From S&T 101 Central Command errata Unit Colors: The unit colors printed in the rules do not correspond with the counter sheet colors. The 82nd Airborne Division should be listed as dark blue instead of tan, the 101st Airborne Division should be listed as light blue instead of light green, and the 1st Marine Division should be listed as light green instead of light blue. USAF and USMC air units should have the colors reversed. Game Map: A zone of control can extend from hex 2948 to 2947, and attacks can be made between these two hexes (treated as cross-river attacks). RULES CORRECTIONS [1.4] The Terrain Effects Chart refers to highways as autobahns. [2.1] A "stacking point" system is referred to (and some counters so marked), but is never fully explained. Ignore it. [6.2] Helicopter units cannot end movement in a hex occupied by an enemy air unit; however, they can pass through such a hex, in which case the enemy player can roll one die and destroy the helicopter unit on a roll of 1. [7.1] US Helo Lift Chart: Light transport capabilities should actually read ". . . all Marine, infantry, recon, and anti tank units.'' Part 5 - Combat: No unit can attack more than once per game turn, and no artillery-type unit (including the New Jersey ) can participate in more than one combat per combat phase. [12.1] The Combat Results Table states that attacks lower than 1:3 are not allowed. It should read, "Unmodified attacks lower than the odds in the far left column for the appropriate terrain type are not allowed.'' [12.2] The attacker's losses in AX and EX situations are based on the defender's printed defense or combat strength on the far side of the counter which is facing up during the combat. [12.3/12.4] Transport helicopters with a combat strength of 1 cannot be used for the following purposes: a) column shift for multi-hex attack, b) column shift for attacking/defending with a ground unit, c) die roll modification for attacking/defending jointly with the A-10 unit, d) providing a hex for determining surprise attack, e) blocking enemy routes of retreat with its ZOC, or, f) cutting an enemy supply line with its ZOC. [14.0] Following a combat result of DE, attacking ground units can advance one hex. For Soviet second echelon units, however, players should roll one die and advance these units that number of hexes as the die result. [16.4] If air interdiction leaves only a part of a defending stack "out of supply," the die roll modification for that stack is only applicable if one-half or more of the defending strength points are out of supply. [17.2] Hex 2841 was erroneously listed as a highway hex that can serve as an airfield. There is an airfield in that hex. [17.3] Soviet reinforcements enter on the "east" and "north" map edges. For purposes of reinforcement and supply, the "east" edge contains hexes 2111, 2211, 2511, 2711, and 3111; the "north" edge contains hexes 0142 and 0238. Additionally, if the Soviet player wishes to delay any north-edge reinforcements he may bring them in on hexes 0931, 0927, 0924, or 1124. RULES CLARIFICATIONS [1.2] Due to combinations of supply/ terrain/ZOC, it is possible for some units to be unable to move. Also, a unit on a road/track in terrain otherwise prohibited to its movement can only exit that hex via a road or track - it cannot simply move off into non-prohibited terrain. [5.0] Only the hex the unit being over run occupies need be flat/flat-hard terrain. Additionally, the presence of rivers, bridges, and wadi hexsides has no effect on the conduct of the overrun. [6.1] Helicopters can move through all-sea hexes as long as they end their movement in a land hex. [7.4] After transporting a unit, a helicopter unit can only: a) remain with that unit and support it, or b) return to its original hex or else a new base. It cannot undertake any other operation in the phase. [8.0] "Enemy air units in the same hex will prevent (helicopter) retreats" means that the helicopter unit cannot retreat into or through a hex containing an enemy air unit. [10.2] Air units making interdiction attacks against enemy ground units do not get the + 1 die roll modifier, which is reserved only for air units attacking in conjunction with ground units. [11.0] Supply Air Interdiction: a) When totalling strength points to meet out of-supply requirements, calculation is made on the basis of a unit's highest strength. b) Passenger and carrier units can be split when determining movement supply, but this may still allow the carrier to carry an unsupplied passenger at full movement allowance. P and C units may also be split for combat supply regardless of whether P is mounted or dismounted. c) Air units interdicting supply lines check for losses at the end of ground combat phase J along with other air units. These are destroyed on a die roll of 12. Part 5 - Combat: Two or more units in the same hex, including P and C units of the same designation, can attack different hexes in the same phase (i.e., there is no need for all units on a hex to attack the same enemy hex). [12.3] For combat modification column shift for mechanized units: armored recon, amphibious mechanized, and motorized units do not qualify as mechanized units. For this rule's purposes, "mechanized" refers to Soviet BMP- and BMD-equipped carrier units of motorized rifle and airborne divisions. For purposes of column shifts, helicopters are neutral when determining which units in a stack are "hard" or "soft." [l2.4] Artillery units defending alone against ground or helicopter or air attack do not receive a defense modifier for artillery participation. Also, engineer units contribute their modifiers for defense even if they are alone in a hex under attack. [12.5] An out-of-supply unit attacking across a river/wadi has its attack strength quartered (halved and halved again). Also, US units meeting the criteria for a surprise