Me rocking out with my band, which you can hear at www.raindriver.com
Here's the errata posted on CSW in the header for the FitE forum. Note that I have made no changes, so the rule that overruns cost an extra 3MP is stuck in the middle of the Militia rules. Everything under the line is official.
How do Militia enter play?
You receive militia in the Soviet Reinforcement Phase.
You get up to 6 militia if there are any non-Finnish Axis units within 4 hexes of Leningrad. Place them within 2 hexes of Leningrad. You can place adjacent to a Finnish unit.
You get up to 6 Militia if there are any Axis units within 4 hexes of Moscow, or if the Axis have entered Rzhev, Vyazma, Kaluga, Tula, Ryazan or Stalinogorsk. Place within 2 hexes of Moscow.
There is a +3 movement additional cost to overrun. This is over and above the terrain cost of the hex. Very important.
There are only 11 - so you'll get one less if both groups are activated.
Militia may not be placed in an enemy ZOC (except Finnish).
Militia may never be more than 3 hexes from Moscow or Leningrad (eliminate if they must leave).
You can't exceed stacking when they enter play
If eliminated, they are not recycled and are removed from play
The Romanian tank reinforcement on GT 2 should be the Italian unit.
A German Supply Head that is in a Soviet ZOC without a friendly unit stacked with it is eliminated from play.
The Soviet Union wins a decisive victory if the victory points are 49 or less (map says less than 40 - should be less than 50).
Leaders move as an tank unit for TEC costs
For the Soviets, all German units in a ZOC must be attacked and all Soviets in a German ZOC must attack (except for over rivers).
Just to clarify, if the Germans are attacking a Soviet unit(s) in a city hex, there is a 2 column shift (to the left) in the defender's favor. If the Soviets are attacking the Germans and the Soviet units are all in city hexes, there is a one column shift (to the right) for the Soviets.
that over-run errata is massive.