T-55M1. I'm afraid I don't have the patience at the moment to type these in.] The West Germans are now fielding the Stinger AA missile. The combat values and the point information on Data Card FRG-4B (West German Leg and Equipment) is the same as listed in the USA-7B Data Card. It can be substituted for the Redeye-armed in any West German formation; just remember to adjust the points. Soviet TO&Es: In the Soviet Battalion Headquarters formations--Tank and Motorized Rife--the BMP-R is now often found substituted for the BRDM-2 as the XO vehicle. If the BMP-R AT-3 is substituted, the additional points will be 16Cr-13Av-10Pr. If the BMP-R AT-4 is substituted, the additional points will be 23Cr-19Av-15Pr. Soviet Tank Battalions, especially Independent Battalions, will often have up to five companies of tanks instead of the usual three companies. Heavy Weapons Platoons are now being added to the Soviet Motorized Rifle Companies (BTR and BMP). Listed here are the TO&Es for these formations; one is added per company: HEAVY WEAPONS PLATOON (BTR): The CO is with the AT-4 Team. a. 2 x BTR-60/70PB (USSR-4A/1), 3 x Team [with AT-4 & RPG-18] (USSR-11B), 3 x Team [with MG] (USSR-11B). With Vehicle Doctrine. 261Cr-218Av-174Pr. b. 2 x BTR-80PB (USSR-4A/2) 3 x Team [with AT-4 & RPG-18] (USSR-11B), 3 x Team [with MG] (USSR-11B). With Vehicle Doctrine. 268Cr-224Av-179Pr. HEAVY WEAPONS PLATOON (BMP): The CO is with a half-squad. a. 2 x BMP-2 (USSR-3B) 2 x half-squad Standard Infantry [with RPG-18] (USSR-11B). With Vehicle Doctrine. 179Cr-149Av-119Pr. Rules Expansion: 5.1 DETERMINING INITIATIVE: As an expansion on Unit Grade, "+20" is applied to a side's initiative roll if their formation is "Crack" or "-20" is applied if their formation is "Poor". "Average" formations are unaffected. Always utilize the _highest_ level command formation (e.g., battalion over company) in the field when determining this modifier. If there are two or more equal formations in the field, utilize the most advantageous grade. 7.4.5.3 TRACK AND MAIN GUN HITS: Normally, track hits are automatic. However certain vehicles have substantial enough tracks that these could not be damaged by weapons as small as HMGs. With this expansion, consider TK armor to be equal to one-half of the HR (round up) armor at the same Hit Angle. For example, if a M1 Abrams is hit in the track from the Front-Side angle, the TK armor of its track would be "17". 13.4.1 TYPES OF DOCTRINE: Under the normal Doctrine Rules, once transporting vehicles unload, they must remain in the same hex with the other vehicle units. With this expansion (see the Series Replay [which appeared in this issue of the GENERAL--EMW] for use), the transporting vehicle remains in the same hex with the unit it transported. If it was transporting more than one unit, it must remain in the same hex as one of the units (normally with the CO if so equipped). If the passenger unit enters a vehicle-prohibited hex, the transporting unit must remain in an adjacent hex. Commands and moves must be made to conform with this rule. If in a Building hex, the transporting unit can be considered to be outside of the building; it is not required to enter the actual building. The transporting unit may only fire at the same target the passenger unit is engaging (even with Overwatch Fire), but is never required to fire. If the passenger unit is knocked-out, the transporting unit may act independently, and even team up with another unit that may have lost its transport unit (in this case, the transport unit is not required to stay with its new passenger unit). This does _not_ apply to tanks that may have been transporting units; it is meant to apply to Infantry Fighting Vehicles and APCs. 14.5.2 CLOSE ASSAULT COMBAT RESOLUTION and 14.6.2 HAND-TO-HAND COMBAT RESOLUTION: Allow the infantry unit to occupy the hex of the target unit, if so knocked-out. Of course, the hex must be free of any other enemy units. The advance is not required. 16.3.2 ADJUST "ON" MARKERS: As a further refinement of Unit Grade, suppressions are not automatically removed. If the unit is "Crack", the suppression is removed only on a dice roll of 01-80; if "Average", on a dice roll of 01-60; if "Poor", 01-40. Elite units may subtract "10" from their dice roll. If the attempt fails, the "ON" side of the marker is retained. In this case, the individual unit's Grade (not the overall formation Grade) is used in determining suppression recovery. 