From: Markus Stumptner <mst@dbai.tuwien.ac.at> 
Subject: Cropredy Bridge errata 


From: webber@gbm.ocunix.on.ca ( Andrew or Patti Webber  )
Subject: 148.err


      Begun: 29 Ja 92
Last Update: 14 Fb 92
CROPREDY BRIDGE -- OFFICIAL ERRATA


By Keith R. Schlesinger


--------------


COUNTERS


The Parliamentarian 3-12 leader "Itarr" should read "Harr" (for
Harrington).


All Loss markers with "1/2 FP" or "1/2 SP" on them are Loss 1,
and should have the number "1" in the black circle. Simply write
it elsewhere on the counter. All other Loss markers on the Front
side of the counter sheet ("No FP," "No SP," and "1/2 FP 1/2 SP")
are "Loss 2" and should have a number "2" in the black circle. 


Players may also wish to mark all "1/2 FP, 1/2 SP" Loss 2 markers
with an asterisk (*) in one corner to indicate that these are the
only Loss markers that can be used by cavalry and dragoon units.


The "Game Turn" counter is not needed. Use the Hour, Minute, and
AM/PM counters to record the proper game turn on the time tracks.
The Game Turn marker can be used for whatever purpose players
wish, although "CHARGE/HIT" would be a likely choice.


The different colors of the figures on the Royalist "Percy"
infantry and "Went" canvalry; and the Parliamentarian "Wall"
dragoon and "Kent 1" infantry counters, have no effect on play.



MAP (additions)


Slope hexsides exist wherever two hexes of different elevations
come in contact. Examples: 2026/2125 is a slope hexside;
1926/2026 is not a slope hexside.


Elevation color key: Dark Brown = over 475 feet high
                     Light Brown = 425-475 feet
                     White = 375-425 feet
                     Light Green = 325-375 feet
                     Dark Green = less than 325 feet



RULES


7.0 Unit Facing: The diagram on page 6 of the rules is incorrect.
Units face toward the vertex (point) of a hex, not a hexside. The
written text of the rule is correct. Units are oriented as shown
in the Zones of Control diagram (8.0). 



TABLES AND CHARTS (insert sheet)


* Marker Summary (clarifications) 
      5) Disorganized -- Flip an organized unit to its back
         (disorganized) side, or place a DIS marker on a dragoon
         (which have no disorganized side, only mounted and
         dismounted sides). If selected unit is currently
         disorganized, make a morale check (5.2) for possible
         Rout (4.2)
      9) Leader Casualties -- only possible when a combat die
         roll of SIX received. Roll the die again. A result of
         TWO in a Fire combat and THREE in a Melee causes LEADER
         WOUND. A result of ONE in Fire combat and ONE or TWO in
         Melee causes LEADER DEATH.


* Fire CRT (clarifications)
     Leftward shifts for Routed and mounted units are correct.
     The effectiveness of guns of all sizes in this period
     declined markedly when the defender was not in a regular
     formation with low mobility.


     Target Density: the gray-shaded table in the lower right
     corner of the Fire CRT is the Target Density Chart. Be sure
     to add together ALL SPs and FPs of all units in a target hex
     when calculating density.


* Morale Check Summary (5.2) -- clarification


     -1 Unit has lost half or more SPs (i.e. has either 1/2 SPs
        or NO SPs remaining)


TABLES AND CHARTS (on mapsheet)


* In case of conflicts between mapsheet and page insert, the page insert 
takes precedence. 


* Fire Combat - Range Effects Chart (correction)
  add "x 1/2" on the Light Artillery line under the "7-9" column.


--
webber@gbm.ocunix.on.ca
Games by Mail, Ottawa, Ontario, Canada