ATLANTIC WALL ERRATA

updated 031022


Subject: Errata for SPI's Atlantic Wall; From: Ross Hagglund <ross@informix.com>

Clarifications and Addenda as of October 1978 for SPI's ATLANTIC WALL (as found on Addenda sheet included with Game)

MAP:

  1. The half-hexes to the east of hexes A2601 and A3601 should bear the TOWN symbol
  2. Trevieres (C2619) should be a TOWN.
  3. Hex B5633 is a WOODS hex.
  4. The Allied Supply Pool on Map E is slightly covered when Map B is overlapped. Players should either draw their own Track or keep track of Points on a separate piece of paper.
  5. Map E should have a 3900 hexrow. Note that the terrain for this hexrow exists, although the hexfield has not been superimposed on the map.

COUNTER-MIX:

  1. Ignore the "Countermix errata" at the end of the Scenario booklet. The following additional company-size units are considered attached to Panzer Lehr Division permanently: 3 MkIV(T), 2 MkVI(T), 1 JgV(T).
  2. The U.S. DD Satterlee is missing. It is identical to other DD's.
  3. The Strength of the French unit 10CD/3xx should be 2(1)6 (company size)
  4. Five British "Assault Shr" tank companies are mistakenly back-printed with the Strengths 1-3-12. They should read 1-1-PZ
  5. The British "Cent" tank companies should be assault companies, back-printed
    with Strengths of 1-1-P.
  6. British unit KRRC/50xx (Mech inf-8(4)12) is missing from the countermix.
  7. British unit 46CD/3xx (Commando-6(2)6) is missing from the countermix.
  8. 3 British "Assault Shr" tank companies should read "Assault F" (Flail, 1-2-12/1-1-P).

RULES:

SCENARIOS:

[33.1] THE FALL OF CHERBOURG

  1. German unit 2/729/243 should be 2/729/709. Unit EB/7Ar(I) should be 1 EB/7Ar(R). 1 "75" battery should be set up in hex 1307, not 1303. 1/919/709*(I) sets up in 2711, not 2811.
  2. U.S. 801/VII(T) should read 801/4xx(AT). Where called for, the U.S. Player should set up his units in hypothetical hexrow 3900 (see clarifications earlier)
  3. Ignore Case 33.17c (see clarification earlier)

[33.2] THE CAUMONT GAP

  1. German setup changes are as follows: 38/2Pxx(R): 5514; 17PG(R): 5114. Both MkV companies of Panzer Lehr should be MkVI.
  2. Allied setup changes are as follows: ES/56/50(I): 4006; SWB/56/50(I): 3906; GLO/56/50(I): 3805; DLI/151/50(I): 4001; DLI/51/50(I): 3902; DLI/151/50(I): 3802; all units of 7Axx: within 2 hexes of 3205. Omit all units of British 231st Brigade. Air unit 363 (P47) should be 362.
  3. At the beginning of each German Player-Turn, this Player rolls the die once for 2nd Panzer Division and once for 3rd FL Division. The resulting number is the number of units from these respective divisions that may be moved normally for the remainder of the game. Not before these units have been "committed" may they be moved.

[33.3] OPERATION "EPSOM"

  1. All German infantry units of the 716th Division should start the game reduced. The German Player receives 10 entrenchment markers, not 6. All units of 21Pxx may trace supply to any Friendly HQ.
  2. The British Player may receive all units of 4Ax. They are under the same setup restrictions as 43rd Division. Tank unit 144/3Ax should be 144/33Ax. 3rd Division should exclude 22D/3xx(Flail) from its setup. All units of 50xx may trace supply to any HQ. Artillery unit 19/I should read 6/I.

[33.4] BLOODY OMAHA
The designation "1T" on Easy Red-1 and Dog Red sub-beaches should read "1Dd".

[33.5] GOLD, JUNO, SWORD

  1. During the Invasion Stage, British commando units may land in battalion-size before the Gap Number is reached. They are never subject to drift die rolls, even if they land as normal assault units on a sub-beach hex. For stacking purposes, each unit equals 2 companies. They may never be pinned, although they are reduced by any "E" result by small arms fire.
  2. The deployment of command units at the start of the game should be changed as follows: Roger, H-Hour: 4CD/3xx; Roger, 2nd Sea Landing Phase: 3CD/3xx; Roger, 3rd Sea Landing Phase: 6CD/3xx, 45CD/3xx (see Note 1). 47CD/50xx and 10CD/3xx may land on any Map D beach hex during H-Hour. 48CD/3xx may land on any beach hex during the 2nd Sea Landing Phase.
  3. The "1T" designation on the following 3rd Sea Landing Phase sub-beaches should be "Cent" assault companies": Nan Green, Nan Red, Jig Red, and King Red.
  4. Naval unit FLORES is a DD.
  5. German commitment die rolls should be delayed ONE Game-Turn (i.e., the first die roll takes place on Game-Turn TWO, the second multiplied by two - on Game-Turn Three, etc.).

[33.6] UTAH BEACH

  1. German units 513/30x(R), 517/30x(R), and 518/30x(R) should setup on hex B5827.
  2. The Allied naval unit SOEMBA is a DD.

