FSTR errata
COUNTERS & CARDS & TABLE
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The counter HQ/76.PzK must have entry turn 1.1 (the Axis Reinforcement Card is correct)
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In the Axis Reinforcements Card on Turn 1.1 the Afkl/26.Pz counter must have movement factor of “8” and not “7” (counter is correct)
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In the Axis Reinforcements Card the footnote C should be read:
C – any hex on the North edge of map n.2, even adjacent to the enemy; these reinforcements are in supply at the end of the impulse of their arrival and check the supply only in the following impulses.
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In the Allied Reinforcements Card the footnote relating to the VIII Army (Br) should be read:
VIII Army (Br) – Army Supply terminals or Bari Port Box. If the entry hex is enemy occupied, reinforcements can come from adjacent hexes; these reinforcements are in supply at the end of the impulse of their arrival and check the supply only in the following impulses.
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In the BARRAGE TABLE all modifiers are cumulative
RULES OF PLAY (changes highlighted in bold)
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UNIT ABBREVIATIONS add to the Axis abbreviations “Afkl: aufklarung (reconnaissance)”
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2 – VICTORY CONDITIONS
2.1 Allied Player
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at any time but not later than 5th game turn, 24 or more Allied supplied steps exit from the North side of the map n.2, along any road
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All Decisive Victory conditions are alternative
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at any time within the end of the 10th game turn, 24 or more Allied supplied steps exit from the North side of the map n.2, along any road
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All Marginal Victory conditions are alternative
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2.2 Axis Player
All Decisive Victory conditions are alternative
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3 – GAME COMPONENTS - The Counters
(page 4) Most units have a reaction (delete: level) range in hexes, a white number in a red box.
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9.4 - AIRBORNE ASSAULT
Delete the sentence “Units that end up in the sea, in the mountains or above enemy units lose 1 step of force and automatically moves by 2 hexes”
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9.11 – TACTICAL REDEPLOYMENT
Both players, at any time during their impulse segment and once per impulse, may activate units for free for up to 3 stacking dots as long as they all start from the same hex.
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14 – COMBAT
A unit (or stack) may be attacked (and attack: delete) simultaneously from all hexes surrounding it
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14.1 COMBAT PROCEDURE
If the results allow, the same attacking units may engage a new combat (14.3.4 Penetration - delete: Breakthrough);
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14.3.1 - RETREAT
The retreat path must be towards his own supply (delete: depots) sources and can be of either 1 or 2 hexes (hexagons - delete), defender’s choice.
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14.3.3 ADVANCE AFTER COMBAT
This advance may trigger a Reaction movement and an artillery, naval or air bombardment.
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17.1 - SUPPLY SOURCES - Seizing depots
Delete the sentence “If this happens, the depot is permanently removed from the map and can no longer be used”
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22.1 - ORTONA
Axis Set Up: 1.FJ (div): on Gustav line between Castel di Sangro and Casoli (excluded) but including the two Gustav line hexes on the hill between Casoli and Sangro River
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Axis Reinforcement of impulse T 4.2: unit III-31 is III-361/90.PzG
The fortifications of the Gustav line are fully operational at the beginning of the scenario.
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22.2 - SALERNO
Axis Set Up: Axis units that have set up in the Rome area and in the Formia area (3.PzG, 26.Pz and 15.PzG) instead enter as reinforcements in the T 1.3 impulse
Reinforcements: use the Reinforcement Cards only for the reinforcement units of turns 1 and 2 with the exception of the two Axis units “Reg/15.PzG” and “B/15.PzG” which are excluded from the scenario.
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22.4 - OPERATION DIADEM
The fortifications of the Gustav line are fully operational at the beginning of the scenario.
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EXAMPLE OF PLAY - page 22 - Axis Segment – fourth paragraph
The Axis then rolls two dice, gets a ‘9’ and adds the (delete: battleship’s) armoured bonus, +1, total 10.