USE Errata-Questions docx 1 of 17

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1 USE Errata-Questions docx 1 of 17 This document contains official errata for GMT Games Unconditional Surrender! World War 2 in Europe (original edition released ). The file includes corrections to mistakes and changes made to improve play balance based on feedback. We are sorry for any inconvenience. Our excuse is we are only human. USE Design Team The Errata section appears first. The Questions section appears last. New or Changed entries from the last released Errata-Questions file are labeled as such. Important notes appear in a blue-shaded box. A game designer comment is in italics, sometimes in a tan-shaded box. A rules exception is usually enclosed in brackets. [Exception: ] An example appears in a lavender-shaded box. Errata Impact on Play Summary This file is long, but includes all corrections, including simple punctuation errors or other changes that do not impact play. To discern a correction s importance, its impact on play is noted within its text. Here is a summary. Counters: no impact Rulebook: five minor, six moderate, one major, remaining no impact Playbook: ten minor, six moderate, four major, remaining no impact Player Aid Cards: two moderate, remaining no impact Map: one minor, remaining no impact Counters ITA 2 Air Back: Instead of plane images, it should say, ITA Fighter Flip over. No impact. This was how one-sided counters were originally designed, i.e. with the same image on both sides. IRE 1 Front: IRE should be white text. No impact. The following were correct during the proofing, but something went wrong at printing. No impact. TUR Surface Action Front: A ship silhouette image should be inside the oval. UK Lend Lease to UK Front and Back: "Lend Lease" should be white text on a green background. USA Tanks (without a What if yellow triangle) Front: "Tanks" should be at the top. USA Tanks (with the What if yellow triangle) Front: "Tanks" should be at the top. USA Submarines Front: "Submarines" should be at the top. USSR Submarines Front: "Submarines" should be at the top. Rulebook 1.2 1st sentence: Change on the cover of this Rulebook to on page 2 of this Rulebook. No impact Faded Dot, Minor impact. 1st sentence: Replace sentence with A hex that is faded in color and has a dot in the middle is called a Faded Dot hex. The two sentences after the Examples line: Replace with the following: A Faded Dot hex is prohibited for ground movement and Amphibious Invasion, but is allowed for air and naval movement. Exception: Delete. Add, Example: An USSR ground unit in Batum (hex 4058) can amphibious invade Samsun (hex 4052), but not hex New Costal Hex and example: No impact unless you played otherwise. Change to, A land hex that has land and water in it, and the water area of the hex is part of a Sea Zone. Example: Hexes are coastal hexes is not.

2 2 of 17 USE Errata-Questions docx New st sentence: Change water and coastal hexes to water and/or coastal hexes. No impact. The rule below has been added to prevent the Axis from unrealistically sealing off the east map edge from the Central Russia Map Box. Minor impact if the Axis has done extremely well in the USSR, which should be very rare. New Rule USSR Restricted Hexes Only a USSR unit or marker can move, retreat, trace a path, or be placed in a USSR hex to the east of hexes: 1458, 1558, 1657, 1757, 2159, 2258, 2359, and Other USSR hex rows are not restricted. New 2.3 Factions: No impact unless you played otherwise. Add, A Pro-[Faction] marker is friendly/enemy based on its listed faction. However, it does not belong to a faction. Example: A Pro-Axis marker is Axis friendly, but putting one in a neutral Belgium does not trigger the West Invaded Conditional Event (13.8). New Add new bullet: Cannot occupy a fort at the end of its movement. No impact st sentence of rule: Delete (4.2.3). No impact st bullet: Add a period to the end of the sentence. No impact. Changed Fort Occupation: No impact unless you were playing it differently. Add While a unit is occupying a fort, it cannot attack an enemy unit. Add A unit can exit a fort if it is moving or chooses to Retreat (5.3.5) th bullet: Add It also cannot cross a Strait if both of the Strait s hexes are in a neutral country or countries. No impact unless you were playing a unit could move through neutral territory After Designer s Note: Add An event marker, e.g. Naval Evacuation, cannot be used by the defender to avoid being Isolated.. No impact unless you were playing that a marker did avoid it. 5.4 Before the last sentence: Add A unit can provide a Strategic Combat DRM regardless of its Supply State (7.1) or the number of Sorties it has. No impact unless you were playing that it did avoid it rd Example: Change Air Movement Action to Air Rebase Action. No impact Sorties, 1st sentence: Change When the fighter s activation ends to When the air unit s activation ends. Moderate impact on scenarios with a bomber unit. New nd and 3rd sentences: Replace with the following. Moderate impact on scenarios with a Western Surprise Attack marker.

