Big Push Errata
July 26, 2005

3.4.1. The description of the German counters in the last paragraph has the modes reversed. The front side of the counter is mobile mode and the back side is the entrenched mode. The rule illustration and the counters are correct.

3.4.1 Clarification: Heavy artillery units are ones with ranges greater than 6. The regular and heavy artillery units have different icons, with the heavy artillery units having a longer gun barrel.

The mine counters have an L to indicate a step loss, not ST as indicated in the rules.

6.4 Mark artillery units that are hit by Counter-battery fire as Disrupted.

9.3 Up to 4 Command Resources can be used in an assault (as per Case 11.5.2 and the Command Center Table).

11.5.2.3 Disregard the reference to an Allied Attack Table. This was dropped in playtesting.

11.7.3 Disregard the references to an ENG result causing a step loss. 

11.8, CA result. Clarification: A defender only has to counter-attack against one of the close assaulting squares (hint, hint, hint attackers; deploy for the attack carefully!).

13.2. The See reference should be to 6.5.1 (not 6.42).

15.1, Infantry Replacements. The example described only costs 2 points, not 3 (for a full-strength 3-2-4 brigade).

15.4 Build Artillery. The extra piece mentioned here will be provided in a future issue. In the meantime if this option is chosen the British have a free replacement of any one artillery unit for the game.

15.5 Command Resources Table. Clarification: As per the rule the mines are 2 VP per mine, for a total of up to 10 additional VP (Remember one of these is a dud/NE and this must still be used). 

The DR modifiers are mixed in together (the developer has been flogged!).

The British modifiers are:
		+1 Two or More Objectives Reached 
		+2 Attack Planning
		+2 No Germans on Start Line
The German modifiers are:
		+1 Any Allied on Start Line
		+2 All Tanks Broken Down/Damaged/Disrupted

The 1-3 VP awards for the opposing player in some of these options were added late in the final playtesting as a play-balance. Mea Culpa for this not getting these duplicated on the chart. Same thing happened in reverse for not also putting the 30 VP charge for training troops in the rule text.

Optional Rule:

6.4.1 Optional Counter-battery fire resolution. Use the Bombardment table to resolve counter-battery fire; resolving it as per the rules for artillery bombardment (with modifiers for supply, command, terrain, etc.). This will make it a bit easier on the Allied player and is recommended as a play-balance technique for players of differing abilities. Artillery units that are Reduced, Disrupted, Interdicted, or Suppressed would be prevented from carrying out their declared bombardment attack.