WAR IN EUROPE ERRATA 1.2 QA
updated 031106
Hank MeyerA:
hcmeyer@uci.eduA:
27 November 1996A:
LA Group WiE errata, Q&A, Addenda (part 2)
QUESTIONS AND ANSWERS FROM SPI NOT COVERED ABOVE:
- [31.32] Do Axis units smaller than division size count as full axis divisions
for a fully manned axis garrison? A: Yes - 1 KG, 1 Panzer
Bde, 1 Axis Minor Div, 1 Axis Minor Bde etc all count as one division for
garrison purposes.
- [31.0] Allied Partisans - Is the limit of 21 for the entire game or appearing
on the map at any one time? A: 21 total in the game.
- [54.3] Finnish Surrender Conditions in the Campaign Game - is the 5 divisions
BGed or eliminated cumulative or in any one turn? A: : Cumulative.
- [14.6] How does this Amphibious Assault Range affect a Torch-like invasion
of North Africa if the Allies don't control Gibraltar? A:
It is allowed even if Allies don't control Gibraltar. It is considered to
be carrier air support in that case ((unresolved - where exactly can the landing
take place? Only on the Atlantic side of Africa?)) 7. Can Amphibious Assaults
be made in the Med during all types of weather? A: Yes
- [7.0] Can a player trace Amphibious or Sea Transport off the mapboard?
A: Yes in the south, No up by Narvik.
- Can Air-Sea Interdiction points be reused rather than placing them back
into the mission box? A: Yes: If Extraordinary - Many, If
Regular - only 5. Losses taken at the end ((of what?)).
- [54.14] Can German units trace supply into or thru Finland to Helsinki?A:
Regular supply for Germans ((implication is no)).
- Can German Replacement Drafts transported thru Sweden when it is neutral?
A: No, supply only.
- If BR retreat result is rolled, can attacker flip and then advance after
combat into the vacant hex if the defender has retreated? A:
Yes
- [63.6] Rule says there are 25 on-map Arms Centers, but only 23 are listed
by name. Where are the others? A: 2 more at Moscow.
- Can MSUs bridge gaps between cut Railroad hexes for supply purposes?
A: Yes If the RR is cut behind you, an MSU at the cut will supply
you. ((Note that this is a way around invading Greece to secure the railroad
in hexes D5823 and D5824 to provide supply thru to Turkey. Also, using the
same logic, this means that a MSU can bridge a gap between two rail lines
separated by a non-rail hex)).
- Do MSU's have ZOCs?A: No What is the effect of Partisan units on railroads?
A: You can draw supply thru RR hexes occupied by Partisans, you cannot
move units thru the hex by rail.
- [36.6] for the purposes of this rule, does the allied player entering Lille
and Brussels trigger the Political Point penalty? A: NO
- Allowing Russia to go from Limited to Total War only when 3 Personnel Cities
are captured allows the German to almost completely conquer the USSR by means
of a very gamy offensive strategy. This needs to be modified to fix these
glitches. What do you recommend? A: Try allowing 3 centers
either cut off from a line of supply to/from the eastern edge of map and/or
from Moscow.
--------------------------------------------------------------------------------
ERRATA & CLARIFICATIONS FROM SPI SENT TO ROY TOTH IN FEB AND MAY 1978
From: "Ray Toth" <tothr@emi.com>A:
To: "War in Europe Mail List" <warineur@halisp.net>A:
Cc: "Hank Meyer" <hcmeyer@uci.edu>A:
Subject: War in Europe ClarificationsA:
Date: Wed, 27 Nov 1996 15:21:33 -0500
I don't know if this is of any help. Below are clarifications for War inA:
Europe based upon answers I received from SPI in February and May 1978.
- [7.34] (Clarification) There is no time limit involved in the provisionA:
of the Naval Gunfire Support to Allied units in a hex that wasA:
amphibiously invaded. {I do think it reasonable that if the Axis takeA:
the hex or conquer the country this effect would not apply to subsequentA:
entry to this hex.}
- [7.35] (Clarification) An Amphibious Unit acting as a Minor Port may beA:
port surpressed by Air-Sea Missions. It ceases to function as a MinorA:
Port but is not destroyed.
- [14.41] (Clarification) ZOC entry/exit costs are not counted whenA:
tracing supply lines.
