Kevin Treese - Mar 14, 2007 5:59 pm (#168 Total: 188) Crazy Horse Errata 14 March 2007 Unofficial Errata Crazy Horse, Black Shield, White Bull: Prelude to Little Bighorn, 1866 [2.4] Clarification: Zero on ten sided die equal “ten”. [3.1] Clarification: Stacking is based on fire strength for units armed with rifles even if they have no ammo. Each bow and arrow armed Indian unit counts as two combat factors for stacking. Up to nine bow and arrow armed Indians may stack together. [3.4.1] Clarification: Units in the same hex do not have to have the same facing. [3.5] Clarification: Indian units must check for ammo depletion every time they fire. US units stacked in Fort Kearney do not suffer ammo depletion. [5.1.2] Correction: Ignore all references to stunned or inactive in the rules. Units can only be suppressed. All references in the rules to pinned should be suppressed. [5.1.2] Clarification: Suppressed infantry units have their movement allowance reduced by 1 and Suppressed cavalry units have their movement allowance reduced by 2. [6.0] Clarification: There do not appear to be any units in the game armed with Starr Rifles. According to Mr. Perry, some Indians and Cavalry were armed with Starr rifles, but the Starr and Spencer were similar. It does not matter in game terms. [6.4.3] Addition: Bow and arrow armed Indians have four steps when taking losses from fire combat. [6.4.5.1] Clarification: This rule pertains to charging rifle armed cavalry units, which may move (up to 1/2), fire using this rule (x3 instead of x2), and then melee (using the melee combat rules) in the same activation. [7.1] Clarification: Infantry (US and Indian) must start the activation adjacent to an enemy unit in order to melee it. [8.2.1.1] Clarification: The US player rolls for the Fetterman Decision when the Fetterman activation chit is chosen during Game Turn 2. [8.3] Omission: There does not appear to be a Wood Train Covered Wagon unit (other than the activation chit). It should have the same values as the Ammo Train but does not carry any extra ammo. [8.7] Clarification: US units using opportunity fire do not expend ammo. Indian and US units with no ammo may not opportunity fire. Units fire individually when using opportunity fire. Howitzer cannon can not opportunity fire. [9.0] Clarification: More Ammo, More Rifles! The four US units with Henry rifles have a range of 2 and fire strength of 3. Only one counter is supplied with the countersheet. [10.1.3] Addition: The howitzer cannon enters on Game Turn 2. [10.2.2] Clarification: Each time an Indian activation chit is drawn on the indicated turns, the Indian player rolls 1D10 and 1D6. Variant: I believe there were at least two scouts with Fetterman that were armed Henry rifles. Arm one of the US cavalry units with the blue Henry rifle counter to represent the scouts.