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Ambush!

& Battle Hymn Errata


Author: Lutz Pietschker
Last revised: 9 March 2004
PDF version by: Chris Dilworth
Ambush! and Battle Hymn Errata Listing
* Ambush!
* Move Out!
* Purple Heart
* Silver Star
* Battle Hymn
* Leatherneck
The errata listed here are taken from an official errata page, from the errata published in the module rulebooks,
and from a lively correspondence between Victory Games and myself back in 1989/1990. I sorted them by
game/module rather than chronologically. It is quite possible that some of the errata listed here do not appear in
your copy of the game, since VG has issued several editions of Ambush! over the years, with corrections and
clarifications worked in. Sources of errata are given as:
[1stErr]: Early Ambush! errata, published in Move Out! and Purple Heart rulebooks and made obsolete by later
edtitions of Ambush!
[Err87]: Errata sheet, published by VG in March 1987
[PH]: Errata / options from Purple Heart rulebook
[LN]: Errata from Leatherneck rulebook
[priv]: Q&A out of letters between VG and myself
My personal remarks are marked (ed.).

Ambush! Errata
Rules
4 (Clarification) There are no ammunition types that
are compatible/interchangeable with each other, you
must buy ammo specifically for each weapon type.
[priv]
5.3 (Correction) Ignore the statement that captured
Germans may only be moved during operations.
[priv]
5.4 Sightings (Clarification) A sighting reference on
a Mission Card, such as s3 or s8, indicates that the
sighting may occur. Do not mark the sighting off on
your Squad Record until it does occur. A sighting
occurs only when you read a paragraph preceded by
a Sighting Reference (such as paragraph 19 or 21).
[1stErr]
6 Action Rounds (Clarification) Paragraph Checks
that call for Event Checks during Rounds are
ignored, but an Event marker is still placed in the
hex. This clarification also applies to 6.11 (Condition
Changes During Rounds) and 7.3 (Movement During
Rounds). [Err87]
6.1, 3. Action Phase (Clarification) The right hand
column under Exception should read: "The
paragraph that activates the Germans and initiates
Rounds may state that one side or the other has the
advantage in the first Round." Advantage is thus predetermined by the paragraph, although you still roll

for initiative in order to place your AR markers on the


correct Turns. [1stErr]
(Correction) Under Panic on the same page and
column, Germans may also Panic as a result of
combat (13.1). [1stErr]
(Clarification) Panic caused by a red number on the
action table is unconditional. It applies even if there
is no real "reason" for panic, e.g. the soldier is far out
of sight of any enemy. [priv]
6.5 (Clarification) Even an attempted attack (fire,
grenade, assault) makes all US soldiers in the target
hex aware. A scattered grenade SC makes both the
soldiers in the original target hex and those in the
scatter hex aware. [priv]
6.6 (Clarification) If German activation occurs during
the action of a US soldier (typically movement) that
soldier may end his action before any German takes
an action. [priv]
6.7 (Clarification) The movement of the Move/Snap
Fire action can be before the fire, after or, if at least 4
MP were available, before and after (1 MP each).
[priv] A soldier can never move and throw a grenade
in the same Turn. [Err87] Grenade accuracy is not
influenced by soldier stance, but throwing range is.
[priv]
6.8 (Clarification) Remark: Usually the paragraphs
are to be taken literally; if a paragraph instructs a
soldier to "crouch and fire..." he will crouch, even if

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that makes fire impossible because has no longer


has an LOS to an enemy. Also, If a tank is not
instructed to turn at the end of a move it will not do
so even if it would be "logical" (e.g. to present better
armor to the enemy) to do so. On the other hand, if
instructed to fire it will do as much as it can even if
actual fire is impossible (jammed gun or so), for
example it will turn into a firing position if necessary.
(ed.)
Some paragraphs state that a German soldier shall
move and "...if active enemy in sight, lie prone". If not
specifically told to lie prone "at the end of
movement", he lies prone at end of movement or in
the hex in which he gets LOS to a US soldier,
whichever comes first. [priv]
A direction on a soldier card "On first turn, use..."
applies to his first turn after activation only. [priv]
Self-preservation applies even if soldiers are in
adjacent hexes but without LOS to each other. [priv]
A procedure to handle behaviour of transported
soldiers under self-preservation conditions:
* Always stay on board a vehicle that is not
immobilized.
* Driver of still-mobile vehicle never fires, but if
possible tries to run enemies over.
* Passengers fire, if any part of passenger's selfpreservation instructions instructs them to fire. [priv]
7.4 (Clarification) You do not earn VPs for activated
soldiers twice if not specifically instructed. A German
who left the map and re-enters does not give
activation VPs again. [priv]
8.2 Buildings (Clarification) A soldier outside a
building looking in through a non-adjacent doorway
cannot see a target lying prone inside the building.
He can, however, see that target's hex. A soldier
outside a building who is adjacent to the doorway
can see a prone target in the building. A soldier
inside a building, regardless of stance, can see all
hexes in the field of view of a doorway. [Err87]
Embankments (Clarification) When LOS crosses an
embankment hexside and one of the sighting hexes
is on a lower level than the embankment hexside, the
LOS is blocked, unless the other sighting hex is
adjacent to the embankment hexside on the same
level as the embankment. For example, a soldier in
hex O11 on Map C could not see a target in hex T8
since the embankment on the Q10/R9 hexside
blocks the LOS even from the level 4 hilltop.
However, the target could be seen in hex U8 since
U8 is on the same level as the embankment. Note
that in neither case does the embankment on the
O11/P10 hexside block LOS, since hex O11 is
adjacent to and on the same level as this
embankment. [PH]
(Clarifications) For buildings, as for all other terrain
features, the hex sides are relevant for LOS, not the
artwork. [priv]
LOS from vehicles is not influenced by open/
buttoned up status. Soldiers in a building may be
seen from an adjacent vehicle if in a doorway hex
(any stance), but only from a large vehicle if
crouching behind a window. A prone soldier behind a
window can not be seen from a vehicle. LOS from

