Barbarossa: Army Group South Errata & Clarifications Edited by Ted Kim Last Update 7 February 1998 This document is divided into two parts. The first part is the official errata for the game. The second part contains other clarifications. The latter were either collected from the net or from email. In all cases, the source was the developer of the game, Anthony Curtis . Mr. Curtis provided outstanding game support and always replied to my questions in a prompt and informative manner. My own editorial comments are enclosed in square brackets. PART 1: OFFICIAL ERRATA (as of 25 January 1998) 1. Maps: a. Map G, hex G5504: there is a redundant major river bridge spanning nothing in particular. Ignore it. b. Map R, hex R3745 should be labeled R3744. The hex directly under it (R3726) should be R3745. 2. Soviet Naval Artillery Units: All are missing the red dot with the R for do not rebuild. The rules and Soviet unit rebuilding charts, however, accurately state that these units cannot be rebuilt. [This not only applies to the counters but also to the illustrations on the One/Back, Four/Front and Four/Back Soviet Set-Up Cards.] 3. Effects on Movement Chart, Note 2: Instead of -12 MPs from printed MA, should be -2. 4. Campaign game (scenario #5) set-up. When overlapping maps E & F, some units which set up in Map F hexes for scenario 4 now set up the the overlapping Map E hex instead (the location remains unchanged, but the old Map F hex numbers are covered by Map E hex numbers. Campaign locations can be penciled in on the set-up cards above the units or their scenario 4 set-up hexes. Affected units: a. Soviet 19 Motorcycle Regiment (Soviet Set-Up Card Two/Front - hex F1012) for the campaign game it sets up in E4845). b. Soviet strongpoint (Soviet Set-Up Card Two/Front - hex F1014) for the campaign game it sets up in E4847. c. Rumanian 2 and 4 Mountain Brigades (Axis Set-Up Card Two/Front - F1017) for the campaign game, they set up in E4850. 5. Overrun Table. At the bottom of the table, after the word "or," pencil in the word strongpoint. Sorry for the omission. 6. Rulebook: a. Paragraph 10.7.8.c.1. should read: "It costs one MP to enter a clear hex on a minor road, and two MPs per hex for all other terrain." [made consistent with MPCC] b. Paragraph 16.3.5 Step losses and Victory Points. Revise the second sentence of the paragraph to read: "When the step loss marker reaches the right-most box of the Soviet or Axis step loss track, move the marker back to the zero box and increase the VP total by one (for Soviet losses), or decrease the VP total by one (for Axis losses)." 7. Armor Effects Box under the CRT: Combined Arms Bonus - Attacker: add the recon unit type symbol. [made consistent with BSR 15.6.7.a.] 8. Combat Effects Chart: a. Swamp - Dry, Mud weather: add to number 3. "No CAB allowed". [As stated on the chart, number 3 does not apply during Frost. Therefore, CAB DOES apply in swamp during Frost weather.] b. Defender Supply: Effect 2. should read "No defensive fire support from any arty unit bearing an OoS marker". [Substitute "arty" for "air".] 9. Scenario #7 & 8 Player Aid Card a. Victory Point Chart. The hex listed for Kramatorsk should be 1234 instead of 1231. b. Scenario #7 Special Conditions. Axis Supply source R1340 should be R1040. 10. Axis Set-Up Cards: a. Card Two/Back: Hex 3347, delete x2 under the Lehr NW unit. a. Card Three/Front: The phrase "None at Start" under the Axis RSCs and MSUs applies only to the MSUs (two of the RSCs do start set up on Map E). 11. Soviet Set-Up Cards: a. Card Two/Back: Hex 2138, the 296 Soviet Division is a 3-3-4 instead of the 3-4-4 pictured. b. Card Four/Front: The strongpoint listed for hex 5880 should be placed in hex 5830. 12. Play Book a. page 20, paragraph 14.4.e (Axis Supply Sources, Rostov scenario): supply source hex R1340 should be R1040. b. page 10, paragraph 9.3.b, line two: change fourteen to eighteen [Soviet Strongpoints] (Soviet Set-Up Card Four/Front is correct). Errata to "Retrofitting Barbarossa to Typhoon" document: 1. Add II.B. Use Barbarossa air counters where possible, otherwise add split CAS/Interdiction ratings to the air counters. PART 2: OTHER CLARIFICATIONS Box The back of the box seems to imply that the series only covers until the tide of the war turned. The developer tells me that they are also planning to have games to cover the late war stuff. Maps will eventually be added on the western side all the way to Berlin. Map Ignore the rivers printed in hex R3651. This game doesn't actually have any canals. Counters [The full strength side of the Soviet 20 Tank Division should have 5 MA (instead of 6). The designer disagrees with me. He says the MA value was an average. The reduced strength side of this counter has a 5 MA. This is the only case where a counter gets slower when reduced. (There are cases where the reduced side is faster, indicating that the slow elements