Korsun Pocket is a very large, complex game and it is strongly recommended that a master copy of the game be kept secure and that a copy of the game be used for playing.  It would be a very large task indeed to reform all of the force pools after game play.  To take advantage of the computer's features, have made several changes to the board for the purpose of reducing the number of counter markers, which can be annoying, and better display certain activities.  Additionally, these notes include the errata published in the S&T magazine - changes affecting unit counters and order of battle have been integrated into this game, and rule changes are reproduced below.  The notes regarding this rendition of Korsun Pocket are:

1.  Scale:  Zoom 1 = 10x10 hexsize,   8x8 unit size,       63x35 base hexes/screen.
                 Zoom 2 = 30x30 hexsize,   21x21 unit size,   21x11base hexes/screen.
                 Zoom 3 = 40x40 hexsize,   29x29 unit size,   15x8 base hexes/screen.

2.  In the campaign game, force pools represent at start units based on the Jan. 25 AM Order of Battle.  Unit attachments are included in the force pools, but it is up to each player to decide which units are to begin the game depleted per the scenario instructions.

3.  In- Column movement is indicated by using the 'In column' file in the Facing function.   To show that a unit is in-column, click on the facing button and point the arrow in the direction of movement (required for artillery in-column movement as in-column artillery units occupy two hexes along the roadway).  Click off the facing button to remove the in-column marker.  The arrow's color is yellow with red trim.  The 'in column' markers are not used.

4.  Engineer and bridge units that are ferrying units across rivers are indicated by using the 'in column' facing file and pointing the arrow to the hexside being crossed.

5.  Piece colors are used to indicate units involved in attacking, defending, and movement.  The green square on the bottom right shows that the unit has moved; the red square on the top left shows that the unit has attacked; and the blue square on the top right shows that the unit has defended.

6.  On air units, only the barrage (ground attack) strength is included in the class values as this affects the combat resolution at hand - the lower right hand number on the counter.  The air-to-air combat strength is on the lower left side of the counter.

7.  Supply units are represented by three separate, flip defined, counters:  2 supply points, 1 supply point, and no supply points.  The 'none on hand' markers are not used.  A supply unit with no supplies allocated, a 'none allocated' situation, is shown by placing a 'NO AL' marker on the affected supply unit.  Note that only the word 'NO AL' is visible thus allowing the player to readily identify the unit underneath.  Ammo points remain as separate markers, with a number of markers created for each player (can always add more markers as needed).  

8.  Unsupplied units are indicated by a separate counter placed on top of the affected unit, with only the 'U-1', 'U-2', etc. portion visible to permit quick identification of the unit underneath.  The unsupplied counters are used by both sides.  

9.  Soviet artillery units are represented by four separate, flip defined, counters:  out-of-battery (movement mode), in-battery (fire mode), emplacing (can't fire), and emplaced (can use spotters).  The emplacing/emplaced markers are not used. 

10.  To show whether an artillery unit is in-battery or out-of-battery using the class name, the term "mot" or "horse" is included in the out-of-battery  class name - the unit is prepared to move.  Additionally, the class values for  Light artillery units show a MP of 1 while in-battery, and the class values of self-propelled artillery and rocket units reflect the half normal movement allowance while in-battery.       

11. Motorized engineer units and bridge units building pontoon bridges; and all engineer units, bridge units, and construction units rebuilding demolished bridges:  Use the 'in column' facing file to place the arrow on the rebuilding/pontoon marker and point it in the direction of the building activity, and then leave the arrow on the completed bridge/pontoon to indicate the affected hexside.

12. Place demolished bridge markers adjacent to the bridge, preferably in clear terrain or a hex with the minimum of terrain features to avoid congestion.  Then use the 'in column' facing file to point to the exact bridge in question.

13.  The game turn record function displayed at the bottom of the map contains the following information, in order of left to right:  the date and time of day, the temperature, the ground condition, the atmospheric condition, the visibility, and the availability of reinforcements (Ger 1; Sov 1).  

14.  The Info-Pages on the top tool bar include the CRT and various movement, terrain, and other tables for quick reference. 

15.  Scenarios:  The game folder contains a separate game for each of the eight scenarios using their own maps and .ops files.  Since ADC2 complements the board game, and is not a pure substitute for it, it is not practical to modify the .ops files to include the complex special rules and deployments for each scenario.  Accordingly, the force pools remain the same for all scenarios and the players should pick the appropriate forces based on the specific scenario instructions and deploy them according to the printed situation maps and reinforcement track.
  
16.  Unit changes to the original game based on the errata published in the S&T magazine:

       a.  All Soviet mech rifle and German panzergrenadier units have revised tank/anti-tank strengths of T=1 and AT=2.  During playtesting it was obvious that 5th Mech Corps and 1st SS Pz Div were both awfully strong but the penny didn't drop until after the game was published.  The problem is that units having basically company-sized tank or assault gun units for organic support were able to combine their tank/antitank factors in one battle.  This brought attention also to the size of the Soviet SU regiments (see next pp.).

       b.  All Soviet assault gun regiments (SU76, SU85, SU152 and JS122) are to be treated as companies, not regiments.  Accordingly, their counters are represented as companies and the abbreviation "Co" is included in the class name as a reflection of their use as companies.  The units retain two steps if full strength and the German stacking rules for companies also apply to these units.  Because of space limitations, some of the class names of depleted assault gun companies may not have the "Co" indicated.

       c.  The Soviet 52 howitzer brigade is actually under the 53rd Army.

