WAR IN EUROPE ERRATA KC WITE Rule Booklet
updated 031106
PPaul Smith <psmith@ftw.mot.com>
Hank Meyer <hcmeyer@uci.edu>
29 November 1996
KC REVISED ERRATA FOR SPI'S WAR IN EUROPE, Revision 2, June 1984
EXCLUSIVE RULES FOR WAR IN THE WEST BOOKLET
- [19.0] (Correction) There are 99 single German Air points. There are 6 Swiss
static divisions, (7)-1's.
- [22.13] (Clarification) Only the arrival of reinforcements is affected by
the U-Boat War. The required withdrawal of units is not affected. Withdrawals
always take place on their historical dates.
- [22.5] (Addition) MAXIMUM U-BOAT DELAY The Allied Player may not be delayed
in receiving reinforcements for more than five cycles. If the Allied Player
is delayed five cycles and the result of the U-Boat War is a "D",
the "D" result is recorded and an "AL" result is applied.
On subsequent cycles, if the result of the U-Boat War is an "A2",
the Axis Player may "spend" an unused "D" result to reduce
the result to an "A1".
- [22.51] (Addition) Arrival of U.S. reinforcements is not affected by U-Boat
War results occurring prior to cycle 1/42. Their arrival is affected by U-Boat
War beginning cycle 1/42.
- [23.0] (Clarification) Newly arrived reinforcements may move and fight on
the turn of arrival (this also applied to all reinforcements from all countries).
- [23.23] (Addition) Commonwealth reinforcements appear on any functioning
major port in England.
- [24.0] (Clarification) The Strategic Air War is not affected in any manner
by Weather.
- [24.1] (Clarification) Strategic Bombers can attack a hex containing only
Rail Lines.
- [24.2] (Change third sentence) ..."He receives these at the beginning
of the game" to "He receives these as per the allied Turn Record/
Reinforcement Track."
- [24.3] (Clarification) The recovery of Strategic Bombing Points destroyed
in combat neither is accelerated nor delayed by the outcome of the U-Boat
War.
- [24.31] (Clarification) A Rail hex suffering a "T" Hit may not
be used for Rail or Supply purposes until it is repaired. However, the German
Player does have one chance each cycle to repair the damage, Case 26.21, Step
4 (AFTER the production Cycle). A Repair unit cannot repair a "T"
Hit.
- [24.31] (Addition) A Mobile Supply unit placed in the damaged hex will allow
supply to pass through the hex (Case 14.43). This Mobile Supply unit is not
ignored when applying the restriction of Case 14.42, Errata limit on severe
weathers.
- [24.5] (Clarification) The number of German Interceptors available on each
Front is calculated based on the number of Axis Air points (including Italian)
available on each Front - not on the total number of Axis Air Points from
all three Fronts.
- [24.81] (Clarification) Air Combat between Escort Air Points and those Air
Points assigned as Interceptors is not considered simultaneous in that the
Escorts attack the Interceptors first, and then the surviving Interceptors
attack either the Escorts or Bombers. Then the surviving Bombers attack those
Interceptors which attacked them.
- [26.21] (Clarification) Step 5 should be Step 1, and all remaining Steps
moved accordingly. EDITORS' NOTE: There are other references which lead to
confusion as to exactly when the Strategic Cycle occurs. To clarify, the Strategic
Cycle for Cycle 7/41 occurs at 0/7/41, followed by Turn 1/7/41. This applies
to the reinforcements for the Scenarios.
- [26.62] (Correction) Add: The German Player must repair the Rail Line to
these Centers and rebuild them as per Case 26.72. The rebuilding must be done
on the first Strategic Cycle after capture that the German is able to do so.
- [26.71] Item 2 (Clarification) Swedish ore can reach Germany during snow
ONLY through an Axis or Neutral Port of Narvik.
- [26.71] Item 4 (Clarification) The availability of a Rail Line through Turkey
does not negate the stated requirements for the use of the Iraq Resource Centers.
- [26.85] (Addition) GERMAN CAVALRY German Cavalry (2-3) is built from a 1-5
Kampfgruppe at a cost of two Production Points in four Cycles.
- [26.96] (Change) "Units" to "Markers"
- [29.0] & [29.7] (Correction) The German Player may loot Occupied countries
in which he has an Axis Unit in Supply in the Capital until Cycle 13/42, inclusive.
