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Moscow '41» Forums » Rules

Subject: Errata & Clarifications Compilation rss

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PLAYER AID
- In Snow box, it should say "German Strength halved when attacking", and "German HQs range is halved". [->]
- In Absorb chart, there should be a "City" row between the "Yellow" row and the "Victory" row (something like "City | 1 | Terrain | Terrain").

SCENARIO SETUP AID
- In "The Road To Moscow" setup, starting LV for soviets should be "12" instead of "13". [->]

COMPONENTS
- Blizzard sticker should say "OR 14.5" instead of "OR 15.5".

RULEBOOK
4.2.2 Firepower (page 6)
- LW HQs have no Firepower in ground combat. [->]

4.2.4 Leaders (page 8)
- If Moscow falls, Stalin dies and then no Logistics Phase will be available for the Soviets. This effect is permanent. [->]
- If you activate a Leader at Heart Level, he will not die, he will remain in play at Heart Level. [->]

6.0 SEQUENCE of PLAY (page 9)
- In the summary, "- Isolation Check (always)" should go after "- Exploitation Movement (by playing the Initiative Disc after a TI)".

7.2.1 Logistics Value (LV) (page 10)
- You have to recalculate LV every time you are going to use it, not only in Logistics Phase. [->]

7.2.2 Replacing Strength (page 10)
- Unit's Strength cannot be replaced if they are in a contested area(engaged). [->]
- Isolated units cannot receive replacements or be restored. [->]

8.0 WEATHER CHECK (page 11)
Rain
- Rewrite for clarity: "Attacking Blocks Strength and HQ Tactical/Air Range are reduced to 1". [->]
Snow
- Rewrite for clarity: "Attacking German Blocks Strength and HQs Tactical/Air Range are halved". [->]
- Soviets strength and range don't suffer any kind of penalty. [->]
- Germans are halved when attacking. [->]
- German HQs range is halved. [->]
- Azul's strength is not reduced if playing with OR 14.7. [->]

10.0 TACTICAL IMPULSE (page 12)
- You can only activate Hoepner to do a Tactical Impulse, even if there are no 4th PzG Blocks available yet. [->]

10.4 ARTILLERY FIRE (page 13)
- LF HQs have no firepower in Ground Combat. It should say: "If a Battle occurs in the same Area occupied by an Tactical HQ, the Tactical HQ fires like any other Unit (Double Fire). LF HQs have no firepower in Ground Combat." [->]

10.8 MOVEMENT (page 13)
- A Block may move only once in the Impulse. [->]

10.10 LUFTWAFFE HQ (page 14)
- LW HQs have no Firepower in ground combat. [->]

10.11 COMBAT (page 14)
- An engaged block don't need to be in command range to attack, only need to be in supply. [->] [->]

10.12.3 Anti-Air Fire (page 15)
- In first paragraph, it should say "Each Unit (Defensive Line included) rolls ONE die.
" instead of "Every Block rolls a number
of dice equal to its Strength. A Defensive Line rolls 1 die.
".
- In example, it should say:
"They roll for Anti-Air:
• the DL rolls 1 die (SF);
• the Tank rolls 1 die (DF);
• the Infantry Corps rolls 1 die (SF).
They score 3 hits in total. The German player decides to take 2 hits as a Destroyed result (on one He-111), and to Abort one He-111.
"
instead of
"They roll for Anti-Air:
• the DL rolls 1 die (SF);
• the Tank rolls 3 dice (DF);
• the Infantry Corps rolls 3 dice (SF).
They score 4 hits in total. The German player decides to take 2 hits as a Destroyed result (on one He-111), and to Abort two He-111.
"
[->]

10.12.5.2 Tank Attack! (page 15)
- Airstrike is not required for a Tank Attack! [->]
- Rewrite for clarity: "The Defender is under Tank Attack if, after the Airstrike step, all the following four conditions are met:" [->]

10.15 ADDITIONAL COMBAT ROUNDS (page 16)
- Rewrite for clarity:
"A Battle in an Area lasts for 1 round only.

If all Units of a player have been destroyed, conceal all the remaining Blocks.
Exception: Attacking Fast Blocks that have cleared a Green Area remain visible to mark that they may Blitz.

