Crimea Errata - September 1975 Rule 9: Stacking When more units are in a hex than the stacking rule allows, place them so that the units which may fight are on the top of the stack. Units absorbed by a headquarters are moved as one unit with the headquarters. A headquarters unit is always the last unit in a hex to suffer losses. In other words, it may never be destroyed unless all other friendly units in the hex are also destroyed. Rule 10: Detachments British detachments are never out of supply if they are within 2 hexes of their parent headquarters, which is in turn in supply. Rule 12: The Action Segment A. Turn Sequence 1. Simultaneous Fire: All units which have not already become unchecked do so at the termination of the Action Segment. 2. Disrupted Defender Movement: Classes of units for the purposes of action movement consist of: Infantry - All infantry, marines, naval infantry and infantry headquarters. Cavalry - All cavalry, dragoons and cavalry and dragoon headquarters. Artillery - All artillery and horse artillery. 8. Attacker Melee Phase: Units which have no melee factors and which are attacked by enemy units while unstacked with friendly units with a melee factor are automatically eliminated. Units which are forced to retreat must retreat away from the point of melee contact. That is, attackers must retreat into the hex or hexes they entered from. Defenders must retreat in the opposite direction if possible. No die roll is necessary for movement through terrain during a retreat. Cavalry in a fortification attacked by enemy infantry is automatically driven out (retreat one hex). B. Special Considerations 1. Morale: Units are only subject to morale during the action segment. Units which take losses due to supply, attrition or line of communication combat (rule 22) do not roll for morale. Morale rolls are made at the instant that a unit is in a situation requiring a morale check. Each unit is rolled for seperately, including each unit absorbed by headquarters. 3. Strategic reserves: Units must be on land to form a strategic reserve. Units on board ship waiting to be disembarked may not constitute a strategic reserve. Reserves, when released, must be a full division or its equivalent, but reserves are never required to be released. Released reserves may not leave a board section and enter a Line of Communication. Rule 18: Supply Units in cities are not automatically entirely eliminated at the end of a turn of isolation, but must roll for attrition. Rule 21: The Advanced Game. The Advanced Game begins on Turn 0. Rule 22: Lines of Communication Units which exit a board section on an edge that has a road leading off of it into an LOC but do not exit on that road may move into the LOC box, but end their strategic movement doing so. Since supply lines for normal supply purposes may only be 6 MP's long and must be traced to a specified city (not into an LOC) the above method will not allow tracing normal supply through an LOC except along a road. However, since supply lines for isolation purposes may be any length, they could be traced into an LOC from other than a road hex and then on through other boxes of the LOC chart. So long as there is a path open, no matter how long, units tracing supply along that path are not isolated. LOC combat takes place during the stategic movement segment. Only so many horse artillery units as there are cavalry units in an LOC box may be counted toward the number of units for LOC combat. For instance, it there were two cavalry units and three horse artillery units, they would count as a total of 4 units (2 cavalry and 2 horse artillery). Rule 23: Naval Units A. Movement: Ships may move one hex per action turn at the same time that undisrupted friendly units move. B. Combat: If called upon to retreat as a result of naval combat, allied ships may retreat to Turkey. Ships which are attacked already in harbor are not required and may not retreat to another harbor. If any survive the first attack, the attacker may attack them again and again until they are all eliminated. A ship or stack of ships may move and attack enemy naval units as many times as it wishes during a turn. It may only transport troops once, however. C. Transports: Troops may only embark in a harbor. Troops must begin their strategic movement in the harbor to be embarked. Troops which disembark during strategic movement expend one MP so doing. Troops which disembark during the Action Segment (ie an opposed landing) use an entire movement phase so doing. H. Shore Bombardment. Ships in a harbor may only fire on adjacent hexes which are separated from their own by a full water hexside. J. Gunboats: The definition of the Sevastopol harbor should read "Sevastopol Harbor Basin". Gunboats may move in the harbor Basin. Other ships may move in the channel and harbor itself (city hexes). K. Destruction by Enemy Ground Units: Ships (Naval Units and Gunboats) in a partial sea, channel or river mouth hex occupied solely by enemy ground units must retreat one hex. If they are in a harbor hex occupied solely by enemy ground units they are eliminated. Rule 24: New Units 1 Reinforcements may be voluntarily delayed by the owning player. Cossack replacements are taken by the Russian player in the same manner as allied replacemerits are taken. CHARTS Unit Identification Chart Unit Sizes National Colors I - battery Russia - Green II - battalion Britain - Red III - regiment France - Blue X - brigade Sardinia - Grey XX - division Turkey - Brown Color Coding Regular units - black on national color Guard units - white on national color Units at breakpoint - national color on white Combat Results Table Melee Combat: A die roll of less than -1 is treated as -1. Odds greater than 7:1 are treated as 7:1. Odds less than 1:4 are not allowed. Fire Combat: A die roll of less than -1 is treated as -1. A die roll greater than 8 is no effect. If more than 26 factors are firing, fire only once on the 26 column. To use a column of the fire table, the firing player must have at least the number shown. Eleven fire factors would use the ten column. One