- [29.3] (Change) France is looted when an Axis Rail Line connects Paris with
Germany and Paris is Friendly to the Axis Player.
- [29.4] & [29.7] (Change) The Soviet Union may be looted until the end
of the game.
- [29.5] & [29.7] (Change) Great Britain may be looted until the end of
the game.
- [29.7] (Correction) Looting ends on 13/42, except for Italy, Great Britain,
and the Soviet Union. The Axis Player may not loot after 13/42 (December 1942),
except for Italy, Great Britain, and the Soviet Union.
- [30.0] (Clarification) German Fortification Markers are considered units
subject to the counter mix limit.
- [30.51] (Clarification) Fortification Markers can be removed from the board
by the Owning Player and rebuilt for the original Production Cost.
- [30.52] (Addition) German Fortification Markers may not be placed across
a body of water like the Straits of Messina (no Fortification Markers in Sicily).
- [30.53] (Addition) Production Costs of Fortification Markers placed in West
Wall hexes must be paid even though the normal production procedure is ignored.
- [31.0] (Addition) Partisan Cadre must be placed in Enemy hexes.
- [31.14] (Addition) A Partisan Cadre also is destroyed by a 1/2Ex result.
- [31.22] (Addition) A Partisan unit's Zone of Control WILL neutralize and
cut a Rail Line, and will control a Port. This effect is negated if an Enemy
unit is occupying the same hex as the Partisan unit.
- [31.22] (Clarification) A Partisan unit has no effect on Wehrkreiss.
- [31.23] (Clarification) A Partisan unit may move Zone of Control to Zone
of Control if moving from an Enemy-Occupied hex.
- [31.26] (Omission) A Partisan unit is not affected by a BR result.
- [31.27] (Correction) The Allied Player may employ no more than 21 Partisan
units at any one time during the game. Destroyed Allied Partisans (units or
Cadres) may be reused. Once a country becomes Occupied by the Allied player
all Allied Partisans in that country may be removed from the country and used
elsewhere.
- [31.31] (Clarification) The German Player is not required to meet the Minimum
Axis Garrison requirements stated in Case 31.22; however, not meeting the
requirements allows the Allies to place Partisan Cadres as per Case 31.32.
- [31.31] (Addition) If the Allies invade a country listed in Case 31.32,
and the Axis subsequently take it from them, the Minimum Axis Garrison requirement
is ignored.
- [31.51] (Clarification) Yugoslavian units which are overrun, lost Forced
Marching, or lost in a Yugoslavian attack on an Axis unit, do not become Partisan
Cadres.
- [31.52] (Addition) Eliminated Yugoslavian Partisan Cadres, units, or divisions
never are brought back into the game.
- [31.54] (Addition) No Yugoslavian Partisan Cadre may be attacked until after
a Yugoslavian Partisan unit is formed.
- [32.0] (Addition) The German player may not transit any Pro-Axis neutral
(exception: Case 54.23) without such a move being considered an invasion and
violation of neutrality; however, the German Player may draw Supply through
such neutrals via land, sea, or rail.
- [32.23] (Clarification) Only German units or Axis Common units may be built
on the German Production Spiral. All Italian and other German Minor Allies
appear only as specified on the Turn Record Track (exception: see Ukrainians,
Case 60.5). The Italian 1-4 reinforcements appearing on the Turn Record Track
are not airborne units.
- [32.24] (Clarification) Tobruk may not be used by the Italian Navy until
Alexandria is captured. If Greece surrenders (Case 34.27), the Italian Navy
may "link up" with the Greek Naval Transport capability to allow
Sea Transport from Greece to any port in the Central Mediterranean or Adriatic
Sea areas, and vice-versa. Until then, Rhodes is not in Supply.
- [32.24] (Clarification) The Italian Navy has the ability to provide Sea
Supply to any port it can reach, as well as transport a unit, on the same
turn.
- [32.25] (Correction) Milan is hex C2727, not C2707.
- [32.27] (Addition) German units may not enter Italy or Libya or use its
naval capacity prior to Italy's being activated, except by invasion.
- [32.27] (Addition ) The activation of Italy must occur at the end of the
Game-Turn (not Axis Player-Turn) in which there is an Axis unit (with a Line
of Communication) adjacent to Paris. Also, Italy may be activated when the
Axis Political Point Total reaches 50 at the Axis Player's Option.