were lost.) My feeling is that counters should be limited by their slowest elements (KV-1s in this case).] The Axis and Soviet "Step Loss" track markers show the armor and infantry symbol. The infantry symbol should be replaced with the artillery symbol (cf. BSR 16.3.5.). Player Aid Cards Terrain Key: Hills are light brown. Mountains are darker brown. Alpine is reddish-brown. Swamps have dashed borders. Replace swamp example G5512 with G5612. Major Cities are red. "Major Road" should read "Main Road". Reference to BSR 15.5.6 should be BSR 15.6.1. Unit Type Symbols: Other "armor" unit type effects include the CEC (e.g., Armor vs. Mountain/Alpine/City/Major-City) and for Armor Step Loss (BSR 16.3.5.). Motorized Border Guard was left off the Motorized section of the table. Field Artillery, Rocket Artillery, Coast Artillery & S-H Artillery are considered "artillery" types for step loss counting purposes under BSR 16.3.5. There are no Rail Super-Heavy Artillery units in this game. Movement Allowance Conversion Table. Add 4. City/Major-City movement. Combat Results Table. Add to asterisk notes: Possible engineer loss (16.5.2.). Armor Effects. Note that Anti-Tank unit symbol only appears in this game as a motorized unit, but Anti-Aircraft may appear in either motorized/non-motorized forms. Combat Effects Chart (CEC). Add another line for Overrun Marker. Effect is -1 DRM if Defender has marker (in all possible weather conditions). Artillery Support, column 4, paragraph 2. Add "in lieu of the normal one" just before "if they occupy". [See Playbook examples.] Turn Track - Scenarios #3-6 - Note D. Reference should be to Playbook 10.8 (not 10.7) and 12.10. Scenario #3 Special Conditions - Unlimited Axis supply is only for border region attacks. Victory Point Schedule - Scenarios #3-6: Table I.Map E. The "Star Hex" (E2130) is the town of Borislav. Table II. Scenario 3 has no Special Reinforcement Pool Groups for either side. Table III. VPs for losses include those lost to surrenders. Optional Soviet VP Scoring - Scenarios #5-6: per 5 Axis Motorized steps: Count armor steps here as well as for the purposes of BSR 16.3.5. per 10 Axis Infantry steps: This category includes Infantry, Mountain, Airborne, Security, Engineer and Cavalry. per Division removed: Note that the step losses which cause Division removal may also count towards step loss VP totals. Axis Set-Up Card Three/Back. Replace the first "on" with "one" in the Truck MSU box. [Axis Set-Up Card Three/Front. Add one railhead at 1027. The developer feels no one will want to use this railhead. I think you should include this one to allow a way for the 454 Sich Division (in 1026) to get in supply without being forced to break the ZOC wall around it.] [Soviet Set-Up Card Three/Front. Add one railhead arrow in 1127 pointing toward 1228. This change is the companion to the one above.] Rulebook (Barbarossa System Rules - BSR) 5.1.3.a. [Replace the word "box" with "result". The weather results are not in formatted into boxes.] 6.2.1.a. Add "unfrozen" before "major river". 6.4. Map Note: If a railroad enters a town/city/major-city at two or more points, all hexes of the (possibly multi-hex) town/city/major- city are assumed to be interconnected by the railroad, wherever the town/city/major-city artwork spans the hexside. 8.1.4. Reinforcements can only be placed in hexes that have LOC to a supply source in another hex (regardless of whether the placement hex itself is a supply source). [This prevents placement in completely surrounded major city hexes.] 10.0.Note 2. Fractional MPs can also be used to move through cities/major-cities. Also, any modifications to the "printed MA" are applied first before halving or multiplying the MA. 10.2.4.c. Insert "Cavalry," before "orange". [Instead of moving 1/2 MA in motorized and full MA in regular movement, an activated cavalry may move full MA in the motorized phase and none in the regular movement.] 10.6.7.Reminders (2nd Bullet). Add "(except during snow)" after "sea/lake hexsides". 10.6.7.Reminders (3rd Bullet). Add "or railroads" to the last sentence. [made consistent with Effects on Movement Chart] 10.7.7.Case 4. The example was meant to show that road movement rate cannot be used when leaving a road in a hex. This is more restrictive than in most games where the normal movement rate is not charged until entering the NEXT hex. The rule about road movement can be stated as follows. Units moving from one adjacent hex to another may use the road movement rate if a road directly connects the two hexes and either: (a). the unit enters and leaves the new hex entirely by connected roads in the current (movement/motorized-movement/reaction) phase, or (b). the unit declares the end of its movement in the new hex. In any other case, the unit cannot use the road movement rate and must pay the normal terrain cost to enter the hex. These principles apply to movement