3 USE Errata-Questions docx 3 of 17 A phasing faction may make one Amphibious Invasion attempt per Surprise Attack marker located within a Sea Zone. A phasing faction cannot declare the same hex more than once per Actions Sub-Phase Example: Change Sea Zones 19, 22, or 23 to Sea Zones 19, 22, or 24. No impact. 7.2 Supply Check After Exceptions bullets, 2nd sentence: Change to per Phase to in a Supply Check Sub-Phase. No impact unless you were allowing supply checks in other phases. New Sentence before the 2nd set of bullets before the Important box: Change that unit s Supply State is reduced as follows to that unit s Supply State is immediately reduced as follows. No impact unless you waited until all supply checks for a unit were done before changing a unit s supply state Example: Change references to Sea Zone 23 to Sea Zone 24. No impact st sentence: Change has No Supply to has a No Supply marker. No impact unless you thought it applied to Low Supply units that were unable to trace a supply line that turn. 8.1 Warning box, 2nd sentence: Change to Such a unit can be improved. No impact. New Step 1: 1st sentence: Change On-Map Factory Count Track, resolve to On-Map Factory Count Track and the Moscow Treaty policy is not effect, resolve. Moderate impact on scenarios involving the USSR, if the USSR collapses. Last sentence (i.e. the designer s note): Delete this entry. New nd bullet: No impact unless you were allowing the Area Seized marker to be chosen. 1st sentence: Change of its choosing to of its choosing (see Exception below). After Designer s Note: Add [Exception: The Area Seized marker cannot be selected if the Nazi-Soviet Pact policy has ended or all USSR Disputed Areas are ceded to the USSR. Tip: If either of those situations is in effect, remove the Area Seized markers from the scenario to avoid accidentally choosing them.] Moscow Treaty Ends: No impact. New Rule: Add, When the policy ends, see Moscow Treaty (15.14). Policy Examples, first entry for Home Defense Germany East Front 2nd sentence: Change Kongsberg to Konigsberg. 4th sentence: Change air unit Konigsberg to air unit in Konigsberg st paragraph after Designer s Note: This should be bulleted like the rest. No impact nd bullet, after the 1st sentence: Add A Prod x2 marker (if any) is put in the Production Multiplier box. No impact No impact. French North Africa, Syria, or Vichy, 2nd bullet: Add Since all counters are removed, it does not matter which faction is considered to have conquered the country. Italy: Add The Tobruk fort is set up in hex The Finnish Mannerheim forts are not listed because they are What if counters and not used in the published scenarios. After publication, feedback revealed the USSR collapse rules had the opposite of design intentions, i.e. rather than wanting the USSR to collapse quickly, the Axis faction delayed USSR collapse while the Soviet faction wanted it to happen sooner. The following changes should address this by providing greater Axis incentive for a quicker collapse. The changes below to 13.2 and have a major impact, if the USSR collapses. Due to the number of changes, the fully changed USSR Collapse rule steps have been included on a separate page before the Questions section of this file.

4 4 of 17 USE Errata-Questions docx New st paragraph, after the 1st sentence: Add, [Exception: The USSR cannot collapse if the current turn is 1943 or later.] New USSR: Before Step 1: Add Remember the USSR cannot collapse after Step 2, 2nd sentence: Change to The area west of that border and all USSR Disputed Areas that were ceded to the USSR are considered Occupied USSR. Step 4, 2nd paragraph, after the 1st sentence: Add It then repatriates all USSR units and markers in a hex outside of the USSR. Step 5: Replace with, Step 5) Take the USSR Fac Lost marker from its On-Map Factory Count Track and put it in its Faction Card s Conditional box. While in the Conditional box, there is no Strategic Warfare fought with the Soviet faction. Step 7: Change by 10 to by 16. Step 8: 1st paragraph: Change to, Put the Moscow Treaty marker on the Turn Track in the Dec turn of the following year. [Exception: If the current turn is in 1942 and the Scenario Ends marker is in the Jul-44 turn, put the Moscow Treaty in the Dec- 42 turn.] Examples: USSR collapses in Aug-42. If Scenario Ends is in Jul-45, Moscow Treaty goes in Dec-43. If instead Scenario Ends is in Jul-44, the Moscow Treaty goes in Dec-42. 3rd paragraph: Change to, While the policy is in effect, Occupied USSR is considered a conquered country. [Exception: Occupied USSR is part of the active USSR for purposes of the Political Failure (14.11) or Political Success (14.12) event.] When the Moscow Treaty policy ends, Occupied USSR becomes part of the active USSR again. 4th paragraph: Delete this paragraph. Step 9: Add It also puts a Pro-Axis marker in the Diplomacy Cup Conquered Country 2nd sentence: Change is inactive to becomes inactive and is considered conquered. No impact. Step 2, 2nd bullet, 1st sentence: Change shares a land border with to shares a land border (1.3.4) with. No impact. New Step 3, 1st bullet: Add the following designer s note. No impact. The number of countries the Axis conquers impacts Strategic Warfare. The markers in this box serve as a reminder of how many were conquered. Step 5, 1st sentence: Change to and the first two bullets of Step 3 above to and the second and third bullets of Step 3. Minor impact East Invaded Policy Evaluation: Change to If the Appeasement or Nazi-Soviet Pact policy is in effect and the Policy Evaluation marker is not on the Turn Track, put that marker 13 turns later on the Turn Track. No impact unless you were moving the marker after it was already on the Turn Track. Reserves, Last paragraph: Change to Take the USSR Surprise Attack markers from their Faction Card s Conditional box. If the USA is not an active country, put one in the January box three years later on the Turn Track and the other one in the January box four years later. If the USA is active, put one each in the January boxes two and three years later. Moderate impact if East Invaded occurred due to USA Entry and the Appeasement and N-S Pact policies ended in July or later of a given year. Under the original rule, if this unique situation occurred, the second Surprise Attack marker would be placed after the scenario s last turn.

