USE Errata-Questions docx 1 of 12

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1 USE Errata-Questions docx 1 of 12 This document contains official errata for GMT Games Unconditional Surrender! World War 2 in Europe (original edition released ). We are sorry for any inconvenience the mistakes may have caused. 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 may be long, but it includes all corrections, including simple punctuation errors. To discern a correction s importance, its impact on play is noted directly after it. Here is a summary of those impacts. Counters: All entries have no impact on play. Rulebook: Three entries have a minor impact on play. One entry has a minor impact on late war scenarios. One entry has a moderate impact on scenarios with a bomber unit. One entry may have a moderate impact on scenarios involving the USSR, if the USSR collapses. One entry has a moderate impact on scenarios, if East Invaded was triggered due to USA Entry. Remaining entries have no impact on play. Player Aid Cards: Only entry has no impact on play. Playbook: Eight entries have a minor impact on one scenario. Map: Counters Four entries have a moderate impact on one scenario. One entry has a major impact on one scenario. One entry may have a major impact on the last turn of certain scenarios. Remaining entries have no impact on play. The Alternate Training Method entries improve what was published. They do not impact play. One entry has a minor impact on play. Remaining entries have no impact on play. ITA 2 Air Back: Instead of plane images, it should say, ITA Fighter Flip over. This has no impact on play. 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. This has no impact on play. The following were correct during the proofing, but something went wrong at printing. These have no impact on play. 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.

2 2 of 12 USE Errata-Questions docx Rulebook 1.2 1st sentence: Change on the cover of this Rulebook to on page 2 of this Rulebook. This has no impact on play. Changed Faded Dot, These have a minor impact on play. 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 st sentence of rule: Delete (4.2.3). This has no impact on play st bullet: Add a period to the end of the sentence. This has no impact on play At the end: Add A unit occupying a fort cannot attack an enemy unit. It must first exit the fort using ground movement. This has no impact on play unless you allowed attacks from within the fort th bullet: Add It also cannot cross a Strait if both of the Strait s hexes are in a neutral country or countries. This has no impact on play 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.. This has no impact on play 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. This has no impact on play unless you were playing that it did avoid it rd Example: Change Air Movement Action to Air Rebase Action. This change has no impact on play Sorties, 1st sentence: Change When the fighter s activation ends to When the air unit s activation ends. This has a moderate impact on scenarios with a bomber unit Example: Change Sea Zones 19, 22, or 23 to Sea Zones 19, 22, or 24. This has no impact on play. 7.2 After Exceptions bullets, 2nd sentence: Change to per Phase to in a Supply Check Sub-Phase. This has no impact on play unless you were allowing supply checks in other phases Example: Change references to Sea Zone 23 to Sea Zone 24. This has no impact on play. New st sentence: Change has No Supply to has a No Supply marker. This has no impact on play unless you thought it applied to Low Supply units that were unable to trace supply that turn. 8.1 Warning box, 2nd sentence: Change to Such a unit can be improved. This has no impact on play Policy Examples, first entry for Home Defense Germany East Front 2nd sentence: Change Kongsberg to Konigsberg. This has no impact on play. 4th sentence: Change air unit Konigsberg to air unit in Konigsberg. This has no impact on play st paragraph after Designer s Note: This should be bulleted like the rest. This has no impact on play nd bullet, after the 1st sentence: Add A Prod x2 marker (if any) is put in the Production Multiplier box. This has no impact on play unless you never put it in that box. Changed 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. This has no impact on play. Italy: Add The Tobruk fort is set up in hex This has no impact on play. The Finnish Mannerheim forts are not listed since they are What if counters and not use in the published scenarios.

3 USE Errata-Questions docx 3 of 12 New 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. This may have a moderate impact on scenarios involving the USSR, if the USSR collapses Conquered Country New 2nd sentence: Change is inactive to becomes inactive and is considered conquered. This has no impact on play. Step 2, 2nd bullet, 1st sentence: Change shares a land border with to shares a land border (1.3.4) with. This has no impact on play. 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. This has a minor impact on play. Changed 13.3 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. This has no impact on play unless you were moving the marker after it was already on the Turn Track. New 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.. This has moderate impact on play if East Invaded occurred due to USA Entry and the Appeasement and N-S Pact policies are ended in July or later in a given year. Under the original rule, if this situation occurred, the second Surprise Attack marker would be placed after the scenario s last turn 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. This has no impact on play unless you were moving the marker after it was already on the Turn Track. New Surface Action, 1st sentence of rule: Change The phasing faction may to A faction may. This may has a minor impact on scenarios if you were playing that a non-phasing faction could not use it Mulberry: Add Once placed in a hex, it cannot be voluntarily removed. This has a minor impact on late war scenarios. New 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." This has no impact on play unless you were playing that it could not commit. New Sequence of Play Flowchart, Strategic War Phase box: Change, "War to Warfare. This has no impact on play. 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 tried the concept of Alternate Training Methods in the first place. Without the changes below, the Alternate Methods can still be used, but it is harder to work with 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.

