Each Entry has the Date of LAST Revision:
OCS Series (ver 2.0i) (24 May 99)
1. RR Repair units can use rail movement through hexes repaired/converted in that phase, but such units cannot then be used to repair/convert rail hexes beyond that section of track. Such movement and repair constitutes leapfrogging.
2. An airbase can be repaired (to eliminate damage) one level at a time until the base is back to the highest actually built level it ever held (it cannot be improved beyond that limit in this way) by any 1 RE unit with the expenditure of 2T. There is no die roll for this method of repair The repairing unit need not be engineer or attack capable&emdash;but it must be classed as a unit according to 3.1.
3. DG units cannot do recons.
4. If a breakdown regiment is stacked with a division capable of absorbing breakdowns (but not this one, due to action ratings, etc.), then the breakdown does not add to the combat strength of the hex. The breakdown becomes a 1-step, zero strength, zero action rating unit while it remains in the hex.
5. In situations where units must "eat off the map" (i.e. they cannot trace) pay 1T per 2 REs or fraction thereof. This is a change to 11.6d. 11.6d is dropped entirely and replaced with "Pay 1T per 2 REs (or fraction thereof)." In effect, the player is now paying as if 4 REs equaled a division under the old rule (eliminating the anomaly when multiple non-divisionals are present). It is also simpler to deal with. Change references to 11.6d and its effects in 11.6f and 11.6h.
6. HQs cannot use their draw and throw abilities while in Strategic Move or Reserve Mode.
7. When optional rule #4 Destroying Hedgehogs is used, no more than one level can be destroyed in a hex per turn, even if more than one "unit" is available (two if an engineer capable unit is in the hex).
8. Future reinforcements, and breakdown regiments which have not yet entered play in the normal manner cannot be "rebuilt" using Pax and Eq Repls before they do so.
9. The following require an attack capable unit to perform (and&emdash;just so it is clear&emdash;units in Strategic Move Mode or in Reserve Mode are not attack capable, regardless of the counter's strength until they exit those modes): capture of an enemy Dump, Truck, Wagon, or airfield OR entry into an enemy controlled Hedgehog, Port, Village, Minor or Major City hex. "control" is defined here as belonging to the last player to pass a friendly attack capable unit through the hex&emdash;apply common sense to those areas obviously behind friendly lines and so on.
10. "Breakdown" Regiments are infantry regiments marked with either "Brkdn" or no unit identification at all.
11. When using the v2.0i optional air rules, do not use 14.11 at all. Furthermore, the restriction on parenthesized air units entering hexes containing enemy air units is removed. Parenthesized air units still cannot be the attacker in air to air combat and are not, even if they entered the enemy air unit's hex.
12. The effects of rail Damage and Interdiction are the same (no effect on trace supply, RR cap costs x2), "damage" just lasts longer than "Interdiction."
13. The bracketed special modifiers needs to be explained in 9.4. The bracketed modifier applies to the attacker only, if the unit is defending, the modifier becomes x1 in all cases for that particular terrain type.
OCS Consolidated Optionals (24 May 99)
1. The change to the series rule regarding use of options needs one additional clause which you see here as the exception. It should read: 9.10a: Nobody is free from his option, even if the other side is destroyed, EXCEPTION: The defender is always free from his options if the attacker chooses to retreat.
OCS Series (ver 3.0) (7 Jul 02)
1. On the Transportation Equivalents list on the charts and tables (page 1), the final bullet gives the modified Rail Cap cost for moving through interdicted or damaged hexes. This is incorrect when it comes to damaged hexes, as they totally inhibit rail movement (as per 13.3e).
2. Delete 5.7h, Reserve Mode units can spot, provided they meet the other requirements for spotters (10.0e).
3. Delete the sentence in 10.0h stating that Air units conducting a Barrage are the only...air units subject to Flak. There are other cases where air units get "flak'ed", see 14.9.
4. In 15.0c part B), the flak rating is the air base level minus one, not the level itself (as it is in the other rules and on the tables).
5. DUKWs can only carry items that could be carried by air transport.
6. The OCS Standard Markers illustration on page 3 of the rules incorrectly displays an air base symbol for the Hedgehog example. A real hedgehog can be seen at the start of 16.0 on page 29.