5 USE Errata-Questions docx 5 of Policy Evaluation: Change to If the Appeasement or Nazi-Soviet Pact policy is in effect and the Policy Evaluation marker is not on the Turn Track, put that marker 13 turns later on the Turn Track. No impact unless you were moving the marker after it was already on the Turn Track Surface Action, 1st sentence of rule: Change The phasing faction may to A faction may. Minor impact on scenarios if you were playing that a non-phasing faction could not use it. New Surprise Attack, Moderate impact on scenarios with the Surprise Attack marker. 1st bullet: Add, If both sides committed an air unit to a ground combat, this DRM is applied to the air combat if the defending ground unit is within range of the marker. 2nd bullet, 3rd diamond: Change to A phasing faction may perform one Amphibious Invasion (6.3.2) per Surprise Attack marker. A phasing faction cannot declare the same hex more than once per Actions Sub-Phase. 2nd bullet, 4th diamond: Delete this entry. New Last paragraph: Change to, Policy Ends: When this policy ends, reset the USSR National Will to 45. Appeasement does not reduce this value. Also, put the USSR Fac Lost marker in its Extra Factories Track s 1 box. No impact Mulberry: Add Once placed in a hex, it cannot be voluntarily removed. Minor impact on late war scenarios. New Pro-[Faction]: Add, This marker is friendly/enemy based on its named faction. However, it does not belong to a faction. No impact Russian Winter: Add, "Axis Air Support: Due to the Severe weather, an Axis air unit provides no Air Support DRM in a ground combat. However, an Axis air unit can be committed to a ground combat to possibly prevent a Soviet air unit from applying its Air Support DRM." No impact unless you were playing that it could not commit. Index: No impact. Free Forces: Add, "35. Partisans: Add, "35, 36. Sequence of Play Flowchart: Strategic War Phase box: Change, "War to Warfare. No impact. New Strategic War Phase row, 2nd box (dealing with Soviet faction): Change On-Map Factory Count Track, resolve to On-Map Factory Count Track and the Moscow Treaty is not effect, resolve. Moderate impact on scenarios involving the USSR, if the USSR collapses.

6 6 of 17 USE Errata-Questions docx Playbook If you are not interested in the Alternate Training Method section (30.1), skip past the gray area below. The Alternate Training Method section was added to the Playbook very close to publication and not fully vetted. This resulted in an incomplete listing of rules. Sorry, but at least we tried the concept of Alternate Training Methods. Without the changes below, the Alternate Methods can still be used, but it is harder to work with. No impact Rules to Read, Replacements Phase: Change to 8; Rules to Read, Do not read: Delete and In other words, read Set Up: Add Ignore any references to supply; assume all units have Full supply Rules to Read, Conditional Events: Change to 13; 13.2; Ignore the last paragraph of Set Up: Add Ignore any references to supply; assume all units have Full supply Rules to Read: Add Game Basics: 1.3.2; 1.3.3; 1.3.6; 1.3.9; Rules to Read: Delete National Will Add Game Basics: Change Air Actions line to Air Actions: 6.2 to Rules to Read: Delete Disputed Area 2.2. Add Game Basics: 1.3.4; 1.3.5; 2.2. Add Politics: 10.1 and Change Policies line to Policies: Ignore USSR Main and USSR Conditional; Event Markers: Delete Sequence of Play: Change Strategy Phase to Weather Phase. Strategy Phase was the old name for the start of the SoP. No impact unless you didn t start the SoP at the beginning. New Location, Diamond List: Add new diamond Rule #: See that rule to determine where to put the counter. No impact. New Special Rules/Notes, 1st bullet: Add Economy to the list of phases that are not performed. No impact. New Victory Conditions: Delete or the UK has collapsed No impact as it is not possible to collapse the UK given the arrival time of the German Surprise Attack marker Set Up, Germany: Add 1 Convoy unit; Location Moderate impact. Changed Set Up Belgium: Change Counter ID to 1. No impact. New UK: Remove the 1 RAF unit from the scenario. Minor impact. This change is for play balance purposes to make it easier for new players (mainly the Axis) to learn how to play. If you feel the Axis doesn t need the help, leave the RAF unit in the scenario Active Countries, Bulgaria: Change National Will and Factory Count to NA. No impact ; Victory Conditions: Change Victory Phase to Victory Check Phase. No impact. After publication, the Mediterranean scenario (31.5) was played much more than the USE design team anticipated. Unfortunately, it was also the least playtested scenario. Therefore, this scenario has many updates Victory Conditions: Western Faction: Change to The Western faction wins if in any Victory Check Phase, the Axis faction does not control a city located outside of Italy, Rhodes, Sardinia, and Sicily. Moderate impact.

