Ty Bomba - 02:58pm Sep 3, 2002 PST (#71 of 103) 

"Let's make us medicine of our great revenge, to cure this deadly
grief." - William "Bud" Shakespeare 

Official Errata for Decision Game's "Drive on Stalingrad" as of 3
September 2002. 

In the diagram in rule 2.5, the terms "Movement Factor" and "Defense
Factor" are inter-changed. That is, what the diagram shows as pictured
unit's "Movement Factor" is actually its "Defense Factor" and vice
versa. 

In rule 2.16, ignore the reference to a "storm indicator." That counter
was only used in an early version of the weather rule. There is no such
counter included in the mix and none is needed. 

In 4.3, remove the comma immediately after "VP" in the second-last line
of that rule. 

In the first line of rule 5.4, the words "one of his" are repeated.
Cross out the second "one of his." 

Add the following paragraph of clarification to the end of 7.18: For
both players in both scenarios, all the town and city hexes on their
side of that scenario's start line are part of their own side's supply
net at the beginning of play. If the enemy player sends forces across
the start line of the scenario being played, and there captures one or
more intermediate or ultimate supply points on your side of that line,
and you then recapture one, some or all of them, those hexes instantly
come back into your supply net. It isn't necessary in such cases to use
up a turn or a supply marker; recaptured supply points on your side of
the scenario start line instantly and automatically come back into
logistical operation for you when recaptured by your forces (any number
of times per game). 

8.4 In the first sentence of this rule, change the word "five" to
"four." 

11.40: In the second line of this rule, remove the two words "Kalach
(3023)" and replace them with "Chir Station (3124)." That is, Kalach has
an intrinsic garrison while Chir Station does not have one. 

12.1: The set up hex for Soviet 51st Army in the Operation Blue scenario
is N4135. It's correctly shown on the map, but the hex number was left
off the list on p. 21 of the rules. 

12.1: Add the following to the end of rule 12.1. Units of the
German-side with an "A" printed in their upper-left corners are
Operation Blue starting units set up by that player, decided on a
unit-by-unit and hex-by-hex basis, in any friendly controlled hexes to
the west of the scenario start line. Once such units are set up, for
purposes of rule 3.2 they are considered to become part of the army
corresponding to the areas in which their set up hexes are located. No
more than one may be set up in any given hex. 

Add the following two entries to the list of abbreviations in 12.3: FA =
Fortified Areas (the 0-6-2 black-on-red Soviet units) MC = Mechanized
Corps 

Add the following to the end of the first paragraph, right hand column,
on p. 21 of the rules: "K訪harkov (N2044)." 

Map clarification: In both scenarios, for all purposes, the western hex
of Voronezh (N1334) and Rostov (N3635) are indeed TOWN hexes, just as
shown on the map. Ignore rule 7.4 the word "city" in the reference to
Rostov; it is a town. 

- - - end of file - - - 

Ty Bomba - 04:47pm Sep 18, 2002 PST (#101 of 103) 

"Let's make us medicine of our great revenge, to cure this deadly
grief." - William "Bud" Shakespeare 

Concerning this problem of the initial front line Soviet armies running
away at the start of the "Operation Blue" scenario prior to the time the
German armies opposite them can move and fight, I originally had the
following paragraphs at the end of rule 3.3. I took them out because the
playtesters reacted to them as being "too lawyerly," and because they
all "fought forward" every time, seeking to resolve the issue once and
for all in the Don bend; so no such rules seemed needed. I offer them
again now, on a suggestive basis, for the comments of those of you
who've played the scenario. 

Add the following to rule 3.3 

Soviet units belonging to the Red armies set up in the front line hexes
of the "Operation Blue" scenario (see the first paragraph of rule 12.1)
are also frozen in place at the start of play. That is, no unit of any
starting Soviet front line army may attack or move prior to the game
turn of activation of the army of the German side that's opposite it. If
a Soviet front line army is opposite more than one army of the German
side, that Soviet army activates during the same game turn as the first
of its activating German counterparts. 

A still-frozen Soviet front line army is also considered activated, and
is thereby free to fight and move normally, starting the same game turn
any unit of the German side moves into any hex on the Soviet side of the
scenario start line that is within eight or fewer hexes of any component
unit of the still-frozen front line Soviet army under consideration.
Similarly, a still-frozen Soviet front line army is also activated the
same game turn any unit of the German side attacks any of its component
units from any direction. 

Newly arriving Soviet reinforcement units, and other Soviet units not
initially frozen by the strictures of the two paragraphs above, are
generally free to fight and move from the first turn of the game or the
first turn of their entry into play. If, however, such Soviet units once
enter any hex containing one or more component units of a still-frozen
front line Soviet army, the new arrivals are then similarly deactivated
(can not fight or move farther) in the first such hex they enter, and
they remain that way until their new host army is activated by one of
the methods described above.