non-adjacent vehicles is the same as for foot


soldiers. [priv]
9 (Clarification) Though "fire into hex containing
friendly soldiers" is prohibited, a soldier may fire into
his own hex (even if it contains other friendly soldiers
than himself). [priv]
9.1 (Clarification) When snap firing a personal
weapon twice, remember to roll for jam and ammo
use once for each fire. [Err87]
9.2 (Clarification) Vehicles in a hex count towards the
multiple target modifier for automatic fire even it may
be immune to damage from this fire. For example,
SMG fire into a hex containing 2 soldiers and a tank
gets a +3 modifier. [priv]
9.4 Clearing a Jammed Weapon (Clarification) A
German with a jammed weapon will use his second
weapon, if he has one; otherwise, he will attempt to
unjam his weapon. When a German Action
Paragraph requires him to fire, he attempts to unjam
his weapon instead. If a German becomes
weaponless due to breakage or ammo depletion, he
will attempt to acquire a weapon from another
German or inactive US soldier in his hex, using the
Pick Up/Exchange Equipment action (5.3, 6.7). Use
this action instead of the action indicated on his card
as soon as he is in a hex with a suitable weapon.
[1stErr]
9.5 (Clarification) A German soldier out of ammo will,
when ordered to fire, try to perform the first possible
of the following actions instead: fire secondary
weapon, exchange ammo with other German in
same hex, take the first other action from his list that
does not require him to fire, lie prone. He will never
leave his movement path to get to a possible "ammo
source". [priv]
9.6 Optional Rule [PH] Some of the maps contain
quite a few buildings. The German soldiers and
vehicles, however, have no provision for firing at
targets lying prone in building hexes, because they
are not in sight, and therefore not valid targets, even
though German weapons are quite capable of
penetrating buildings. The following optional German
action is highly suggested because it allows the
German soldiers to fire at these hidden targets,
Letting them do so is much more realistic, and evens
things up a bit. If a German soldier has fired at a
visible target in a wooden building hex, receives a
subsequent order to fire again, but has no target
because the US soldier has since fallen prone, the
German may now fire at the wall in an attempt to
achieve a penetration result. Conduct the following
procedure for the German:
1. If the paragraph gives no other options for the
German (i.e., move, surrender, throw a grenade,
etc.), the German conducts a PC Check: If
successful, the German will fire at the wall; if fails,
the German will do nothing.

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2. If the German is allowed to fire at the wall, he will


crouch and conduct the procedure outlined in 13.5 of
the Ambush! rules.
NOTE: A German tank will conduct the same
procedure outlined above, but will fire its main gun at
a stone wall, its coaxial or bow MG at a wooden wall.
10.1 Grenade/Satchel Charge Combat Procedure
(Clarifications) The -3 modifier for Target Not In Sight
is applied only when the target hex itself is not in
sight. It is possible for a soldier to see the target hex,
but not the target itself. In these cases, the -3
modifier is not applied (unless otherwise specified).
For example, two crouching adjacent soldiers are
separated by a window hexside. Per Ambush! LOS
rules, they cannot see each other, but they can see
each other's hex. Thus, any grenade or satchel
charge combat between the two would not use the -3
modifier for target hex not in sight. /[Err87]/
Grenade and SC may be thrown into a vehicle in the
thrower's hex, but this is the only case where it is
allowed to throw a grenade/SC into the same hex.
The "same hex" column on the hit chart should be
marked accordingly. (Remark: a location upstairs or
downstairs of a thrower is not regarded as the "same
hex" here.) [priv]
Determine Target Damage (Clarification) If a soldier
is prone in a hex where a grenade explodes, he is
considered Panicked instead of Wounded if the
damage result is located on the Wnd/Prone column.
For example, on the Grenade Outside Row, a die
result of 5 or 6 is treated as a wound if the soldier is
standing or crouching, and as panic if he is prone.
[1stErr]
10.2 Grenade Strike PC Check (Addition) Tanks
and soldiers inside vehicles may not make this PC
Check. [1stErr]
10.3. Grenade/Satchel Charge Scatter (Addition)
When throwing a grenade or satchel charge through
an adjacent aperture into a building, it is always
assumed that the grenade or satchel charge goes
into the building (although not necessarily into the
target hex). If a grenade or satchel charge roll fails, it
is very possible that a scatter die roll on Diagram A
or B will scatter the weapon through a wall hexside
without an aperture. In such cases, the scatter
procedure should be slightly modified so that the
grenade or satchel charge will bounce off the wall,
back into the closest hex in the direction of the
throwing soldier. Grenades can never scatter through
a window or back into the thrower's hex, but they can
scatter through a doorway. Should any problems
arise in the interpretation of these clarifications, apply
common sense to resolve the situation. [Err87]
(Clarification) Ignore the asterisks in Scatter Diagram
B (if the throw originated in these hexes, Diagram A
applies). [priv]
10.4 (Clarifications) Even if not mentioned here,
satchel charges must be prepared before throwing.
Prepared SC (and bazookas and similar weapons,
but not MGs) may be carried around prepared
without losing prepared status. [priv]