7 USE Errata-Questions docx 7 of Special Rules/Notes 2nd bullet, 1st diamond: Change to There is an Axis air unit in a port in Sea Zone 3 and an Axis port in Sea Zone 7. No impact. 3rd bullet: Change Hexes north of to Land hexes north of. No impact. 3rd bullet: Change all references of 2607 to Minor impact. 4th bullet: Change 3520 to Minor impact Active Countries, Germany, Designer s Note: Add Note that Germany has unlimited production points. Therefore, it can transfer one production point to Italy each turn per Transfer Production Points (9.1.3). No impact unless you did not realize you could do this Special Rules/Notes New 1st bullet, 2nd paragraph: Change In the May-41 Strategic to In the Nov-40 Strategic. Also change friendly port in Italy. to friendly port in Mainland Italy. Major impact. 2nd bullet: Change Jun-42 to Aug-40. Major impact. Add new bullet: The Axis player may set up the Italy 2 and 4 ground units in any Land hex in an Italian Mainland and/or Overseas Area. Placement cannot violate stacking limits. Minor impact Set Up, Italy, Counter ID 2, 4: Change Location to Sp Rules. This is associated with the Special Rule 1st bullet Set Up UK, Counter ID ComWealth Trade: Change the Entry-H to Nov-40 and the Entry-V to NA. Moderate impact. Western, Counter ID 2xGround Support: Delete this entry. No impact. New Special Rules/Notes: 5th bullet, Change result is 1-3 to result is 1-2. Also change result is 4-6 to result is 3-6. Minor impact. New Special Rules/Notes: 7th bullet, Change In the Supply Phase, an Axis unit checks to In the Supply Phase, a German or Italian unit checks. Minor impact Special Rules/Notes: Add new bullet, The first turn s weather is Fair in all Weather Zones. Minor impact. New ; ; Set Up, USA: Change Surprise Attack to two Surprise Attack. Minor impact Basics New Victory Condition, 1st sentence: Change to In the Jan 1942 turn s Victory Check Phase, the Axis faction wins if the USSR s National Will is less than 45. Moderate impact. Special Rules/Notes: Add new bullet, The first turn s weather is Fair in all Weather Zones. Minor impact Special Rules/Notes: Add new bullet, The first turn s weather is Fair in all Weather Zones. Minor impact Set Up, Soviet: Delete the two Ground Support entry. No impact as those markers cannot be used by the USSR and no other country will join the Soviet faction. New ; Set Up, German, Economic Reforms: Change Location from Conditional to Rule 15.8 No impact unless you were unable to determine to use the rule for their set up. After publication, feedback revealed the UK and USA forces were too strong in To improve play balance, the Entry Turns of some units (mainly USA) have been changed to arrive later in some scenarios. The changes below have a major impact on campaign scenarios starting before New ; ; ; Set Up, UK, Counter ID 2: Change Entry-H/Entry-V dates from Jun-43 / Mar-43 to Apr- 44 / Dec-43. New ; ; ; Set Up, USA: Change the Entry-H and Entry-V dates of the units listed in the table below. The ##.#.# value in the Entry-H and Entry-V column headers indicate that scenario s changes. Other changes are noted within and below the table.

8 8 of 17 USE Errata-Questions docx Country USA USA Counter ID 2 Convoy 8 Fleet USA 7 USA USA USA 12 AAF 12 Fleet 1 French USA 3 USA USA 4 Convoy Surprise Attack (2nd marker) Change From Entry-H / V Jan-42 / Dec-41 Mar-42 / Dec-41 Apr-43 / Dec-42 May-43 / Dec-42 Jul-43 / Dec-42 Dec-43 / Jun-43 Dec-43 / Jun-43 Dec-43 / Jun-43 Mar-46 / Dec-45 Other changes from table above Entry-H Entry-V Entry-H Entry-V Aug Aug-42 Jun-42 Sep Sep-42 Jun Entry-H Aug-42 (see 1) Sep-42 (see 1) Entry-V NA (see 1) NA (see 1) Apr Apr-44 Dec-43 Apr-44 Dec-43 Nov Nov-43 Jun-43 Nov-43 Jun Entry-H Apr-44 (see 2) Nov-43 (see 3) Entry-V Dec-43 (see 2) NA (see 3) Jan Jan-44 Dec-43 Jan-44 Dec-43 Jan-44 Dec-43 Mar Mar-44 Dec-43 Mar-44 Dec-43 Mar-44 Dec-43 Feb Feb-44 Dec-43 Feb-44 Dec-43 Feb-44 Dec-43 Mar Mar-44 Dec-43 Mar-44 Dec-43 Mar-44 Dec-43 Sep Sep-43 (see 4) Jun-43 (see 4) Sep-43 (see 4) 1) Counter ID 2 Convoy, 8 Fleet: Change Location from E.N.Amer to Mobilization. 2) Counter ID 7: Change Location from 4622 to Mobilization. 3) Counter ID 12 AAAF: Change Location from E.N.Amer to Mobilization. 4) Add the second USA Surprise Attack to the scenario. Its Location is Events ; ; ; ; Scenario Length: Each scenario s last turn is Jul 1945 and its total number of turns is reduced by one. Major impact if the game being played goes down to the final turn. Jun-43 (see 4) Special Rules/Notes: Add new bullet, Syria has been conquered by the Western faction. No impact Set Up, USSR, 1st Surprise Attack entry: Change the Entry-H entry to Jan-44. Moderate impact. Sep-43 (see 4) ; ; ; Set Up: Change the Entry-V date of the USSR Surprise Attack markers to NA. No impact unless you were playing with Variable Reinforcements and didn t place these when East Invaded occurred Special Rules/Notes: Add new bullet French North Africa and Syria have been conquered by the Western faction. No impact Control Markers, 2nd bullet: Delete the duplicate listing of Sevastopol. No impact Set Up, Germany, Surprise Attack entry: Move Holding Box from Counter ID to Location. No impact Control Markers, 2nd bullet, 1st diamond: Delete Catania and Palermo. No impact as those cities are within Sicily, which is covered by the 2nd diamond Special Rules/Notes: No impact as Vichy had no units or markers in the scenario. 4th bullet: Delete this bullet. Vichy is conquered, not active. Last bullet: Add Vichy to the list of countries conquered by the Western faction Active Countries, Vichy: Delete this line. Vichy is conquered, not active. No impact Set Up, UK, Surprise Attack: Change the location of to Events. Minor impact if you did not realize it goes in the Events box after being first removed from the Turn Track Set Up: NA (see 4) USSR, 2 Tanks: Change 2x Tanks to 3x Tanks. Minor impact. USSR Surprise Attack (the last line in the table, i.e. the 3rd listing of a Surprise Attack marker): Delete this line. No impact as the USSR does not have three Surprise Attack markers in the game.