over all types of connected roads and to units taking advantage of movement along rail lines (10.7.6). Note that roads may change types within a hex; the road movement cost is based on the actual road a unit uses to cross the hexside between the two hexes. Each town/city/major-city connects any roads entering it. (However, it is not generally necessary to use road movement in multi-hex cities/major-cities, since normal movement costs are low.) When a road crosses a river/major-river hexside, the road is also a bridge and negates the river/major-river crossing cost. Even if a unit does not qualify for road movement rate, it may still use the bridge effects of the road. Examples: 1. In a movement phase, a unit enters a new hex (hex "X") via road, but exits without using the road. In this case, the unit cannot enter hex X at the road movement rate. 2. In a movement phase, a unit enters a new hex (hex "Y") on road R1, but leaves (entering hex "Z") via unconnected road R2. In this case, the unit cannot enter hex Y at the road movement rate. However, conditions may allow the unit to claim the road movement rate for hex Z. (For an example where two unconnected roads run through a hex, see Typhoon map M1834.) 3. If a unit uses the road movement rate during overrun (see 11.4.3.b) and the overrun is successful, the unit may only exit the overrun hex via connected road. If the unit uses normal movement costs and the overrun is successful, the unit is not restricted to leave the overrun hex by connected road. The decision to use the road movement rate must be made before the actual resolution of the overrun. Design Note: These road movement rules are more strict than in most games. Basically, you start getting charged the normal terrain cost in the hex where you go off-road, not in the subsequent hex like in most other games. The part about ending a unit's movement is a concession to playability. That way people don't have to remember whether a unit's starting hex was entered last turn by road or not. In 10.7.7.Case 4, moving into the example hex from hex C costs 4 MPs because, the unit leaves the road in the example hex. It then costs 1 more MP to enter hex E for a total of 5 MPs. If it traveled on the road from hex C to the example hex, hex F and then hex E, the total cost would be 1.5 MPs, which is 3.5 MPs less than the other path. 10.7.7.Case 5. The general comments about Case 4 also apply here. In Case 5, moving into the example hex costs 4 MPs. Crossing the river into hex A costs 2 more MPs (1 MP clear + 1 MP river) for a total of 6 MPs. 10.7.8.c.2.Example. Add to the last sentence: "... except for Green MA units which could not move at all along the minor road in this weather (cf. 10.5.11.c.)." 10.7.9. There is no special effect if a river doubles back on a hexside (e.g. F1807/1906). 10.7.10. The Exception of 10.7.9.d. also applies here. 11.3. [Strategic Movement does not require that the path of travel be over hexes controlled at the beginning of the Movement Phase. Therefore, as long as other requirements are met, you can use Strategic Movement to drive into the enemy rear.] 11.3.3. Delete "(for motorized units ... orange MAs)". [There are restrictions on Motorway use, but these only apply to the Axis due to their policy of restricting it to certain troops. See the MPCC.] 11.4.2.b. Overruns are also prohibited in hexes where Lingering Mud is in effect. 15.3.3. Each ASP can participate in supplying units of only one attack. [You cannot split an ASP between different attacks.] 15.5.2.c. Replace "TEC" with "CEC". [That's what it's called in this game.] 15.5.7. Neither the attacker or defender should be able to decline DRMs given the units actually participating, except for engineer DRMs (cf. 15.6.3. and 16.5.2.). [The Combat Results Table has some anomalies. This rule makes it hard to avoid them.] 15.6.1.b. Essentially, hexside DRMs are governed by the principle of the "lowest DRM". If hexside DRMs through different hexsides in a single attack are +2, +1 and 0, then 0 is used. Despite the wording, the same terrain feature does NOT have to apply to all hexsides in an attack to gain its DRM. For example, +1 could apply over one hexside because of river and through another hexside by fortified line. There is one exception to this principle. When an attack involves major river hexsides and other non-major river hexsides with positive DRMs (canal/river/fortified line), the major river may be considered to have a +1 DRM for purposes of DRM calculation. (Other major river effects continue to apply normally.) An attack through a major river hexside and another fortified line hexside is +1 DRM. A +1 DRM also applies with a major river hexside and river/canal hexside. [This deals with the problem of combining major river (a non-DRM effect) hexsides with DRM hexsides.] 