| The Up Front Errata Pages All the errata fit to correct Rules 1 - 16 Items preceded by an "*" have been corrected in the 2nd edition. 2.0 Is it necessary to use an RPN for
determining the position in a one man group? 3.1 What are the 'valid' historical
match-ups? |
| Nation Germany Japan Italy U.S.A. Britain Russia France |
Germany -- N Y Y Y Y Y |
Japan N -- N Y Y Y Y |
Italy Y N -- Y Y Y Y |
U.S.A. Y Y Y -- N N Y |
Britain Y Y Y N -- N Y |
Russia Y Y Y N N -- N |
France Y Y Y Y Y N -- |
*3.3 Add: "Men may switch positions within a group during their player turn but must do so as the sole action of that group for that turn. Such a position switch is included as part of any successful weapon acquisition (18.2) or assistant crew assignment (11.12)." 3.6 When a scenario
specifies that a certain type of card must be removed
from the deck when discarded unused or as a RNC/RPC draw,
is it considered a "scenario defined Cower
Card?" CLARIFICATION: Scenario defined cower cards may be freely discarded by the Japanese as are cards that are cower cards for their side. e.g. Snipers and/or minefields as the attacker in scenario C. 4.1 In French/Italian scenarios who
sets up and plays first in scenarios A, B, & J if no
German is played? VARIANT: Since scenarios A, B and J are meeting engagements, it is unrealistic to assume that the Axis player will always have the "advantage" of first move. If both players agree, each player draws a card and compares card control numbers (the little blue number between 1 and 162). High draw sets up and plays first. 4.3 & 14.5 During a multi-card
discard, can the player observe the results of one
discard before deciding where and/or if to discard
another? Discard Capability, 4.32, 4.33, 14.5 and 44.1
Can nationalities with multi-card discard capability
discard two or more wires on a single group in a single
turn? Examples: Non-moving Group: May discard any number of SNIPERS and/or any number of WIRE cards. Moving Group: May discard one terrain card and/or any number of snipers and/or any number of WIRE cards. Rejecting the terrain does NOT reject the WIRE. If the terrain is accepted and WIRE is not allowed in that type of terrain (e.g. MARSH) then the WIRE is discarded. Two Moving Groups Exchanging Group Letters: Same as a moving group with two additions. If either group rejects a terrain discard, the position exchange is cancelled. If terrain is discarded on one group and accepted, the moving player MUST complete the position exchange by placing the other group in terrain (including open ground) on his next turn. 4.4, 5.41 & 7.2 Are the cards
drawn for resolution placed on the table, or are they
immediately discarded? This is important for determining
which and how many cards go into the deck if the
resolution spans decks. Common practice is to leave all cards used in an attack on the table until the attack is resolved, or a draw is needed and the draw pile is empty. In the latter case, use some method to indicate the next PC to be attacked (or other pending action), discard all cards used in the attack to that point, re-shuffle, and then continue the attack. 4.5 Refilling one's hand is optional. However, if the decision is made to draw cards, a player MUST draw to a full hand. 5. Movement. Movement cards not played directly to the discard pile cannot be voluntarily cancelled. 5.41 & 7.2 These rules show that placed terrain stays in place until new terrain replaces it. Thus, even though terrain may no logner be usable for TEM due to active movement cards, the terrain cards are left on the board, and not discarded until terrain is finally placed. Specifically, a terrain card remains on the table regardless of the number of movement cards in play on that group. 5.51 Relative Range less than 0 is treated as 0 for firepower and To Hit purposes. Actual Relative Range is used to determine if a Group may Retrograde. 5.61 Is the Relative Range only
decreased by one even if the groups in question are A and
D? 6.5 May you opt to not resolve fire
combat even if the defender did not play a concealment
card? 6.5 Can you stop the Fire Combat
Resolution when you are halfway (or any other point)
through a target groupt (e.g. stop the resolution on the
4th man out of 6 men)? (This would be done to avoid
weapon malfunction or to keep the deck from running out.) 6.5 & 25.4 Does the attacker have
the option of foregoing the resolution of an ordnace hit
after seeing the Final Strength Number? 7.32 Can a group with pinned men
reject terrain? 7.32 If a weapon has been dropped in
terrain, and you move from that terrain, but subsequently
(due to rejecting terrain) you end up returning to that
terrain, are the weapons still available for acquisition? Delete 8.532. Rule 17.7 is correct. *8.9 Insert after the first sentence: "Exc: A defending group on a Wall card may subtract only one from the Fire Strength of a mortar or artillery attack." 10.2 Can you play a Rally card on a
group with no pinned men in order to get it out of your
hand? 10.23 Can you rally an AFV and a same
range, adjacent group that has an unpinned leader with a
"RALLY ALL" card? 10.3 Can you voluntarily rout out an
unpinned man? 10.3 & 50.41 Can a surrendered
Italian group or parts thereof voluntarily panic prior to
being captured? 10.4 The SL is pinned at the end of a
player's turn. On his hand refill he draws a hero, which