9 New 40.0 Surprise Attack, Sea Zone: Moderate impact. USE Errata-Questions docx 9 of 17 3rd diamond: Change to A phasing faction may perform one Amphibious Invasion (6.3.2) per Surprise Attack marker. 4th diamond: Change to A phasing faction cannot declare the same hex more than once per Actions Sub- Phase. Player Aid Cards Player Aid Sheet, Combat Resolution Sequence, Step 5, before the last sentence: Add Round up. No impact unless you didn t find this in the rulebook and you decided to round down. New Player Aid Sheet, Movement, Air Movement: Add 3 Central Russia Box. No impact unless you used a different MP cost. New Player Aid Sheet, Weather: These have a minor to moderate impact depending on the scenario and Weather Zone. Cold Zone, May-Jun: Change Fair to 1-3 and Poor to 4-6. Warm Zone, May-Jun: Change Fair to 1-4 and Poor to 5-6. Sequence of Play Flowchart Strategic War Phase box: Change, "War to Warfare. No impact. New Strategic War Phase row, 2nd box: Change On-Map Factory Count Track, resolve to On-Map Factory Count Track and the Moscow Treaty is not effect, resolve. Moderate impact on scenarios involving the USSR, if the USSR collapses. Map New Hexes : Change 2126 to No impact. Hex 3234: Change the city name to Szolnok. No impact. Hex 4753: Change Aleppo to a city. It is not a factory. Minor impact with France or Syria as an active country. The Factories values for France and Syria in the Country List (16.0) are correct.

10 10 of 17 USE Errata-Questions docx Revised USSR Collapse USSR: When the USSR collapses, do the following. Remember the USSR cannot collapse after Step 1) Each USSR reduced ground unit in a hex or Map Box is put in its Faction Card s Eliminated box. Then, each of its full-strength ground units is reduced. Also, each of its air or naval units in a hex or Map Box has its Sorties removed and is put in its Faction Card s Eliminated box. Step 2) The Occupied Russia Disputed Area border within the USSR goes into effect. The area west of that border and all USSR Disputed Areas that were ceded to the USSR are considered Occupied USSR. The area to the east and the Central Russia Box remain the active USSR. Though the USSR can collapse multiple times, the only territory the Axis gets each time is the Occupied USSR area. Step 3) Put an Axis Control marker in each Occupied USSR city that does not have one (even if it has a Soviet: unit or marker) and remove all Axis Control markers within the active USSR (even if it has an Axis: unit or marker). Step 4) First, the Axis faction repatriates (10.4) all its units and markers from within the active USSR. However, instead of a unit being placed in its country, it must be placed within Occupied USSR (even if the hex has a Soviet: unit or marker). A marker is placed as per its rule. Second, the Soviet faction repatriates all its units and markers from within Occupied USSR. It then repatriates all USSR units and markers in a hex outside of the USSR. A repatriated USSR unit is put within the active USSR only. A marker is placed as per its rule. When all repatriation is done, no Axis or USSR unit within Occupied USSR or the active USSR can be activated in the current Operations Phase. End any currently activated unit s activation. Axis forces are too busy establishing control and the Soviet forces are too disorganized. Step 5) Take the USSR Fac Lost marker from its On-Map Factory Count Track and put it in its Faction Card s Conditional box. While in the Conditional box, there is no Strategic Warfare fought with the Soviet faction. Step 6) Take one Germany ground unit from its Faction Card s Conditional box and put it in the Eliminated box. Step 7) Increase Germany s National Will by 16. This step only happens the first time the USSR collapses. Step 8) Put the Moscow Treaty marker on the Turn Track in the Dec turn of the following year. [Exception: If the current turn is in 1942 and the Scenario Ends marker is in the Jul-44 turn, put the Moscow Treaty in the Dec-42 turn.] Example: USSR collapses in Aug-42. If Scenario Ends is in Jul-45, Moscow Treaty goes in Dec-43. If Scenario Ends is in Jul-44, Moscow Treaty goes in Dec-42. The Moscow Treaty policy (10.3.6) goes into effect. While the policy is in effect, Occupied USSR is considered a conquered country. [Exception: Occupied USSR is part of the active USSR for purposes of the Political Failure (14.11) or Political Success (14.12) event.] When the Moscow Treaty policy ends, Occupied USSR becomes part of the active USSR again. Step 9) The Axis faction may select any one neutral country and apply the Political Success event to it (14.12). It also puts a Pro-Axis marker in the Diplomacy Cup.

