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                  Ambush! & Battle Hymn Errata

Author: Lutz Pietschker, icke@flyhi.de
Last revised: 10.01.1999
Ambush | Games | Home Page | Links | What's New
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                  Ambush! and Battle Hymn Errata Listing

   * Ambush! Errata
   * Move Out! Errata
   * Purple Heart Errata
   * Silver Star Errata
   * Battle Hymn Errata
   * Leatherneck Errata
   * The Hints and Reminders page also lists some important clarifications
     not found anywhere else.

The errata listed here are taken from an official errata page, from the
errata published in the module rulebooks, and from a lively correspondence
between Victory Games and myself back in 1989/1990. I sorted them by game/
module rather than chronologically.
It is quite possible that some of the errata listed here do not appear in
your copy of the game, since VG has issued several editions of Ambush! over
the years, with corrections and clarifications worked in.
Sources of errata are given as

   * [1stErr]: Early Ambush! errata, published in Move Out! and Purple
     Heart rulebooks and made obsolete by later edtitions of Ambush!
   * [Err87]: Errata sheet, published by VG in March 1987
   * [PH]: Errata / options from Purple Heart rulebook
   * [LN]: Errata from Leatherneck rulebook
   * [priv]: Q&A out of letters between VG and myself

My personal remarks are written in italics and marked (ed.).

I am very interested to keep this up-to-date, so if you find something
missing or wrong please write me.
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                              Ambush! Errata

                                   Rules

4 (Clarification) There are no ammunition types that are compatible/
interchangeable with each other, you must buy ammo specifically for each
weapon type. [priv]

5.3 (Correction) Ignore the statement that captured Germans may only be
moved during operations. [priv]

5.4 Sightings (Clarification) A sighting reference on a Mission Card, such
as s3 or s8, indicates that the sighting may occur. Do not mark the
sighting off on your Squad Record until it does occur. A sighting occurs
only when you read a paragraph preceded by a Sighting Reference (such as
paragraph 19 or 21). [1stErr]

6. Action Rounds (Clarification). Paragraph Checks that call for Event
Checks during Rounds are ignored, but an Event marker is still placed in
the hex. This clarification also applies to 6.11 (Condition Changes During
Rounds) and 7.3 (Movement During Rounds). [Err87]

6.1, 3. Action Phase (Clarification) The right hand column under Exception
should read: "The paragraph that activates the Germans and initiates Rounds
may state that one side or the other has the advantage in the first Round."
Advantage is thus pre-determined by the paragraph, although you still roll
for initiative in order to place your AR markers on the correct Turns.
[1stErr]
(Correction) Under Panic on the same page and column, Germans may also
Panic as a result of combat (13.1). [1stErr]
(Clarification) Panic caused by a red number on the action table is
unconditional. It applies even if there is no real "reason" for panic, e.g.
the soldier is far out of sight of any enemy. [priv]

6.5 (Clarification) Even an attempted attack (fire, grenade, assault) makes
all US soldiers in the target hex aware. A scattered grenade/ SC makes both
the soldiers in the original target hex and those in the scatter hex aware.
[priv]

6.6 (Clarification) If German activation occurs during the action of a US
soldier (typically movement) that soldier may end his action before any
German takes an action. [priv]

6.7 (Clarifications) The movement of the Move/Snap Fire action can be
before the fire, after or, if at least 4 MP were available, before and
after (1 MP each). [priv]
A soldier can never move and throw a grenade in the same Turn. [Err87]
Grenade accuracy is not influenced by soldier stance, but throwing range
is. [priv]

6.8 (Clarifications) Remark: Usually the paragraphs are to be taken
literally; if a paragraph instructs a soldier to "crouch and fire..." he
will crouch, even if that makes fire impossible because has no longer has
an LOS to an enemy. Also, If a tank is not instructed to turn at the end of
a move it will not do so even if it would be "logical" (e.g. to present
better armor to the enemy) to do so. On the other hand, if instructed to
fire it will do as much as it can even if actual fire is impossible (jammed
gun or so), for example it will turn into a firing position if necessary.
(ed.)
Some paragraphs state that a German soldier shall move and "...if active
enemy in sight, lie prone". If not specifically told to lie prone "at the
end of movement", he lies prone at end of movement or in the hex in which
he gets LOS to a US soldier, whichever comes first. [priv]
A direction on a soldier card "On first turn, use..." applies to his first
turn after activation only. [priv]
Self-preservation applies even if soldiers are in adjacent hexes but
without LOS to each other. [priv]
A procedure to handle behaviour of transported soldiers under
self-preservation conditions:

   * Always stay on board a vehicle that is not immobilized.
   * Driver of still-mobile vehicle never fires, but possible tries to run
     enemies over
   * Passengers fire, if any part of passenger's self-preservation
     instructions instructs them to fire.