7. The Barrage Air Mission examples at the top of page 26 uses the old flak table. The first two examples roll as a +0 roll on the Flak Table. In the third example, the flak roll is done +1 (for the HQ). All examples show the attacks as undetered by flak, which is fine, but the method shown is from the old rules.
8. 4.1 Action C applies only to traces from detrainable hex back to the supply source. HQ's always draw and throw and trace with whatever MP type they happen to have on the counter (enemy ZOC's block Truck-based MP traces, do not block leg or track based, etc). (This makes all these rules
the same, regardless as to whether it is SP throw, or trace.)
9. Change the definition of Attack Capable units (4.8) to "Attack Capable units are ground combat units with an attack combat strength (non-parenthetical) of zero or more in their current mode.
10. Delete the last paragraph of 13.9 and replace with "See 14.1g for air units."
11. The index entry regarding Hedgehogs: Defender Options referring to rule 9.10d should not exist.
12. The entry on the Barrage vs. Facility Table explaining the AB result is in error in describing it as affecting only inactive air units. An AB result affects both inactive and active air units (as is the case in both rule 10.0j and the Air Unit Reduction Table).
13. Rail Conversion is listed in the index as being rule 12.3h. This should be 13.3h.
14. Just to clarify: 14.7b (Hip Shoots) currently reads: "Air units always hip shoot alone. Multiple air units cannot hip shoot in a single Barrage." Change this to: "Air units always hip shoot alone. Multiple air units cannot be in the barrage hex when a hip shoot is executed."
15. The example on Page 20 of supply throw tells you that the HQ at A provides its own detrainable hex, which it cannot as it is in Move Mode. The HQ must be in Combat Mode to do this (13.1b).
16. Disregard 14.1d (Straight-Line Air Movement). Instead, place air units on the desired target hex (of a barrage, air combat, base relocation, air transport, or interdiction) anywhere within the air unit's range limits (and other controlling rules). All air movements are limited to only one such target hex (even if the air unit is a fighter and has "left-over" range after executing an air-to-air combat).
4-01 Guderian's Blitzkrieg (Before 6 Dec 94)
1. The First Stab at Tula scenario's victory conditions for the Soviet player has the descriptions for Major and Minor flip-flopped.
2. The 3rd Motorized Division's MC Bn should have the same Move Mode values as any other MC Bn.
3. The Moscow Defense Hexes should be "close" terrain, not "very close."
4. In Scenario 7 and the turn 10 set up, The 19 Pz units should set up in hex A43.25, not A48.25.
5. The "1" unit referred to in the historical set ups as part of the 3rd Pz is the "1 Rec" unit.
6. Wagon load/unload costs in Deep Snow should be 1 MP (as is the case in Rasputitsa).
7. The Soviet "22 Mtrd Div" listed in scenario 2 should be the 220 Mtrd Div.
8. Optional: Count Soviet Tank brigades as 1/2 DSE for supply purposes. If this rule is used, they no longer count as free non-divisionals. This rule does not affect artillery, katyusha, and cavalry brigades which remain free non-divisionals paid for by the extra point.
4-02 Enemy at the Gates (1 Dec 00)
1. In scenario 4, the set up for D34.20 should read "16-1-1 Rum Arty Rgt (1Hvy)".
2. The 3rd Motorized Division's Motorcycle Bn is the 53rd, not the 58th as listed on the counter.
3. The 3rd Gd Pontoon Group comes in on Turn 6 (with its HQ).
4. The Germans setting up in scenario 9 (page 30) in hex C53.03 (the northern pocket hex) should be in hex C53.02.
5. None of the operations requiring Victory Point costs (Alert Bn rolls, variants, etc.) can be used in the small scenarios which do not have victory conditions using Victory Points. Unless allowed by special scenario rules.
6. The "12-3-3" Rumanian Inf Divs in the set ups are "12-3-2" Rumanian Inf Divs.
7. In scenario 6, the 11 Pz Div dead units are 1-15 & 2-15 Pz Bns.
8. The Panzer Regiment number for the 22nd Panzer Division was transposed&emdash;it should be "204 Pz Rgt" not "240 Pz Rgt."
9. In every scenario where the Stalingrad area is in play, the large Axis dumps near Stalingrad can set up in any hex at or within two of the hex listed. (This keeps Russian Arc Light strikes on the dumps under control...)
