WAR IN THE EAST ERRATA
updated 031024
WAR IN THE EAST ERRATA (as of Sept.'74); Included
in First Edition Game; Printed in MOVES #17
RULBOOK
As a result of post-publication playtesting, the following errata and addenda
has been assembled to clarify and correct various errors or ambiguities in the
original game components. The errata follows the sequence of the War in the
East rules folder.
- [5.14] (Clarification) A unit may not use the capability of always moving
one hex when participating in an overrun.
- [5.29] (Omission) Slovakian units are prohibited from moving north of the
SW/SE 1700 hex row.
- [5.7] (Correction) PROCEDURE: Units need not all have begun the Movement
Phase stacked in a common hex in order to participate in an overrun.
- [5.76] (Clarification) Units overrunning across a river hexside are halved.
Mechanized units overrunning an anti-tank unit are halved. Unsupplied units
participating in an overrun suffer no diminution of Combat Strength nor do
they suffer any adverse combat result.
- [6.32] (Correction) An entrained unit must expend five additional Rail Movement
Points to enter an Enemy interdicted hex.
- [6.65] (Correction) Repair units expend five additional Rail Movement Points
to enter an interdicted hex when using rail movement.
- [6.7] (Correction) The Rail Junction Marker shown on the upper right-hand
side of the diagram (fourth row from the top, second hex in) is erroneously
shown as an Axis Marker; it should be Russian .
- [7.9] (Omission) Only infantry and anti-tank units may use sea movement.
- [8.15] (Clarification) The movement cost to enter an Enemy controlled hex
is not increased by Enemy Air Interdiction, i.e., Enemy Air Interdiction has
no effect on a hex that is Enemy controlled.
- [8.3] (Correction) For a hex north of the Weatherline, the Supply Range
for all units is reduced to three hexes.
- [10.44] (Omission) Russian artillery units may never voluntarily move out
of supply.
- [10.45] (Correction) Artillery units may only move in the Mechanized Movement
Phase (or in the Rail and Sea Movement Phase). Artillery units pay mechanised
movement costs.
- [10.52] (Correction) Anti-tank units may only move in the Mechanized Movement
Phase (or in the Rail and Sea Movement Phase). Anti-tank units pay mechanised
movement costs and may not voluntarily move out of supply.
- [11.42] (Addition) (Optional) also 13.32
- Players have the option when using the non-historical scenarios or Campaign
Games to use this rule or not. In other words, when units are defending in
a pocket (i.e., no line of communications to the Player's map edge), the Player
has the option of having these units defend at full strength. but forfeits
the ability of these divisions to form Kampfgruppen/Battlegroups, or they
may defend at half-strength and retain the ability to form Kampfgruppen/Battlegroups.
The Player may make this decision on a unit by unit basis.
- [12.12] (Clarification) Players need not allocate any or all of their Air
Points to either air Superiority or Air-Ground Support (Exception: see 12.16).
Uncommitted Air Points may not be attacked and have no effect on the Play
of the game for the Game Turn in which they are uncommitted.
- [12.2] (Clarification) PROCEDURE: If no Friendly Air Points were allocated
to Air Superiority or if none survive the Air Combat Phase, then for every
two Enemy Air Points remaining in the Air Superiority Box eliminate one Friendly
Air Point in the Air-Ground Support Box.
- [12.41] (Correction) An entrained unit must expend five additional Rail
Movement Points to enter a rail hex containing an Enemy Air Interdiction Marker
(Exception: entrained Russian Arms or Training centers are not required to
expend any additional Rail Movement Points to enter an Enemy Interdicted hex).
Enemy Air Interdiction of an Enemy controlled hex has no effect.
- [12.51] (Correction) The Axis Player may take Air Point(s) equal to the
number given for that Game-Turn on the Turn Record and Reinforcement Track
(i.e., either one or two), so long as the maximum limit of twenty is not exceeded.
- [13.52] (Correction) SECTION A: Any Russian unit occupying a coastal hex
which is within five sea hexes of either of the Leningrad coastal hexes may
use Russian Sea Supply.
- [14.42] (Addition) A unit which begins the Movement Phase south of the Weatherline
may move one hex north of the Weatherline during that Game-Turn, except when
using rail movement.
- [15.15] (Omission) A fourth condition should be given for an Arms Center
to be considered operational: "(4) it must not have been entrained at
any time during the previous ten Game-Turns." (see 15.11.)
- [15.17] (Omission) A fourth condition should be given for a Training Center
to be considered operational: ''(4) it must not have been entrained at any
time during the previous ten Game-Turns." (See 15.11.)