- [15.1] (Clarification) Mobile Supply Units may RAIL during snow turns inA:
Severe Weather areas.
- [15.1] (Omission) The Summary of Weather Effects by Weather Area on pageA:
16 should have an asterisk in the Moderate Weather Section Snow GameA:
Turns for movement effects as well.
- [26.65] (Clarification) In War in Europe the Soviet Resource Centers areA:
available to Germany until Germany invades the Soviet Union.
- [26.8] (Omission) The German 1-3 Cavalry KG cost the same and takes theA:
same amount of time to build as the German 1-5 KG. The upgrade of theA:
Cavalry KG to a 2-3 Cavalry Division is identical in cost and time asA:
that of the 1-5 KG to a 6-5 Infantry Division.
- [27.45] (Clarification) If Kassel and Essen have been captured orA:
disbanded, German Railroad Repair Units and Mobile Supply Units may beA:
placed at any operational Wehrkreis.
- [30.0] (Clarification) Sevastapol is treated as a Swiss Redoubt [30.3]A:
in its fortification effects.
- [31.0] Procedure (Clarification) All Partisan Cadres must be deployedA:
first during a turn before any conversion attempts are made.
- [31.22] (Clarification) Partisan units Zone of Control may make FriendlyA:
an enemy unoccupied port for the purposes of allowing Naval TransportsA:
debarking units there.
- [32.22] (Change) Deploy 6 (not 12) AP's on the Southern Front. {TheyA:
must have been embarrassed that the Italian Airforce was twice the sizeA:
of the starting Allied powers.} [This will have an interesting effect -A:
Hank]
- [32.28] (Clarification) Either Sicily or Sardinia but not both need toA:
be taken to meet this requirement.
- [32.53] (Clarification) This limitation is superseded by [41.51] in thatA:
Bulgarian units which are activated may operate in Greece, Albania andA:
Yugoslavia as well.A:
A:
[32.65] (Clarification) The Axis Railcap is not reduced when playing WarA:
in Europe.
- [33.46] (Clarification) The British Fleet NEVER surrenders. High SeasA:
Interdiction remains in effect as long as the Allies control a MajorA:
Port on the High Seas.
- [33.65] (Clarification) The French Naval Capacity should apply to allA:
parts of the Mediterranean. {As currently written France could not moveA:
units to and from Corsica.}
- [33.73] (Clarification) Railroad Repair Units may debark at French MajorA:
Ports on the turn of a Predominantly U.S. Violation of Vichy NeutralityA:
(treat the same as the clarification for [37.27]).
- [35.61] [35.62] (Clarification) U.S. units may also freely traverse IranA:
and Iraq.
- [37.3] (Clarification) To break down or build up Commonwealth units mustA:
be in Supply and in England.
- [37.7] (Clarification) If the mapedge rail hexes are enemy controlledA:
the reinforcements may enter at any board edge hex free from enemy unitsA:
or control.
- [39.22] (Addition) Poland receives 1 IR point per Strategic CycleA:
beginning 11/39.
- [40.44] (Clarification) This rule applies to the first turn of the AxisA:
attack on France whenever that occurs in War in Europe.
- [41.51] (Addition) West Front: 2 German AP's
- [46.0] & [46.5] [Soviet Production Cost Chart and Spiral] (Correction)A:
The Red colored ATP which indicates a rebuild is incorrect and should beA:
deleted from the spiral. Soviet ATP's cannot be rebuilt. A:
A:
[61.81] (Clarification) This applies to the first 13 cycles after aA:
German invasion in War in Europe.
- [61.82] [61.83] (Clarification) This applies to the first Winter after aA:
German invasion in War in Europe.
- [63.5] (Clarification) Only provisions [63.51] and [63.54] apply whenA:
playing War in Europe.
- [73.23] (Change) Rumanian Units may not enter Hungary or stack withA:
Hungarian units.A:
A:
[73.33] (Change) Hungarian Units may not enter Rumania or stack withA:
Rumanian units.
- [74.0] (Clarification) During War in Europe while at Peace the SovietA:
Union may not transfer Training or Armament Centers to Siberia. DuringA:
Limited War only one of each type may be transferred per StrategicA:
Cycle.
- [74.12] (Clarification) The Armament and Training Centers as delineatedA:
in [63.6] are also included in the initial set-up for War in Europe.