11 USE Errata-Questions docx 11 of 17 Questions Question 01 Oil Fields: I've been curious about the impact of controlling the Caucasus and Romanian oil fields in the game. I see there are strategic combat benefits for GER if they get Egypt or the Middle East. Answer 01: Grozny is a USSR factory. In the time scale represented by the game, I felt that the loss of the Caucasus oil fields would be more felt by the USSR than what would be gained by Germany. Also, if the Axis faction is that successful that they control Grozny, chances are the USSR is on the brink of collapse. I decided to not represent this because it would invariably result in too much game play focus by both sides to control Romania. If Germany lost Romanian oil, they switch to synthetic oil or get it from somewhere else. I do admit, however, the switch may not have been as good. USE strategic warfare is quite abstract and the DRMs represent what I thought were major impacts to the war, e.g. North Atlantic ports under Axis control which U-boats and planes could use to interdict Lend Lease and supplies. They also provide some incentive for players to follow historical paths, e.g. taking Norway. I did not, however, try to represent all the major resource locations. What players should find nice about USE is that its relatively simplicity makes it easy to modify. So if a player strongly feels the Romanian oil fields are that important, it's easy for them to create a house rule that gives the Axis a -1 DRM if Bucharest is under Allied control. Question 02 Production/Will marker set up: The <fill in name> scenario Set Up tables do not list where Production and National Will markers are set up. Where do they go? Answer 02: See , and if need be and 9.0, to determine where Prod and Will markers are set up. Question 03 Faded Dot Hex: Due the Faded Dot hexes 0757 and 0758 affect naval movement between either section of Sea Zone 6 and the Central Russia Box, or between both sections of Sea Zone 6? Answer 03: If a Sea Zone number appears twice on the map, all its sections belong to the same Sea Zone and they are treated as one Sea Zone. Naval movement is allowed anywhere in that Sea Zone. They appear separately simply due space limitations. Faded Dot hexes do not affect naval movement. Naval movement can occur between both sections of Sea Zone 6 and between the section west of those hexes and the Central Russia Box. Question 04 Strategic Movement: Strategic Movement Prohibitions [...] The movement cannot violate stacking limits. Is this an exception to the "3.3 Stacking Limits Exceptions" or 3.3 exceptions refer only to operational movement? Answer 04: It is not an exception to the exceptions. Stacking Limits and Stacking Limits exceptions apply in whatever rule invokes them. Question 05 Ceded Area: Is the National Will change for ceded areas equal to the number of factories in the ceded area itself or the country ceding the area? Answer 05: It is for the country, i.e. its Factories value found in the Country List (16.0). Example: If an Area Seized marker is pulled from the Diplomacy Cup and the Soviet faction selects Finland. When Karelia is ceded, the USSR s National Will increases by two. Question 06 Strategic Warfare: Is there a rule somewhere that prevents an air unit with 6 sorties from modifying strategic combat if it is in the correct sea zone? Answer 06: There is no rule and that's not the intent. Having an air unit in a listed SZ shows the strategic commitment of air to fight strategic warfare in that region. The counter itself isn't doing the fighting, at least not in the Sorties sense. Question 07 German Adventurism: I understand the rationale for no economic value for conquered countries/factories. Given that, can you explain how in the USE world some of the German adventurism (or possible adventurism) is economical and contributes to "winning" the game? For example why the Balkans, Africa (absent the Russia's southern flank dream scenario), Spain (absent a benefit in attacking the Balkans or Africa), Crete, Malta?

12 12 of 17 USE Errata-Questions docx Answer 07: Conquering a country places a Pro-Axis marker in the Diplomacy cup and either places another one on a neighboring neutral country or removes a Pro-Allied marker from any country on the map. This increases the increases the chance a neutral country will join the Axis faction or prevents one from joining an Allied faction. In addition, conquering a country adds National Will to Germany and makes a German garrison army available to mobilize. This increases Germany s survivability later in the war. During the part of the game when Diplomacy is active, only the Axis is allowed to declare war on a neutral country. This gives it first strike capability to conquer it and receive the above benefits. The downside of heavy-handed diplomacy is the ensuing partisan activity, represented by the bonus to the Soviet roll during strategic warfare. The Balkans was an unintended expansion of the conflict. Crete could be seen as removing as many available Western ports as possible from the Mediterranean. Question 08 USSR Disputed Areas: A ceded USSR Disputed Area adds one or two National Will to the USSR, but it loses more when the cities in those areas are taken by the Axis. In addition, the factories gained in those areas fall quickly after the USSR is invaded. Since that is the case, why should USSR take those areas? Answer 08: There are several benefits received by the ceded areas. They add significant territory, extending the USSR border to the west. The conditional armies are acquired from those areas will be on the map before an attack by Germany, as opposed to several turns after the attack. The factories will eventually be retaken later in the game when the USSR contains many Mobile ground and air units, which a lot of production to fully use. That said, except for Eastern Poland and the first two Area Seized draws, the Soviet faction doesn't have to put those markers back in the Diplomacy Cup, so it can avoid getting those other ceded areas. It's up to the Soviet player to decide how important those buffer regions are to its defense. It's also up the Axis player to decide if those places should be overrun or left alone as flank protection. Question 09 Defend Great Britain: In our game England fell very quickly. How do you defend against a German two panzer unit invasion with four air fleets? Answer 09: The Home Defense policy (10.3.1) for Germany requires at least two air units be kept on the eastern front, so until January 1942 it can have no more than three air units in the West. Axis supply to the UK is the major factor in if the invasion is a success. It's easy for them to land. It's hard for them to maintain supply when fighting past at least two UK fleet units (if not three) and at least one UK air unit (if not two). USE was designed with the possibility of a successful invasion of the UK. The UK collapse rules allow the game to continue so a game does not have to end if the UK collapses. If a gamer finds that unacceptable, a simple house rule prohibiting the invasion of the UK fixes that. How successful it will be (for either side) will be dependent on how long and hard the Germans used their air units in France, plus the combat results in the air/naval campaign for the UK. That last one was a bit obvious to state, but USE's combat system is not like other games. Given each combat has a much wider range of possible results, and many more combats, it makes a campaign hard to predict. I believe that adds a lot of replayability to the game. However, it also can be misleading if one takes one game's results (or a front within a game) and assumes that's how it will always play out. Question 10 Home Defense: UK Fighter Command in France: The UK Main Home Defense rule mandates that one of its air units (and one ground unit) must stay within 3 hexes of Britain. In the France 1940 scenario, would it be legal for Fighter Command to rebase in Calais (1 sortie) and then Air Strike (7 hex range) or Air Support (5 hex range) since such actions don't actually involve physical movement of the air unit? Answer 10: Yes. As long as a unit will definitely satisfy the policy at the end of its action, it can perform that action. Question 11 Alternative History: What was the design decision behind the East First option of the campaign scenario? Answer 11: I wanted the game to allow the Axis player an alternate-history option of fighting the Soviet faction during the early years, followed by attacking the Western allies afterwards. Basically, history going in opposite directions.