- [32.28] (Change) Italian Surrender: Fascist Italy surrenders whenever two
of the following three conditions are met: 1) Sicily is cleared of Axis units;
2) Sardinia is cleared of Axis units; 3) A Major Port on mainland Italy is
held by an Allied unit in Major Supply, and the Political Point Total is lower
than 60. In addition, there must be no Axis units in North Africa.
- [32.65] (Clarification) The total German Rail Capacity remains at 20 units
per turn; however, in WAR IN THE WEST, it is assumed that one-half of the
Capacity is being used on the East Front during and after Cycle 7/41. In the
Campaign Game, the total Capacity of 20 units per turn may be used on any
Front as the German Player wishes.
- [32.66] (Addition) German Naval units may transfer to the Mediterranean
if they survive High Seas Naval Interdiction, and if Gibraltar is Axis-Occupied.
They then may operate normally (without High Seas Intervention) in the Axis
portion of the Mediterranean.
- [32.68] (Clarification) These 10 German and 20 Italian units are the maximum
which may be supplied by the Italian Navy while Malta is Friendly to the Commonwealth
Player.
- [32.69] (Addition) If Germany has repaired and the Rail Line through Turkey
and the Levant States toward Alexandria remains Friendly to the Axis Player,
the Axis Player may have as many units Supplied by the Rail Line as he wishes.
This Rail Line also will allow Axis units in North Africa in excess of Case
32.68, but only that part of the land army tracing supply back through Turkey.
- [33.14] (Correction) There are no Polish Replacement Points
- [33.14] (Clarification) Polish Air Points must be based in Poland.
- [33.15] (Clarification) Polish Surrender occurs at the end of the Game-Turn.
- [33.45] & [37.34] (Clarification) Cases 37.33 and 37.34 do not apply
to Garrison Brigades.
- [33.5] (Deletion) Delete all of Case 33.5 from "consequently .... to
33.51."
- [33.62] (Correction) Lyon is hex C1920 - not C1420.
- [33.62] (Addition) Prior to the Surrender of France, Third Republic French
units may use only French Supply Sources and after Third Republic France Surrenders
Allied Supply Sources must be used. French Air Points may be only based in
French Territory.
- [33.63] (Addition) France must Garrison the Italian border with units or
Zones of Control until Italy enters the war.
- [33.66] (Clarification) In the event of a French Surrender or Vichy, all
French Air Points and Replacement Points in the West Front are removed from
play.
- [33.7] (Addition) If the Allied Player violates Vichy neutrality with 50%
or less U.S. forces, the Axis Player inherits the Vichy Naval Capacity (Case
33.65) in the Western Mediterranean.
- [33.71] (Omission) The Axis ground combat unit referred to in this rule
must be in Supply.
- [33.72] (Clarification) When French Forces are removed per the terms of
a Vichy Surrender, all French Replacement Points and Air Points are removed
(also see Case 33.66).
- [33.72] (Correction) Two 1-3's should be deployed in hexes A2134 and A3237
- not two 1-4's. Also, 1-4's should be deployed in hexes D0312 and D0723 -
not D0311 and D0703.
- [33.75] and the Allied Game-Turn/Cycle Record Track (Clarification) The
Allied Player MAY invade the Levant States on or after 2/3/41; this does not
count as invasion of Vichy. The 0/6/41 date is when the invasion actually
occurred.
- [33.76] (Clarification) Free French unit of either type (Infantry or Armor)
may be built up from Vichy French units of any type. Consider the Vichy French
units as Cadres. The only requirement concerning the final type of Free French
unit is the type of U.S. Replacement Point expended.
- [33.76] (Addition) A third source of Free French units is Third Republic
units that escaped to North Africa after the Surrender of France, i.e., no
Vichy France.
- [33.77] (Addition) Third Republic units are converted in the same manner
as Vichy units or Partisans.
- [33.86] (Clarification) The Allied Player is not required to specify the
location of his Naval units prior to use, nor is the usual four-turn Transport
requirement observed in transferring Naval Points or Amphibious units that
are "Rounding the Horn".
- [33.9] (Addition) ANGLO-FRENCH NON-COOPERATION
- [33.91] (Addition) Prior to 1/1/41 or French Surrender, Commonwealth and
French units may not stack together. Should the occasion arise where they
are stacked together and that the hex is attacked, the Commonwealth units
are ignored in determining over-runs and combat results. Commonwealth units
are retreated one hex by the Axis Player. In addition, if the result of combat
is BR, DR, EX, 1/2EX, or DE, surviving French units must retreat.