Satchel charges (but not grenades) may be "placed"


instead of thrown which secures a hit (but leaves the
chance of a dud, and possible gives the enemy a
chance to dismantle the charge). Use the procedure
for bridge demolition described in "Silver Star"
mission 17: the SC must be prepared as usual, it
takes one action to place them. After placing the SC,
you must give number of turns (1 to 4, the delay
time). In the specified turn (1= the turn following the
placement turn, 2= the turn after that, etc.) the
charge will go off at the very beginning of the turn,
before anything else happens. A placed SC does the
same damage as a thrown SC. [priv]
11.1 Assault (Clarification) A soldier assaulting a
target in a wheeled vehicle must first enter the
vehicle (1 MP). You cannot assault a target in a tank,
Jadgpanther, or E-Boat. [PH]
11.1 (Clarification) Though it seems funny, soldier
stance in fact does not influence assault combat at
all. [priv]
11.2 Capture (Change) A captured German may be
moved in Rounds, but the Movement Allowances of
the German and his guard are reduced to 2. The
German has a free stance change unless already
wounded. The German is still inactive, and his
Actions are determined by those of his guarding
soldier. [1stErr]
(Clarification) If a captured German subsequently
escapes, put him in Self Preservation for the rest of
the Mission; if he begins a turn not in sight of US
soldier, remove him from the map. [PH]
A US soldier guarding a captured enemy soldier can
perform all Actions normally during Rounds, with the
exception of firing a crew weapon. As before, his
MPA is reduced to 2. In order to provide more
realism, the rule in Section 9 (Fire Combat) regarding
soldiers firing into a hexwith active or captured
friendly soldiers should be modified as follows: Iif the
friendly soldier is still active, the rule still applies. If
the friendly soldier is captured, then you cannot fire
at the enemy soldier who is guarding the prisoner,
but you can fire at all other soldiers in the hex. A
prisoner's guard can be changed only when the
guarding soldier has a Turn and wishes to relinquish
control of that prisoner.This change costs nothing.
Should automatic weapons fire or a grenade or
satchel charge be fired into the hex, both the
prisoner and his guard take damage normally.
[Err87]
There is no limit to the number of enemies a soldier
may guard. [priv]
11.4 (Clarification) The -1 modifier for "captured
weapons use" applies if this weapon is the only
weapon available to the soldier. [priv]
13.3 (Clarification) Only inactive soldiers may be
dragged, not unaware or wounded ones. [priv]
13.6 Aimed Automatic Weapon Damage
(Clarification) All aimed Automatic Weapon fire - not
just personal weapons - has the chance of doing

Page 3

additional damage. Thus, aimed machinegun fire


may also hit more than one soldier in a hex. [1stErr]
15 (Clarification) Victory points gained or lost by
additional forces on the player's side count towards
the player's VP total if not instructed otherwise. [priv]
16.3 (Clarification) If you try to improve IN rating, fail,
but the soldier's PC is already 9, the CP are lost.
[priv]
16.4 (Clarification) In a campaign, the squad points
of your squad do not change. You may also keep the
weapons points constant, or you may re-roll them for
each mission, but not a mixture of both. [priv]
17.3, 17.4 Vehicle Movement (Correction) You may
not intentionally drive a vehicle into a crater hex;
however, a movement reference might force a
vehicle to enter one. If so, the vehicle enters the hex
at a cost of 3 MPs, and makes an immediate
Accident Check. Craters have no effect on fire
combat against vehicles. [PH]
17.6 Fire Combat Against Vehicles (Addition)
Although a closed tank is considered an active target
for a German soldier, a soldier will not fire at a closed
tank if only armed with a weapon (such as a pistol or
bolt rifle) that has no chance of achieving the
penetration necessary to do damage to the vehicle.
The German will ignore those parts of a paragraph
instructing him to do so. [PH]
17.6 (Clarifications) If a vehicle is hit by an explosive
ammo weapon (bazooka, tank main gun etc.)
soldiers in the same hex, but outside the vehicle do
not take damage. [priv]
There is no "bazooka inside row" on the chart; use
the "grenade inside row". [priv]
If a tank is "Open", a number of crew members will
be visible and can be hit. The number of exposed
crew members remains the same, even if some are
hit and the crew size is reduced, as long as there are
enough crew members active to fill the gaps. [priv]
When a car/ truck/ halftrack is disabled, the driver
and passengers are immediately placed prone in the
vehicle hex, outside the vehicle, and lose all rounds
for that turn. [priv]
17.7 Cars (Clarification) Soldiers in cars cannot
engage in bazooka, satchel charge, grenade, or crew
weapon (except mounted machinegun) combat
unless specifically noted. [Err87]
17.8 (Clarification) A German tank will fire his main
gun at the building wall when instructed to fire at a
soldier in the building (getting the +4 modifier). It will
fire only its MGs at a soldier visible behind a stone
wall, and its main gun at the wall when the soldier
there is "known" to it but invisible (prone). [priv]
If a vehicle is instructed to Move Fast but in fact only
spends the Slow MP because it ends its movement
(due to obstacles, because it arrived at the
destination, whatever), it also spends only the Crew
Points for Move Slow. [priv]