- [74.5] (Clarification) Soviet entry into their Non-Aggression Pact areasA:
before the specified time does NOT trigger Limited War with the Axis.
- [75.34] (Omission) West Front: 2 German IR, 1 German MR. {ThisA:
contradicts the 1.2 errata.}
- [75.4] (Clarification) The Allies are the First Player in this War inA:
Europe Scenario. {The Axis is the First Player in the North AfricaA:
Scenario and the Soviets the First Player in the Stalingrad Scenario.}
- [77.6a] (Clarification) The 50% limit on expenditures on air units isA:
rounded up.
- [78.0] (Additions, Clarifications, etc.) The Soviet on-board andA:
Siberian Training Centers are included in the Soviet PP/AP totals.
- [78.0] (Additions, Clarifications, etc.) When using the optional pre-warA:
"build your own" forces, players may place Parachute units directly
inA:
the Air Front Available Airborne Units Box.
- [78.0] (Additions, Clarifications, etc.) The German Cavalry KG andA:
Division are the same cost as the Infantry KG and Infantry Division.
This is all I have on "official" clarifications.
--------------------------------------------------------------------------------
OTHER ADDITIONS TO ERRATA FROM NON-SPI SOURCES:
[12.1] (Addition) [source: Jim Ashley and the LA Group] CRT EXPANSION:
CRT 1:
Roll/Odds |
1-2 |
1-1 |
2-1 |
3-1 |
4-1 |
5-1 |
6-1 |
7-1 |
8-1 |
9-1 |
10-1 |
11-1 |
12-1 |
7 |
BR |
DR |
DR |
EX |
HEX |
DE |
DE |
DE |
DE |
DE |
DE |
DE |
DE |
8 |
DR |
DR |
DR |
EX |
HEX |
DE |
DE |
DE |
DE |
DE |
DE |
DE |
DE |
9 |
DR |
EX |
EX |
HEX |
DE |
DE |
DE |
DE |
DE |
DE |
DE |
DE |
DE |
CRT 2:
Roll/Odds |
1-2 |
1-1 |
2-1 |
3-1 |
4-1 |
5-1 |
6-1 |
7-1 |
8-1 |
9-1 |
10-1 |
11-1 |
12-1 |
7 |
AEX |
BR |
DR |
DR |
EX |
HEX |
DE |
DE |
DE |
DE |
DE |
DE |
DE |
8 |
BR |
DR |
DR |
EX |
EX |
HEX |
DE |
DE |
DE |
DE |
DE |
DE |
DE |
9 |
BR |
DR |
EX |
EX |
HEX |
DE |
DE |
DE |
DE |
DE |
DE |
DE |
DE |
CRT 3A:
Roll/Odds |
1-2 |
1-1 |
2-1 |
3-1 |
4-1 |
5-1 |
6-1 |
7-1 |
8-1 |
9-1 |
10-1 |
11-1 |
12-1 |
7 |
AEX |
BR |
DR |
DR |
EX |
HEX |
DE |
DE |
DE |
DE |
DE |
DE |
DE |
8 |
AEX |
DR |
DR |
EX |
EX |
HEX |
DE |
DE |
DE |
DE |
DE |
DE |
DE |
9 |
BR |
DR |
EX |
EX |
HEX |
DE |
DE |
DE |
DE |
DE |
DE |
DE |
DE |
CRT 4:
Roll/Odds |
1-2 |
1-1 |
2-1 |
3-1 |
4-1 |
5-1 |
6-1 |
7-1 |
8-1 |
9-1 |
10-1 |
11-1 |
12-1 |
7 |
AE |
BR |
DR |
DR |
DR |
EX |
HEX |
DE |
DE |
DE |
DE |
DE |
DE |
8 |
AEX |
DR |
DR |
EX |
EX |
EX |
EX |
HEX |
DE |
DE |
DE |
DE |
DE |
9 |
AEX |
DR |
EX |
EX |
EX |
EX |
HEX |
DE |
DE |
DE |
DE |
DE |
DE |
- [22.4] (Addition) [source: LA Group based on SPI clarification] This optional
rule requires a "triggering" event before it can be used. It comes
into effect the first time Allied reinforcements have been delayed three or
more cycles. Note: this represents the formation of effective convoys and
ASW tactics only after the damage caused by the U-Boat offensive became obvious.