- [33.92] (Addition) Prior to the surrender of France, Commonwealth units
in France in front lines (adjacent to German units) must form a line of contiguous
hexes, starting from a coastal hex (not estuary hexes), and extending a maximum
of five hexes. Once there are 21 Commonwealth units in France, the line may
be extended one hex for each group of four Commonwealth units added to France;
that is, if there are 22-25 Commonwealth units if France, the line may be
six hexes long. However, Commonwealth units can be behind the front line.
If a Commonwealth unit is illegally placed, move it one hex behind the nearest
Commonwealth unit.
- [33.93] (Addition) One Commonwealth unit is exempted from 33.91 and 33.92.
Should the occasion arise when more than one unit is a possible exemption,
the Axis Player shall decide which unit is to be the exemption. The Commonwealth
unit is not doubled by fortification.
- [33.94] (Addition) Case 33.9 applies to the Campaign Game, as well as to
WAR IN EUROPE, but does not apply to the FRANCE '40 SCENARIO.
- [34.0] (Clarification) Surrender of countries requiring elimination of all
units means all units within the country (i.e., Turkish units in Turkey).
- [34.0] (Clarification) Armed Neutral Forces may not be moved prior to the
violation of their neutrality, except for Italian units, which can be moved
within Italian Territory.
- [34.16] (Change) Norway surrenders and all Norwegian Forces are removed
from play when all Norwegian Ports are occupied by Enemy units.
- [34.22] (Clarification) Greek forces are placed by the Opposing Player whenever
one side violates Greek neutrality, or causes Greek War Development.
- [34.28] (Change) SPECIAL GERMAN EFFECT: If Germany does not invade Greece,
Italian units are prohibited from entering Russia; as long as Germany has
a supplied unit in Athens she may loot Greece at the rate of one production
point per cycle until the end of 1942 (Ref. Case 29.0)
- [34.41] (Correction) Trabzon is hex J3203 - not H2303; Guleman is hex J2810.
- [34.46] (Correction) Surrender of Turkey occurs when all Turkish units in
Turkey are eliminated, or, as an Axis Ally, when the Political Point Total
is 29 or less and Ankara is occupied by an Enemy unit.
- [34.52] (Correction) Spanish Infantry units are 2-4's - not 3-4's. Coruna
is hex A2703 - not A2702.
- [34.59] (Clarification) Spanish Naval Capacity may transport Spanish units
only between any Spanish Ports, including past Gibraltar (assuming the Player
in control of Gibraltar allows such passage). This is not subject to High
Seas Intervention. If Spain is a Pro-Axis Ally or conquered, then this capacity
may be used to trace Axis Supply.
- [34.61] (Correction) Lulea is hex F3018.
- [34.62] (Correction) There are five Swedish 4-4 War Deployment Infantry
units - not eight.
- [34.64] (Clarification) Germany may draw Major Supply through the Swedish
Rail Network, but may not transit Sweden (land, sea, or air - reference Case
73.4). This means that Narvik, although a Minor Port, does have Major Supply
into it through Sweden (German only).
- [35.0] (Clarification) Reference Case 36.6. The following cities/ countries
do affect the Political Point Total of Germany: Danzig, Denmark, Luxembourg,
Iran (Minor Neutrals), Vichy France (Minor Armed Neutral); and Latvia, Lithuania,
and Estonia (if Germany invades them prior to Russian Annexation). Iraq, which
is a Commonwealth country (considered part of Britain), and Saudi Arabia do
not count. NOTE: Vichy France includes North African Territories. The Allies
enter Iran freely, i.e., no Political Points are awarded to the Axis.
- [35.61] and the Allied Game-Turn/Cycle Record Track (Clarification) The
Allied Player MUST move at least one unit into Iran by the beginning of Cycle
9/41.
- [36.0] (Clarification) If the invasion of Vichy France is predominately
U.S., the Axis Player receives five Political Points, but must pay two Political
Points to enter Vichy France. If it is predominately a Commonwealth invasion,
the Axis Player receives five Political Points, and pays no Political Points
to enter Vichy France. If the Axis Player invades Vichy France, he pays two
Political Points; the Allies - both U.S. and the Commonwealth - pay no Political
Points to respond and enter Vichy France.
- [36.0] (Omission) The Axis Player does not receive any Political Points
for occupying a country whose neutrality was first violated by the Allied
Player. The Allied Player cannot reduce the Axis Political Point Total by
"Liberating" a country if he was the first one who violated its
neutrality, and if it was occupied then by the Axis Player.
