| 'Red
God of War'
Clarifications and Errata
By Doug McNair
September 2006
Combat Odds Modifiers (all
are cumulative)
| –2 |
Weather is Mud |
| –2 |
Defender occupies heavy woods or city |
| –1 |
Defender occupies light woods or town |
| –1 |
German defender is in a hex marked as
a German setup hex (improved position) |
| –1 |
All attackers attacking across creek
hexsides |
| –1 |
Defender includes tank and infantry,
and attackers include at least one tank
unit |
| –1 |
Defending unit within range of friendly
HQ (if defender is Soviet, at least one
defending Soviet unit must be assigned
to the in-range HQ) |
| –1 |
German unit(s) attacking in Snow weather |
| +1 |
Attacker includes tank and infantry
units stacked together |
| +1 |
All attacking units are within range
of a supplied, friendly HQ (if attacking
units are Soviet, at least one attacking
unit must be assigned to the in-range
HQ; see 10.13 and 10.14 for HQ combat
support limits) |
| +1 |
Attacking tank steps outnumber defending
tank steps by at least 5:1 (the
defending units must include at least
one tank step) |
| +1 |
First attack by units assigned to a
given Soviet HQ |
| +1 |
HQ expends a Supply Point to support
an attack (HQ may spend only one SP per
attack) |
| +1 |
Attack by units in four or more hexes
on the same defender |
Terrain Effects Clarifications
River Hexside: Tanks may not attack
across a river hexside. All other units may
attack across a river hexside at half-strength
(total their attack strength and round any
fraction up). German mechanized divisions
with Divisional Integrity (5.4) are not doubled
in strength when attacking across river hexsides.
Attackers with tank and infantry units stacked
together do not receive a +1 odds modifier
when attacking across a river hexside. Only
units actually attacking across a river hexside
suffer these penalties — other units
participating in the same attack but not attacking
across a river hexside attack normally.
Swamp Hex: Halve the total combat
strength of units attacking a swamp hex (round
any fraction up). Attackers do not get the
+1 odds modifier for 5:1 superiority in tank
steps, or the +1 odds modifier for having
tank and infantry units stacked together.
Rules Clarifications and
Errata
3.1: Initial Segment, Step
j) The German Player places any reinforcements
scheduled to arrive this turn in their designated
entry hex(es), per scenario instructions.
3.2: It doesn’t matter
who draws an impulse chit. The HQ on the chit
that is drawn activates, no matter whether
it belongs to the player that drew it or not.
3.23: The first sentence should
read “All activated cavalry and mechanized
units may move again if desired, up
to their full movement allowance. They may
also move in the Mechanized Movement Phase
(if desired) if they didn’t move in
the Movement Phase.”
3.3: The first sentence should
read “When the second and subsequent
impulses are complete, the active player rolls
one die to determine if the turn ends.”
3.4: HQs do not have a parenthesized
side. The HQ’s range is highlighted
in white on its non-combat supplied side.
4.3: A German mechanized division
with three component regiments does not count
as just one division for Rail Movement purposes.
Only one or two regiments of a Mechanized
Division may be transported by rail each turn.
5.1: HQ counters fall into
the “other unit” category for
stacking purposes. They do not count as divisions
or corps for stacking.
7.22: The last sentence of
the first paragraph should say “This
means units of a Soviet army whose HQ has
been eliminated will not be able to
move or attack until the HQ returns to play.”
7.25: The second sentence should
read, “They may only activate if
that HQ’s impulse chit is drawn.”
11.0: The “Stalin Attitude”
and “OKW Directive” markers start
the game in the leftmost boxes on their respective
tracks. |