10. Enemy at the Gates used a different reduction scheme to show strengths on the back of air units than is correct for later series rules editions. For this game, use the front side only, and use strengths of (-1) Air to Air rating and x1/2 Barrage strength. The back of the air unit counters now serves no function. These air units in will be replaced by those in the 2000 Repls and Variants countersheet.
11. OCS v3.0 series rule 13.8 over-rides the rule in Enemy at the Gates which grants engineer capability to assault engineers. They no longer have this ability.
12. Elista can be used as a supply source for the Axis if the Axis controls D17.01 (existing rule...but add:) "and D17.01 can trace to another Axis Supply source via the rail line there."
4-02 Enemy at the Gates Repl Maps (26 July 01)
1. Gumrak (Map C, near Stalingrad) is misspelled on the map as "gunrak".
2. The road leading NW out of Pavlovsk (upper left of Map C) lost its highlight color (it's just a plain black line). It is a road like the others (and like its extension onto Map A).
3. Nizhne-Chriskaia (D37.29) should be Nizhne-Chirskaia.
4. While using these maps with EatG (i.e. before Case Blue is released), allow a w/i 1 hex set up freedom for all HQs in all set ups to account for any differences in road vs track movement rates if the HQ is found to be out of trace supply in its current location. If the HQ is in trace, the freedom does not exist.
1. The Charcoal trucks pay 2 MPs to load and unload (just like wagons).
2. Any large stacks created by reinforcement arrival during Mud turns are off limits to Barrage attack until the player has an opportunity to break up such artificial stacks in his first player turn after the Mud effects end.
3. (clarification) Rule 3.5a is correct; the 8th Army arrives with 6 SPs (plus those on organic trucks) on its turn of entry. The 3 SPs listed in the Order of Arrival are in addition to the 3 SPs the 8th Army gets every turn according to 3.5b.
4. In scenario 6, page 15, there should only be 2x B-25 available, not 3x. There are three B-25's in the game and the third one is in the Desert Air Force.
5. The Kasserine Pass campaign scenario starts with the Allies moving first, while the small Kasserine Pass scenario has the Axis moving first. Both are correct (but might cause confusion).
6. To upgrade Tunisia to OCS v3.0 standards, give a nominal Flak Unit (strength 2) to the port hexes of Tunis and Bizerte if occupied by an Axis unit.
7. When using Tunisia and the v3.0 OCS rules, the Low Capactity RR cost double rail cap (if ever used).
4-04 Hube's Pocket (29 Nov 99)
1. Delete the reference to rule 3.11 in scenario 5. There is no such rule (it was eliminated in development).
2. In Scenario 1, add the following to the other two hexes listed for the 40th and 27th Armies (1st Column, toward the top of page 7): w/i 3 B17.28. This covers the troops at Kanev.
3. The 60th Army HQ should arrive on turn 15 (as listed on the Order of Arrival), it should not set up in any scenario before that turn.
4. In scenario 3, the setup for Group Steddmann is incorrect. The listed set up is w/i 3 B15.20 should be w/i 3 B15.21. Also, the pre-game weather in this scenario is intentionally different from the historical listing. The pre-game weather listed is correct.
Items 5-8 are designed for balancing issues. Using all of them at once will slant the game toward the Germans, use them sparingly (as options) to get the balance effect you want.
5. The VPs for Reinforcing the flank do not apply to Sudden Death Victory, only to the end of the game victory determination.
6. All Organic Trucks are considered loaded at the start of all scenarios (this is in addition to the SPs already in the set up).
7. Alert Battalions: (Add) In lieu of a roll and VP expense, the German player can automatically (and for free) get one additional Alert Battalion on any turn in which there are four or fewer in play.
8. Rail Destruction: (Add) Before starting any scenario, each side can destroy any desired rail hexes on or behind their front. No units (or whatever) need to be there to do this, simply select and mark the hexes.
9. The Russian air units available is missing from scenario 3. Use the list from scenario 2.
1. (Not errata but might confuse) a) The two entries for C38.20 in several scenarios are supposed to set up in the same hex and b) The two identical lines on the Axis Variable Reinforcement Table are supposed to be that way. Why weren't these combined into single entries each? Wish I knew...
2. The rule regarding the road west from Sidi Barrani was updated with last minute information while the map entry was not&emdash;it becomes primary on 1 Dec 40 and is a road (not track) until then. The Map entry is incorrect, the rule is right.
