From F&M 23 Streets of Stalingrad Errata/Questions and answers Maps. At the junction of the two map sheets, one hex between the Red October Factory and the Bread Factory JY2 is shown half tan and half white. This hex should be a solid tan (suburb) hex. Also, one Volga shore hex directly east of this hex (north of arrow on river) should be a tun (clear) hex, not white. Unit Counters. One 5-2-1-24 pioneer company of Panzer Pioneer Battalion 16 (16 Pz Div) is missing its flamethrower symbol inside the company box. This unit is entitled to the combat engineer bonus in combat. One 2-3-1-8 infantry company of I Battalion/194 Infantry Regiment (71 Inf Div) has its "3" and part of its company symbol obscured by ink. German Force Sheet. "Brandenberger Commando Company" should read "Brandenburg Company 800." Map Cards. Card 4, Russian starting positions: "9S" is the 95 Rifle Division. Card 6, Russian starting positions: 9S Rifle Div set-up does not link up with the 37 Gds Rifle Div in the Tractor Factory. No units of the 9S Rifle Div may start in the Tractor Factory (white hex with black buildings). Card 8, Russian starting positions: "68S Rifle Div" should read "685 Rifle Regiment." Scenario Cards. Card 6R, "The Tractor Factory": Starting units for the 112 Rifle Div should only have three (3) 2-3-1-8 infantry companies, not four. Basic Rules Book. Page 2: The sample unit illustrated should read 2-4-2-8, not 2-3-1-8. Recommendations Using the organization chart published in Fire and Movement, mark the units in the game as follows. On the back of the counters, mark the divisional or brigade numbers in pen or marker. Simply write the appropriate number for the division: "14" for units of the 14 Pz Div, etc. For independent brigades and NKVD regiments, write a small "b7 or "r" after the number: "269r" for 269 NKVD Regiment, "26b" for 26 Tank Brigade etc. Do not write anything on the backs of counters of independent battalions or companies. The markers on the backs will not compromise hidden movement since the enemy player will still not know if a unit is infantry, armor, AT, etc. In the longest scenarios played with optional rules, players may experience too high a rate of attrition from artillery bombardments. If so they may increase the die roll modifier for "blind fire" (Advanced Rules page 10) from +2 to +3. Questions and Answers Movement Question: May a non-armored unit leave an enemy Zone of Control at the start of its movement? Answer: Yes. Q: May an armored unit leave an enemy Zone of Control without disengagement penalty at the start of its movement? A: Yes. Q: Armored units leaving enemy Zones of Control are subject to defensive fire. Does this also apply to the hex an armored unit starts its movement from? A. No, the starting hex is exempted. Q: A primary road is defined as "an unbroken white line through the hex." There are some city hexes in which this condition exists, e.g., the hexes adjacent to the barracks and the army camp. Are city hexes ever also road hexes? A: Yes. Where the road runs along the outside edge of a city, it may be used as a primary road if the unit follows the road exactly. Roads between city block patterns had been blocked, mined, strewn with rubble, or literally dug up by the Russians and may therefore not be used as primary roads. Q: If a road and a balka (gully) are in the same hex, but the road does not cross the balka, may motorized units still move into and through the hex? This is especially important in the city where roads (city blocks) run parallel to the balkas. A: Yes, as long as the unit followes the road exact/y, it may enter a road/balka hex anywhere on the map. (But such a motorized unit does not receive the defense benefit of the balka, unless dismounted.) Combat Q: Is the result of Defensive Fire of a defending unit applied to all attacking units, or to just one of them? A: Any defending unit can only fire at one attacking unit in each round. If several, stacked units are defending, they may combine their fire or shoot at separate targets, as long as no unit fires at more than one attacker per round. Q: After a successful round of offensive fire against a hex containing more than one defending unit, must all attacking units attack again in the next round? A: No. All units that participated in the prior round may attack again, but need not do so. Some may be withheld in further rounds of fire (so as not to be exposed again to Defensive Fire), or the attack may be broken off entirely even though the prior round of offensive fire was successful and the hex still contains