- [36.0] (Clarification) Russia is considered an "Allied Player"
for Political Point Awards/Penalties. "Enter any German Manufacturing
Center" does not include Lille or Brussels.
- [36.4] (Change) Change the reference from Axis player to any player. Any
player Occupying (per Case 36.0) a country will fall heir to that country's
facilities.
- [36.6] (Addition) Axis invasion of a Pro-Axis Neutral results in a loss
of five Political Points. Occupation of a Pro-Axis Neutral results in a loss
of no Political Points. NOTE: Finland is considered an Armed Neutral if there
is no Winter War prior to Total War. Finland is a Pro-Axis Neutral if there
is a Winter War. The Axis Player may not invade a Pro Axis Neutral Finland,
nor may he invade an Armed Neutral Finland prior to turn 1/4/40.
- [36.6] (Clarification) Three Political Points maximum are awarded or lost
for the Axis Player entering any or all of Tunisia, Algeria, or Morocco -
not three Political Points each.
- [36.6] (Addition) Action by the Soviet Player is treated the same as action
by the Allied Player. NOTE: Germany is not a Neutral; therefore, its neutrality
cannot be violated.
- [37.1] (Clarification) The maximum number of Axis Fortification Markers
is the Counter-Mix Limit of 39.
- [37.11] (Addition) Special Limit on German Infantry Divisions (WAR IN EUROPE).
For every German Panzer or Panzer Grenadier Division that is formed during
the game, the Counter-Mix Limit for German Infantry Divisions is reduced by
one.
- [37.27] (Clarification) On the first Game-Turn in which a country's neutrality
is violated, that country's Port and Rail hexes can be used only for debarkation
and Supply by the violating Player.
- [37.27] (Clarification) A Repair unit may debark in an unoccupied Major
Port on the initial turn of invasion as part of the invading force.
- [37.27] (Addition) However, use of these facilities may not begin until
the end of the Air Interdiction Phase for the purpose of judging Supply, Communications,
Air Range, etc.
- [37.28] (Clarification) The Suez Canal is considered a river for Movement
and Combat purposes.
- [37.29] (Addition) The Allied Player may use that part of the Adriatic and
south from whichever Adriatic Port that is Friendly to him, provided there
are no Ports Friendly to the Axis Player farther south in the Adriatic.
- [37.3] (Addition) The Allied Player may apply this case only to those units
that are both in Supply and in Communication.
- [37.36] (Addition) For each Allied 9-10 Paratroop Unit, there is to be one
Air Transport Point in the game or recycling after a drop. Should an Air Transport
Point be lost that would reduce the total Allied Air Transport Points below
the total of Allied 9-10's, an Air Transport Point is to be taken as a reinforcement
on the next Cycle - regardless of the result of the U-Boat War.
- [37.37] (Addition) Should an Allied Player lose a 9-10 Paratroop unit entirely
(including BG), a 9-10 unit may be replaced at the cost of one 8-10 and one
Infantry Replacement point of the same nationality.
- [37.56] (Addition) If the path of Axis High Seas Transport is traced entirely
through a line of hexes within Axis Air Range AND outside of Allied Air Range,
there is no Allied High Seas Intervention.
- [37.57] (Addition) If the path of Axis High Seas Supply is traced entirely
through a line of hexes within Axis Air Range AND outside of Allied Air Range,
there is no attrition of Axis Surface or Transport units.
- [37.57] (Clarification) The German Player decides if he is running Supply
via High Seas at any time during the Game Turn. He rolls for attrition at
the end of the Game Turn.
- [37.71] (Addition) The Allied Player may move units via Rail between hexes
J5134 and J3833. The units spend one turn "traveling," and appear
in the next Rail Movement Phase (still Entrained) on the other Rail hex on
the south map-edge. Also, units may travel between these hexes and hex E5433
by using Rail Movement to the south map-edge, spending the next turn using
Rail Movement to a Port further south, and then embarking on a Naval Point
for transit to another Port. If the debarkation Port is also off-map (further
south in Africa or Iran), then the unit will spend another turn railing to
the south map-edge where it will appear the next turn (Entrained or not -
Allied Player's choice).
- [37.9] (Clarification) For purposes of judging he Air Range of Friendly
and Enemy Air Points for Extraordinary Air-Sea Interdiction, Air Ranges may
be traced only from non-Mountainous Terrain which is in Supply.