If the Area is still contested, then the original attacking Blocks remain visible, while all original defending Blocks are concealed."

[->]

10.16 BLITZ SEGMENT (page 16)
- A block can't blitz twice in same impulse. [->]
(page 17)
- It should say "if this Area is adjacent to an activated Blitz HQ, the HQ may support the Combat with its Artillery Fire" instead of "Fast HQ". [->]

10.18 EXPLOITATION MOVE (page 17)
- You can use the Initiative Disc as Exploitation Marker. [->]

13.2 KIEV (page 18)
- "• adds the 48th Panzer Corps to his Reinforcement Pool and - if drawn - they are deployed in any German Staging Area, as if they were White Blocks". [->]

13.3 LENINGRAD (page 18)
- "• the four Blocks of the 4th Panzer Group are added to the German Reinforcement Pool and - if drawn - they are deployed in any German Staging Area, as if they were White Blocks". [->]

OR 14.5 BLIZZARD (page 19) [->]
- Same conditions as Snow for movement, rivers, LV and HQs range.
- Soviets strength and range don't suffer any kind of penalty.
- Azul's strength is halved when attacking and not reduced when defending.
- Other germans are quartered when attacking and halved when defending.

2. OPERATION TYPHOON (pages 20-21)
- Including the 48th Panzer Corps block, there are 12 german white blocks. Three of them, randomly drawn, start in the Reinforcement Pool. The other nine are deployed on map at start. So, the 48th Panzer Corps block can start this scenario in the Reinforcement Pool or being deployed on map. It's random. [->]

CAMPAIGN GAME THE ROAD TO MOSCOW JULY - DECEMBER 1941 (pages 23-24)
- Starting LV for soviets should be "12" instead of "13". [->].
- In point #8 of page 24, should say: "Of these 28 Blocks, 14 (eleven Infantry and three Tanks) are Remnants," instead of 13 and ten. [->]

TYPOS (thanks to Greg Love)
https://boardgamegeek.com/filepage/133549/rules-manual-almos...
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John Smales
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Excellent--thank you!
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Greg Love
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FYI, I have previously made some comments here about typo's in the rules:

http://boardgamegeek.com/filepage/133549/rules-manual-almost...

Strangely, these were not corrected before publication, and appear in the printed rules booklet.
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Updated with starting setup for 48th Panzer Corps block in Operation Typhoon, and link to Greg's typo recopilation.
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Peter B.
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In point #8 of page 24, should say: "Of these 28 Blocks, 14 (ten Infantry and three Tanks) are Remnants," instead of 13. [->]

ten + three = 14 ?


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StarPit wrote:
In point #8 of page 24, should say: "Of these 28 Blocks, 14 (ten Infantry and three Tanks) are Remnants," instead of 13. [->]

ten + three = 14 ?



Good catch Peter, right sentence would be: "Of these 28 Blocks, 14 (eleven Infantry and three Tanks) are Remnants".
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Updated in Player Aid, Weather Check, Luftwaffe HQ, Blizzard and Typhoon setup.
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Updated Blitz Segment.
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Kev.
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Kaxte wrote:
Updated Blitz Segment.

where can we d.load a final updated version?
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hipshot wrote:
Kaxte wrote:
Updated Blitz Segment.

where can we d.load a final updated version?

I'm updating in the first message of this thread.
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Emanuele Santandrea
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Yes, as soon as it will be approved in the file section.

Thanks to Greg and Oscar for their major contribution.

emanuele
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Updated Artillery Fire.
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Updated Anti-Air Fire.
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Lawrence Hung
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Quote:
10.12.3 Anti-Air Fire (page 15)

Each Unit (Defensive Line included) rolls ONE die.


Hmm...this changed the game a lot more in German favor.
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