[priv]

7.4 (Clarification) You do not earn VPs for activated soldiers twice if not
specifically instructed. A German who left the map and re-enters does not
give activation VPs again. [priv]

8.2 Buildings (Clarifications) A soldier outside a building looking in
through a non-adjacent doorway cannot see a target lying prone inside the
building. He can, however, see that target's hex. A soldier outside a
building who is adjacent to the doorway can see a prone target in the
building. A soldier inside a building, regardless of stance, can see all
hexes in the field of view of a doorway. [Err87]
Embankments (Clarification) When LOS crosses an embankment hexside and one
of the sighting hexes is on a lower level than the embankment hexside, the
LOS is blocked, unless the other sighting hex is adjacent to the embankment
hexside on the same level as the embankment. For example, a soldier in hex
O11 on Map C could not see a target in hex T8 since the embankment on the
Q10/R9 hexside blocks the LOS even from the level 4 hilltop. However, the
target could be seen in hex U8 since U8 is on the same level as the
embankment. Note that in neither case does the embankment on the O11/P10
hexside block LOS, since hex O11 is adjacent to and on the same level as
this embankment. [PH]
(Clarifications) For buildings, as for all other terrain features, the hex
sides are relevant for LOS, not the artwork. [priv]
LOS from vehicles is not influenced by open/ buttoned up status. Soldiers
in a building may be seen from an adjacent vehicle if in a doorway hex (any
stance), but only from a large vehicle if crouching behind a window. A
prone soldier behind a window can not be seen from a vehicle. LOS from
non-adjacent vehicles is the same as for foot soldiers. [priv]

9. (Clarification) Though "fire into hex containing friendly soldiers" is
prohibited, a soldier may fire into his own hex (even if it contains other
friendly soldiers than himself). [priv]

9.1 (Clarification). When snap firing a personal weapon twice, remember to
roll for jam and ammo use once for each fire. [Err87]

9.2 (Clarification) Vehicles in a hex count towards the multiple target
modifier for automatic fire even it may be immune to damage from this fire.
For example, SMG fire into a hex containing 2 soldiers and a tank gets a +3
modifier. [priv]

9.4 Clearing a Jammed Weapon (Clarification) A German with a jammed weapon
will use his second weapon, if he has one; otherwise, he will attempt to
unjam his weapon. When a German Action Paragraph requires him to fire, he
attempts to unjam his weapon instead. If a German becomes weaponless due to
breakage or ammo depletion, he will attempt to acquire a weapon from
another German or inactive US soldier in his hex, using the Pick
Up/Exchange Equipment action (5.3, 6.7). Use this action instead of the
action indicated on his card as soon as he is in a hex with a suitable
weapon. [1stErr]

9.5 (Clarification) A German soldier out of ammo will, when ordered to
fire, try to perform the first possible of the following actions instead:
fire secondary weapon, exchange ammo with other German in same hex, take
the first other action from his list that does not require him to fire, lie
prone. He will never leave his movement path to get to a possible "ammo
source". [priv]

9.6 Optional Rule [PH]
Some of the maps contain quite a few buildings. The German soldiers and
vehicles, however, have no provision for firing at targets lying prone in
building hexes, because they are not in sight, and therefore not valid
targets, even though German weapons are quite capable of penetrating
buildings. The following optional German action is highly suggested because
it allows the German soldiers to fire at these hidden targets, Letting them
do so is much more realistic, and evens things up a bit.
If a German soldier has fired at a visible target in a wooden building hex,
receives a subsequent order to fire again, but has no target because the US
soldier has since fallen prone, the German may now fire at the wall in an
attempt to achieve a penetration result. Conduct the following procedure
for the German:

  1. If the paragraph gives no other options for the German (i.e., move,
     surrender, throw a grenade, etc.), the German conducts a PC Check: If
     successful, the German will fire at the wall; if fails, the German
     will do nothing.
  2. If the German is allowed to fire at the wall, he will crouch and
     conduct the procedure outlined in 13.5 of the Ambush! rules.

NOTE: A German tank will conduct the same procedure outlined above, but
will fire its main gun at a stone wall, its coaxial or bow MG at a wooden
wall.

10.1 Grenade/Satchel Charge Combat Procedure (Clarifications). The -3
modifier for Target Not In Sight is applied only when the target hex itself
is not in sight. It is possible for a soldier to see the target hex, but
not the target itself. In these cases, the -3 modifier is not applied
(unless otherwise specified). For example, two crouching adjacent soldiers
are separated by a window hexside. Per Ambush! LOS rules, they cannot see
each other, but they can see each other's hex. Thus, any grenade or satchel
charge combat between the two would not use the -3 modifier for target hex
not in sight. [Err87]
Grenade and SC may be thrown into a vehicle in the thrower's hex, but this
is the only case where it is allowed to throw a grenade/SC into the same
hex. The "same hex" column on the hit chart should be marked accordingly.
(Remark: a location upstairs or downstairs of a thrower is not regarded as
the "same hex" here.) [priv]
Determine Target Damage (Clarification) If a soldier is prone in a hex
where a grenade explodes, he is considered Panicked instead of Wounded if
the damage result is located on the Wnd/Prone column. For example, on the
Grenade Outside Row, a die result of 5 or 6 is treated as a wound if the
soldier is standing or crouching, and as panic if he is prone. [1stErr]

10.2 Grenade Strike PC Check (Addition) Tanks and soldiers inside vehicles
may not make this PC Check. [1stErr]

10.3. Grenade/Satchel Charge Scatter (Addition). When throwing a grenade or
satchel charge through an adjacent aperture into a building, it is always
assumed that the grenade or satchel charge goes into the building (although
not necessarily into the target hex). If a grenade or satchel charge roll
fails, it is very possible that a scatter die roll on Diagram A or B will
scatter the weapon through a wall hexside without an aperture. In such
cases, the scatter procedure should be slightly modified so that the
grenade or satchel charge will bounce off the wall, back into the closest
hex in the direction of the throwing soldier. Grenades can never scatter
through a window or back into the thrower's hex, but they can scatter
through a doorway. Should any problems arise in the interpretation of these
clarifications, apply common sense to resolve the situation. [Err87]
(Clarification) Ignore the asterisks in Scatter Diagram B (if the throw
originated in these hexes, Diagram A applies). [priv]

