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Clash of Giants Errata and Clarifications
as of 15 Dec 2001
New items in blue.

I. Counters

  • The color shading on the German counters may make it unclear which go to Tannenberg and which to Marne. All 8th Army counters are Tannenberg, the rest are Marne. (In other words, ALL the German units with an exact hex set up number are Tannenberg units, plus the 3R XX entering on Turn 2, and the 1 LW XX on Turn 11. All the other German units are Marne units.)
  • The Russian 53rd division which enters Tannenberg on Turn 3 is missing its ABC entry hexes notation.
  • In the Marne ignore the German 1st Army Cavalry Command Marker (but see the optional rule below).
II. Basic Rules
  • 6.1 Clarification: Stacking is enforced at the end of the Operational Phase, not the movement of each unit or stack.
  • 6.2 Add: In Tannenberg the German 1st Cavalry Division is considered a corps for stacking purposes.
  • 7.1 Clarification: ZOC do not extend across lake or sea hexsides.
  • 11.3 Fortified Zones (Add): Fortified Zones are destroyed when occupied by an enemy unit.
  • 11.3 Clarification: Railroads do not negate the Operational Movement cost of other terrain.
  • 12.7 Correction: Should read "The DRM used on attacking units is to the LEFT of the slash (not right) , DRM used on defending units is to the right (not left). The example under 12.72 is correct. (Anyone still in doubt, check the player aid card which does not use slashes but separate lines.)
  • 12.85 Add New Rule: If a unit retreats into a hex which is then attacked in that Combat Phase it adds nothing to the defense and is automatically eliminated if the defender takes any losses.
  • 12.92 Delete the reference to “swamps” in this rule.
  • 14.4 Clarification: Cavalry retreating before combat under this rule retreat two hexes, as in 14.3.
III. Tannenberg Rules
  • The terrain key in Tannenberg incorrectly reverses the German and Russian VP hexes. German VP hexes are yellow, Russian VP hexes are red.
  • On the Tannenberg map the hexside between 1811 and 1910 is a river.
  • 3.12 German Setup. Note the German 1st Cavalry Division sets up overstacked at the start. It must comply with stacking limits at the end of German movement on turn 1.
  • 4.22 Clarification: AS units are not considered supplied for the purpose of this rule.
  • Add New Rule 8.32 Russian 2nd Army units east of hexrow 3400 inside Russia may trace supply through hexes in Russia (only) without regard to the Russian retreat compass.
IV. Marne Rules
  • 4.22 Clarification: AS units are not considered supplied for the purpose of this rule.
  • 5.2 Change: Drop the Replacement Segment. Replacements are taken during each army's Command & Movement Segment.
  • 5.313 Change: Delete references to replacements in this rule.
  • 9.21 Change to read: Allied reinforcement units are placed on the turn indicated on the unit. FCP units may set up anywhere, subject to the stacking limits, in friendly controlled supplied hexes in the Fortified Camp of Paris. The French 4th Army reinforcements are placed on the south map edge within that army. If units cannot enter the game on the turn indicated they do not enter the game. For game purposes they are considered eliminated.
  • 9.3 Add: Units may attempt to gain replacements during the Command & Movement Segment as explained below.
  • 9.31 Clarification: French units within the Fortified Camp of Paris may roll for replacements if the French 6th Army has a command roll of *2.
  • 10.43 Clarification: FCP units are always free to leave the FCP.
  • 10.44 5th Paragraph change “marked with an *” to “marked with a yellow background color in the unit type box.”
  • 16.2 Add: German optional units may overstack on set-up (but the infantry/cavalry restriction still applies); they must meet normal stacking limits as soon as physically possible.
  • 16.3 Optional: The Marker (and the separately colored 1 Army Cavalry counters) is left over from a rule that was dropped after the counters went to the printer, so they can be ignored. But, otoh, since they are still there, optionally you can do the following:
    • Treat the German 1st Army and 1st Army Cavalry as two separate commands, both using the 1st Army Command Track. The three 1st Army Cavalry units are only treated as a separate command within the 1st Army boundary, and only those three units are so treated (ignoring any other cavalry that later attaches itself to 1st Army).
  • 17.3 Add: German units of the 1st and 4th Armies (including 1st Army cavalry) may set up in any hexes (subject to the stacking limits) within 1 hex of their listed set up hex.
  • 17.3 Change: 4914 is the 3rd Cavalry division, not the 2nd.
  • Design Note: The historical battle scenario strongly favors the Allies (the Germans, having allowed the Allied armies to escape during the pursuit, are in a bad way). The following two optional rules should make the scenario more competitive. Use of 17.5 may often lead to the game ending in a draw, perhaps a more accurate description of the battle, for all its strategic implications.
    • 17.4 New Optional: On turn 6 (turn 1 of the scenario), French 6th and 4th Armies, and the BEF, have an automatic movement allowance of 2. No die roll is required, though the order they are activated still depends on the order their ACM chits are drawn.
    • 17.5 New Optional: Allow the Allied player to only count a Primary Victory as a win. The German player may still win a Secondary Victory if the Allies fail to win a Primary Victory, or the game may end in a draw.