4 4 of 12 USE Errata-Questions docx 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. This has no impact on play unless you decided to start at some point in the SoP other than its beginning Set Up, Germany: Add 1 Convoy unit. Location This has a moderate impact on the scenario Set Up, Belgium: Change Counter ID to 1. This has no impact on the scenario Active Countries, Bulgaria: Change National Will and Factory Count to NA. This has no impact on the scenario ; Victory Conditions: Change Victory Phase to Victory Check Phase. This has no impact on play. 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 the most 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. This has a moderate impact on the scenario as the Western faction will not have to invade Rhodes and Sardinia. Changed/New 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. This has no impact on the scenario. 3rd bullet: Change Hexes north of to Land hexes north of. This has no impact on the scenario. 3rd bullet: Change all references of 2607 to This has a minor impact on the scenario. For those with an earlier Errata file, the reference to hex 3520 no longer applies due to the following. 4th bullet: Change 3520 to This has a minor impact on the scenario. New 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). This has no impact on the scenario unless you did not realize you could do this. New Special Rules/Notes 2nd bullet: Change Jun-42 to Aug-40. This has a major impact on the scenario. 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. This has minor impact on the scenario. New Set Up, Italy, Counter ID 2, 4: Change Location to Sp Rules. This is associated with the new bullet above. Changed Set Up New UK, Counter ID ComWealth Trade: Change the Entry-H to Nov-40 and the Entry-V to NA. This has moderate impact on the scenario. Western, Counter ID 2xGround Support: Delete this entry. This has no impact on the scenario as those markers cannot be used by the UK and no other country can join the Western faction.

5 USE Errata-Questions docx 5 of 12 New Special Rules/Notes: Add new bullet, The first turn s weather is Fair in all Weather Zones. This has a minor impact on the scenario. New Special Rules/Notes: Add new bullet, The first turn s weather is Fair in all Weather Zones. This has a minor impact on the scenario. New Special Rules/Notes: Add new bullet, The first turn s weather is Fair in all Weather Zones. This has a minor impact on the scenario Set Up, Soviet: Delete the entry for two Ground Support. This has no impact on the scenario as those markers cannot be used by the USSR and no other country will join the Soviet faction ; ; ; ; Scenario Length: Each scenario s last turn is Jul 1945 and its total number of turns is reduced by one. This may have a major impact if the game being played goes down to the final turn Special Rules/Notes: Add new bullet, Syria has been conquered by the Western faction. This has no impact on the scenario Set Up, USSR, 1st Surprise Attack entry: Change the Entry-H entry to Jan-44. This has a moderate impact on the scenario ; ; ; Set Up: Change the Entry-V date of the USSR Surprise Attack markers to NA. These markers are placed in a January turn per the East Invaded Conditional Event. This has no impact on the scenario 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. This has no impact on the scenario Control Markers, 2nd bullet: Delete the duplicate listing of Sevastopol. This has no impact on the scenario. New Set Up, Germany, Surprise Attack entry: Move Holding Box from Counter ID to Location. This has no impact on the scenario Control Markers, 2nd bullet, 1st diamond: Delete Catania and Palermo. This has no impact on the scenario as those cities are within Sicily, which is covered by the 2nd diamond Special Rules/Notes: 4th bullet: Delete this bullet. Vichy is conquered, not active. This has no impact on the scenario as Vichy had no units or markers in the scenario. Last bullet: Add Vichy to the list of countries conquered by the Western faction. This is associated with the previous change, again no impact Active Countries, Vichy: Delete this line. Vichy is conquered, not active. This is associated with the previous change, again no impact Set Up, UK, Surprise Attack: Change the location of to Events. This has a minor impact on the scenario if you did not realize it goes in the Events box after being first removed from the Turn Track Set Up: USSR, 2 Tanks: Change 2x Tanks to 3x Tanks. This has a minor impact on the scenario. USSR Surprise Attack (the last line in the table, i.e. the 3rd listing of a Surprise Attack marker): Delete this line. This has no impact on the scenario as the USSR does not have three Surprise Attack markers in the game. Player Aid Cards Player Aid Sheet, Combat Resolution Sequence, Step 5, before the last sentence: Add Round up. This has no impact on play unless you didn t find this in the rulebook and you decided to round down. New Sequence of Play Flowchart, Strategic War Phase box: Change, "War to Warfare. This has no impact on play.

