From: kayuucee@cvl.umd.edu (Kenneth W. Crist Jr.)
Newsgroups: rec.games.board
Subject: Dead Of Winter Official Errata
Date: 7 Apr 92 16:16:19 GMT
Organization: Center for Automation Research, Univ. of Md.


	Simulation Design, Inc. recently sent me am errata sheet for their
Great Battles of the American Civil War game 'Dead Of Winter' in response to an
inquiry I sent them. The sheet had three errors that I found, but one was only
a spelling error. I corrected the other two below. Maybe I should write and
ask for an errata for the errata sheet.
	Main points for players of the game are that the errata include the
Command Range for the Overall Commnader's and corrections to the Reinforcement
schedule for the Union player. There is also an experimental rule which looks
interesting.

			DEAD OF WINTER Errata

 4.52 (ADDITION) Once a player has declaired Mortmain he may not do so again
	until at leats three turns later.

 4.53 (ADDITION) When ALL In Command units have Action-2 or worse status,
	excluding any units that are not going to perform an action because of
	In Reserve or Recovery (20.32), any adjusted TCT diceroll of '2', '7'
	or '12' is a Phase Finished.

 5.7 (ADDITION) This section is ignored for the Breckinridge Attack
	scenario (25.2)

15.1 (CLARIFICATION) A unit unable to retreat because of impassible terrain is
	captured. A unit unable to retreat because of map-edge follows 14.46.

17.0 (CLARIFICATION) Cavalry division commanders do not belong to any Corps and
	are not affected by the Corps commander requirements of 17.1/2.

17.31 (ADDITION) Overall Commanders's have a Command Range of 15.

20.15 (CHANGE) If a mounted cavalry unit in Action-2 performs a Fatigue action,
	roll one dir. If it is either an odd number OR higher than its Morale
	Rating, the unit is fatigued. If it is lower than its Morale Rating AND
	even it remains at Action-2. Leaders do not affect this role.

20.17 (CLARIFICATION) When making a Morale Check for Exhaustion, do NOT
	subtract one from the dieroll if a leader is present. Leaders do not
	affect Exhaustion dierolls.

      (ADDITION) In checking for Exhaustion, add one to the Morale dieroll for
	each time after the first time that a unit must check for Exhaustion.

20.32 (ADDITION) Players should note which units are designated for Recovery in
	Phase A.

22.47 (ADDITION) Skirmishers and Deteachments may NOT voluntarily enter an
	enemt ZOC.

25.13 (CHANGE) The A, Ky battery, which is available the January 1st turn, is
	simply placed, in that turn (see 25.15) adjacent to any unit in the
	3/I/C and not in an enemy ZOC. If using the Meeting Engagement scenario
	it arrives 1/1, 0900.

25.13/14 (CORRECTION) The arrival times should be as follows: 0915=0900; 1045=
	1030; 1530=1545; 1130=1115; and 1215=1200.

25.24 (CORRECTION) The "Polk" unit listed for 4719 should be _Leonidas Polk_,
	the corps commander, not Polk's brigade. Put him with Bragg. In
	addition, the 24 Miss[5] is in 3926, not with Anderson. Attach it
	either to White or Maney.

      (ADDITION) The units from Wharton's Cav Brigade have Effectiveness
	Ratings of 2/2/6.

      (CLARIFICATION) All CSA units east of Stone's River are considered part
	of/attached to Breckinridge's Division. Hardee, the Corps commander,
	was not present. CSA division commanders Cheatham, Withers and Cleburne
	are not present.

      (ADDITION) Place Union corps commander Thomas with Rosecrans. Place Div.
	Commander Plamer with any unit in his command.

25.25 (CORRECTION) Put the 37th IN in Group 2; the 19th ILL (6) should be in
	Group 1.

25.27 (CORRECTION) 2nd Paragraph, 4th line. "on" should read "and".

25.41 (CLARIFICATION) The Union Player automatically has the Initiative for the
	1st turn.

25.43[3] (ADDITION) In order to block an Entrance hex the CSA Player must have
	all the units of a single brigade w/i one hex of that E Hex. If he
	cannot do this, no unit may be closer than 4 hexes from an Entrance
	Hex.

Roster Sheets: Buford's (Confed) Cav CE numbers should be 2/4/15, Pegram's is
	correct at 1/4/5, but the row of boxes opposite that number should be
	ignored.

[EXPERIMENTAL RULE]:

ADD/NEW: 6.7 UNION INDECISION
	This rule simulates the difficulty Rosecrans had in intrepreting
exactly what was happening, and the consequent inability to get everybody
moving right away.

 6.71 Regardless of Alert status, no Union Commander (brigade or division) may
	have any of its units move in the first two turns of the game (0600/
	0645) _unless_ the command passes an Indecision Dieroll. Obviously,
	unalerted units need not undergo Indecision dierolls, as they can't
	move anyway. Indecision does NOT apply to fire.

 6.72 Only coordinated movement actions are allowed for the Union during the
	0600/0645 turns. Exception: individual units not within their
	commander's range may undergo uncoordinated movement actions if they
	pass an indecision dieroll, or 6.74 applies.

 6.73 In either of the two indecision turns, _after_ successfully gaining a
	desired movement action, the Union Player rolls the die for the brigade
	(or division, if applicable) he wishes to move. To that dieroll he adds
	the following:
	+?  Commanders Action Rating (as a + number)
	+1  If brigadier is within Division Commander's Range
	+1  Same as above, PLUS Division Commander is within Wing Commander's
		Range
	+1  Same as above, PLUS Wing Commander is within Rosecran's Range
	+1  It is the 0645 turn
	+1  Any of the leaders in the chain of command (as per the above) that
		are being used to augment the dieroll can trace a LOS of four
		hexes or less to a CSA combat unit that has moved THAT turn.

	If the augmented dieroll is _more than six_, the brigade (or whatever)
	is free to move. If it is '6' or less, the brigade cannot move (the
	action is wasted, but applied to the units - lost time, etc.) and the
	player may not roll again for that brigade that turn.

 6.74 If there is a CSA combat unit within three hexes of any unit in a Union
	brigade (and the latter has a LOS to that CSA unit), that brigade is
	free from the restrictions of Indecision - and is free to move. Units
	seperated by Stones River do not count.

 6.75 Leaders (if alerted) are always free to move by themselves.

 6.76 Starting with the 0730 turn, all alerted units are free to move without
	an Indecision roll.
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