10.4 (Clarifications) Even if not mentioned here, satchel charges must be
prepared before throwing. Prepared SC (and bazookas and similar weapons,
but not MGs) may be carried around prepared without losing prepared status.
[priv]
Satchel charges (but not grenades) may be "placed" instead of thrown which
secures a hit (but leaves the chance of a dud, and possible gives the enemy
a chance to dismantle the charge). Use the procedure for bridge demolition
described in "Silver Star" mission 17: the SC must be prepared as usual, it
takes one action to place them. After placing the SC, you must give number
of turns (1 to 4, the delay time). In the specified turn (1= the turn
following the placement turn, 2= the turn after that, etc.) the charge will
go off at the very beginning of the turn, before anything else happens. A
placed SC does the same damage as a thrown SC. [priv]

11.1 Assault (Clarification) A soldier assaulting a target in a wheeled
vehicle must first enter the vehicle (1 MP). You cannot assault a target in
a tank, Jadgpanther, or E-Boat. [PH]
11.1 (Clarification) Though it seems funny, soldier stance in fact does not
influence assault combat at all. [priv]

11.2 Capture (Change) A captured German may be moved in Rounds, but the
Movement Allowances of the German and his guard are reduced to 2. The
German has a free stance change unless already wounded. The German is still
inactive, and his Actions are determined by those of his guarding soldier.
[1stErr]
(Clarifications) If a captured German subsequently escapes, put him in Self
Preservation for the rest of the Mission; if he begins a turn not in sight
of US soldier, remove him from the map. [PH]
A US soldier guarding a captured enemy soldier can perform all Actions
normally during Rounds, with the exception of firing a crew weapon. As
before, his MPA is reduced to 2. In order to provide more realism, the rule
in Section 9 (Fire Combat) regarding soldiers firing into a hex with active
or captured friendly soldiers should be modified as follows:
If the friendly soldier is still active, the rule still applies. If the
friendly soldier is captured, then you cannot fire at the enemy soldier who
is guarding the prisoner, but you can fire at all other soldiers in the
hex. A prisoner's guard can be changed only when the guarding soldier has a
Turn and wishes to relinquish control of that prisoner. This change costs
nothing. Should automatic weapons fire or a grenade or satchel charge be
fired into the hex, both the prisoner and his guard take damage normally.
[Err87]
There is no limit to the number of enemies a soldier may guard. [priv]

11.4 (Clarification) The -1 modifier for "captured weapons use" applies if
this weapon is the only weapon available to the soldier. [priv]

13.3 (Clarification) Only inactive soldiers may be dragged, not unaware or
wounded ones. [priv]

13.6 Aimed Automatic Weapon Fire (Clarification) All aimed Automatic Weapon
fire -not just personal weapons- has the chance of doing additional damage.
Thus, aimed machinegun fire may also hit more than one soldier in a hex.
[1stErr]

15 (Clarification) Victory points gained or lost by additional forces on
the player's side count towards the player's VP total if not instructed
otherwise. [priv]

16.3 (Clarification) If you try to improve IN rating, fail, but the
soldier's PC is already 9, the CP are lost. [priv]

16.4 (Clarification) In a campaign, the squad points of your squad do not
change. You may also keep the weapons points constant, or you may re-roll
them for each mission, but not a mixture of both. [priv]

17.3, 17.4 Vehicle Movement (Correction) You may not intentionally drive a
vehicle into a crater hex; however, a movement reference might force a
vehicle to enter one. If so, the vehicle enters the hex at a cost of 3 MPs,
and makes an immediate Accident Check. Craters have no effect on fire
combat against vehicles. [PH]

17.6 Fire Combat Against Vehicles (Addition) Although a closed tank is
considered an active target for a German soldier, a soldier will not fire
at a closed tank if only armed with a weapon (such as a pistol or bolt
rifle) that has no chance of achieving the penetration necessary to do
damage to the vehicle. The German will ignore those parts of a paragraph
instructing him to do so. [PH]
17.6 (Clarifications) If a vehicle is hit by an explosive ammo weapon
(bazooka, tank main gun etc.) soldiers in the same hex, but outside the
vehicle do not take damage. [priv]
There is no "bazooka inside row" on the chart; use the "grenade inside
row". [priv]
If a tank is "Open", a number of crew members will be visible and can be
hit. The number of exposed crew members remains the same, even if some are
hit and the crew size is reduced, as long as there are enough crew members
active to fill the gaps. [priv]
When a car/ truck/ halftrack is disabled, the driver and passengers are
immediately placed prone in the vehicle hex, outside the vehicle, and lose
all rounds for that turn. [priv]

17.7 Cars (Clarification). Soldiers in cars cannot engage in bazooka,
satchel charge, grenade, or crew weapon (except mounted machinegun) combat
unless specifically noted. [Err87]

17.8 (Clarifications) A German tank will fire his main gun at the building
wall when instructed to fire at a soldier in the building (getting the +4
modifier). It will fire only its MGs at a soldier visible behind a stone
wall, and its main gun at the wall when the soldier there is "known" to it
but invisible (prone). [priv]
If a vehicle is instructed to Move Fast but in fact only spends the Slow MP
because it ends its movement (due to obstacles, because it arrived at the
destination, whatever), it also spends only the Crew Points for Move Slow.
[priv]