- [38.25] (Addition) All Campaign Scenarios except Poland (Case 39.5) begin
with the reinforcements for that Cycle already arrived (and included in the
unit deployments). The Allied reinforcements for the 9/39 Cycle are placed
during the Reinforcement Phase of the First Game-Turn of the 1939 Campaign
Scenario.
- [38.25] (Clarification) The first Strategic Build Cycle is 0/10/39, following
the 4/9/39 turn.
- [38.4] (Omission) FREE DEPLOYMENT (OPTIONAL) The historical deployment of
units is given for all Scenarios. If desired, the Players may experiment with
free deployment. When using free deployment, units may be placed in any hex
of the country or territory in which they were deployed historically, with
the following exceptions: 1) Units must be placed on the "correct side"
of any applicable Scenario Start Line; 2) All international borders covered
by Friendly units or Zones of Control in the historical set-up also must be
covered by Friendly units or Zones of Control in the free deployment. In all
Scenarios, the Second Player deploys all of his units first.
- [39.21] (Correction) GERMAN - MAP SECTION C: An additional 6-5 should be
deployed in hex 5427. Change one 6-5 at C4923 to G0714, and three 6-5's at
C5124 to G0714.
- [39.22] (Correction) POLISH - MAP SECTION C: A 4-4 should be deployed in
hex 5816 - not 5828.
- [39.51] (Correction) GERMAN - MAP SECTION C: An additional 1-5 KG should
be deployed in hex 3315.
- [40.21] (Correction) GERMAN - MAP SECTION C: An additional 6-5 should be
deployed in hexes 3815 and 3907.
- [40.22] (Addition) FRANCE 1940 SCENARIO: Add one 3-4 in hex 2209. A 2-6
(not 3-6) at 2604 and 2709.
- [40.22] (Correction) FRENCH - MAP SECTION C: One 3-10 (not two) each should
be deployed in hexes 2507, 2706 and 2714. Two 3-10's each should be deployed
in hexes 2603 and 2707. Two 3-4's (not three) each should be deployed in hexes
2806, 2808, 2809, 2810, 2818, 2918, 3016, 3017, 3116, 3117 and 3216. Three
3-4's each should be deployed in hexes 2610, 2715, 2807, 2912, 3013, 3014
and 3015.
- [40.43] (Change) All Allied units to be north and west of hex C3010.
- [40.52] (Correction) NORWEGIAN - MAP SECTION F: One 3-4 in hex 3207.
- [41.21] (Correction) ITALIAN - MAP SECTION E: One 4-6 should be deployed
in hex 3414 - not 3314.
- [42.21] (Change)
- One Italian 2-4 from each of D1109, D1307, D1804, D2221, and D2222
to D1309, D1306, D1805, D1903, and D2021.
- One Italian 1-6 from D1803 to D1903
- One German 3-8 from C2133 to D2101
- One German 8-8 from D1919 to D2018.
- [42.21] (Correction) GERMAN - MAP SECTION D: One 13-8 should be deployed
in hex 2620 - not 2322.
- [42.4.4] (Clarification) (Scenario and Campaign Game) All German Air Points
are grounded during the 4/7/43 turn (exception: Extraordinary Air-Sea Interdiction
is still in effect). Only Allied Air Points may provide ground support, interdiction,
etc.
- [42.51] (Correction) 20 Ge AP in West Front (There are only 20 German Air
Points on the West Front, not 20 additional).
- [42.52] (Addition) One Commonwealth (1)-0 at D1825.
- [42.52] (Correction) 9-7 should 9-8.
- [43.21] (Correction) GERMAN - MAP SECTION C:
- One 13-8 each should be deployed in hexes 0720, 2009, and 3206.
- One 10-8 should be deployed in hex 2006 - not 2009.
- An additional 6-5 should be deployed in hex 1005.
- One 7-5 should be deployed in hex 1203 - not 1005.
- The (5)-1's in hexes 0613, 2014, 2122, 3304, and 3503 should be deployed
in hexes 0714, 0714, 1928, 3305, and 3504, respectively.
- An 11-8 should be deployed in 1107 - not 1108.
- [43.21] (Correction) GERMAN - MAP SECTION B: (5)-1 in 1133 should be 1033.
- [43.22] (Correction) COMMONWEALTH Ten (not seven) 3-8's should be deployed
in Great Britain.To:
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