attack against Soviet units receive the surprise attack bonus, regardless of the presence of other Soviet units adjacent to either attacker or defender. [13.0] A retreating unit must follow the fewest movement points rule even if it results in overstacking or placement in a hex about to be attacked. [14.2] A unit cannot advance into or through a prohibited terrain hex, even if following a path of retreat, except along a road or track. Similarly, a unit cannot advance out of a prohibited hex except on a road or track. [14.3] Units cannot advance across unbridged river hexsides if such movement is prohibited to them normally. [15.1] An artillery unit adjacent to enemy units can use indirect fire to support an attack if it is not using direct fire in an attack against adjacent enemy units. An artillery unit which is in a stack which is being attacked by adjacent enemy units must participate in the defense of its own hex only. Also, Soviet artillery units stacked with non-artillery units get the direct fire bonus (doubling) in both attack and defense. [16.1] For the purposes of tracing the "first part" of a supply line for P and C units, if the P unit is mounted, the line is traced as for one unit, using the C unit's calculation; if dismounted, the line is traced separately for each. If the "first part" of a supply line is traced through an unbridged river/wadi hexside adjacent to an engineer unit, the supply line movement point calculation is based on the reduced crossing cost. A unit can trace the "second part" of a supply line across a destroyed bridge if a friendly engineer unit is adjacent to it. Also, helicopter supply lines are based simply upon the unit's unblocked radius to a supply source, not in a two-part line like ground units. It is permissible for helicopter units to cut an enemy attack supply line during a reaction phase prior to enemy-initiated combat. [16.3] Supply by helicopter can be in terdicted: thus, a supply route cannot originate in the helicopter unit's hex if it is also occupied by an enemy air unit. However, it is permissible for such a line to pass through a hex occupied by an enemy air unit, as well as to terminate in a friendly ground unit's hex being interdicted by an enemy air unit. [17.0] Reinforcements can enter the map on either counter side at the owning player's option. The cost to enter the map as a reinforcement at a port, airhead, or road is only one movement point, as no normal terrain or other costs are applied. Airborne units subject to terrain prohibitions can drop into prohibited terrain on a road, track, airfield, or airhead hex. Helicopter units arriving as reinforcements at port or airhead hexes may perform all normal operations (minus the 1 MP to enter) in the phase of arrival. Ground units arriving as reinforcements at a port or airhead can be helicopter-lifted in the phase of arrival. [17.1] A "supply line" must exist between the USMC airhead and port in order to bring in reinforcements. This is simply a line unblocked by enemy units or ZOCs of any length over flat, flat/hard, and bridged track, road, or highway hexes. Also, reinforcements cannot land at an interdicted air head, but can land at an interdicted port. Arriving USAF units are operational at the beginning of the US player's designated turn. If the US player is permitted to use the MAU or MAB in a scenario, he must de cide to use it or not before the game and set aside units until the turn of entry. [17.2] Any engineer unit can be used to make a highway hex into an operational airfield, not just special light equipment companies. These highway hexes can be converted into airfields, even if an enemy unit exerts a ZOC over the hex. [18.4] The presence of an enemy ground unit in hex 1439 prevents the conducting of tunnel repair operations as long as the hex is occupied by such a unit. An enemy ZOC over the hex has no such effect. [20.0] US air units supporting a defense are not affected by Soviet chemical attack. Soviet helicopter/air assault units, attacking independently of other divisional units, cannot gain a chemical modifier. [21.0] The Soviet player rolls for the New Jersey's on-map elimination two times per game turn, at the end of the battleship deployment phase (if the ship is on the map). RULES ADDITIONS [5.4] When conducting an overrun, armored recon units pay no ZOC cost for the initial hex entered adjacent to the enemy, but pay full costs for other hexes of the overrun. [7.2] The Soviet heavy lift helicopter units can transport an airborne battalion's P and C units as one unit. [12.4] A Soviet MRL unit provides no defensive bonus for artillery participation in a defense. [12.5] Helicopter and artillery-type units attacking across river/wadi hexsides do not have their strength halved. Other units with halved combat strengths for any reason are affected as units, not stacks. [13.0] An infantry-type unit can retreat across an unbridged river/wadi hex side if a friendly engineer unit is adjacent to it. A helicopter unit (other than transport helicopters with a strength of 1) can move adjacent to a friendly unit surrounded by en emy ZOCs and provide a path of retreat for the trapped friendly unit through the helicopter unit. This does not change the electronic warfare rule which addresses only helicopter units moving to a hex under attack. [17.1] Each of the 101st Division's 2 3-8 artillery battalions is considered a company-sized unit for reinforcement purposes, while the 82nd Division's are not, as the 82nd's are rigged for airborne landing. The 82nd's artillery battalions can be landed at an airhead, in which case they are treated as company-sized units as well. [19.0] Soviet air assault units attacking independently can get electronic warfare support from the closest friendly division to the attack. That division cannot use its EW capacity further in the same turn.