17.11 Grenades and Satchel Charges (Addition). When an attempt to throw a
grenade or satchel charge into a tank or car fails, the scatter procedure
is modified as follows: If the throwing soldier is in the same hex as the
vehicle, use Diagram C or D below. (It is assumed that a soldier will never
attack a vehicle from the front, so no scatter chance is provided to the
rear of the vehicle.) If the throwing soldier is in a hex adjacent to the
vehicle, use Diagram A or B (as appropriate). However, a roll of 6-9 will
scatter the grenade into the vehicle's hex, not into the vehicle itself. In
cases where the throwing soldier is in neither the same nor an adjacent
hex, use Diagram A or B, as usual.Should the above procedure scatter a
grenade or satchel charge into a building through a wall with no aperture,
follow the guideline provided in the additions to Rule 10.3 (i.e., the
grenade or satchel charge will bounce off the wall into a different hex).
Note that a grenade can never scatter back into the inside of a vehicle or
into the thrower's hex. [Err87]
                         [Scatter Diagrams C + D]

Scatter diagram C (vehicle faces hexside):
die roll 0 : grenade/ satchel charge lands in hex rear-left of vehicle
die roll 1 : grenade/ satchel charge lands in hex front-left of vehicle
die roll 2,3 : grenade/ satchel charge lands in hex in front of of vehicle
die roll 4 : grenade/ satchel charge lands in hex front-right of vehicle
die roll 5 : grenade/ satchel charge lands in hex rear-right of vehicle
die roll 6-9 : grenade/ satchel charge lands in vehicle hex, outside
vehicle (see below)

Scatter diagram D (vehicle faces hexspine):
(obsolete)

Remark (ed.): The original diagrams remain somewhat mysterious in the
errata sheet since they are not complete, e.g. they reference an asterisk
that is not found in the diagrams. VG later confirmed that, in fact,
Diagram D is obsolete because a vehicle must always face a hexside.
Also, the original diagram legend suggested that on a die roll of 6-9 a
scattered grenade would still land inside the vehicle. A clarification
confirmed that this is not the case; rather, it scatters into the target
hex, outside the vehicle, where the usual grenade/SC procedure is used (PC
check etc.). It can damage all soldiers in that hex, including the thrower.
However, I suggest that the thrower himself need not conduct a PC check to
react to the grenade since he must be aware of it: if he has an action
left, he may immediately remove the grenade (if not, he may at least fall
prone immediately). [Err87], [priv]

17.12 Running Over Soldiers (Addition) If a US vehicle attempts (and fails)
to run over a German soldier and wants to try again in the same turn, the
vehicle must exit the hex, turn around sharply (1 MP), and conduct an
Accident Check in the hex where it performed the sharp turn. If successful,
the vehicle can return to the hex containing the German soldier and once
more attempt to run him over. [PH]

17.13 Tanks (Clarification). A Panzer or Sherman can fire its cannon and
coaxial machinegun at a target into the same hex as the vehicle. They
cannot fire their bow machineguns, however. A Jagdpanther cannot fire
either of its weapons (cannon or bow machinegun) at a target into the same
hex. (Per 17.12, Vehicle Facing, if both attacker and target occupy the
same hex, the attacker has his choice of which side to attack.) [Err87]
                       ------------------------------

                                 Missions

Mission 1: According to VG, the hex from which all of the road can be
overlooked is "the hill top". Still, I believe there is no single hex from
which the complete road can be overlooked, and usually try to man both S-13
and T-12. [priv]

Mission 3: Your Squad (Addition) Buy all new equipment, and receive a free
radio. [1stErr]

Mission 4:
Activation on Landing (Change) All US soldiers are automatically aware when
they land; ignore awareness references. [1stErr]
You may buy grenades for your soldiers, and carry them as personal
equipment. [priv]
When landing on a building, but escaping on die roll of 0-3, normal drift
is resumed.
It is not possible to remove another soldier's parachute, and a panicked
soldier can not remove his own. As a play balance on this very hard mission
you may play that all your soldiers are aware and cannot panic until they
have removed their parachutes (they may not take any other action before
parachute removal is completed). [priv]
Victory conditions: "The mission ends in one of 3 ways...": the third way
is that all US soldiers are killed. [priv]

Mission 5: Set Up (Correction) Second sentence should read, "Your soldiers
can enter the map on the south or west edge between hexes A-12 and L-19,
inclusive." [1stErr]
Victory (Correction) Further testing indicates that the US requires 15
Victory Points to win, not 22. [1stErr]

Mission 6 Special Rules (Correction). The prone crew of a bunker cannot be
seen through a doorway (even if the door has been breached) unless the
sighting soldier is in a hex adjacent to the door (per LOS rules, 8.2,
Buildings). [Err87]
A satchel charge set off inside a bunker destroys the bunker for victory
point purposes but does not reduce it to rubble. [priv]

Mission 8: Set Up (Addition) The Activation Levels for this Mission are as
follow: c1 (0-1); c2 (0-4); c3 (0-5); c4 (0-6); c5 (0-7). [1stErr]
If the roadblock removal Event Check results in activation of Germans the
roadblock is not removed and Rounds begin. [priv]
                       ------------------------------

                             Player Aid Screen

Assault Table. A result of "-" indicates no effect. [1stErr]

Weapon Type Chart. Automatic Rifle Medium Range should be "10-16" instead
of "10-13." Grenade Outside Medium Range should be "3-4" instead of "2-4".
Wnd/Prone result column indicates that, if this result is rolled, a prone
soldier is panicked, rather than wounded; a standing or crouching soldier
is wounded. [1stErr]

Fire Combat Modifiers Chart (Clarification). "Interior: Through Aperture
Adjacent to Firer or No Aperture." is superfluous; combat through a wall
with no aperture is handled by the procedure in 13.5, Penetration. [Err87]

Hit chart. The +2 modifier for firing at a bunker wall replaces the +4
modifier for firing at a building or stone wall. [priv]