17.11 Grenades and Satchel Charges (Addition)


When an attempt to throw a grenade or satchel
charge into a tank or car fails, the scatter procedure
is modified as follows: If the throwing soldier is in the
same hex as the vehicle, use Diagram C or D below.
(It is assumed that a soldier will never attack a
vehicle from the front, so no scatter chance is
provided to the rear of the vehicle.) If the throwing
soldier is in a hex adjacent to the vehicle, use
Diagram A or B (as appropriate). However, a roll of
6-9 will scatter the grenade into the vehicle's hex, not
into the vehicle itself. In cases where the throwing
soldier is in neither the same nor an adjacent hex,
use Diagram A or B, as usual. Should the above
procedure scatter a grenade or satchel charge into a
building through a wall with no aperture, follow the
guideline provided in the additions to Rule 10.3 (i.e.,
the grenade or satchel charge will bounce off the wall
into a different hex). Note that a grenade can never
scatter back into the inside of a vehicle or into the
thrower's hex. [Err87]
Scatter Diagrams C + D
Scatter diagram C (vehicle faces hexside):
die roll 0 : grenade/ satchel charge lands in hex rearleft of vehicle
die roll 1 : grenade/ satchel charge lands in hex frontleft of vehicle
die roll 2,3 : grenade/ satchel charge lands in hex in
front of vehicle
die roll 4 : grenade/ satchel charge lands in hex frontright of vehicle
die roll 5 : grenade/ satchel charge lands in hex rearright of vehicle
die roll 6-9 : grenade/ satchel charge lands in vehicle
hex, outside vehicle (see below)
Scatter diagram D (vehicle faces hexspine):
(obsolete)
Remark (ed.): The original diagrams remain
somewhat mysterious in the errata sheet since they
are not complete, e.g. they reference an asterisk that
is not found in the diagrams. VG later confirmed that,
in fact, Diagram D is obsolete because a vehicle
must always face a hexside. Also, the original
diagram legend suggested that on a die roll of 6-9 a
scattered grenade would still land inside the vehicle.
A clarification confirmed that this is not the case;
rather, it scatters into the target hex, outside the
vehicle, where the usual grenade/SC procedure is
used (PC check etc.). It can damage all soldiers in
that hex, including the thrower. However, I suggest
that the thrower himself need not conduct a PC
check to react to the grenade since he must be
aware of it: if he has an action left, he may
immediately remove the grenade (if not, he may at
least fall prone immediately). [Err87], [priv]
17.12 Running Over Soldiers (Addition) If a US
vehicle attempts (and fails) to run over a German
soldier and wants to try again in the same turn, the
vehicle must exit the hex, turn around sharply (1
MP), and conduct an Accident Check in the hex
where it performed the sharp turn. If successful, the

Page 4

vehicle can return to the hex containing the German


soldier and once more attempt to run him over. [PH]
17.13 Tanks (Clarification) A Panzer or Sherman
can fire its cannon and coaxial machinegun at a
target into the same hex as the vehicle. They cannot
fire their bow machineguns, however. A Jagdpanther
cannot fire either of its weapons (cannon or bow
machinegun) at a target into the same hex. (Per
17.12, Vehicle Facing, if both attacker and target
occupy the same hex, the attacker has his choice of
which side to attack.) [Err87]
Missions
Mission 1 According to VG, the hex from which all of
the road can be overlooked is "the hill top". Still, I
believe there is no single hex from which the
complete road can be overlooked, and usually try to
man both S-13 and T-12. [priv]
Mission 3: Your Squad (Addition) Buy all new
equipment, and receive a free radio. [1stErr]
Mission 4: Activation on Landing (Change) All US
soldiers are automatically aware when they land;
ignore awareness references. [1stErr]
You may buy grenades for your soldiers, and carry
them as personal equipment. [priv]
When landing on a building, but escaping on die roll
of 0-3, normal drift is resumed.
It is not possible to remove another soldier's
parachute, and a panicked soldier can not remove
his own. As a play balance on this very hard mission
you may play that all your soldiers are aware and
cannot panic until they have removed their
parachutes (they may not take any other action
before parachute removal is completed). [priv]
Victory conditions "The mission ends in one of 3
ways...": the third way is that all US soldiers are
killed. [priv]
Mission 5: Set Up (Correction) Second sentence
should read, "Your soldiers can enter the map on the
south or west edge between hexes A-12 and L-19,
inclusive." [1stErr]
Victory (Correction) Further testing indicates that the
US requires 15 Victory Points to win, not 22. [1stErr]
Mission 6: Special Rules (Correction) The prone
crew of a bunker cannot be seen through a doorway
(even if the door has been breached) unless the
sighting soldier is in a hex adjacent to the door (per
LOS rules, 8.2, Buildings). [Err87]
A satchel charge set off inside a bunker destroys the
bunker for victory point purposes but does not
reduce it to rubble. [priv]
Mission 8: Set Up (Addition) The Activation Levels
for this Mission are as follow: c1 (0-1); c2 (0-4); c3
(0-5); c4 (0-6); c5 (0-7). [1stErr]
If the roadblock removal Event Check results in
activation of Germans the roadblock is not removed
and Rounds begin. [priv]