fire factor would use the "one or two" column. All fire modifiers are cumulative. When firing from two different hexes, use the modifier least advantageous to the firing player. The asterisk by the +2 die roll modification for firing into a level one redoubt indicates that it does not apply to siege fire. Naval, Clear LOC and Force Passage Combat Tables: Attack superiorities greater than those shown on the tables are treated as the highest superiority shown. Attack superiorities less than those shown are not allowed. C. Transports: Troops may only embark in a harbor. Troops must begin their strategic movement in the harbor to be embarked. Troops which disembark during strategic movement expend one MP so doing. Troops which disembark during the Action Segment (ie an opposed landing) use an entire movement phase so doing. H. Shore Bombardment. Ships in a harbor may only fire on adjacent hexes which are separated from their own by a full water hexside. J. Gunboats: The definition of the Sevastopol harbor should read "Sevastopol Harbor Basin". Gunboats may move in the harbor Basin. Other ships may move in the channel and harbor itself (city hexes). K. Destruction by Enemy Ground Units: Ships (Naval Units and Gunboats) in a partial sea, channel or river mouth hex occupied solely by enemy ground units must retreat one hex. If they are in a harbor hex occupied solely by enemy ground units they are eliminated. Rule 24: New Units 1 Reinforcements may be voluntarily delayed by the owning player. Cossack replacements are taken by the Russian player in the same manner as allied replacemerits are taken. CHARTS Unit Identification Chart Unit Sizes National Colors I - battery Russia - Green II - battalion Britain - Red III - regiment France - Blue X - brigade Sardinia - Grey XX - division Turkey - Brown Color Coding Regular units - black on national color Guard units - white on national color Units at breakpoint - national color on white Combat Results Table Melee Combat: A die roll of less than -1 is treated as -1. Odds greater than 7:1 are treated as 7:1. Odds less than 1:4 are not allowed. Fire Combat: A die roll of less than -1 is treated as -1. A die roll greater than 8 is no effect. If more than 26 factors are firing, fire only once on the 26 column. To use a column of the fire table, the firing player must have at least the number shown. Eleven fire factors would use the ten column. One fire factor would use the "one or two" column. All fire modifiers are cumulative. When firing from two different hexes, use the modifier least advantageous to the firing player. The asterisk by the +2 die roll modification for firing into a level one redoubt indicates that it does not apply to siege fire. Naval, Clear LOC and Force Passage Combat Tables: Attack superiorities greater than those shown on the tables are treated as the highest superiority shown. Attack superiorities less than those shown are not allowed. Terrain Effects Chart All melee modifiers are cumulative. The number shown for each class of unit in the action segment movement column is the number or higher that must be rolled to move. If more than one type of terrain is involved, units must make all of the required rolls in the same turn to move. Battle Games: Russian Order of Battle Battle Game 1: The Battle of the Alma 11th D.C. cav regt should read 11th H.A. btty. Battle Game 2: The Battle of Balaklava delete 5th Naval inf regt. Micro Game: "Into the Valley of Death Hex 1629 Fol units of 12th Infantry division: HQ, Odessa inf regt, Ukrain inf regt, Azov inf regt, Hv arty bri. Hex 1729 Fol units of 6th Lt Cav division: CbU cav regt, 12th HA btty. Hex 1728 Fol units of 16th Infantry division: HQ, Vladmir inf regt, Sousdal inf regt, Hv arty bn. The Allied Ammunition Supply and Cumulative British Loss Tracks are on the Line of Communication Chart. The Game as History - A Parting Observation The Russian fort construction rate is based on actual construction rather than capability. Spurred into action by the defeat of Menchikov's army at the Alma, the Russians hastened to throw up their defense works. Had the Allied landings been closer to Sevastpol, the sense of urgency would have come sooner. Therefore, incorporate the following rule addenda: If, in the Campaign Game, the Allies invade the Sevastopol board section on Turn 0, the Russians may build 6 of the 10 Turn 1 fortifications on Turn 0. Even with this rule, the Allied player will soon rind that an initial invasion at Balaklava and/or Kamiesh, followed by a vigorous attack on Sevastopol, will virtually insure victory. Try it several times, if you wish, as an example of what most military commentators have pointed to as the obvious solution to the campaign. As an alternative, use either or both of the following rules to simulate the doctrine followed by the Allies. 1. Safe Anchorage. Since the Russian troops in and around Sevastopol are in sufficient strength to dominate the plateau overlooking the harbors, a landing at Balaklava or Kamiesh would seem to be rash and unwise. The Allies may not land troops at Balaklava or Kamiesh until they have occupied them by troops moving overland. This rule is not in effect if the Russian free set-up option is in effect, and the Russian has placed less than the equivalent of one and one-half divisions on the Sevastopol board (6 regiments of infantry and/or cavalry, plus 3 battalions of artillery). 2. The Seige Train. Since our respective nations have gone to the not inconsiderable expense and trouble of providing us with the largest and finest seige train in history, it would be bordering on criminal incompetence to throw away the lives of our gallant lads in frontal assaults on prepared positions without first receiving the benefit of preparatory fire. Allied units may not move onto a fortified city hex, or any fortification greater than level 1 unless the hex first has seige fire committed against it. NB submitted by John Kula (kula@telus.net) on behalf of the Strategy Gaming Society (http://www.boardgamegeek.com/~sgs), originally collected by Andrew Webber (gbm@wwwebbers.com)