Grenade hit chart. The "same hex" column should be marked "only allowed if
throwing into vehicle". The assault column should be marked "n/a" because
there is no provision for assault combat using grenades or SC. [priv]

Accident Table Results: [PH]
Disabled (Addition) When a car becomes disabled, all surviving occupants
lose any remaining turns that Round and are automatically (and immediately,
ed.) considered to be outside the vehicle, crouching in cover.
Crash (Correction) If a German vehicle fails an Accident Check and receives
a Crash result on the Accident Table, the crash procedure should be
somewhat modified. Consult the Movement References on the Mission Card to
determine the hexes the vehicle will move through, instead of moving the
vehicle 2 hexes in a straight line. While this may occasionally result in a
somewhat unreasonable crash around a corner, it will keep any surviving
Germans on track, and allow them to move on foot.
                       ------------------------------

                               Soldier Cards

German Cards (Corrections) [1stErr]
German 25. Condition Column 3 should be labeled "2-3" instead.
German 66. Weapons should be Pistol (Luger) and two grenades. In Notes, the
reference to German 20 should be to German 65.

German Cards (Corrections) [Err87] GE 4: die column 0-3 should be labeled
0-2.
GE 18: die column 2-5 should be labeled 2-6.
GE 36: IN should be 1, and MPA should be 3.

US Cards (Corrections).
US 01 and US 08; in notes, the reference to Mission 2 should be to Mission
3. [Err87]
                       ------------------------------

                               Mission Cards

Mission Cards (Corrections). [1stErr]
Mission 5, Condition 3. S-13 should read "619" instead of "None." S-14
should read "479" instead of "None."
Mission 5, Condition 4. S-13 should read "619" instead of "None." S-14
should read "479" instead of "None."

Mission Cards (Corrections). [Err87]
Mission 2 (all Conditions); movement references from hex G-4 should be H-4,
H-5, I-6, J-6, K-7.
Mission 4 (Conditions 3, 4, 6); movement references from V-15 should be
U-15, T-14.
                       ------------------------------

                                Paragraphs

Paragraphs (Correction) [1stErr]

025 Place Event marker. Conduct PC Check (-1). If successful, see 007.

178. (s1) Battalion HQ reports that a German offensive is under way;
abandon positions! Delay enemy at discretion. You receive 2 VPs per active
US soldier exited between hexes A-13 and A-19 (inclusive). VPs are not lost
for incapacitated soldiers exited through these hexes. You receive VPs for
destroying the bridges (2 VPs for the wooden bridge; 4 VPs for the stone
bridge; 4 additional VPs for destroying both bridges). See paragraph 1000
for bridge destruction procedure. The mission ends when no active US
soldiers are on the map. Note this paragraph number on your Squad Record
for future reference.

259. Every US soldier within sight of J-1 must conduct a PC Check (-1)

   * If any succeed, see 264.
   * If all fail, continue making checks for the following hexes, in order:
     K-2, K-3, L-3. When one succeeds, see 264. If all fail, see 269.

913.

  1. If an active US soldier occupies hex T-8, see 802.
  2. If 3 or more German soldiers have been killed, incapacitated, or
     captured, crawl into hex N-5. Go to Condition 4.
  3. See 802.

1000. The stone bridge can be destroyed in two ways: with a bazooka; or
with satchel charges. To destroy it with a bazooka, you must achieve Heavy
penetration against it. The fire modifier is +4 when firing at the bridge;
ignore other terrain in the hex. To destroy the bridge with satchel
charges, two charges must be set off in the bridge hex simultaneously. A
soldier, or soldiers, must place two prepared charges in the bridge hex. It
takes one turn to set each charge (setting is automatic in Operations). You
may then detonate them at your discretion. The wooden bridge may be
destroyed in three ways: with a satchel charge; with a bazooka; or with
fuel. The satchel charge procedure is the same as for the stone bridge,
except only one charge is required. The bazooka procedure is exactly the
same as for the stone bridge. To burn the bridge, a soldier may get a fuel
can from the dump in hex L-10. Each can requires one Port Box. The soldier
must then move across the bridge (automatically splashing his fuel on it).
Once crossed, he or another soldier adjacent to the bridge may start the
fire by spending one turn (automatic if in Operations). The fire burns for
the duration of the mission.

Paragraphs (Correction; re-word to read as follows) [priv]

907.

   * If 3 or more active targets are in sight, button up. If already
     buttoned up, see 910.
   * If I or 2 active targets are in sight, see 903.
   * If no active targets are in sight, open. If already opened, see 903.

[Err87]

1000. (Clarification) "Setting off the charges" is an action for which the
soldier must be adjacent to a bridge hex. One action sets off all charges
on that bridge.

Go back to the table of contents.
  ------------------------------------------------------------------------

                             Move Out! Errata

Additional Weapons (Addition). Both the Panzerbchse and Panzerfaust have
an 05 dud chance. [Err87]

Mission 10 (Clarification). If the "Paragraph-1000-Option" is used (full
German force attacks the village), US soldiers enter the village.
Alternatively, you may play the scenario with the US setting up in the
village before the start. [priv]

US Cards (Corrections). US 01/J and K; MPA should be labeled DS. [Err87]

                               Mission Cards

(Corrections) [Err87]

Mission 9 (Condition 6); P-14 movement reference should be O-14.
Mission 10 (Conditions 2-4); N-10 movement reference should be O-11; 0-11
movement reference should be O-10.
Mission 12 (Conditions 3, 5); G-14 movement reference should be F-14.
                       ------------------------------

                                Paragraphs

(All errata [Err87] )

(Addition) 835.