Player Aid Screen


Assault Table A result of "-" indicates no effect.
[1stErr]
Weapon Type Chart Automatic Rifle Medium Range
should be "10-16" instead of "10-13." Grenade
Outside Medium Range should be "3-4" instead of
"2-4". Wnd/Prone result column indicates that, if this
result is rolled, a prone soldier is panicked, rather
than wounded; a standing or crouching soldier is
wounded. [1stErr]
Fire Combat Modifiers Chart (Clarification)
"Interior: Through Aperture Adjacent to Firer or No
Aperture." is superfluous; combat through a wall with
no aperture is handled by the procedure in 13.5,
Penetration. [Err87]
Hit Chart The +2 modifier for firing at a bunker wall
replaces the +4 modifier for firing at a building or
stone wall. [priv]
Grenade Hit Chart The "same hex" column should
be marked "only allowed if throwing into vehicle". The
assault column should be marked "n/a" because
there is no provision for assault combat using
grenades or SC. [priv]
Accident Table Results [PH]
Disabled (Addition) When a car becomes disabled,
all surviving occupants lose any remaining turns that
Round and are automatically( and immediately, ed.)
considered to be outside the vehicle, crouching in
cover.
Crash (Correction) If a German vehicle fails an
Accident Check and receives a Crash result on the
Accident Table, the crash procedure should be
somewhat modified. Consult the Movement
References on the Mission Card to determine the
hexes the vehicle will move through, instead of
moving the vehicle 2 hexes in a straight line. While
this may occasionally result in a somewhat
unreasonable crash around a corner, it will keep any
surviving Germans on track, and allow them to move
on foot.
Soldier Cards
German Cards (Correction)
German 4 Die column 0-3 should be labeled 0-2.
[Err87]
German 18 Die column 2-5 should be labeled 2-6.
[Err87]
German 25 Condition Column 3 should be labeled
"2-3" instead. [1stErr]
German 36 IN should be 1, and MPA should be 3.
[Err87]
German 66 Weapons should be Pistol (Luger) and
two grenades. In Notes, the reference to German 20
should be to German 65. [1stErr]
US Cards (Correction)
US01 and US08 In notes, the reference to Mission 2
should be to Mission 3. [Err87]

Page 5

Mission Cards
(Correction)
Mission 2 (all Conditions) Movement references from
hex G-4 should be H-4, H-5, I-6, J-6, K-7. [Err87]
Mission 4 (Conditions 3, 4, 6) Movement references
from V-15 should be U-15, T-14. [Err87]
Mission 5, Condition 3 S-13 should read "619"
instead of "None." S-14 should read "479" instead of
"None." [1stErr]
Mission 5, Condition 4 S-13 should read "619"
instead of "None." S-14 should read "479" instead of
"None." [1stErr]
Paragraphs
(Correction)
025 Place Event marker. Conduct PC Check (-1). If
successful, see 007. [1stErr]
178 (s1) Battalion HQ reports that a German
offensive is under way; abandon positions! Delay
enemy at discretion. You receive 2 VPs per active
US soldier exited between hexes A-13 and A-19
(inclusive). VPs are not lost for incapacitated soldiers
exited through these hexes. You receive VPs for
destroying the bridges (2 VPs for the wooden bridge;
4 VPs for the stone bridge; 4 additional VPs for
destroying both bridges). See paragraph 1000 for
bridge destruction procedure. The mission ends
when no active US soldiers are on the map. Note this
paragraph number on your Squad Record for future
reference. [1stErr]
259 Every US soldier within sight of J-1 must
conduct a PC Check (-1). If any succeed, see 264. If
all fail, continue making checks for the following
hexes, in order: K-2, K-3, L-3. When one succeeds,
see 264. If all fail, see 269. [1stErr]
907 [priv]

* If 3 or more active targets are in sight, button up.


If already buttoned up, see 910.
* If I or 2 active targets are in sight, see 903.
* If no active targets are in sight, open. If already
opened, see 903.
913 [1stErr]
1. If an active US soldier occupies hex T-8, see
802.
2. If 3 or more German soldiers have been killed,
incapacitated, or captured, crawl into hex N-5. Go to
Condition 4.
3. See 802.
1000 The stone bridge can be destroyed in two
ways: with a bazooka; or with satchel charges. To
destroy it with a bazooka, you must achieve Heavy
penetration against it. The fire modifier is +4 when
firing at the bridge; ignore other terrain in the hex. To
destroy the bridge with satchel charges, two charges
must be set off in the bridge hex simultaneously. A
soldier, or soldiers, must place two prepared charges
in the bridge hex. It takes one turn to set each
charge (setting is automatic in Operations). You may
then detonate them at your discretion.
The wooden bridge may be destroyed in three ways:
with a satchel charge; with a bazooka; or with fuel.
The satchel charge procedure is the same as for the
stone bridge, except only one charge is required.
The bazooka procedure is exactly the same as for
the stone bridge. To burn the bridge, a soldier may
get a fuel can from the dump in hex L-10. Each can
requires one Port Box. The soldier must then move
across the bridge (automatically splashing his fuel on
it). Once crossed, he or another soldier adjacent to
the bridge may start the fire by spending one turn
(automatic if in Operations). The fire burns for the
duration of the mission. [1stErr]
(Clarification) "Setting off the charges" is an action
for which the soldier must be adjacent to a bridge
hex. One action sets off all charges on that bridge.
[Err87]

Move Out! Errata


Rules

Mission Cards

Additional
Weapons
(Addition)
Both
the
Panzerbchse and Panzerfaust have an 05 dud
chance. [Err87]

(Correction) [Err87]
Mission 9 (Condition 6) P-14 movement reference
should be O-14.
Mission 10 (Conditions 2-4) N-10 movement
reference should be O-11. 0-11 movement reference
should be O-10.
Mission 12 (Conditions 3, 5) G-14 movement
reference should be F-14.