17.2.3.1 BAIL OUT PROCEDURE: As another expansion to Grade, the "No Damage" and "Compartment" lines have the following modifiers applied to the Bail Out dice roll: "+10" if the unit is "Crack" or "-10" if the unit is "Poor". The "Knock Out" and "Brew Up" lines have the following modifiers applied to Bail Out dice roll: "-10" if the unit is "Crack" and "+10" if the unit is "Poor". In either case, "Average" units are not affected. The individual unit's Grade (not the overall formation Grade) is used in determining Bail Out. 17.3.2.3.2 This rule discussed the use of HEAT, HESH and HEP "rounds" as GP "rounds". In reality, some vehicles do not even carry specific GP or HE rounds. Those vehicles not so equipped with HE rounds (see the following section) should use this option when employing the optional ammunition rules. [Extensive vehicle notes follow, which are too lengthy to type in. To summarize for the purpose of this rule: the vehicles which lack specific GP or HE rounds and which have a "MnGn" type weapon are: M1, M1A1*, M1A2*, M60A3, Leopard 2*, Leopard 1A4, Leopard 1A1, JPZ 4-5, and M48A2GA2. Vehicles marked with an asterisk carry HEAT-MP shells, which function equally well as CE or GP rounds. Although the vehicle notes indicate that the Marder, BMP-2, and M2 Bradley IFV carry only AP ammunition, the weapons on these vehicles are marked "Gun" and so don't fall under the letter of the rule. The M3 Bradley Cavalry Fighting Vehicle _does_ carry HE ammo, but the distinction is apparently academic for weapons of 20-30 mm caliber.] [From errata sheet dated July 15, 1991.] DATA CARDS FRG-1A: NOTES: "HMG" should read "MG". FRG-2A: FIRING INFORMATION: The "AA" line for the 20mm gun should show "0" in the "DAM" column and "1-20" in the "RNG" column. FRG-2B, FRB-3A, FRB-6B, FRB-8B, USA-3B, USA-4A, USA4B, USA-5A, USA-8B, USSR-3A, USSR-5A, USSR-6B, USSR-7A, USSR-7B, and USSR-12B: HIT LOCATION CHARTS: On both the "FRONT/SIDE" and "REAR/SIDE" ines, in the "HDA" column, the numbers should be "20-29" instead of "20-24". FRG-4B: NOTES: Should read: "MG and Milan may not be fired while being transported." FRG-6B and USA-5A: MOVEMENT INFO. (TRUCKS): The Turn Costs for a light truck should be "0-1-1" instead of "0-1-2". FRG-7A GENERAL INFO. (CH-53DG): Add note letter "b" to the "TRANSPORT VALUE" line. FIRING INFORMATION: Add note letter "d" to the "TYPE AMMO FIRED" column of the "Rocket" line. The note should read: "d: '-20' scatter modifier if suppressed." FRG-7B and USA-7A: FIRING INFORMATION NOTES: Add to the end of the "f" note: "or suppressed". FRG-7B: FIRING INFORMATION: For the 27mm gun, the "ST" column should show "LO" instead of "O". FRG-8B, USA-8B and USSR-3A: FIRING INFORMATION NOTES: Add to the end of the "b" note: "double to '60' if the fire is unobserved)." FRG-8B: Observer scatter modifiers: The top line should read "BEOPZ" instead of "FISTV". USA-1A, USA-1B and USA-8A: FIRING INFORMATION: Add an asterisk next to "(TTO)". Then add the following note: "* Can also be used as a TTC. Must be used as a TTC to use the Thermal Imager Sight." USA-2A: M2A2 & M3A2 NOTES: Should read "May add light reactive armor to TF, TS, and HF for 10 points (adds 1 ton to weight - add '80' to armor basis as TF, TS, and HF locations when hit with 'CE' ammunition)." USA-3A: FIRING INFORMATION: The "ST" column for the 105mm gun should show "LOT" instead of "LST". USA-5A: FIRING INFORMATION: The Sidewinder range should be "10-70" instead of "10-40". USA-6A and USA-6B: FIRING INFORMATION: Add note letter "f" to the "TYPE AMMO FIRED" column of the "Rocket" line. The note should read: "f: '-20' scatter modifier if suppressed." USSR-1A: NOTES: Should read: "May add heavy reactive armor to TF, TS, and HF for 15 points (adds 2 tons to weight and reduces transport value to '0' - 'CE' ammunition has no effect at TF, TS, and HF locations)." USSR-2A: FIRING INFORMATION: Delete the "SA" on the top line in the "FAC" column of the HMG's "AA" section. USSR-6B: NOTES: "MTLB:" should read "ACRV:". [However, the remark about the MG appears to apply to the MTLB, not the ACRV.--EMW] USSR-9A: FIRING INFORMATOIN: The "PY" for the 85mm HEAT ammunition at range "25-28" should be "75". USSR-9B: FIRING INFORMATION: The two lines in the 73mm gun, GP Ammunition, "FAC" column should read "NM" on the top line and "MV" on the bottom line. USSR-10A and USSR-10B: FIRING INFORMATION: Add note letter "e" to the "TYPE AMMO FIRED" column of the "Rocket" line. The note should read: "e: '-20' scatter modifier if suppressed." USSR-10A and USSR-10B: FIRING INFORMATION: Add note letter "e" to the "TYPE AMMO FIRED" column of the "Rocket" line. The note should read: "e: '-20' scatter modifier if suppressed." USSR-11A: FIRING INFORMATION: The PY for the 30mm gun should be "24" instead of "28" at ranges 6-10. FIRING INFORMATION NOTES: Add to the end of the "g" note "or suppressed." USSR-11B: FIRING INFORMATION: The "MV" GP factor for Hvy Mot Inf at a range of 1 hex should be "20" instead of "30". [Further errata based on observations from the vehicle notes in the General issue cited above. It would be pretty easy to check the data in a copy of Jane's Fighting Vehicles, but I don't have one handy.] According to the vehicle notes, the M106A1 only fires to the rear and should therefore have 60R firing arc, not 60. The MT-LB/2S12, according to the notes, has a 360-degree field-of-fire and should therefore have a 360 firing arc, not 120.