3. While the map differentiates cities into Minor and Major for historical purposes, they have the same terrain effects (both listed under the category of "City").
4. The end of the sentence of the last paragraph of 3.11a should read "...and the turn's result is no effect." (For some reason the last phrase disappeared...)
5. The Tripoli to Map Track rule (3.1f para h) says one exits Box 5 to get on the map, it should read Box 1.
6. Historically, the Tobruk Command HQ was disbanded after Tobruk was relieved in Crusader. As an historical option, the player should remove this HQ two turns after the fortress is relieved (has road trace available) if a siege occurs. There is no requirement to do this.
7. On the Map E Abstract, the distance from Cairo to D38.01 is 8 MPs (it is not listed).
8. The Greek Campaign die roll description in 3.11b incorrectly states that the marker advances when the die roll is "greater than or equal to" the number in the Allied Order of Arrival. This should be "Less than or Equal to" and is correctly stated in the little description of the die roll on the Allied OOA (Vol II, page 35).
9. On 1 May 41, the 2 RHA Arty Bn (Red) should convert into 2 RHA Arty Bn (Yellow).
10. The 5 Ind Div Organic Truck should also be withdrawn on 1 Nov 41 with the two listed infantry brigades.
11. Revise 3.1g (the Tobruk AT Ditch). The ditch does not exist at the start of the campaign. It comes into existence 1 Apr 41 (when the hedgehogs get their full value). While the Italians had dug the ditch before the campaign began, they allowed it to fill mostly with sand. It wasn't until the CW occupation that the ditch was cleaned out and fully functional.
12. To upgrade DAK to OCS v3.0 standards, give a nominal Flak Unit (strength 3) to the port hexes of Tobruk and all Delta Ports if occupied by a Commonwealth unit. Benghazi and Tobruk have a nominal Flak Unit (strength 1) when occupied by an Italian unit and a nominal Flak Unit (strength 2) when occupied by a German unit.
1. In Short Scenario 5 (Imphal): The two Japanese artillery battalions in A21.03 should be set up in A12.03. The 33 Eng-31 called for in the Japanese set up should be 33 Eng-33.
2. For 1.11, B39.01 is also a Japanese RR supply source.
3. For 3.5c, the definition of an "enemy" hex is found below the chart at the bottom of the page, not "above" as indicated in the rule.
4. In Short Scenario 2, Free Set Up: add B2.34 4-4-8 Tank Bn (7 Cav).
5. In Short Scenario 4, ignore the level 2 airbase at A41.35 as it is out of play.
6. In Campaign Scenario 1, add to the Japanese Free Set Up: Mandalay: 2x 1-1-2 Garrison, 8 SPs. In the Allied Free Set Up, change the 40 SPs with any Allied unit to 34 (so it matches the historical set up). Allied 3 VP per hex award, should read "along the Bhamo-Myitkyina fair weather road."
7. The two listings for the Chinese Artillery Bn (Chi) have the wrong values, the unit is the 3-1-2-1 as on the counter.
8. Campaign Senario 2: Add to Japanese Free Set Up: Mandalay: 2x 1-1-2 Garrision, 8 SPs. Delete these from the "On any friendly RR or City hex" list.
9. Campaign Scenario 3, bottom of left column, page 30 add "Both Set Ups" below the asterisks. Move the 33 Corps HQ (Allied Free Set Up) from the "On any road hex..." group to the "On any friendly rail/city hex" group. Top right column of page 31, delete the "A" on the right side of the first list of units (A-77-3 is accounted for in the 4-5-3 Columns in the next list). Add to the Allied VPs on page 32, 3 VPs per hex of Ledo Road extends along Myitkyina-Bhamo Fair Weather Road east of the Irrawaddy River (matching Campaign Scenarios 1 and 2).
10. Both the Chindits and Galahad use TRUCK MPs for direct draw, only the Japanese can use LEG MPs for this.
11. The 823 Engineer Bn is an independent, non-divisional unit and is not a Chindit.
12. Japanese Garrison units cannot build free hedgehogs according to the Stubborn Defense rule.
13. When using the OCS v3.0 transport equivalent's rule 4.10a, all units use the 1 RE equals 1 SP version, no units can apply 1 RE equals 2T.