[33.7] CAMPAIGN GAME

  1. Ignore all references to British commando units on the Reinforcement Schedule. On Game-Turn 5, 41CD/3xx(C) may arrive on Sword Beach, and 46/3xx(C) may land on Juno Beach.
  2. The following German units are missing from the setup: 2/739/709(I): E1433; 561/243xx(I): E2141; 1/243xx(A): E2747; 709xx(R): E2211; 629/7Ar(I): E1135.

SUGGESTED RULES ADDITIONS:

A. FLAK
  1. Using this rule, air units that are using their Ground Support Strengths
    against an Enemy unit may be fired upon by that Enemy unit. However
    when using this rule, the number of air units that may use their GS
    strengths against a hex is increased to 3 (see Case 17.34)
  2. Each ground unit in the game possesses a Flak Rating:
    a: All company or static units (exception 2b): 0
    b: German "88" companies: 2
    c: All battalion units (exception 2d): 1
    d: German "88" battalions: 3
    e: HQ units or any hex with 3 hexes of an HQ: 3
  3. Before any combat in which air units are participating is resolved, Flak must be performed. This is done by rolling a single die once for each air unit using its Ground Support Strength against the hex. Refer only to the HIGHEST-rated flak unit in the hex (or, if within 3 hexes, an HQ). All others are ignored. On a die roll equal to or less than this unit's Flak Rating, the air unit being rolled for is reduced (or, ir already reduced, eliminated). After these resolutions, the normal combat may take place.
  4. No flak may take place at night.
  5. When using this rule, both German and the Allied Player may replace one step of strength on any existing air unit during the AM Mutual Air Allocation Stage of odd-numbered days (not Game-Turns). This is performed simply by flipping any reduced air unit back onto its full strength side.

B. ADVANCE AFTER COMBAT IN BOCAGE

  1. Whenever an Enemy unit in a Bocage hex is being attack, the Owning
    Player may declare an "Accelerated Assault" (AA).
  2. If an AA is declared, the attacking Player may ignore Case 9.93, which
    restricts advances after combat in Bocage.
  3. If an AA is declared, the attacking Player's units are automatically
    disrupted at the conclusion of the attack. However, if the combat
    result calls for disruption or demoralization for the attacking
    units, there is no additional effect to these units.

C. ENGINEERS

  1. If an engineer unit of any size is stacked in the same hex as a non-engineer unit, and that stack of units is attacking an Enemy occupied hex, the attacking Player is permitted an "Engineer Combat Bonus." This Bonus allows the attacking Player to shift the ratio one to the right on the CRT.
  2. Each individual combat is only permitted ONE Engineer Combat Bonus (i.e., a maximum on one shift to the right for this reason)
  3. If the attacking Player is utilizing an Engineer Combat Bonus, then his participating engineer unit(s) must be the first of his units to take any losses in this combat should he suffer an adverse combat result.

D. VARIABLE ALLIED REINFORCEMENTS

  1. Using this rule, ignore the Allied Reinforcement Schedule (except for glider untis) after Garme-Turn Three. Instead every Allied unit on the Reinforcement Schedule that has not landed by the end of this Game-Turn is considered "available" for reinforcements.
  2. Starting with Game-Turn Four, the Allied Player rolls a single die once for each Landing Beach on the map. This die roll takes place at the beginning of his Reinforcement Segment (even if a Landing Beach has not yet reached its Gap Number). The resulting die roll is the number of units that the Allied Player may choose from his "available" reinforcements to land during that Game-Turn on the the Landing Beach just rolled for.
  3. If a Landing Beach has "failed", the Allied Player does not roll a die for
    this beach during his Reinforcement Segment.
  4. During Heavy Overcast Game-Turns, halve the die roll for each Landing Beach (rounding fractions down).
  5. During Store Game-Turns, no reinforcements may be landed by the Allied Player at all (i.e., no die rolls take place).
  6. There are no restrictions with regard to which Landing Beach available reinforcements may be landed on. Units may be landed on any beach.

E. ARMOR COMBAT OPTION

  1. In an attack, any full-strength tank battalion may (at the Owning Player's option) instead utilize the Combat and Armor Strengths of its reduced side. This decision must be made by the attacking Player before ratio determination. However, note that the tank unit is not actually reduced by this decision. It may only be reduced if it takes step losses normally.
  2. Example: A U.S. 5-10-12 tank battalion is stacked with two 2(1)6 infantry companies. Normally, this stack does not meet the requirements for an Armor Superiority Bonus. However, before the resolution of an attack, the U.S. Player states, "I am using the Strengths of the tank's reduced side." As such, for this combat, the unit becomes 2-5-12. The stack now meets the requirements for Armor Superiority. In the ensuing attack, the stack has a Combat Strength of SIX and an Armor Strength of FIVE.

F. GAP BLOWING AT HIGH TIDE

  1. Allied demolition engineers had limited capability to blow gaps underwater (i.e. at high tide). As a result, the Allied Player should be permitted to blow gaps during even-numbered Game-Turns. However, two is subtracted from all die rolls when blowing gaps during these Game-Turns (0 or -1 results always yield no gaps)
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