PANZERKRIEG ERRATA as of 22 Jan 79 The errata follows the sequence of presentation in the rules folder. MANEUVER Supply: Units may trace the initial ten hexes to any rail hex on the map regardless of which side of the start line that rail hex is on. From that hex the rail line is followed to the Friendly map edge. Any Axis unit is in supply if it is able to trace five hexes to the western map edge. Any Soviet unit is in supply if able to trace five hexes to the eastern map edge. Sea Supply: The correct procedure for tracing a sea borne supply line is as follows: five hexes to any friendly port hex then a seaborne supply line to any other friendly port hex which is capable of tracing a ten hex line to a rail line and then off a Friendly map edge. Air Supply: The commitment of Axis Air Units to Air Supply is made during the supply determination segment of each Friendly Supply determination segment. Rail Bridges: All unit types may cross rivers at rail bridges using either rail or normal movement. When crossing a rail bridge during normal movement the unit is assessed one additional movement point over the cost of entering the next hex. Air Field and Unit Movement: Any Air field units which are moved by rail during the Movement Phase may be reactivated during the protection segment of that Friendly Player-Turn. Any Air units based at an airfield which undertakes such movement may automatically accompany that airfield. Air units may never move by rail in any other circumstances. Rail Movement: No unit may ever exit or enter an Enemy controlled hex using Rail Movement. Unit Movement Types: The following unit types are considered Mechanized for Movement Purposes: Armor, Mechanized, Artillery, Anti-tank, Headquarters. All other types are non-mechanized. Leader units may be considered either type and may alternate between the two freely during a single Movement Phase. BATTLE Command Control: HQs in an Enemy Zone of Control may provide command control for, but not dispatch reserves to units within their range. German HQs may provide command control to all Axis units. Sattelite HQs may provide command control to and dispatch reserves to hexes containing at least two units of their nationality. Air Attacks: Air attacks, like ground attacks, determine their odds against all units in a hex. Air units' attacks may not be selectively madeagainstspecific units in a hex. Defending units receive all benefits for terrain that they are accorded by the CRT. Axis Satellite Air Units may only attack in concert with Land units of their own nationality, never in concert with German Land or Air units alone, nor by themselves. No Air units may fly to unoccupied target hexes: Air units do NOT negate Enemy Zones of Control. Airfields may never retreat-if a hex containing an Airfield is attacked and a retreat result is rolled, it is eliminated instead. Any Air units stacked on an Airfield when it is eliminated are also eliminated. Armor Superiority: Anti-tank units stacked in a defending hex negate the Armor Superiority advantage of any attack made on that hex. Zone of Control Negation: The presence of a Friendly unit in an Enemy Zone of Control negates the blocking effects of the Zone of Control for Supply and retreat purposes. However, during the Movement Phase units must pay the Three Movement Points for Zone entry regardless of whether the Zone is occupied or not. Leader and Artillery Improvement Determination: Leader and Artillery Strength in a given hex is determined after any downward modification of combat unit strengths in the hex; when defending unit strengths are modified upward, Leader or Artillery Strength additions may not exceed the printed strength of the regular combat units. Die Roll Modifications: The die roll modifications for Terrain, Leadership, and Weather are each considered separately, and are cumulative across categories. That is, the worst possible die roll modification for terrain is -2, weather may further modify this to -3 and the Leadership advantage may bring this modification to a more favorable -1. Die roll Modification within the Terrain category are not cumulative. When attacking from different terrain types the die roll modifier for terrain most favorable to the attacker is used. Cross River Strength and Die Modifications: Each attacking stack is considered separately for strength modification due to cross river attacks. if stacks are attacking in combination of cross river and non-river situations, or in a combination of the two river types, the die roll most favorable to the attacker is used. Stalemate: Only the Player in whose Player-Turn the Stalemate resulted is obligated to repeat the attack. The defending units in a stalemate must remain stationary throughout the Friendly Player-Turn and may not attack in their Combat Phase. Reserves commited to a defense which results in a Stalemate do receive the terrain benefits when the attack is resolved in the next Game-Turn. Land units of either side may not enter any stalemated hex nor participate in any stalemate attack or defense. CAP and Phasing Air units may be freely altered on stalemated units. Attacking stalemated units may not be attacked by the defending Player's Air units. Retreat Guidelines: The owning Player determines the retreat of Friendly units except in the case of Breakthrough results. All retreats are subject to the following guidelines. Units must if possible retreat into and through vacant hexes. Units may retreat into or through any hex or hexside through which they may normally move. Units may not retreat into or through any hexes covered by Enemy Zones of Control unless those hexes are occupied by Friendly Land units. Units unable to retreat due to combination of impassible terrain and/or Enemy units and their Zones are eliminated instead. Retreating units may, if no completely vacant hexes are available, retreat into or through hexes occupied by other Friendly units and may end their retreat in such hexes provided stacking restrictions are strictly observed at the end of the Combat Phase. Units which end the Combat Phase overstacked are eliminated. Units to be eliminated are chosen by the owning Player. If Friendly units end their retreat in a Friendly occupied hex which comes under subsequent attack during the Combat Phase, do not add their strength to the defense, but suffer all combat results with their stack, and may be selected to fulfill Exchange results. SPECIAL RULES Fieldworks: Air Attacks nullify construction attempts only if they achieve a disruption result on the construction units; units may construct fieldworks adjacent to enemy units if separated from them by a river hexside of either type. Special Unit Types: Soviet Airborne Brigades may only be dropped within eight hexes of a Friendly Airfield and within their restrictions listed in the rules. THE MAP No unit may ever move through an all sea hexside unless using Sea Movement. The Causeway: Hex 0926 is a causeway hex. No Land unit may move into or through this hex except when using rail movement. Furthermore, no unit using Rail Movement may end the Movement Phase in this hex. Thus, units may never attack from or defend in this hex. The hexsides on the eastern side of the map delineated by a heavy black line are blocked hexsides and no Land unit may ever move through those hexsides. Reinforcement Hexes: If a given Reinforcement hex is occupied by oposing units and that hex is scheduled for reinforcing units, those units may enter at an alternate reinforcement hex. German units enter at alternate reinforcement hexes bearing the next higher number, which is unoccupied by enemy units. Soviet units enter the alternate reinforcement hex bearing the next lower number which is unoccupied by enemy units. Units may enter reinforcement hexes covered by an Enemy Zone of Control, but are not obligated to do so, and may instead enter alternate reinforcement hexesl units which enter alternate reinforeemnt hexes on the same map edge experience no delay. Units which enter on a map edge other than the original reinforcement hex are delayed by one Game-Turn. SCENARIO Kiev Pocket: German initial units include 2x 6-11 units, not 3 as listed. Area D is hex 0222 (Sevastopol). Drive on Stalingrad: The Soviets begin the game with 3 HQs, not 4 as listed.Italian initial units include 3x 2-7 units, not 4 as listed. Korsun Pocket: The Axis Player receives one 4-7 infantry division on Game-Turn Three.