Missions
Mission 10 (Clarification) If the "Paragraph-1000Option" is used (full German force attacks the
village), US soldiers enter the village. Alternatively,
you may play the scenario with the US setting up in
the village before the start. [priv]
Soldier Cards
US Cards (Correction)
US01/J and K MPA should be labeled DS. [Err87]

Paragraphs
458 (Correction) The reference to GE 6 should be to
GE 41. [Err87]
803 (Correction) [Err87]
* If no active target is in sight due to darkness, but
an active target is within 6 hexes, stand and toss a

Page 6

grenade. Use the -3 modifier for Target Not in Sight.


Fall prone after toss if free stance change available.
* If active target is in sight and grenade is
available, stand and toss grenade. Fall prone after
toss if free stance change is available.
* If active target is in sight and no grenade is
available, conduct 801.
* Otherwise, crouch.
835 (Addition) [Err87]
* If an active German is within 2 hexes, give a
Turn to the German with the fewest Turns. If two or
more eligible Germans have the same number of
Turns, give a Turn to the German closest to an active

US soldier. If two or more Germans are still eligible,


give a Turn to the soldier with the highest Weapon
Skill. If all eligible Germans have two Turns, see 801.
* If no other active Germans are within 2 hexes,
conduct 801.
874 (Correction) Daybreak! Visibility increases to 10
hexes. If in Operations, daybreak occurs
immediately. If in Rounds, daybreak occurs at the
start of the next Round, in place of the Random
Event Check. When daybreak occurs, go to
Condition 4 and see 941, if Sighting 9 has not
occurred. [Err87]

Purple Heart Errata


Rules
Additional Weapon (Addition) The Panzerfaust has
an 05 dud chance. [Err87]

577
* If all bridges are destroyed, see 587.
* Otherwise, see 639.
597
* If vehicle is moving, enter hex M-18.
* Otherwise, enter hex 0-18.

Missions
Mission 17 An engine or railway car that falls into
the river disappears completely. [priv]
Soldier Cards
German Cards (Correction)
German 64 IN should be 1; MPA should be 3. [Err87]
Mission Cards
(Corrections) [Err87]
Mission 13 (Condition 4) T-17 reference should be T18.
Mission 17 (Condition 4) In the RE column, all
references to 634 should be 639.

662 (s6) Your soldier sees two German E-Boats


preparing to escape. Activate German 67 in hex G15 and German 68 in hex F-15. Go to Condition 3 if
in Condition 2.
* If any US soldier in this hex has one Action to
spend, that soldier fires off a burst from his weapon,
points it at the head of the closest captain, and yells
Halt! The boat in hex G- 15 surrenders immediately.
Your soldier locks the surrendered Germans in a
handy closet and sinks the E-Boat by opening its
seacocks. Gain 5 VP. The boat in hex F-15 escapes.
Commence Rounds. US advantage. See 654 for the
attributes of the boats.
* If no US soldier has a Turn to spend, see 643
immediately.

Paragraphs
907
* If 3 or more active targets are in sight, button up.
If already buttoned up, 910.
* If 1 or 2 active targets are in sight, see 903.
* If no active targets are in sight, open. If already
opened, see 903.

(Correction) [Err87]
346 Conduct PC Check
* If successful, see 356.
* If fails, see 367.

Silver Star Errata


Rules

The *"tick,tick"-counters *should read "End of Round"


(not "End of Turn"). [priv]

(Correction) Map designations G and H have been


exchanged throughout the module. [priv]
Movement on "sloping cliffs" is only possible in
crouching stance, but nevertheless costs 2 MP (in
contrast to "all" MP for other crouching movement).
[priv]

Map (Correction) The red numbers of the action


round track are missing. They should be the same as
for Ambush. [priv]
(Clarification) None of the cliff hexsides is an
embankment, even if some look as if they were. [priv]

Page 7

Missions

(Correction) German soldier card 37 should read R


instead of Q. [priv]

Mission 19 (Clarification) Divers may enter the cove


by hex E2, F2 or G2. (They must not necessarily
pass all 3 of those hexes, as Paragraph 787 seems
to indicate, though they may if they wish to.) [priv]
Soldiers on a barge or guard boat are not considered
"inside a vehicle" for combat purposes. [priv]

Mission 21 (Correction) Condition 1, Paragraph 582:


If US tank is activated in Y4 you get no movement
reference for it. Solution suggested by VG: look for
movement references in a 2-hex-radius and act
accordingly, or use other entry point. [priv]

Mission 20 (Clarification) US01 and US02 come with


the equipment printed on their cards, they get this for
free. US01 has both a pistol and an SMG. [priv]

Mission 23 (Problem) Paragraph reference for A8 is


missing (only movement reference to O-11 is given).
No solution could be given by VG. [priv]

Battle Hymn Errata


Rules
8 Line of Sight (Correction) In LOS Diagram 1, the
LOS between A and B is not blocked. At the same
elevation, you can see through two palm tree hexes
into a third, whether or not the third hex is palm tree.
In LOS Diagram 2, B should be in hex N-14 and the
explanation should read: "If M-13/N-13 and M-14/M13 were embankment hexsides, the LOS would be
blocked. If only M-13/N-13 was an embankment
hexside, the LOS would not be blocked, since the
LOS exactly bisects the hexes, only one of which is
blocking terrain." LOS Diagrams 3 and 4 should be
reversed. In LOS Diagram 4, the LOS between B
and C is blocked. The hexes are at different
elevations, and the palm trees are adjacent to C at
the same elevation. [Err87]
9.9 Flamethrowers (Clarification) Flamethrowers
cannot be fired into the same hex as the firing
soldier. [Err87] A Flamethrower must be prepared
before use, remains prepared as long as the soldier
does not move, but cannot be transported in
prepared state. It can never be fired into the firer's
own hex. [priv]
If fired at a vehicle, the passengers also take
damage even if the vehicle is only disabled (not
destroyed). Exploding vehicles do not cause damage
in adjacent hexes. [priv]
12 Banzai Charges (Clarification) Remember to
record the activation hex for each banzai charge so
you know where to return the charge should it be
broken. [Err87]
12.1 (Clarification) A broken Banzai charge is
removed immediately if out of LOS of US soldiers or
upon reaching its starting hex, whichever comes first.
[priv]
15.1 Caves (Clarification) The diagram on page 27
depicts the field of view for a cave. The LOS is not
limited to the three hexes shown, but extends
outward in those directions. [Err87]
15.2 Foxholes (Clarification) Foxholes cannot be
dug in river, stream, ford, surf, lagoon, cliff, or
boulder hexes. [Err87]