14. The Ledo Road Building Table uses one die, not two, as stated on the table.
15. The ability of the Chindits to be diverted to the area west of the Chindwin (3.6b) is too easy on them. Allow no such diversion until the 8 April game turn. Furthermore, only the first two diversions cost 3 VPs each, additional ones cost 6 VPs each.
1. Off Map Holding Boxes are unlimited ports as well. This is an inference from 1.5a, but I wanted to make it absolutely clear. Also, the reference to 3.4 in 1.5a is bogus...it should point at a shipping rule which was moved into the series rules anyway, so disregard it.
2. Axis shipping can be used from these boxes to the available Sicilian ports (the restriction in 2.5a only affects the destination port, not the port of embarkation).
3. The Artillery Regiment of Napoli (1st Artillery Rgt) has "54" as its unit ID on the Move Mode side...this should be a "1" as well.
4. The Alp G It Mountain Division costs the Axis player 2 VPs, just like the 29th PG early entry option.
5. The set up for scenario 5.4 calls for one more air base than was provided (oops), use any convenient marker or an air base from any other game in its place.
6. In scenario 5.5, the number of DUKWs should be 8, not 12 (reduce the DUKWs in B49.12 and B47.31 to 2 each instead of 4) and the level 1 airbase in B47.04 should be in B47.03. The Coastal artillery battalion in A25.02 should be in A25.03 (dry land is something they need).
7. In scenario 5.7, the 16 Inf Rgt (1 Inf Div) should not be listed as dead. II-HG Pz Bn should be listed as dead.
1. The Russian 37 Mech Bde (1 M Corps) has its AR reduced to 2 on its Move Mode side. It should retain its 3, like the other Mech Bdes and not be reduced the way the Tank Bdes are.
2. In scenario 7.1, the German 8th Infantry Division sets up in both B19.28 and B18.26. It should set up in B18.26 and the 87th Infantry Division sets up alone in B19.28.
3. The NKVD Border Regiment rule (3.8) refers to an effect in 3.4. This is an obsolete rule reference and there is nothing in 3.4 that affects 3.8 in the final version.
4. On the Russian order of arrival for 12 Oct 41, delete the reference to a 25th Tank Bde. The 25th Tank Bde is a 7-3-6 (not the 6-2-5 listed) and it arrives on 15 Oct 41 instead. Furthermore, delete the reference to a 6-2-5 Tank Bde (25) in the dead unit lists in scenarios 7.2, 7.3 and 7.4.
5. In several of the scenarios the historical value of the German South option was not applied to the VP total needed to win. The best way to resolve this is delete the 20 VPs from the South in 1942 option (1.10a part B). The scenario VP totals work correctly without the extra 20 VPs as that would apply to any of the scenarios where the south option occurs, and something like it would have to be applied to the ones that don't.
6. On 22 Nov 42, the German OOA calls for the removal of 20-4-3 Inf Div (8). This should be 15-5-3 Jg Div (8) instead.
7. Ignore Frozen Small Lakes (1.1c) for Movement purposes. Use their terrain effects on combat as listed on the Terrain Effects Chart.
8. To clarify, rail artillery can move along rail lines like RR repari units (they do not need detrainable hexes).
9. MMD units can be converted into Guards air units like any other Russian air unit using the normal process.
10. Ignore the 203 Sec Bde (German) counter. The unit served in AGC west of the map and never arrives in play anyway.
11. In scenario 11 (6.8), you will need little maps D & E as well as the main maps A and B listed.
12. In the two Mars scenarios (6.8 and 7.8), there should be a wagon extender in B8.34 (with the LW HQ) and this extender draws off B3.28. The German units between A11.22 and A12.27 have just been compromised by the Russians just south of them and need to eat on map SPs, Tree Bark or withdraw to get back into trace. Lastly, remove from the Soviet dead unit list 12-2-2 Inf Div (32, 93) and 11-1-1 Inf Div (133) as they have been rebuilt already.
13. In scenario 7.8 (Mars Campaign Start), the Russian 12-2-2 Inf Div (280) is listed in both C52.25 and C62.26. C52.25 is correct. Also, 12-2-2 Inf Div (32) is both Dead and in B19.34, it should be in B19.34.
14. In scenario 7.6 (Operation Kremlin), the Russian 12-2-2 Inf Div (280) (appearently the "lost division") is listed in both C52.24 and C55.23. C52.24 is correct.