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Reds! Errata and Clarifications
as of 4 Feb 2002
New items in blue.

I. Counters

  • The Drovodsky Volunteer division of the AFSR should have a Manpower Value of 1 like the other Volunteer divisions. Note that some units set up or enter on their reverse (disordered) side.
II. Basic Rules
  • 1.0 (change): February 1921 to April 1921.
  • 2.3 Sample garrison counter: remove "Eliminated if Disordered."
  • 10.12 second bullet (clarification): The two hex distance may not trace over all-sea hexsides.
  • 11.3 D (correction) should read "dividing the total manpower value of the attacking units by (not "to") that of the defending units.
  • 11.3 H (clarification): In the 1st sentence change "shifting columns" to "shifting odds." Add 3rd sentence: "So units at attacked at 6-1 in a city would be shifted to 5-1, and resolved on the 4-1 column of the CRT."
  • 11.5 (clarification): Add to "NOTE"- Garrison units alone in a hex may only be eliminated by an R result.
  • 11.6 #7: (clarification) The Volga has no special effect on retreats.
  • 11.6 (add) #8 Units which retreat into a hex which is attacked during that same Combat Step (only) add nothing to the defense, and are eliminated if the defender suffers any combat result.
  • 12.3 (change) No unit (including non-raiding cavalry) that is in supply may operationally move or advance after combat so as to end out of supply. A unit's supply state for this rule is determined at the start of the Operational Movement Step. Rotate any OOS stacks 90% or place a friendly control marker on the units as a reminder they are OOS. Remove all such markers or rotate the units back at the end of the Combat Step. Play Note: In practice the formality of marking OOS will often not be needed.
  • 14.5 (clarification): The Makhno unit returns reduced.
  • 15.1 (clarification): Neutral Polish units may only attack hexes adjacent to Poland.
  • 15.5 Procedure (add new bullet): Riga no longer counts as a Resource hex for any purpose.
  • 18.5 Should read: Red vs. White 1918-19 Scenario not Initial War Scenario.
  • 19.2 (add) Units on all-lake hexes are immediately eliminated when those hexes thaw (in March-April turns).
  • 20.5 (clarification): Any Red or White garrison unit without a non-replaceable dot not currently on the map is available for placement under 20.5, regardless of whether it was removed by the owning player, eliminated in combat, or never previously on the map.
  • 20.11 (Clarification) The Red Verdun marker has no effect on a Red garrison defending the hex alone.
III. Map
  • Hexes outlined in white are Resouce Cities.
  • The Aral Sea is a sea not a lake (and thus does not freeze in winter).
IV. Terrain Effects Chart
  • As indicated, units moving along rail lines into mountain or swamp hexes pay 1 movement point, not 2.
V. Player Aid Cards
  • Combat Results Table at 4-1 odds, -7 combat differential, "A" should read "a." (The CRT on the map is correct.)
  • Add to Red Random Event "Political Intrigue": treat as No Effect on Turn 1.
VI. Optional Rules

21.0 Optional Rules

The following changes are official but optional (though 21.1-21.3 if used, should be used as a set). These are play balance rules (though historically justifiable ones); the first three help the Whites; the last helps the Reds.

21.1 The three AFSR infantry divisions in hex set up Rallied.

21.2 The Whites get the first two action phases on turn 1.

21.3 There are no replacements on Turn A.

21.4 Allow the Red Player to treat any Random Event he could not otherwise implement as a Red Leader event. For example, a Political Intrigue roll on turn 1, a River Flotilla roll during Winter, or a Partisan, Aircraft, Armored Train, or River Flotilla roll when the unit in question is not available, would all be treated as a Red Leader event.