- [15.2] (Clarification) GENERAL RULE: Essentially, the Russian Player may
either begin the construction or rebuilding, or conversion of one unit per
operational Training Center per Game-Turn .
- [15.34] (Omission) SECTION A: This rule also applies to the rebuilding of
Air Points on the Rebuilding Track.
- [15.34] (Omission) SECTION B: This rule also applies to the rebuilding of
Air Points on the Rebuilding Track.
- [15.34] (Omission) SECTION C: This production of Air Points must be done
on the Construction Track. The rebuilding of Air Points does not fulfil this
requirement.
- [15.8] (Omission) ARMS CENTER DISRUPTION When playing the Historical Campaign
Game, all on map Russian Arms Centers cease all production as soon as a cumulative
total of 100 Russian ground combat units of any type have been eliminated.
Arms Centers in Siberia are not affected.
- [20.0] (Correction) GENERAL RULE: German Draft Replacement Points may be
accumulated from one Game-turn to another.
- [20.13] (Correction) A unit may not move or participate in combat in the
same Axis Player- Turn in which it was rebuilt with Draft Replacement Points.
- [23.03] (Addition) Players should note in the diagram that if unit "X''
is an Axis unit, unit "A" could leave the line without violating
the Axis Continuous Line rule.
- [25.0] (Clarification) PROCEDURE: Infantry Units assisting in the conversion
of a (1-4) unit into a fortified Unit may not have moved or attacked during
the current Russian Player- Turn.
- [26.2] (Correction) The Required Axis Withdrawals rule (26.2) is also used
in the Historical Kursk Scenario Game.
- [27.22] (Correction) A Finnish unit may never voluntarily enter an Enemy
controlled hex which is outside of ''Old Finland'' unless this hex is north
of the Weatherline and east of the White Sea or already occupied by another
Finnish unit (this situation might arise if a Russian unit advanced into a
hex which was adjacent to a Finnish occupied hex). Finnish units which are
north of the Weatherline and west of the White Sea are not restricted by this
rule and may enter Enemy controlled hexes normally.
- [27.24] (Correction) As soon as two Finnish units have suffered Combat Results
of either AE, 1/2Ex, AEx, or Ex, as a result of a Finnish attack, all Finnish
units permanently lose the ability to attack Enemy Units which are not in
a hex of Finland. Finnish units never lose the ability to attack Enemy Units
which are in Finland.
- [27.31] (Omission) Until the Finnish Rail network has been connected to
the Axis rail network, a maximum of two Axis Air Points per Game-Turn may
use Finnish rail hexes which are connected by an "all rail'' supply line
to Helsinki to trace their range for Air- Ground Support and Air Interdiction
missions (see 12.33 and 12.42).
- [28.0] (Correction) GENERAL RULE: Only Russian infantry and cavalry units
may attempt to become partisan cadres.
- [28.14] (Correction) Partisan cadres cannot retreat, and if forced to do
so by a combat result, they are automatically eliminated.
- [28.23] (Omission) Partisan units may not force march .
- [29.34] (Correction) German, Italian and Slovakian units enter the map from
the "west edge" in Greater Germany (i.e., in the area on or south
of hex SW 1134 and or north of hex SW 3033).
- [30.32] (Clarification) Arms Centers must be placed in the hex indicated.
Training Centers may be placed either in the indicated hex or in any Friendly
rail hex adjacent to it, at the option of the Russian Player.
- [30.34] (Clarification and Omission) SPECIAL RULES: Rule 30.34 should read
"The following special rules pertain to both the Campaign and Barbarossa
Scenario Games except where noted:
- (A) Russian Zones of Control do not extend across the border between
Russia and Germany during the Initial Movement Phase of Game-Turn One.
- (B) There is no Joint Air War Turn on Game-Turn One. This recreates
the
Soviet air force being caught on the ground by surprise Axis attack. (In
game terms, the Axis are considered to automatically commit twenty Air
Points to the Air Superiority Box, eliminating seven Russian Air Points
automatically committed to the Air-Ground Box. Three Russian Air Points
are considered to be uncommitted and therefore are available on
Game-Turn Two).
- (C) The Russian Player has seven Air Points available for rebuilding
on
Game-Turn Two (applicable to the Campaign Game only).
- (D) Finland is neutral on Game-Turn One. Finnish units may not move
or
attack during that Game-Turn. Non-Finnish Axis units in Finland may move
and attack normally.
- (E) Hungary is neutral on the first four Game-Turns; no units may set
up
in Hungary or enter Hungary until Game-Turn Five. Russian Startline
hexes bordering on Hungary must still be occupied or controlled by one
or more Russian infantry units. Axis Startline hexes bordering Hungary
need not (and cannot) be occupied or controlled by one or more Axis
infantry units.