   * If an active German is within 2 hexes, give a Turn to the German with
     the fewest Turns. If two or more eligible Germans have the same number
     of Turns, give a Turn to the German closest to an active US soldier.
     If two or more Germans are still eligible, give a Turn to the soldier
     with the highest Weapon Skill. If all eligible Germans have two Turns,
     see 801.
   * If no other active Germans are within 2 hexes, conduct 801.

(Corrections; re-word to read as follows)

458. (The reference to GE 6 should be to GE 41.) 803.

   * If no active target is in sight due to darkness, but an active target
     is within 6 hexes, stand and toss a grenade. Use the -3 modifier for
     Target Not in Sight. Fall prone after toss if free stance change
     available.
   * If active target is in sight and grenade is available, stand and toss
     grenade. Fall prone after toss if free stance change is available.
   * If active target is in sight and no grenade is available, conduct 801.
   * Otherwise, crouch.

874. Daybreak! Visibility increases to 10 hexes. If in Operations, daybreak
occurs immediately. If in Rounds, daybreak occurs at the start of the next
Round, in place of the Random Event Check. When daybreak occurs, go to
Condition 4 and see 941, if Sighting 9 has not occurred.

Go back to the table of contents.
  ------------------------------------------------------------------------

                            Purple Heart Errata

Additional Weapon (Addition). The Panzerfaust has a 05 dud chance. [Err87]

Mission 17: An engine or railway car that falls into the river disappears
completely. [priv]

German Cards (Corrections). [Err87]
GE 64; IN should be 1; MPA should be 3.

Mission Cards (Corrections). [Err87]
Mission 13 (Condition 4); T-17 reference should be T-18.
Mission 17 (Condition 4); in the RE column, all references to 634 should be
639.
                       ------------------------------

                                Paragraphs

(Corrections; re-word to read as follows) [Err87]

346. Conduct PC Check

   * If successful, see 356.
   * If fails, see 367.

577.

   * If all bridges are destroyed, see 587.
   * Otherwise, see 639.

597.

   * If vehicle is moving, enter hex M-18.
   * Otherwise, enter hex 0-18.

662. (s6) Your soldier sees two German E-Boats preparing to escape.
Activate German 67 in hex G-15 and German 68 in hex F-15. Go to Condition 3
if in Condition 2.

   * If any US soldier in this hex has one Action to spend, that soldier
     fires off a burst from his weapon, points it at the head of the
     closest captain, and yells Halt! The boat in hex G- 15 surrenders
     immediately. Your soldier locks the surrendered Germans in a handy
     closet and sinks the E-Boat by opening its seacocks. Gain 5 VP. The
     boat in hex F-15 escapes. Commence Rounds. US advantage. See 654 for
     the attributes of the boats.
   * If no US soldier has a Turn to spend, see 643 immediately.

907.

   * If 3 or more active targets are in sight, button up. If already
     buttonned up, 910.
   * If I or 2 active targets are in sight, see 903.
   * If no active targets are in sight, open. If already opened, see 903.

Go back to the table of contents.
  ------------------------------------------------------------------------

                            Silver Star Errata

(Correction) Map designations G and H have been exchanged throughout the
module. [priv]

Movement on "sloping cliffs" is only possible in crouching stance, but
nevertheless costs 2 MP (in contrast to "all" MP for other crouching
movement). [priv]

The "tick,tick"-counters should read "End of Round" (not "End of Turn").
[priv]

Map: (Correction) The red numbers of the action round track are missing.
They should be the same as for Ambush. [priv]
(Clarification) None of the cliff hexsides is an embankment, even if some
look as if they were. [priv]
                       ------------------------------

                                 Missions

Mission 19: (Clarifications) Divers may enter the cove by hex E2, F2 or G2.
(They must not necessarily pass all 3 of those hexes, as Paragraph 787
seems to indicate, though they may if they wish to.) [priv]
Soldiers on a barge or guard boat are not considered "inside a vehicle" for
combat purposes. [priv]

Mission 20: (Clarification) US01 and US02 come with the equipment printed
on their cards, they get this for free. US01 has both a pistol and an SMG.
[priv]
(Correction) German soldier card 37 should read R instead of Q. [priv]

Mission 21: (Correction) Condition 1, Paragraph 582: If US tank is
activated in Y4 you get no movement reference for it. Solution suggested by
VG: look for movement references in a 2-hex-radius and act accordingly, or
use other entry point. [priv]

Mission 23: (Problem) Paragraph reference for A8 is missing (only movement
reference to O-11 is given). No solution could be given by VG. [priv]

Go back to the table of contents.
  ------------------------------------------------------------------------

                            Battle Hymn Errata

                                   Rules

8 Line of Sight (Corrections). In LOS Diagram 1, the LOS between A and B is
not blocked. At the same elevation, you can see through two palm tree hexes
into a third, whether or not the third hex is palm tree. In LOS Diagram 2,
B should be in hex N-14 and the explanation should read: "If M-13/N-13 and
M-14/M-13 were embankment hexsides, the LOS would be blocked. If only
M-13/N-13 was an embankment hexside, the LOS would not be blocked, since
the LOS exactly bisects the hexes, only one of which is blocking terrain."
LOS Diagrams 3 and 4 should be reversed. In LOS Diagram 4, the LOS between
B and C is blocked. The hexes are at different elevations, and the palm
trees are adjacent to C at the same elevation. [Err87]

9.9 Flamethrowers (Clarification). Flamethrowers cannot be fired into the
same hex as the firing soldier. [Err87]
A Flamethrower must be prepared before use, remains prepared as long as the
soldiers does not move, but cannot be transported in prepared state. It can
never be fired into the firer's own hex. [priv]
If fired at a vehicle, the passengers also take damage even if the vehicle
is only disabled (not destroyed). Exploding vehicles do not cause damage in
adjacent hexes. [priv]