15.6.1.c. There is one exception governing Hill, Mountain and Alpine terrain. If more than one of these types are present in a hex, use only the most difficult terrain (i.e. use Alpine over Hill or Mountain and use Mountain instead of Hill). 15.6.3. Engineers can attack without using their special DRMs. Add "town", just before "city" in the last sentence. [made consistent with CEC] 15.6.4.Play Note. The note makes it sound like it is optional add support. If either DRM or support is used, they must be applied to the same hex. If possible both must be used. [This goes along with the idea of no voluntary odds reduction (cf. 15.5.7.).] 15.6.7.b. When part of an attacking force attacks through hexsides that negate CAB, CAB may still apply if requirements are met by forces attacking through hexsides that do not negate CAB. Add "(except during Frost)" after "swamp hexes". Also, add "mountain and alpine" after "major cities". [made consistent with CEC] 16.3.5. Use the same method for Optional VP Scoring based on step losses of certain unit types. 16.6.1.Exception 1. Replace "an additional step loss" with "additional step loss(es)". [More than one can be lost this way.] 16.6.1.Exception 1.a. Add "No Retreat" after "all". 16.6.1.Exception 1.b. Add "No Retreat" after "defender". 17.1.5. Only one mission can be flown to a particular hex in any single phase. 18.2.1. Soviet units must actually occupy the hex with the printed Fortified Line depiction in it to gain the DRM. [Being across the hexside is not enough. The pillboxes only point in one direction.] 20.1. Replacements can only be placed in hexes that have LOC to a supply source in another hex (regardless of whether the placement hex itself is a supply source). [This prevents placement in completely surrounded major city hexes.] 20.2.2.a. When replacements enter from the Active Box as reinforcements, they enter at map edge supply sources or at friendly major cities (not ordinary cities). The rule about placement only in hexes having a LOC to supply source in another hex still applies here too. 20.3.2. UR/MG units drawn get placed in the Soviet portion of the Replacement Phase in the Strategic Segment (i.e. not during Soviet Player Segment). 20.3.3. UR/MG units can only be placed in hexes that have LOC to a supply source in another hex (regardless of whether the placement hex itself is a supply source). [This prevents placement in completely surrounded major city hexes.] 22.0. If you are wondering, there are no special mountain unit capabilities (at least so far). 22.4.5. Replace "onto it" with "into its hex". [You don't have to traverse the bridged hexside.] Playbook 6.6.Examples. In this game, you can't really get a Flotilla to F6234 or F6133, because the connection is off the provided maps. 7.4. Boguslav is actually in 6025 (not 6023). Learning Scenario Tutorial: page 7, top of column 3. The defending force is actually in woods (not clear), and therefore No Retreat would only cause one additional step loss. Advancing would take the Axis units off the main road (there is a minor road). page 8, top of column 1. It costs four MPs (not five) for the cavalry to move to 5724. page 8, column 2, second paragraph. The artillery can provide defensive support to three in-range stacks (not just three units). page 8, column 2, third paragraph. "Game" in "Game Turn Interphase" is not spelled correctly. 10.5.f. Despite the MPCC treating Borders as hexside features, they are treated here as in-hex features. The special supply for GT#1 applies to Declared Attacks on or adjacent to the Border hexes ("within one hex"). Entered ASPs can, of course, be used on GT#1 and beyond if desired (not just on GT#2). Play Note: It's not unusual to not have enough MSU/Dump counters to enter all the GT#2 ASPs. add 10.5.h. Also use rule 12.10 (from Scenario 5). 10.8.a.Bullet 5. If a bridge spans a clear/non-clear hexside, treat as if no bridge. 10.8.b.Bullet 2. Despite the MPCC treating Borders as hexside features, they are treated here as in-hex features. 12.5.g. Despite the MPCC treating Borders as hexside features, they are treated here as in-hex features. The special supply for GT#1 applies to Declared Attacks on or adjacent to the Border hexes ("within one hex"). Entered ASPs can, of course, be used on GT#1 and beyond if desired (not just on GT#2). Play Note: It's not unusual to not have enough MSU/Dump counters to enter all the GT#2 ASPs. 16.1. The Air Mission examples for Interdiction and CAS both use two Soviet MiG-3s. While the examples are correct, there is actually only one MiG-3 in the game countermix. Typhoon! Items There should be railroad symbol connecting the two halves of Smolensk separated by river (N2047/N2048). Bryansk should probably have a railroad symbol connecting it with Samara Raditsa (P2814/P2913) and also one with Suponevo (P2814/P2914). Railroads are assumed to inter-connect all hexes of Moscow, despite the fact that the railroad is printed in some hexes but not others. #EOF