13 USE Errata-Questions docx 13 of 17 What sets up this alt-history is up to one's imagination as it is also likely to be alt-history. Perhaps the USSR plays a larger political role prior to war breaking out and many of the governments across Europe are run by communists. Chamberlain and the West come under the impression that Hitler and his fascists only have their sights set on stamping out communism across Europe, something the capitalist countries don't mind. In terms of game design, after deciding I wanted the East First option, my concern thereafter was simplicity and play balance. For simplicity's sake, I decided that if one faction is fighting and the other is not, the faction that is fighting is the one that gets all the activated minor countries. That made it much cleaner. I did not have to come up with variable faction activation rules based on geography or the known, or unknown, political alignment of the minor country. I also did not want to leave it to the luck of the die roll. The above mechanic also prevented players trying to game the system to have an activated country join the "peaceful" faction in order to put up road blocks to the Axis or Allies. I also did not want the Axis free to have reign to conquer the Low Countries (or get them as Axis Allies) without France and the UK reacting to it. Though these events do not end Appeasement, they release another French air unit to be mobilized, starts the clock ticking for increased UK production through the Commonwealth Trade marker, and starts strategic warfare between the West and Axis. Those are a big boost to the West if Germany is not ready to hit France and the UK right away. Question 12 USSR Collapses Twice: Enrico Viglino posted a set of Youtube videos (channel: CALANDALE) covering a campaign game he played in which he used the East First variant. In the game the USSR collapsed twice, but Germany ultimately lost the game. It seems unbelievable that a USSR that collapses twice could continue the war. Answer 12: A second collapse is rather unbelievable, but is allowed by the rules. During Enrico s game it was found that the USSR was playing with six less armies than it should have had because he missed step in the East First Invaded Conditional Event. With those extra armies, the second collapse would not have probably happened. However, even if it did, I would view the second collapse as a truce, rather than collapse, that served the interests of Germany and Russia. Germany to deal with the Western threat and Russia to regroup for a stronger offensive. I did not want the campaign game to have automatic Axis victory conditions, such as Russia collapses twice, because such victory conditions seem to invariably lead to game play focused on achieving that result rather than fighting out a war that did not have a definitive and known victory requirement. By allowing the major Allied participants to fight on, even after a collapse, the Axis player plays out the war rather than gaming the system. The reason the USSR has a collapse system with an imposed peace, rather than the UK collapse system in which they just fight on, is due to map geography and game balance. If the USSR only fought on, they could conceivably be driven off the map and then screened by a handful of German armies. That would effectively achieve the same situation as an automatic victory. Question 13 Factories in USSR Disputed Areas: The USSR seized the Bessarabia and Karelia Disputed Areas, gaining two factories in the process. Later, Romania and Finland retake those areas. Do Finland and Romania get to produce with those reconquered formerly-home-country factories? Answer 13: They do not. Once a Disputed Area is ceded, all its hexes are part of the Mainland Area of country that annexed it. Since those factory hexes are part of the USSR, their factories are treated just like any other factory in the USSR. Therefore, once part of the USSR, always part of the USSR. This was done for rules simplicity. Question 14 Air unit interception into multi-sea Zone hex: Can a fighter unit in Trieste (hex 3527) in Sea Zone 23 intercept an Amphibious Invasion into Brindisi (hex 4231) that has its naval movement path traced in Sea Zone 24? Brindisi is a hex in both Sea Zones 23 and 24. Answer 14: The answer is no for several reasons.

14 14 of 17 USE Errata-Questions docx Per , a fighter can intercept into an Amphibious Invasion hex if it is within a 5-hex range, and in this case Trieste is too far away. As for the port being in the both Sea Zones at the same time, air interception of naval movement within a Sea Zone (SZ) occurs within that SZ, not a specific hex of that SZ, and in order to intercept, an air unit must be in the same SZ as the naval movement. In this case, the naval unit movement path trace is in SZ 24, but the air unit is in SZ 23. Therefore, the air unit cannot intercept. Note it does not matter how near the air unit is to SZ 24. If not in the same SZ, it cannot intercept in that SZ. For example, an air unit one hex northeast of Brindisi is still in SZ 23, so it could not intercept into SZ 24. Question 15 Italy activates as an Allied Country: In Sep-39 the Axis player drew a Political Failure marker from the Diplomacy Cup and the Western faction put a Pro-Western marker in Italy. Then in the same turn, the Western faction pulled a Political Success marker from the Cup and activated Italy as a Western country. Is the allowed? If yes, how often will this happen; and if it occurs, is it game over the Axis? Changed Answer 15: Allowed: This is very unlucky for the Axis, but it is allowed. Even though the Italy was historically an Axis country, the game takes a more wide open approach to diplomacy. See the designer s notes in the Playbook for more explanation regarding this design decision. How often: Italy becoming a Western country has a 5-18% chance of occurring based on computer program developed by a player. The % depends on how aggressively each side targets Italy in diplomacy. The Axis can attempt to prevent this in several ways. It can remove a Pro-Allied marker in Italy by selecting Italy after pulling a Political Success or Pro-Axis marker from the Diplomacy Cup, or if an Allied faction pulls a Political Failure marker. conquering a country, regardless of location of its map. (See Conquered Country, Step 2.) In addition, the conquest adds a Pro-Axis marker into the Diplomacy Cup, which decreases the chance of an Allied faction drawing out a Political Success marker or the Axis faction drawing out a Political Failure marker. If there is no Pro-[Faction] marker in Italy, it can place a Pro-Axis marker in it by selecting Italy after pulling a Political Success or Pro-Axis marker from the Diplomacy Cup, or if an Allied faction pulls a Political Failure marker. by conquering a country adjacent to Italy. (See Conquered Country, Step 2.) As above, this also adds a Pro-Axis marker into the Diplomacy Cup. Game over: No, it is not over for the Axis. However, it will be a very different war than most players are used to seeing. Any Mediterranean plans the Axis had at the beginning of the game are effectively gone unless the Axis can ally with Spain and/or Turkey. Italy will need to be conquered, but for Germany that should not be too difficult once the Germans are over the Alps. Italy has 12 National Will and many cities in the north. Upon Italy s conquest, Germany will add 6 National Will to its total, receive a garrison army, put a Pro-Axis marker in the Diplomacy Cup, and either place a Pro- Axis in a country adjacent to Italy or remove a Pro-Allied marker from any country that has one. Thereafter, in the early years of the war, the Axis will need to maintain a small ground force in a few key locations in Italy. It does not need to garrison all ports because the UK does not have a very large or powerful ground force that could quickly overrun the country. House Rules: The game s objective is to have fun. If prefer Italy have less or no chance of going Allied, here are some House Rules you can choose from. Pick the one that works for you. Italy cannot activate as an Allied country unless the Axis faction declares war on it. If resolving a Political Failure (14.11), a neutral country with a Prod x2 marker cannot be selected. Italy starts the Main Event scenario (32.1) with a Strict Neutrality marker. In Italy, no more than one Pro-[Faction] marker can be placed or removed in a turn, regardless of which phase it occurs. If you prefer diplomacy with less wild swings, you could apply this to any country, not just Italy.