6 6 of 12 USE Errata-Questions docx Map New Hex 3234: Change the city name to Szolnok. This has no impact on play. Hex 4753: Change Aleppo to a city. It is not a factory. This has a minor impact on the scenarios with France or Syria as an active country. The Factories values for France and Syria in the Country List (16.0) are correct.

7 USE Errata-Questions docx 7 of 12 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. Changed 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?

8 8 of 12 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.

9 USE Errata-Questions docx 9 of 12 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. New 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. New 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. New 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.

10 10 of 12 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. New 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? 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 counter (i.e. remove) a Pro-Western marker in Italy by conquering another country (see Conquered Country, Step 2). In addition, the conquest adds a Pro-Axis marker into the Diplomacy Cup, which decreases the chance of the Western faction drawing out a Political Success marker. If the above % is still too high for your taste, it is suggested you use a house rule that either Italy can never become a Western country, or start the scenario with a Strict Neutrality marker (a What if counter) in Italy. Game over: No, it is not over for the Axis, but 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 in force. Italy has 12 National Will and it has 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 or remove a Pro-Allied marker in a country next to Italy. 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. New 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. New 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).

11 USE Errata-Questions docx 11 of 12 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. New 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. New Question 19 Naval Interception in a Hex: The weather is Severe in the Warm Zone and Fair in the Desert Zone. An Italian convoy in Benghazi in Sea Zone 24 wishes to trace supply to Italy. According to 5.2.3, 2nd paragraph, if the combat occurs in a Sea Zone, use the respective combat DRM based on the weather affecting the majority of the water hexes in that Sea Zone. In this case, Sea Zone 24 has Severe weather. Can the British intercept the Italian convoy in the Benghazi hex, which is in Fair weather? Answer 19: Interception of a supply line trace occurs in a Sea Zone, not a hex. The weather in the Benghazi hex with the convoy unit is Fair, but the weather in the majority of the Sea Zone is Severe and that is what is used. Combat between naval units occurs in a Sea Zone for everything except an Amphibious Invasion. With an Amphibious Invasion, the combat may occur in the Sea Zone or the invasion hex. Where it occurs depends on the location the defender states he is intercepting. New 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. Also, multiple Rebases helped to compensate for the fleet level scale of the game. Other games would have many more air and naval units that could be spread across the map. They would be individually weaker, but cover more area. Allowing multiple Rebases worked well enough in the abstract to represent that spread of air and naval units. New Question 21 Multiple Air and Naval Activations: I am playing the Mediterranean scenario and wanted to make sure I was handling multiple activations of air and naval units and Naval Transport correctly. I did the following: The air unit started in Plymouth stacked with a convoy and I activated them for Naval Transport. Movement Point Costs: Out of Plymouth and into Sea Zone 7 (1 MP); into North Atlantic box (3 MP); into South Atlantic box (3 MP); into Western Indian Ocean (3 MP); Total movement cost was 10 MP. Sorties: I added one sortie to the convoy and one to the air unit. Then I activated the air unit and convoy again for Naval Transport. Movement Point Costs: into Arabian Sea box (3 MP); into Sea zone 31 and Suez port (1 MP); through Suez Canal from the Suez to Port Said ports (2 MP); into Sea zone 26 and Alexandria (1 MP); Total movement cost was 7 MP. Sorties: I added one sortie to the convoy and one to the air unit. Then I activated the air unit for Air Rebase. I moved it to hex 5440 and added a third sortie to it. Finally I activated it again for Air Support in an assault on Tobruk, for a total of 4 sorties in the turn. Was this right? Answer 21: Yes, that was correct.

12 12 of 12 USE Errata-Questions docx New Question 22 UK Convoy and Italian Navy: In Air/Naval combat, a UK convoy is clearly a convoy unit (hence -2 to its roll) and, I assume, is also a British Naval Unit, hence the +2 applies as well: is this right? In practice this means that a UK Convoy unit is the same in combat as an Italian naval unit, which, on the face of it, seems a bit harsh on the Regia Marina. I assume this is because the British convoy has significant combat forces built-in, whereas an Italian convoy doesn't: would that be a fair assessment? Answer 2: Yes, the UK convoy receives both the +2 UK Naval unit and -2 Convoy unit DRM. All the units have a mix of forces in them. The ratio of which (on any given turn or even any given action) I try not to think too hard about what is in them because that isn't the thrust of the game. The nationality modifiers are a representation of a variety of things. Efficiency, training, skill, historical effectiveness, force composition, game play balance, all factor into them. There was no specific formula. In this situation, is it is a bit harsh on the Italian navy, but does seem to work over all. Perhaps repeated play will show otherwise, in which case we'll address it. One of the benefits of not having values on the counters is that the game can be modified and the counters are not affected. For example, we could change the British naval DRM to "+2 UK Warship unit" and no counter errata would be incurred.

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