he uses on the SL. Can he now draw a full hand? 10.4 During a Fire atack, can an
infiltrator who gets a pinned result play a hero card
immediately and keep his infiltration? 10.4 Can you hero an unpinned man
upon drawing a hero just to get another draw? 10.45 Can you hero an unpinned man
when the group is not firing, just to get it out of your
hand? 10.45 Can a player use a Hero card to
double a PC's firepower, even if the extra firepower is
not needed in order to play the resultant fire card? 10.45 Can you play two Hero cards on
the same man simultaneously to triple his firepower if he
wasn't already entitled to double firepower? 10.45 & 17.4 Which values for
crewed LMGs are used for non-Hero caused doubled
firepower? 11.11 Can a PC whose primary weapon
is a crew-served weapon act as a crewman for another
crew-served weapon (e.g. a mortar PC act as a crew for a
MMG)? 11.11 & 17.8 & 18.2 When can
a group rearrange their order? Can this be done as the
sole action for a group? 11.2 The PC who is carrying a radio
as a SW, is also a crewman. Can the radio still be used? 11.2 & 14.4 In a two-man group
consisting of a crewed weapon whose principal operator is
pinned, can the assistant crewman perform a sniper check? 12.11 & 17.4 Does the
simultaneous halving of firepower for Moving Fire and
doubled firepower for Flanking Fire leave a Bolt Action
Rifle with its normal firepower? 13.2 Can ANY AFV place smoke on
itself? Or, is an anti-armor Effect number of 4 requried? 13.32 Does a hit by ordnance
attacking from Wire also subtract one from its Hit
strength? 13.33 & 18.4 Does the playing of
a movement card to remove wire cause weapon counters to
be lost? Does the play of ARTIFICIAL Terrain remove
weapons counters? 14.2 & 17.8 If a group that a man
is transfering to is fired on by a Sniper, is he also a
legitimate target for the Sniper? If so, what position is
the transferring man considered to occupy? 14.2 May a sniper attack a pinned
British Bren Carrier or Wasp? 14.3 & 33.1 Can a man be wounded
as a result of a sniper attack? If yes, would column
"7w" of the RNC used to resolve the Sniper
Attack be checked -anytime- a man is removed due to the
attack? 14.4 & 48.42 If a group is
attacked by more than one Sniper, which RNC must it beat
in a Sniper Check? 14.41 The last sentence of 48.4
states "This dual Sniper attack capability can also
be used in DYO scenarios where additional snipers are
purchased." This seems to be in contradiction to
14.41. Which is correct? A Sniper Random Reinforcement does the following: 1. Gives ordinary Sniper capability if player does not currently have it (lost it, or not have at start) 2. Serves as a Dual Sniper (makes two attacks per Sniper card played) for a player who already has a Sniper. 15.1 & 48.3 When reinforcements
include an ASL, does he function as an auxiliary ASL, in
case of the loss of the original SL or ASL? 15.52 Does the increase to Morale and
Panic values apply to the Commisar himself? 16.2 As it is important to note a
breeze card pulled during a player's turn, should all
cards played during a player's turn remain on the table
and not returned to the deck during re-shuffling at the
deck's end (when the player's turn is not complete) and
only placed in the discard tray at the end of the
player's turn? (This is also important in attacker vs
defender scenarios when the defender wants to run out the
deck AND this is especially important if a wire card or
stream card were pulled in the attack -- one player may
especially want them NOT shuffled into the deck). 16.3 At the end of the last deck, a
player decides to enter close combat. 16.3 states that if
the last deck of the game runs out in the resolution of
an attack, it is re-shuffled and the attack completed.
What is the definition of the "attack" in close
combat for these purposes? 16.4 So you really mean that no VP's
are awarded for moving men at the end of a scenario, even
if they are at range chit 5? 16.4 Units which are at a negative Range Chit and in Terrain applicable to the scenario being played earn negative points (i.e. reduce the score of the owning player). For example, a group of three men in Scenario B, occupying Buildings terrain at Range Chit -1 would yield -3 Victory Points. The same group in scenario B occupying Brush terrain would yield 0 Victory Points. 16.42 When a scenario has a Victory
Condition that requires you to have some number of
unpinned Personality cards in one or more non-infiltrated
groups with a ''4'' range chit..." can you also win
if some are at RC 5 or greater? Even in the case of Scenario U, Personality cards
fulfilling Victory conditions must be at the same range
chit? 16.42 Would a Wire card on top of a
Wall card negate that Group for Victory Conditions
fulfillment if an opposing group exists which is not
directly opposite it? 16.5 Two players are both in danger
of having their squad broken. During a close combat
struggle, the random draw results in a tie, eliminating
both combatants, and both squads are broken. Is the game
a tie, with both sides losing? If not, how is victory
determined? 16.5, 32, 50.41, Broken Squad, Prisoners, and Surrender Prisoners DO count as casualties toward the
calculation of a Broken Squad. Rule 17 Errata Page created 1 Dec 1995. Last edited 8 March 2000. You are at: http://mywebpages.comcast.net/upfront2000/errata/rule1_16.htm Unless otherwise noted, all contents copyright © 2002, Andrew R. Maly. All rights reserved. |