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The Great War In Europe Deluxe Edition errata
October 2, 2007
Counter Errata
In all cases where the Playbook differs with the Unit Counters, the counters take precedence unless otherwise noted here:
The European Weather chits should have Wet on the front and Snow on the back.
The BR 13th and 14th British Corps HQ should have Turn K on them.
The CND 1st Division enters on Turn D, not I, and the CND 2nd on Turn F, not I.
The three replacement Russian divisions are missing their PG backs. Save the originals for PG conversion.
The Austrian 21st Infantry XX should be an "A" set up unit. The 21st marked with the "B" set up should be discarded.
The Austrian 1st Mountain XX should be an "M" set up unit.
The German 11th Army HQ has a combat shift of 2, not 1.
Ignore the W set-up code on the infantry side of German cavalry units.
All German Stoss divisions on the reverse of infantry units are non-replaceable AS STOSS units. See 15.43.
Ignore the “D” code letter on the 3-6 ANA unit. It is placed in the randomizer at the same time as its sister units.
The 1st and 2nd IT ALP XXs should set up when the Italians enter the war. Ignore the reinforcement codes.
Delete the “X” on the 46th, 49th, and 50th TU Infantry XXs that enter on STRAT turn E.
Add an “X” to the 46th and 50th TU Infantry XXs that appear on STRAT Turn J (these units only enter the game when playing GWiE alone).
The TU 60th Infantry XX (1-4) should have “Turkey” on the back of the counter.
The back-printed BR units should not have a non-replaceable dot on their 3-4-4 sides.
The 74thT XX that enters on STRAT Turn K should not have an “X” indicator. Conversely the 74thT XX that enters on STRAT Turn Q should have an “X” as it is only used when playing GWiE alone.
The GE 201BD and 601BN should have non-replaceable dots.
Some at start GE units have their set-up codes in a black circle, this has no effect on play.
Map Errata
Rouen is missing its port symbol. (Venice has a port symbol counter included for its missing symbol.)
Hexes W6818, 6917, and 6918 should be marked “A” (for Antwerp)..
Hexes 5602, 5702, and 5701 should be marked “R” (for Rouen).
Tarnopol’s town symbol is missing in hex E 3922.
Town in hex E4023 is Brody.
The Suvla Bay and Cape Hellas Landing Hexes (E1022, E1122) are Rough Hexes.
The TRR box on the NE map should say roll two dice on Strat Turns 0-R.
The sixth Reinforcement box has R instead of F.
Winter Weather for 1915 and 1917 is missing and should be S/S for both.
Rules Errata
5.61 (add to end of second sentence): ”and all Turkish forts are destroyed.”
6.58 Influenza (change): Change end of first sentence to “nor use Resource Points on the next Replacement Phase to rebuild reduced units on the map. “
7.1 (add): Exception: for the purpose of Russian Revolution modifiers (5.4), Russian units must have been the last Allied unit to enter a CP city for it to count as under Russian control.
10.11 (Add) Remember, HQs are not combat units and thus an enemy HQ alone in a non-fort hex may not be attacked. [Design note: HQs alone in a hex could still be eliminated by a two-hex advance after combat. This is intentionally designed to make it harder to kill HQs-this is WWI, not WWII.]
10.41 (clarification): All natural terrain and fort shifts are cumulative.
10.71 (add): HQs never advance after combat.
10.71 Third bullet (clarification): Use a combat event chit. This effect may be cancelled by a specific event chit that halts advances, or if the defender has defensive combat chits that cancel out the drms of any attacking chits. For example of the attacker and defender both use an air chit, the attackers +1drm is cancelled out, so no advance is allowed.
11.21 (Add final sentence): HQ units in Europe (only) may trace a supply line of any length to an Ultimate Supply Source.
11.22 Headquarters Units (clarification): Headquarters units on the Near East map (only) must trace a supply line within six hexes to a secondary or ultimate supply source in order to be in supply and thus used as a supply source themselves.
14.11 (add final sentence): The intrinsic strength is considered the same nationality as the original owner of the fort for all purposes.
14.14 (Change first sentence): Once an enemy unit has occupied a friendly fort, or the fort has failed a surrender die roll, the fort is destroyed and the intrinsic unit may not be rebuilt.
14.41 (clarification) Trenches do apply to fort hexes.
Playbook Errata
Table of Contents: Ignore reference to Flowchart on page 27.
21.0 Scenarios: In all scenarios Allied units simply listed as starting in Egypt set up west of the Suez Canal.
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