15 USE Errata-Questions docx 15 of 17 Examples: In the Axis Operations Phase, the Axis faction conquers Yugoslavia and puts a Pro-Axis marker in Italy. In the Diplomacy Phase later that turn, Italy cannot be selected by any faction. It is the Diplomacy Phase, Italy has no Pro-[Faction] marker in it, and the Axis pulls a Political Failure. As a result, the Western faction puts a Pro-Western marker in Italy. The Western faction then goes in the same Diplomacy Phase and pulls a Political Success. It cannot select Italy to activate it. Question 16 Low/No Supply effect on Air Support: If an air unit is in Low Supply, does it still provide the full Air Support ground combat DRM? Answer 16: Yes, it does. Low/No Supply does not affect the Air Support ground combat DRM. Nor does it affect being able to conduct an action, e.g. a No Supply unit could still intercept. Supply only impacts an air/naval combat roll, movement allowance, and the ability to use Strategic Movement. Question 17 Ground Support Marker in Assault: A German panzer army and Hungarian army make an Assault together and the Axis have a Ground Support event marker. This marker cannot be used by the German unit (as Germany has tank and air units in the game). Can the Hungarian unit use the marker in this combined Assault (giving the assault the +1 for the Ground Support), even if the German unit is the Primary Attacker? Also, does the Assault gets this +1 benefit even in Severe weather, when the German panzer army will not get any benefit for being a tank unit due to the inclement weather? I am reading this in the "real world" as meaning that the Hungarians are throwing in winter-capable mountain troops or such like, rather than tanks and air support (as would be the case in Fair or Poor weather). Answer 17: Yes, to both. The Hungarians can use Ground Support and the benefit is received in Severe weather. It could represent the things you mentioned, artillery reserves, or whatever else one can think of that might explain it. That's why the counter has a generic name. Question 18 Country Collapse during Unit Activation: When a country collapses/is conquered, 13.2 dictates that this happens "immediately". Should this be interpreted absolutely literally? For example, if an Axis army has already occupied, say, Zagreb (Yugoslav National Will = 6-2 = 4), and 2nd Panzer Army rolls into Belgrade (Yugoslav Will = 4-4 = 0) with half of its movement allowance remaining, Yugoslavia is conquered, all of its units are removed at that instant, and 2nd Panzer can continue its movement unobstructed by the now-removed Yugoslav units (although Yugoslav cities that have not yet been captured by the Axis are still considered "enemy" and require 2 MP to be occupied). Answer 18: Yes. The country collapse/conquered procedure is performed when it happens and then a currently activated unit can continue its activation. Changed Question 19 Naval Interception in a Hex: If a naval unit is moving or tracing a naval movement path (e.g. for a Supply Line trace) through a Sea Zone and then into or out of a port within that Sea Zone, can it be intercepted within the port hex instead of, or in addition to, the Sea Zone movement? This could matter in places like Benghazi, which is in a different Weather Zone than the majority of the Sea Zone and so may have different weather than the Sea Zone. Answer 19: Except for a naval movement path traced into an Amphibious Invasion hex, interception occurs in a Sea Zone, not a hex. If interception occurs in a Sea Zone, then the weather in the majority of that Sea Zone determines which weather related combat DRM is used. For an Amphibious Invasion, the interception and associated combat may occur in the Sea Zone or the invasion hex. Which weather related DRM is used depends on the location the non-phasing faction states it is intercepting. Question 20 Air and Ground Unit Move Distance via Naval Transport: The rules state that a ground unit can only be activated once, so it can only move via Naval Transport one time in a turn. Nothing limits how often an air unit can be activated for Naval Transport except that it pays at least one sortie with each activation. This allows an air unit to move a greater distance than a ground unit. It does seem a bit odd that planes can be transported further than ground units... is this because a ground unit (an army) is notionally much larger and more complicated to transport than an air unit, which can be transported in bits (hence the increase in sorties each time it moves)? Answer 20: Hey, that's a good explanation. I need to remember that. Seriously, that is the idea.

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