12 Banzai Charges (Clarification). Remember to record the activation hex
for each banzai charge so you know where to return the charge should it be
broken. [Err87]
12.1 (Clarification) A broken Banzai charge is removed immediately if out
of LOS of US soldiers or upon reaching its starting hex, whichever comes
first. [priv]

15.1 Caves (Clarification). The diagram on page 27 depicts the field of
view for a cave. The LOS is not limited to the three hexes shown, but
extends outward in those directions. [Err87]

15.2 Foxholes (Clarification). Foxholes cannot be dug in river, stream,
ford, surf, lagoon, cliff, or boulder hexes. [Err87]

15.3 Palm Tree Tops (Clarification). When a Japanese soldier in a palm tree
top is instructed to drop a grenade, do not roll as if he is throwing the
grenade, but roll only on the Grenade Tree-Top Scatter Diagram to determine
the hex the grenade lands in.
Also, it costs the Japanese 1 MP to descend the tree, meaning the -3
modifier for charge assaults applies to assaults from tree-tops. [Err87]

15.4 Huts (Clarifications). When a hut is hit by small arms fire you must
still determine if the soldiers in the hut are hit. Rol 1 die: A prone
soldier is hit on a result of 0, a crouching soldier on 0 or 1, and a
standing soldier on 0, 1 or 2. If a soldier is hit roll for damage
normally.
A soldier prone in a hut can be seen through a doorway only if the sighting
soldier is in the same hex as the hut. Huts never block LOS. [Err87]
                       ------------------------------

                                 Missions

Mission 3 Special Rules: Road Construction (Clarification). The bulldozer
begins with its blade in the "up" position. [Err87]

Mission 4 Surf (Addition). The all-water hexes are at high tide and can be
entered only in rubber rafts. [Err87]
Mission 4: (Addition) If you are lucky you can end up with 9 persons and 2
rafts for 4 soldiers each. In this case, you may transport 5 persons in one
raft if all those persons empty their port boxes. [priv]

Mission 5: (Clarifications) A crashed plane cannot be cleared away in this
mission. [priv]
Only crater hexes on the runway count against VPs. [priv]
(Correction) JA15 is worth 2 VP when broken (not 1). [priv]

Mission 6: (Clarification) The Doctor/Captain may not only give orders, he
has all the usual commander capabilities (giving turns etc.). [priv]

Mission 7: Your Squad (Addition). Your squad also receives a radio for
free. [Err87]
Set Up (Correction). There are only two Conditions. Ignore activation
levels for Conditions 3 and 4. [Err87]
                       ------------------------------

                         Player Aid Screen and Map

Map: (Correction) The red numbers of the action round track are missing.
They should be the same as for Ambush. [priv]

Weapon Type Chart (Corrections). Automatic Rifle, Medium Range, should be
10-16 instead of 10-13; Long Range should be 17+ instead of 14+. Note 3
should read: "Prone soldiers are hit on a roll of 0; crouching soldiers are
hit on a roll of 0 or 1; standing soldiers are hit on a roll of 0, 1, or
2." [Err87]

Fire Combat Modifiers Chart (Corrections). Modifiers for soldiers in rubble
hexes are the same as for boulder and crater hexes. The line for Deep
Lagoon/Surf applies only to soldiers on rafts. Deep Lagoon/Surf hexes can
never be entered by soldiers not in rafts or by vehicles (except amphibious
tractors and submarines). [Err87]

Assault Chart: (Clarification) US soldiers may never use sabres. [priv]

Movement Point Cost Chart (Corrections). Note 7 also applies to shallow
Lagoon/Surf hexes. Palm tree hexes can be entered by small vehicles, but
only at slow speed. [Err87]
(Clarification) Entering a hut does not cost extra MP beyond those for
entering the hut hex. A vehicle may never enter a hut hex. [priv]
                       ------------------------------

                               Soldier Cards

Japanese Cards (Corrections). [Err87]
All Japanese cards specifying rifles as weapons are considered to have bolt
rifles, unless noted otherwise on their cards.
JA14; note should read: "Begins in Special Reaction B if not in a foxhole
when activated. On first Turn, if not in foxhole, conduct 801."
JA64; in Condition 1, a die roll of 0-3 should be 995 instead of 876.
JA70 should also have a light machinegun.
JA88; In Condition 1, a die roll of 4-6 should be 995 instead of 876; note
should read: "On first Turn, conduct 995. Mortar cannot be snap fired."

US Card (Clarification). [Err87]
US02; the mounted medium machinegun comes with 3 clips.
                       ------------------------------

                               Mission Cards

Mission Cards (Corrections). [Err87]
Mission 1 (Condition 2); I-11, K-11, M-11, and O-11 should read 713 instead
of 714; I-8 movement reference should be 903 instead of being blank.
Mission 2 (Condition 4); X-7, Y-7, W-8, and V-8 should read s7 136 instead
of s4 136.
Mission 2 (Condition 5); G-5 movement reference should be G-6 instead of
being blank, N-2 movement reference should be O-2 instead of being blank.
Mission 2 (Condition 6); N-2 movement reference should be N-1 instead of
being blank, X-11 should read 479 instead of s0 479.
Mission 3 (Condition 4); RE numbers 3, 6, and 5 should be s6 327 instead of
327; RE numbers 9, 10, and 11 should be s1 312 instead of 312; RE numbers
4, 7, and 8 should be s3 315 instead of 315.
Mission 4 (Condition 3); P-16 movement reference should be Q-16 instead of
Q-15.
Mission 4 (Condition 5); T-13 movement reference should be 482 instead of
196.
Mission 4 (Condition 6); G-3 movement reference should be 251 instead of
196.
Mission 6 (Condition 2); V-11 movement reference should be V-12 instead of
being blank, V-12 movement reference should be U-13 instead of being blank,
H-17 movement reference should be G-17 instead of being blank.
Mission 6 (Condition 3); V-12 movement reference should be U-13 instead of
being blank.
Mission 6 (Condition 4); U-13 movement reference should be T-13 instead of
being blank, T-13 movement reference should be S-14 instead of being blank.

