Errata & Clarifications for AVALANCHE: THE INVASION OF ITALY edited by Ted Kim (tek@ficus.cs.ucla.edu) last update: 9 September 1997 After the game was published, Scenarios 5 to 8 were released. Official errata was published on the back page of the rulebook and with Scenario 5 & 6. Additional items were provided by the designer, Brian L. Knipple of Avalanche Press (AvalancheP@aol.com) in response to email. * Errata Published with Scenario 5 & 6 1. All Allied units are supplied on the pre-dawn, AM and mid-day turns of 9 September. 2. Artillery units must be able to trace a supply path (7.1) to draw ammunition. 3. The Allied player does not roll the dice (25.23) to determine if his warships may bombard (8.0). Following a bombardment a warship is depleted exactly as for offensive support. Warships are never affected by formation rules. 4. The support counter for the US 83 mortar battalion is incorrectly numbered as 82 on front and back. * Errata and Clarifications Provided in Email Counters 1. There are two Remnant counters for the US 1/36 Engineer. One should be for the US 3/36 Engineer. 2. The -1/-2 Morale counters will be used later when new rules come out about morale levels for replacements. Map 3. The highway in hex 3412 should intersect with the other roads. 4. Some players find it easier if cliff hexsides, cliff hexes (20.6), and the Maiori and Commando Beachheads are marked on the map. Terrain Effects Chart (on Map) 5. Add "dagger" note symbol to infantry costs for river. (Foot units may also be engineer assisted.) 6. Double Dagger Note: Movement costs shown for cliff are for uphill only. Downhill is just the normal cost of the terrain. 7. Change strategic movement cost for infantry on highway to 0.66. (This brings it into line with RED PARACHUTES.) Counter Identification Card 8. Headquarters units are motorized. 9. The parachute unit on the right is a drop company. 10. The HG Nebelwerfer unit has no morale because it has zero attack and defense factors. 11. Other counters not illustrated: Road Blown (same as Road Blocked), German Strongpoint, Numerical Marker, Air Point Marker, Artillery Ammo Point Marker, Weather, Game Turn. Allied Tracks and Tables Card 12. Ignore the numbers 7 through 10 printed to the right of the Interdiction Track. German Tracks and Tables Card 13. The Unit Counter Values illustration should also note: "R" Unit Size is a Remnant Armor Value in a square is a Tank Destroyer Stripe on counter indicates a Green Unit 14. Ignore the 5-9-12 Tank entry in the Breakdown Table. (There are no such units.) Combat Results Table 15. Add to listed shifts: Allied Multi-Formation Attack. One to Left. 16. Add to Leader shift: ... for attacker. One to left for defender. Bombardment Table 17. Add to Column Modifiers: One Shift Left: if target is artillery (for that unit only). Two Shifts Left: if target hex is Town/City OR FORTIFICATION. Tank receives no benefit from improved position. (Bring into line with RED PARACHUTES.) Other Tables on Bombardment Table Card 18. On the Dropzone Location Table, "adj" results are the same as "S1". 19. For "H" result on Drop Table, fractions are rounded down. Allied Setup Card 20. Players may wish to note that many US 36 Division units are Green. Rules 21. Armor Value Definition (2.1) - Add: An Armor Value can also be used defensively as an Anti-Tank Value. 22. Mechanized Definition (2.1) - Recon units are not mechanized. 23. Motorized Definition (2.1) - All headquarters units in this game are motorized. The last word "motorized" is not spelled correctly. 24. Unassigned Unit Definition (2.1) - Units of an armored or airborne formations may be considered assigned or unassigned at the owner's option. 25. Counters (2.2) - "R" unit size is a Remnant (company size). A counter with a silhouette is a company size unit. 26. Initial Segment (3.1.) - In a), reference should be to 18.2, not 18.1. 27. Status Phase (3.31) - Add: Resupply artillery units (15.25). Plan Allied Air Drops (26.11). 28. Engineering Phase (3.32) - Add: Clear blocked roads (20.7). Repair airfields (16.7). 29. Movement Phase (3.33) - Add: Reinforcements arrive (18.1) and battalions may breakdown (23.1) at the begining of the Movement Phase. 30. Movement Phase (3.33) - Add to b): Move warships (25.25). Perform naval transfers (25.3). 31. Movement Phase (3.33) - Add: d) Reform battalions (23.2). Enemy may inspect stacks (27.31). 32. Combat Phase (3.35) - Add: f) Recover from Disruption and Demoralization (21.31). 33. German Player Turn (3.4) - In the Status Phase from 10 September on, roll for Artillery ammo resupply before resupplying artillery (15.27). 34. Multiple Terrain Levels (5.11) - Basically, use the highest terrain level in the hex. 35. Night Disruption (5.51) - Airfield repair (16.7) also causes disruption at night. 36. River Crossings (5.6) - Assisted crossings cost foot units +2 MPs. Note that most motorized battalions can pay the lower company costs by breaking down and moving as companies and then reforming. (Ed. Note: I personally think all motorized units regardless of size should be subject to +4 MPs for assisted river crossings. Company breakdown basically allows all motorized units to pay +2 MPs, which means it is cheaper to cross a river than a stream.) 