15.3 Palm Tree Tops (Clarification) When a


Japanese soldier in a palm tree top is instructed to
drop a grenade, do not roll as if he is throwing the
grenade, but roll only on the Grenade Tree-Top
Scatter Diagram to determine the hex the grenade
lands in. Also, it costs the Japanese 1 MP to
descend the tree, meaning the -3 modifier for charge
assaults applies to assaults from tree-tops. [Err87]
15.4 Huts (Clarifications) When a hut is hit by small
arms fire you must still determine if the soldiers in the
hut are hit. Roll 1 die: A prone soldier is hit on a
result of 0, a crouching soldier on 0 or 1, and a
standing soldier on 0, 1 or 2. If a soldier is hit roll for
damage normally. A soldier prone in a hut can be
seen through a doorway only if the sighting soldier is
in the same hex as the hut. Huts never block LOS.
[Err87]
Missions
Mission 3 Special Rules: Road Construction
(Clarification) The bulldozer begins with its blade in
the "up" position. [Err87]
Mission 4 Surf (Addition) The all-water hexes are at
high tide and can be entered only in rubber rafts.
[Err87]
(Addition) If you are lucky you can end up with 9
persons and 2 rafts for 4 soldiers each. In this case,
you may transport 5 persons in one raft if all those
persons empty their port boxes. [priv]
Mission 5 (Clarifications) A crashed plane cannot be
cleared away in this mission. [priv]
Only crater hexes on the runway count against VPs.
[priv]
(Correction) JA15 is worth 2 VP when broken (not 1).
[priv]
Mission 6 (Clarification) The Doctor/Captain may not
only give orders, he has all the usual commander
capabilities (giving turns etc.). [priv]
Mission 7: Your Squad (Addition) Your squad also
receives a radio for free. [Err87]
Set Up (Correction) There are only two Conditions.
Ignore activation levels for Conditions 3 and 4.
[Err87]

Page 8

Player Aid Screen and Map


Map (Correction) The red numbers of the action
round track are missing. They should be the same as
for Ambush. [priv]
Weapon Type Chart (Corrections) Automatic Rifle,
Medium Range, should be 10-16 instead of 10-13;
Long Range should be 17+ instead of 14+. Note 3
should read: "Prone soldiers are hit on a roll of 0;
crouching soldiers are hit on a roll of 0 or 1; standing
soldiers are hit on a roll of 0, 1, or 2." [Err87]
Fire Combat Modifiers Chart (Corrections)
Modifiers for soldiers in rubble hexes are the same
as for boulder and crater hexes. The line for Deep
Lagoon/Surf applies only to soldiers on rafts. Deep
Lagoon/Surf hexes can never be entered by soldiers
not in rafts or by vehicles (except amphibious
tractors and submarines). [Err87]
Assault Chart (Clarification) US soldiers may never
use sabres. [priv]
Movement Point Cost Chart (Corrections) Note 7
also applies to shallow Lagoon/Surf hexes. Palm tree
hexes can be entered by small vehicles, but only at
slow speed. [Err87]
(Clarification) Entering a hut does not cost extra MP
beyond those for entering the hut hex. A vehicle may
never enter a hut hex. [priv]

Mission 2 (Condition 6) N-2 movement reference


should be N-1 instead of being blank, X-11 should
read 479 instead of s0 479.
Mission 3 (Condition 4) RE numbers 3, 6, and 5
should be s6 327 instead of 327; RE numbers 9, 10,
and 11 should be s1 312 instead of 312; RE
numbers 4, 7, and 8 should be s3 315 instead of
315.
Mission 4 (Condition 3) P-16 movement reference
should be Q-16 instead of Q-15.
Mission 4 (Condition 5) T-13 movement reference
should be 482 instead of 196.
Mission 4 (Condition 6) G-3 movement reference
should be 251 instead of 196.
Mission 6 (Condition 2) V-11 movement reference
should be V-12 instead of being blank, V-12
movement reference should be U-13 instead of being
blank, H-17 movement reference should be G-17
instead of being blank.
Mission 6 (Condition 3) V-12 movement reference
should be U-13 instead of being blank.
Mission 6 (Condition 4) U-13 movement reference
should be T-13 instead of being blank, T-13
movement reference should be S-14 instead of being
blank.
Mission 8 (Condition 2) P-14 should be s4 974
instead of s9 974, RE 2 should be 284 instead of
s84.
Mission 8 (Condition 4) A-9 movement reference
should be A-10 instead of A-9.
Paragraphs

Soldier Cards
[Err87]
Japanese Cards (Correction) [Err87]
All Japanese cards specifying rifles as weapons are
considered to have bolt rifles, unless noted otherwise
on their cards.
JA14 note should read: "Begins in Special Reaction
B if not in a foxhole when activated. On first Turn, if
not in foxhole, conduct 801."
JA64 In Condition 1, a die roll of 0-3 should be 995
instead of 876.
JA70 should also have a light machinegun.
JA88 In Condition 1, a die roll of 4-6 should be 995
instead of 876; note should read: "On first Turn,
conduct 995. Mortar cannot be snap fired."