       d.  The following Soviet units have been added to the counter mix:  689th AT Rgt, 34th AT Bde, and the 27th Eng Bn.  These have been placed in the appropriate force pools.

       e.  The German 905 Ferdinand Bn is under the 47th PzK.

       f.  There is no Soviet 9th AA Division.

       g.  The Soviet 4th Gds AT Rgt begins the game at (-1).

       h.  The German 167 Inf Div and the Soviet 162 Rifle Div are included as an option for "roll your own scenarios".  Per the errata, they are included as reinforcements on the Feb. 18 AM turn in case the game is played beyond the published game ending.  

       i.  The German 210mm rocket units are treated as Light artillery for movement purposes and Heavy artillery for combat.  They require 3 ammo points to fire.  To reflect this change, these units have a movement allowance of 1 when in-battery (as light artillery) and have two black dots on the counter.

17.  Rule changes based on the errata published in S&T magazine:

       a.  Page 7:  Zones of Control:  Friendly units do NOT negate EZOC's during retreats.

       b.  Page 8:  Visibility:  In the last paragraph, should read:  "...treat that covered hex as clear for purposes of observation into but not through the hex."  

       c.  Page 8:  Reconnaisance:  Optional:  Enemy stacks in cover during Poor or Zero visibility, or fortified in any visibility, may not be examined until the end of the friendly movement phase.

       d.  Page 9:  Tank/AntiTank Support:  Note that no more than one company but any number of battalions (within stacking limits), may use its T/AT support strength in any one battle.  (Refer to para. 16.b. above concerning changes to Soviet assault gun regiments).

       e.  Page 9:  Diversionary Attacks:  The odds including appropriate shifts are calculated before any FPF is added.

       f.  Page 10:  Advance After Combat:  "...may advance through enemy supply, bridge, and construction units, and artillery columns, destroying them in the process."

       g.  Page 11: Artillery Fire:  Artillery fire of any type directed solely against single deployed companies is halved, before all other modifications.

       h.  Page 11:  Defensive Barrage:  Optional:  when firing Defensive Barrage, the firing player must attack enemy units according to the following priority:  first, all non-tank units, then all tank supported units, and after all of these have been attacked by some artillery, all pure tank units.

        i.  Page 11:  Intensive Fire may not be used with Defensive Barrage.

        j.  Page 12:  Supply:  the act of allocating supply points to divisional supply units during MASS does not involve the use of Army/Front delivery means.

       k.  Page 12:  Supply Dumps:  Supply dumps created during the course of play do not possess delivery means.
   
        l.  Page 13:  Supply:  The German infantry division's motorized anti-tank battalion is an exception to the rule that motorized units can only be supplied by motorized supply units.  These units may be supplied by their divisional (horse-drawn) supply units.

       m.  Page 14:  Air:  Optional:  When plotting air activity for the turn, there are two types of Ground Attack missions:

           (1)  Close Support:  Close support missions are all those air attacks of enemy units that are in the ZOC of a friendly unit.  Simply plot CS, the number designation of the "Army that they are to support that turn, (CS, 2B, 2F, 6TA).  These units perform their attacks like artillery at the appropriate phase of the turn.

           (2)  Interdiction:  Interdiction missions are air attacks on enemy units not in the ZOC of a friendly ground unit.  Interdiction missions are plotted by listing INTR, the types and numbers of air units, and a particular hex on the map (INTR, 3GA, Miropolye).  During the Mutual Air Allocation and Superiority Section, immediately after all units flying CAP are placed on the board, interdiction is executed.  All interdicting units may attack any one hex containing spottable enemy units that is within a ten hex radius of the interdicting unit.  Both players perform these attacks at the same time.  The attacking air units are vulnerable to enemy fighter interception and AA fire as per usual.  For both Close Support and Interdiction, all other normal rules for grond attack missions apply.

       n.  Page 15:  Anti-Aircraft:  All German pure tank battalions and all Soviet Katyusha rocket launcher units should be given a light AA factor of one, usable only in the hex they are in.  The German factor is usable whatever formation the unit is in; the Soviet factor may only be used In Battery.

       o.  Page 15:  Anti-Aircraft:  When computing an AA attack, use the air unit's air to air strength as its defense factor.

       p.  Page 19:  Scenario #1:  is supposed to be titled "6th Tank Army's Debut".

       q.  Page 21:  Scenario #4:  Special Rules:  The area East of the line Tarashtcha-Gnilets-Budyshche-Maidanovka-Gniloi Tikich River-South map edge is out of play.  In addition, the hex of Zvenigorodka that is on the West bank of the river shuld be considered to be occupied by Soviet units and German units are not allowed to move into its ZOC (i.e., adjacent to the hex).  Note that Soviet reinforcements for area S arrive at Lukyanovka on the primary road.

       r.  New Optional Rule (recommended):  In Scenarios #1, 2, and 3 and the Campaign Game, Soviet partisans may not move until the Jan. 28 Night turn unless  1)  they are attacked, or  2)  they are released by a die roll.  Each Soviet Night turn, a die is rolled for each partisan unit:  a roll of "1" will release the unit for that turn only.  (Without this restriction, the aggressive use of partisans may result in the destruction of the bridges at Baybuzy, Starosellye, Mezhirich, and possibly Derenkovez and Malyi Rzhavets, effectively entombing the 5th SS "Viking".)

18.  Assorted errata changes concerning the reinforcement record and the order of battle have been integrated into the force pools.

19.  LOS, terrain elevations, and visibility range are not used.  