37. Zero Strength Enemy Units (5.72) - Leaders are not eliminated, instead follow procedure in 22.34. 38. Stacking Limits (6.1) - Leaders stack for free. 39. Combat and Stacking (6.3) - Companies may substitute for battalions on a one-for-one basis for attack and defense stacking limits. 40. Interdiction and Supply (7.1) - Supply paths are reduced by interdiction at the same rate as German foot movement. 41. Supply Path (7.11) - The reference for shore parties should be 25.12 (not 25.13). 42. Combat (9.0) - Units may not attack into terrain prohibited for movement. 43. Multiple Terrain Levels (9.17) - Basically, use the highest level in the hex. 44. Step Losses (9.41) - The reference should be to 12.31 (not 12.33). 45. Retreats (9.52) - Change the word "enemy" to "friendly". 46. Standing Fast (9.54) - In each combat, the defender executes any standfast attempt and retreats before the attacker. The word "reduced" is not spelled correctly. 47. Advance After Combat (9.6) - Units may not advance into terrain prohibited for movement. 48. Length of Advance (9.61) - The word "immediately" is not spelled correctly (between "advance" and "after"). 49. Air Support (9.92) - Up to four (not three) points of ground support can be added. (This brings things in line with 16.3.) 50. Surprise Attack Artillery (10.2) - Up to three artillery companies can be substituted for the one battalion. 51. Superior Defending Armor (12.32) - Odds are lowered by one odds level (not column). 52. Multiple Integrity Shifts (13.3) - Two different participating regiments/brigades must be able to claim integrity to get a second attacker shift. 53. Combat Effects (14.3) - In the example box, prior to rolling for morale, the odds are 36: 14 (not 13). 54. Artillery Resupply (15.25) - One artillery supply point replenishes one salvo. 55. Allied Resupply (15.26) - Artillery is landed at the same time as reinforcements. Note this effectively means that the Allied player cannot use landed artillery ammo until the turn after landing. 56. German Resupply (15.27) - German rolls at the begining of Status Phase. Thus, the German Player can make use of new ammo the same turn it is received. 57. Air Commitment (16.1) - Players cannot allocate more points to a mission than the maximum number shown on its allocation track. Note that on-map Allied air points are required to reach certain levels. 58. Interdiction (16.4) - Interdiction does not affect off-board movement (5.8). 59. Anti-Shipping Attacks (16.5) - Anti-Shipping attacks are resolved during bombardment phase (3.34). 60. Glider Bomb Attacks (16.6) - Glider Bomb attacks are resolved as one-point anti-shipping attacks. 61. Assigned and Unassigned Units (17.1) - Some units can be assigned or unassigned at the player's option. If such units wish to be considered assigned, they must still satisfy the normal requirements for being assigned. Otherwise, they must be considered unassigned. 62. Delayed Entry (18.11) - Note that instead of using delayed entry, sometimes it is faster to arrive at 3052 and then use off-board and strategic movement. 63. Replacement Formations (18.21) - Under 2) replace "formation" with "division (or the Ranger Brigade)". (Some divisions don't have a headquarters in the game and are thus technically are not a formation.) 64. Replacement Requirements (18.21) - Add: 5) can trace a supply path (7.1). 65. Tank Replacements (18.23) - Delete the first sentence. 66. German Headquarters (19.13) - Add to last sentence: ... except for normal supply (see 7.16). 67. Ranger Headquarters (19.14) - Add: (see also 7.13). 68. Strongpoints (19.3) - Add: Strongpoints do not need supply. If alone in combat, skip morale calculations. (see 4.1 regarding ZOC) 69. Demoralization and Movement (21.21) - Add: see also 5.52. 70. Landing Leaders (24.4) - Leaders do not have to roll for losses. 71. German Reaction (24.7) - Before any die-rolls, the German player should check the supply status of his units. 72. Beachhead Capacity (25.12) - The Example Box should say 15 Sept (not 16 Sept). 73. Warship Support (25.22) - A warship may spot (8.1) for itself. 74. Retreat Before Combat (27.1) - This option may not be chosen by a strongpoint alone in combat. Attacking units can only advance and attempt breakthrough combat, if the defender's hex is vacated. 75. Anti-Tank Fire (27.2) - Despite what it says, AT Fire goes like this: After bombardment, but prior to combat, the defender may use AT Fire. Each defender step with an AT value gets one roll on the table. For each defender step with an AT value, pick the attacking tank/tank-destroyer unit it wants to fire at. Subtract the attacker's armor value (one less for Tank Destroyers) from the defender's AT value and cross-index with a two-dice roll. Implement any eliminated step results immediately. Note that Morale Checks (14.22) are done before AT Fire and may affect defender AT values as well as which attackers participate. Surprise (10.0) is also announced before AT Fire. Any defending step exercising a retreat before combat option (27.1) cannot participate in AT Fire. 76. Scenario 5 (28.5) - Allied Setup, Change 2/431 eng to 2/531 eng. Players may wish to note that many US 36 Division units are Green. 77. Scenario 6 (28.6) - German Setup, Add: In Breakdown Box - 1/79 inf. # eof