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errata for DEMYANSK POCKET
DEM 01 There are two Soviet 29th Infantry Brigades in the counter mix., a 5-2-7 and a 6-3-6. The 6-3-6 unit should be the 56th Infantry Brigade.
DEM 02 There are two Soviet 358th Infantry Divisions in the counter mix., a 4-5-7 and a 5-5-7. The 5-5-7 unit should be the 382nd Infantry Division.
DEM 03 If a unit's combat or movement factor is halved, either by supply (7.2) or command (8.1) considerations, round fractions up to the nearest whole number.
DEM 04 6.2 Fortifications [Correction]: The German player must try to have a unit in each friendly fortification hex at the end of each German Movement Phase. This means that German mechanized units could vacate a fortification hex during the German Mechanized Movement Phase, the German Combat Phase can occur, and then a German unit can re-occupy the fortification hex during the German Movement Phase and the German will have complied with this rule. [Note: there is no penalty if the German player does not have enough units to garrison all of the existing fortification hexes, except that the smart Soviet will pick off empty fortification hexes and thus make it harder for the Germans to defend. The intent of the rule is to force the German player to maintain the pocket in being as long as possible - which was the mission of the original force.]
DEM 05 8.2 Soviet Parachute Drops. [ADD]: The Soviet player may drop the two brigades of paratroops on separate turns if he so chooses. If the Soviet paratroops are dropped within the Pocket Perimeter, they may attack and move at full strength on the turn they are dropped, thereafter they must conform to Rule 8.1 Soviet Headquarters.
DEM 06 9.1 Reinforcements ADD: When a unit is due to be placed on the map as a reinforcement set it off the playing area adjacent to the hex into which it will move to enter the game. When it moves onto the map, it must pay the normal terrain movement cost of the hex in which it moves. If more than one unit enters through a given hex, each will count that hex as the first hex in its movement. Reinforcing units eligible to move in the Armored Movement Phase may move in that phase on the turn they arrive as reinforcements.
A unit entering an enemy zone of control must immediately end its movement phase. A unit that begins its movement phase in an enemy zone of control may not move directly into another hex in an enemy zone of control unless that hex contains a friendly unit. [NOTE this conflicts with the statement in Retreat that the presence of a friendly unit negates an enemy zone of control 'for purposes of retreat only' and change the statement in the retreat section.]
Clarifications:
Rule 7.2 German Supply Determination states that, if the Germans inside the pocket are in supply they may move, attack, and defend normally. If the Germans inside the pocket are out of supply, then their movement is halved [round fractions up to the nearest whole number], their defense is normal, and a die roll will determine how many Soviet units the Germans inside the pocket may attack that turn. Any German unit that is adjacent to a Soviet unit at the start of that German Combat Phase may attack at full strength, provided that no more Soviet units are attacked that the maximum number allowed by the die roll.
Defenders in Fortifications in Rough Terrain hexes are doubled, not tripled in defense - remember that Soviet ZOCs do not extend into active German Fortifications.
Engineers and MPs are considered infantry for purposes of 6.4 Combined Arms
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