- (F) In the first and second Game-Turns, Axis units expend only one
additional Movement Point to enter or leave an Enemy Zone of Control.
This rule is optional and may be included or left out of the game at the
option of the Players.
- [33.4] (Omission) Players should note that the Required Axis Withdrawal
rule (see 26.2) is considered in effect and has been triggered on Game-Turn
105. The Axis Player must withdraw the indicated Units when playing the game
''historically''.
- [35.2 (Addition) AXIS EARLY ASSAULT
- Advance all reinforcements and Russian Personnel/Arms multiples by two Game-Turns.
Continue the same sequence of reinforcements and Russian Personnel/Arms multiples
as is given in Game-Turns 166-208 to determine multiples for Game-Turns 209-210.
- [35.2] (Addition) RUSSIAN MAXIMUM BUILD
- The Russian Player plays 30 Game-Turns before Game Turn One. The Russian
Player may fortify any (1-4) units he desires before the start of Game-Turn
One. Suspend section (B) of rule 30.34 and begin the game with the normal
Joint Air War Turn. Advance the Russian Personnel/Arms multiples by 30 Game-Turns.
To determine figures for production multiples and Axis Air Points and Replacement
Drafts continue the same sequence as given for Game-Turns 166-208.
- [35.2] (Addition) FULL GERMAN MOTORIZATION
- Infantry units whose Movement Allowance has been increased to 8 Movement
Points may not force march.
TURN RECORD RElNFORCEMENT TRACK (Correction)
FIRST EDITION ERRATA
- The following errata applies only to the first printing of WAR IN THE EAST.
(The errors corrected below were corrected on the game materials themselves
in subsequent printings.) To determine if you have a first printing of the
game check the map and see if hex NW3713 is indicated (incorrectly) as a Russian
Personnel Center city. If it is, then you have a first printing of the game
and should note the following errata. If hex NW3713 is indicated (correctly)
to be simply a city hex, then you have a subsequent printing of the game and
may ignore the following errata.
- [5.8] (Correction) RIVER HEXSIDE: River hexsides should be treated as clear
during Snow Game Turns.
- [11.46] (Clarification) A die roll of "six", however, remains
a ''six''.
- [11.65] (Omission) SPECIAL NOTE: Odds greater than 12 to 1 are treated as
12 to 1; attacks at odds lower than I to 2 are not allowed.
- [32.21] (Correction) The Axis Player should receive 4 (2-4) Italian Units
(rather than 9).
- [36.3] (Correction) SOVIET RUSSIA: The secondary counter for a Russian 8-6
tank corps is a 1-6 battlegroup.
TURN RECORD/REINFORCEMENT TRACK (Correction)
Axis reinforcements for Game-Turn 53 should include 6x2-4I (instead of 6x2-5I).
TURN RECORD/REINFORCEMENT TRACK (Correction)
The rules reference given on Game-Turn 168 should be to 20.16.
TURN RECORD/REINFORCEMENT TRACK (Omission)
- The Axis Player receives as reinforcement one additional repair unit on
Game-Turns 41, 93, 145, and 197.
TURN RECORD/REINFORCEMENT TRACK (Clarification)
- The abbreviations given on certain Game-Turns (for example, RDV on Game-Turn
40) represent:
- A = Axis Victory Determination Point
- R = Russian Victory Determination Point
- M = Marginal; S = Substantive; D = Decisive
TURN RECORD/REINFORCEMENT TRACK (Correction)
From Game-Turn 166-200 the Russian Arms Multiple for all even numbered Game-Turns
should be three, not two.
MAPSHEET
- In the city of Leningrad, all three hexes are erroneously shown as Personnel
Centers; only hexes NW3812 and NW3712 are Personnel Centers. Hex NW3713 is
treated as an ordinary Russian city hex.
- The ''dot'' indicating the position of Russian city of Smolensk was left
off the map. It should be located on hex SW0707. It is an ordinary Russian
city, not a Personnel Center.
- A Rail Line on the South-West mapsection was left out. It runs in hexes
SW0123, SW0124 and SW0125 linking Riga to the sea.
- In the South-East mapsection, three hexsides should be shown as belonging
to the Stalingrad Start Line. They are the hexsides in hex numbers SE0934
and SE0734 that join with the South-West Mapsection plus hexside SE4532/SE4533
in the Crimea. Note that this places Sevastapol in Russian hands.
- There are various instances of ambiguity in hexes where rivers and sea meet
(for example, hex SE4125). In all such cases, the water portion of the hex
should be expanded to join with the river along a hexside.
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