004 (Addition)
* If no active US soldier is in the hex, see 869
007, 034, 986, 994 (Clarification) If both of the first
two options apply, go to condition 4.
014 (Correction) Sighting should be s3 instead of s4.
026, 118, 177, 224 (Addition) Go to condition 2.
032 (Correction) Fourth option should read: "If
rounds are available and no targets are in sight, see
035."

US Cards (Clarification) [Err87]


US02 the mounted medium machinegun comes with
3 clips.

213 (Correction) If in Condition 3, see 270.

Mission Cards

214, 232 (Clarification) If the hit chart yields a result


of "assistant", consider it a passenger (determined at
random).

(Corrections) [Err87]
Mission 1 (Condition 2) I-11, K-11, M-11, and O-11
should read 713 instead of 714; I-8 movement
reference should be 903 instead of being blank.
Mission 2 (Condition 4) X-7, Y-7, W-8, and V-8
should read s7 136 instead of s4 136.
Mission 2 (Condition 5) G-5 movement reference
should be G-6 instead of being blank, N-2 movement
reference should be O-2 instead of being blank.

229, 308 (Correction) Should be s7 instead of s4. In


229, it is JA40 who is supposed to make the PC
Check, not JA30.
242 (Correction) Activate JA21 in the first hex seen
on the list (not in hex G-14).
251 (New Paragraph)
* If JA35 or JA37, see 482.
* Otherwise, see 196.

Page 9

259 (Correction) Option 3 (last line) should read: "If


Q-13 is destroyed, remain in P-13 and put Special
Reaction A into effect."
262 (Correction) Delete "...in hex W-2."
314, 319 (Correction) The camouflaged road runs
through hexes E-19, F-19, G-19, H-19, and I-19.
329 (Clarification) Go to the specified Condition
immediately only if you are in Operations. If both of
the first two options apply, go to Condition 4.
342 (Clarifications) The sub has a deck crew of 6
(not 8). It costs 2 Crew Points to conduct aimed fire
with a machinegun, and 1 Crew Point to conduct
snap fire. The machineguns have 360 degree arcs of
fire. If the sub is damaged, it will not pull out to sea
immediately. Instead, flip the sub counter to its
damaged side and the sub loses any Turns it has
remaining in the current Round.
353, 390, 398, 418, 479 (Clarification) s0 in this case
is JA13.
365 (Clarification) s3 in this case is JA10.

556 (Correction) If in Condition 4, see 587.


587 (New Paragraph)
* If soldier moving, enter hex Q-8.
* If vehicle moving and there is at least one active
US soldier east of this hex, enter hex Q-8.
* Otherwise, enter hex Q-10.
592 (Addition) The bunker hit chart is as follows:
Bunker Hit Chart
FRONT FACING
Die
Part Hit
Armor
0-7
Wall
H
8
Aperture
M
9
Crew
(x)
DOOR FACING
Die
Part Hit
Armor
0-4
Wall
H
5-7
Door
L
8-9
Crew
(x)
(x) = If bazooka fire, treat as an aperture hit if front
facing is fired upon, as a door hit if door facing is
fired upon. The prone crew of a bunker cannot be
seen through the doorway (even if the doorway has
been breached) unless the sighting soldier is in a hex
adjacent to the door. (Per LOS rules, 8.2, Buildings).
646 (Correction) The last line should read "avoided"
(not violated).

376 (Correction) If fails, see 459 (not 457).


406 (Clarification) s4 in this case is JA11.
419 (Addition) The plane has two speeds: taxi and
flight. Unless specifically stated by a paragraph, the
plane is assumed to taxi (on the ground) and uses its
taxi speed (see Vehicle Summaries). Once a plane
takes off, it has an unlimited Movement Point
Allowance and is moved hex by hex until it exits the
map. When on the ground, soldiers can conduct fire
combat against the plane using the Summary to
determine damage. When in flight, soldiers may not
fire at a plane unless specifically instructed to do so
by a paragraph.

719 (Correction) Scatter diagram should be B, not A.


[priv]
736 (Correction) Second option should read: "If US
soldiers in sight at a distance greater than four hexes
from M-6 and US soldiers are north or west of this
hex, crouch and conduct best fire at closest target.
Fall prone after fire, if free stance change is available
and an active target is in sight."
750 (Addition) If no active target is in the same hex,
see 724.
869 (Addition) If US soldier is in the same hex,
assault to kill.

433 (Clarification) The native uses card US03.


444 (Clarification) s5 in this case is JA12.
486 (Correction) JA13 is supposed to be activated
(not JA12).
538 (Correction) See 557 (not 551) if you wish to
commence Rounds.

923 (Correction) Put Special Reaction P into effect


(not Q).
973 (Clarification) The first hex the plane taxis into is
O-5.

Leatherneck Errata
Rules

corrections and paste them on to the Mission Cards


before starting play. [LN]

Due to a production error, the Mission Card for


Mission 11, Condition 2 is wrong. Use the
replacement card included for Condition 2. It has the
identity code of 3002207-K, which is printed at the
center right edge. Also, in the center of the book are
three corrections to other Mission Cards; cut out the
Page 10

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