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?
A. No. Use an RPN draw only to determine the position of the effect (Sniper, CC Draw, Malfunction, etc.) if there is more than one man in the group. However, see section 19.0, Malfunction for special cases when an RPN is not necessary for a multi-man group.

3.1 What are the 'valid' historical match-ups?
A. Please refer to the table below:


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?"
A. Yes. Example: a Buildings card can never be placed during Prepare for Play in scenario A.

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?
A. The side with the least DYO points. Failing that, the Axis player, defined as, in order, German, Japanese, Italian, French.

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?
A. No. Rule 7.3 and 7.32 specifically state that discards are resolved prior to the next turn, not prior to the next discard.

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?
A. Yes.

Examples:
[NOTE: The examples assume that the indicated discards are valid for the scenario and situation (i.e. the discarding side has sniper capability).]

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.
A. First line of 4.4. They and their Fire card(s) are immediately discarded.

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?
A. Yes.

6.5 May you opt to not resolve fire combat even if the defender did not play a concealment card?
A. Yes, but if you fire at even one defender, you must fire at all defenders.

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.)
A. No.

6.5 & 25.4 Does the attacker have the option of foregoing the resolution of an ordnace hit after seeing the Final Strength Number?
A. No, but the attack can be cancelled after seeing the final "To Hit" number. This includes the play of any concealment. Once the "To Hit" card is drawn, the attack must be completed.

7.32 Can a group with pinned men reject terrain?
A. Yes.
Can a player with multi-card discard capability, discard one terrain card on a group, have it rejected, and still discard another terrain card on the same group in the same turn?
A. No.
Even if the two were discarded simultaneously?
A. No.
If you have two Movement cards in play above a terrain card and subsequently reject enough terrain to remove both Movement cards, are you in the terrain card or Open Ground?
A. The terrain card.

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?
A. No. Reference 18.4, the weapon is removed when you play the movement card.

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?
A. No.

10.23 Can you rally an AFV and a same range, adjacent group that has an unpinned leader with a "RALLY ALL" card?
A. Yes, but only if the AFV is an OT-AFV.

10.3 Can you voluntarily rout out an unpinned man?
A. No.

10.3 & 50.41 Can a surrendered Italian group or parts thereof voluntarily panic prior to being captured?
A. No.

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?
A. Yes, rule 10.4.

10.4 During a Fire atack, can an infiltrator who gets a pinned result play a hero card immediately and keep his infiltration?
A. Yes.

10.4 Can you hero an unpinned man upon drawing a hero just to get another draw?
A. No.

10.45 Can you hero an unpinned man when the group is not firing, just to get it out of your hand?
A. No.

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?
A. Yes, especially if playing a campaign game where elan points are being accumulated. However, a player cannot play the Hero card to no effect.

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?
A. No.

10.45 & 17.4 Which values for crewed LMGs are used for non-Hero caused doubled firepower?
A. The fully crewed value is used for flanking bonuses. The bracketed value is doubled only for Heroes using crewed weapons.

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)?
A. No. An exception to this would be a man whose primary weapon was a crew served weapon, but is unarmed, and that man transferred into a group with another crew served weapon.

11.11 & 17.8 & 18.2 When can a group rearrange their order? Can this be done as the sole action for a group?
A. Yes.
How about following individual transfer (17.8)?
A. No.
After crewing/uncrewing a weapon (11.11)?
A. Yes, see 11.12.
A group may also rearrange its order after a successful weapon acquisition (18.2).
Read full text of rule 3.3 and 4.25

11.2 The PC who is carrying a radio as a SW, is also a crewman. Can the radio still be used?
A. No.

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?
A. Yes. He is still armed even though he has no firepower.

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?
A. Yes.

13.2 Can ANY AFV place smoke on itself? Or, is an anti-armor Effect number of 4 requried?
A. To place smoke on self, AFV must be US, British, or German. To place smoke on other group (friendly or enemy), AFV must be US, British, or German AND have boxed FS of 4 or better.

13.32 Does a hit by ordnance attacking from Wire also subtract one from its Hit strength?
A. No.

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?
A. Yes. No.

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?
A. Yes. The first position.

14.2 May a sniper attack a pinned British Bren Carrier or Wasp?
A. Yes.

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?
A. Yes. No, a P2-3/K4-6 sniper that affected a pinned man would check for a wound on a RNC draw of 2-3 if the man routed or on an RNC of 4.

14.4 & 48.42 If a group is attacked by more than one Sniper, which RNC must it beat in a Sniper Check?
A. The lowest absolute value. Example: Against multiple sniper results of a black 2 and a red 4, the affected group would perform a Sniper Check using a value of 2.

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. Both, but treat 48.4 as "in force" for/random reinforcement snipers. A DYO purchased "Double Sniper" is just Sniper insurance -- it takes two successful Sniper checks to eliminate Sniper capability.

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?
A. Yes.

15.52 Does the increase to Morale and Panic values apply to the Commisar himself?
A. No; he is not with an unpinned Commisar.

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).
A. No. When the deck runs out, all cards that will be placed in the discard tray are shuffled into the deck immediately. The attack is then resolved from that point and the game continued.

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?
A. Specifically for the last deck, if the deck runs out during morale checks, the game is over. The "attack" commences when making the RPC check, therefore, from that point forward, should the deck run out, re-shuffle and complete the attack.

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?
A. Yes. That is the risk you take when waiting for the relative artificial safety of the end of the deck to move. The rule was deliberately created to limit such unrealistic end-of-game tactics.

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?
A. No. All personality cards must be at the same range chit, as specified in the scenario victory conditions. The scenario victory conditions should be considered implicit.

Even in the case of Scenario U, Personality cards fulfilling Victory conditions must be at the same range chit?
A. In Scenario U, units may occupy different range chits and claim victory.

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?
A. No. Even if no opposing group was directly opposite it to be affected by the TEM, the Wall card is not reduced to total ineffectiveness and, therefore, can be used to fulfill Victory Conditions. However, a Wall card cannot be used to fulfill Victory Conditions if there are two Wire cards on it. Similarly, an occupied Hill card with its +1 modifier cannot be used to negate the opponent's TEM for purposes of fulfilling Victory Conditions.

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?
A. It counts as a loss for both players.

16.5, 32, 50.41, Broken Squad, Prisoners, and Surrender

Prisoners DO count as casualties toward the calculation of a Broken Squad.
Groups which have surrendered but have not been captured do not count as casualties toward the calculation of a Broken Squad.

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Page created 1 Dec 1995. Last edited 8 March 2000.
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