defenders. Q: If a unit has used Defensive Fire, may it still engage other enemy units in range and on open terrain? A: After attacks against it have stopped or failed, the defending unit may use Defensive Fire against any one enemy unit within range and on clear terrain. Q: Does an attacker receive both the regimental and battalion integrity bonuses if he fulfills the conditions for both? A: Yes. Q: The Advanced Rules allow Bombardment to be used in Defensive Fire. If an attacking stack of units is bombarded (by indirect-fire artillery exclusively), are all units of the stack subject to bombardment before the first round of attack, or only one unit before each round of attack? A: Bombardment against all units of the stack is resolved before the first round of attack. Q: Do disabled Soviet tanks retain their unit identifications for purposes of calling in defensive fire by their attached mortars and field guns? A: I would allow this since a stationary tank would actually be easier to support with defensive fire than a moving one. Q: What die roll modifications do motorized units receive in defense on balka/suburb, balka/city, balka/factory hexes (entered on a road)? A: The modification for suburb, city, and factory, respectively. Bombardment Q: May automatic elimination be achieved by Bombardment? A: No. At least one non-artillery unit must participate for an automatic elimination to occur. Q: When a hex is bombarded by indirect artillery, may the defenders use Defensive Fire against the bombarding artillery if the latter is within range but not in Line of Sight? A: No. The artillery can only be fired at defensively if both within range and in Line of Sight. Q: May Russian reserve units move through hexes being bombarded by the Germans? (The reverse case in explicitly forbidden, but this is not.) A: No unit may move through a hex being bombarded, although it may enter and remain in that hex (and undergo bombardment attack). See also answer to next question. Q: According to the rules, any Indirect Fire marker interdicts a hex, preventing units from moving through, even if the marker has only a strength of "1." Is this indeed intended? A: If you want to allow units to move through a hex under bombardment, add the following optional rule: A unit may attempt to move through or exit a hex which is being bombarded. Every unit attempting this type of movement undergoes an immediate attack by the IF marker(s) on that hex. Double all IF marker values for this bombardment attack. The units attempting to move do not receive any die roll modifier benefits of terrain or leader units. Line of Sight and Spotting Q: Is there any limitation on the spotting range of combat units calling in fire of their attached artillery units? A: Yes. On all hexes, a combat unit's maximum sighting range is four (4) hexes. Only OP units have a greater spotting range, and only on hilltop hexes. Q: If a hex contains cleat terrain mixed with other terrain, can a Line of Sight be traced through the clear portion of the hex? A: Yes. The city patterns and forest/hill lines are exact reproductions from aerial photos, accurate to within 30 meters. This justifies tracing a Line of Sight through the clear portion of a hex also containing other terrain. Q: What happens if the Line of Sight runs exactly down the line between a blocking hex and a hex that is not blocking? A: Use your own judgement, but in general I would permit the respective unit to spot or fire. See also answer to previous question. Q: The spotting range for an OP unit on a hilltop hex is 9 hexes. Does this apply for all directions, or only for those in which the hill sloped down? A: The range is 9 hexes in all directions. Q: Can divisional OP units spot for infantry guns and mortars of their division's regiments and battalions? Can corps OP units do the same? A: Yes, on both counts. Order of Appearance Q: If the 14 Pz Div is brought in an optional reinforcement in Scenario 3, and is then withdrawn as required on September 29, does the division later re-enter at the strength printed on Scenario Card 6G or at the strength at which it was withdrawn? A: The divison re-enters as specified on Scenario Card 6G. Victory Conditions Q: Are immobilised Russian units counted as "eliminated" for the purposes of determining victory point levels? A: No. Only the actual armor platoons in the Eliminated Units box at the end of a scenario are counted for victory points. But each such platoon is counted even if there is a replacement immobilised tank unit for it still on the map at the end of the scenario.