Mission 8 (Condition 2); P-14 should be s4 974 instead of s9 974, RE 2
should be 284 instead of s84.
Mission 8 (Condition 4); A-9 movement reference should be A-10 instead of
A-9.
                       ------------------------------

                                Paragraphs

Paragraphs: [Err87]

004 (Addition).

   * If no active US soldier is in the hex, see 869

007, 034, 986, 994 (Clarification). If both of the first two options apply,
go to condition 4.

014 (Correction) Sighting should be s3 instead of s4.

026, 118, 177, 224 (Addition). Go to condition 2.

032 (Correction) Fourth option should read: "If rounds are available and no
targets are in sight, see 035."

213 (Correction). If in Condition 3, see 270.

214, 232 (Clarification). If the hit chart yields a result of "assistant",
consider it a passenger (determined at random).

229, 308 (Correction). Should be s7 instead of s4. In 229, it is JA40 who
is supposed to make the PC Check, not JA30.

242 (Correction). Activate JA21 in the first hex seen on the list (not in
hex G-14).

251 (New Paragraph)

   * If JA35 or JA37, see 482.
   * Otherwise, see 196.

259 (Correction). Option 3 (last line) should read: "If Q-13 is destroyed,
remain in P-13 and put Special Reaction A into effect."

262 (Correction). Delete "...in hex W-2."

314, 319 (Correction). The camouflaged road runs through hexes E-19, F-19,
G-19, H-19, and I-19.

329 (Clarification). Go to the specified Condition immediately only if you
are in Operations. If both of the first two options apply, go to Condition
4.

342 (Clarifications). The sub has a deck crew of 6 (not 8). It costs 2 Crew
Points to conduct aimed fire with a machinegun, and 1 Crew Point to conduct
snap fire. The machineguns have 360 degree arcs of fire. If the sub is
damaged, it will not pull out to sea immediately. Instead, flip the sub
counter to its damaged side and the sub loses any Turns it has remaining in
the current Round.

353, 390, 398, 418, 479 (Clarification). s0 in this case is JA13.

365 (Clarification). s3 in this case is JA10.

376 (Correction). If fails, see 459 (not 457).

406 (Clarification). s4 in this case is JA11.

419 (Addition). The plane has two speeds: taxi and flight. Unless
specifically stated by a paragraph, the plane is assumed to taxi (on the
ground) and uses its taxi speed (see Vehicle Summaries). Once a plane takes
off, it has an unlimited Movement Point Allowance and is moved hex by hex
until it exits the map. When on the ground, soldiers can conduct fire
combat against the plane using the Summary to determine damage. When in
flight, soldiers may not fire at a plane unless specifically instructed to
do so by a paragraph.

433 (Clarification) The native uses card US03.

444 (Clarification) s5 in this case is JA12.

486 (Correction). JA13 is supposed to be activated (not JA12).

538 (Correction). See 557 (not 551) if you wish to commence Rounds.

556 (Correction). If in Condition 4, see 587.

587 (New Paragraph)

   * If soldier moving, enter hex Q-8.
   * If vehicle moving and there is at least one active US soldier east of
     this hex, enter hex Q-8.
   * Otherwise, enter hex Q-10.

592 (Addition). The bunker hit chart is as follows:
                            Bunker Hit Chart
 FRONT FACING                       DOOR FACING
 Die     Part Hit        Armor      Die     Part Hit         Armor
 0-7     Wall            H          0-4     Wall             H
 8       Aperture        M          5-7     Door             L
 9       Crew            (x)        8-9     Crew             (x)
 (x) = If bazooka fire, treat as an aperture hit if front facing is fired
 upon, as a door hit if door facing is fired upon.

The prone crew of a bunker cannot be seen through the doorway (even if the
doorway has been breached) unless the sighting soldier is in a hex adjacent
to the door. (Per LOS rules, 8.2, Buildings).

646 (Correction). The last line should read "avoided" (not violated).

719 (Correction) Scatter diagram should be B, not A. [priv]

736 (Correction). Second option should read: "If US soldiers in sight at a
distance greater than four hexes from M-6 and US soldiers are north or west
of this hex, crouch and conduct best fire at closest target. Fall prone
after fire, if free stance change is available and an active target is in
sight."

750 (Addition). If no active target is in the same hex, see 724.

869 (Addition). If US soldier is in the same hex, assault to kill.

923 (Correction). Put Special Reaction P into effect (not Q).

973 (Clarification).

The first hex the plane taxis into is O-5.

Go back to the table of contents.
  ------------------------------------------------------------------------

                            Leatherneck Errata

Due to a production error, the Mission Card for Mission 11, Condition 2 is
wrong. Use the replacement card included for Condition 2. It has the
identity code of 3002207-K, which is printed at the center right edge.
Also, in the center of the book are three corrections to other Mission
Cards; cut out the corrections and paste them on to the Mission Cards
before starting play. [LN]

Go back to the table of contents.
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