- [73.11] (Addition) [source: Kansas City Group] Should either the Soviet
Union or the Axis invade Turkey prior to war between them, Turkey is to be
partitioned along a line from J3002 and J3015. This line is the farthest a
SOVIET unit may be following partition. Turkey surrenders when there are no
Turkish units on one side or the other of this line AND Ankara is enemy occupied.
There is no political cost for the second player's invading Turkey. Partition
occurs on the game turn following Turkish surrender. A ny units on the wrong
side of the partition line at the time of war between the Soviet Union and
the Axis are eliminated.
- If Germany invades Turkey first, Russia may build corps. If the Allies invade
Turkey first, Limited War is triggered. If the Soviet Union invades Turkey
first, Germany may advance to hexes H0730 and H0829 before invading. Axis
units in Turkey are not subject to [61.8] nor can they be used to satisfy
this requirement.
[14.16] (NEW - TEST - OPTIONAL) OUT-OF-SUPPLY ATTACKS:
[source: Nick Schuessler - Journal of WW2 Wargaming]
- The supply rules in WiE are seemingly too harsh. Try this simple modification:
A unit out of supply may attack at half strength with no loss, or at full
strength and suffer the traditional AEx. The attacking player is presented
with some interesting choices, especially in Russia and North Africa.
[26.10] (NEW - TEST - OPTIONAL) GERMAN CAVALRY:
[source: Hank Meyer from unknown origin]
- The German cavalry units should pay infantry movement costs but be able
to move in the mechanized movement phase. They cost 4 Build Points and take
six Cycles to produce. Only use if Russian Cavalry rule [61.10] is in effect.
[31.8] (NEW - TEST - OPTIONAL) GERMAN PARTISANS:
[source: Nick Schuessler - Journal of WW2 Wargaming]
- The Commonwealth has a required garrison of one division in Cairo and one
division in Palestine. Failure to maintain this garrison allows the Germans
to deploy a partisan unit, which functions just like the Allied partisan units.
The garrison requirement disappears when all Axis units are removed from North
Africa.
- Note: The Arab nationalist movement was the only time the Germans got close
to sympathetic support from civilian populations. The British were very effective
in neutralizing this threat through a combination of diplomacy, intelligence,
police work, and the threat of armed intervention in the background. Consider
extending this rule to cover Iraq also.
[48.31] (NEW - TEST - OPTIONAL) DESTRUCTION OF PERSONNEL CENTERS:
[source: Nick Schuessler - Journal of WW2 Wargaming]
- Russian Personnel Centers are completely destroyed for the duration of the
game after being occupied by the Germans. They may no be used for supply or
production of personnel points.
- Note: This forces the Russians to repair rail and get offensive-minded sooner.
History supports this - Russian cities that had been occupied and/or fought
over were generally worthless for years following.
[61.10] (NEW - TEST - OPTIONAL) RUSSIAN CAVALRY:
[source: Nick Schuessler - Journal of WW2 Wargaming]
- Soviet Cavalry units should pay infantry movement costs but be able to move
in the mechanized movement phase.
- Note: The effect is worthwhile - horse soldiers move faster than infantry
can and go places where AFV can't. This gives much greater utility to the
units.
[77.9] (NEW - TEST - OPTIONAL) STRATEGIC SURPRISE:
[source: Nick Schuessler - Journal of WW2 Wargaming]
- The Allies and the USSR get three Strategic Surprise opportunities per
game each; the Axis gets six. Playing a Surprise option at the beginning
of a friendly player-turn allows the player to take the equivalent of
two turns back-to-back on one particular Front; the other side just sits
and watches. The other two Fronts are played normally. The use of a
Surprise opportunity "freezes" all opposing Surprise options for
the
remainder of that Cycle. A player may not use multiple Surprises in the
same turn.
- Note: This is a rather inelegant solution to a complicated problem. The
number chosen roughly corresponds to the number of "surprises" which
are
fairly well documented historically: North Africa, Sicily, and Normandy
for the Allies; Moscow, Stalingrad, and Army Group Center for the USSR;
and France, the 1941 and 1942 offensives in Russia, two in North Africa,
and the Bulge for the Germans. Note that the rule encourages a player to
play his Surprise at the beginning of a Cycle to maximize the number of
turns the opponent is prevented from counter-playing another Surprise.
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