Fortress Sevastopol Errata & Clarifications

Current State:  10-15-2020

Rules:

Page 2, Rule 2.1.2.2, delete 3rd sentence and change 2nd  sentence to: 
Also amphibious invasions may start from an Area with a Port symbol (9.6) and  directly from Zone C.

Page 7, Rule 4.3, change 1st sentence to: 
Place the at start units of both sides in their respective start location as shown on the backside of the units in the upper right corner as a black number (see picture at 2.1.8).

Page 7, Rule 5.2, add at the end of the 1st sentence: 
…their active sides, no supply is needed.

Page 8, Rule 5.5, 2nd sentence addition:
Check for OOC units (13.2.1) and use Supply Points (SP) to refit units (13.3), Soviet player first.

Page 8, Rule 5.6, add as 2nd sentence:
They may be from more than one area, but may not be moved by Sea.

Page 9, Rule 7.2.3 (Addition):
In an Engineering Impulse the active player designates one Area and may construct Improved Positions (17.2), destroy or repair bridges (20.2) without becoming Spent.

Page 9, Rule 7.2.6, change 7th and 8th sentence:
German engineers have a +2 DRM, Soviet engineers and naval brigades have a +1 DRM for themselves. Friendly HQ’s in the same Area/Zone will give a +2 DRM, HQ’s in the adjacent Area/Zone will give a +1 DRM to every friendly unit.

Page 9, Rule 7.2.6, add as 9th and 10th sentence:
For purposes of this rule a HQ in Area 8 or 9 is considered to be adjacent to all seven Sevastopol Areas and vice versa. HQs and units in Areas 1 to 7 are considered to be in the same Area.

Page 10, Rule 8.2, add as 3rd sentence:
All movements must be finished, before the first assault will be resolved.

Page 12, Rule 9.6, add in the middle of the 1st sentence: 
…located in the same friendly Port or Zone C may invade...

Page 13, Rule 10.5 7th bullet will be deleted. 

Page 13, Rule 10.5: Add below the bullets: 
A unit may absorb more than 1 CP in an Assault up to a maximum of 4 CPs. A unit may not retreat and be eliminated during an impulse, only one choice is possible. But if not all CPs can be taken, then units cannot retreat and have to be eliminated.

Page 15, Rule 11.4.2 (Clarification):
If the chosen target needs 2 AP and only 1 AP was achieved nothing happens. It is not allowed to chose another target after the resolution which would be able to receive the damage. That is the gamble you have before choosing a target.

Page 16, Rule 13.2.1, new 1st sentence and change to 2nd sentence:
In the Refit Phase check if a unit is in command. This is true if it is in a Zone or can trace a line of any length from the unit through controlled Areas (even if contested) to any one of their respective HQs (but see the restrictions in 13.2.3 and 13.4.2) or to a friendly Zone.

Page 16, Rule 13.2.2, add to 2nd sentence:
Units that are OOC are marked with an OOC marker until the next Refit Phase, where there is a check again.

Page 16, Rule 13.3, change 1st sentence:
In this phase check for OOC units and spent SP’s to refit units or repair destroyed bridges (21.2.1). 

Page 17, Rule 15.2 (Clarification):
The Advantage Marker may be used to perform a Double Impulse. This decision will be done after the first Impulse is concluded.

Page 17, Rule 17.1.1 Example (Correction):
Replace Trenchline with Wall-Line in two cases.

Page 17, Rule 17.2, 2nd sentence addition:
Designate one or more Fresh engineer units in one Area. 

Page 23, Rule 27.9, add as 2nd sentence:
Treat these units like engineers for this purpose (7.2.3, 17.2).

Page 23, Rule 27.11 Black Seas Fleet and Weather, NEW Rule:
The Black Seas Fleet is hampered by weather similar to  Air units. Their Bombardment value is halved (3) during Rain and Snow weather, during Heavy Snow they may not bombard at all.

Page 24: left column, Turn 6:
The 251. and 291. Mountain Infantry units are Regiments not Divisions.

Page 24: left column, Turn 9:
Delete the 251. Mountain Inf XX, 291. Mountain Inf XX and 24. Tank X. 
Their entry in Turn 6 and the printed counters are correct.

Page 24: left column, Turn 11:
The 18. Rocket Artillery Regiment should be the 18/25.

Page 24: right column, Turn 13:
Delete the 596/979. AT III. 
Its entry in Turn 11 and the printed counters are correct.

Chart:

The name of the chit is ART OBS not ART OBVS.
(Chit is correct, Chart is wrong)

Chits:

AMMO SHRT (Ammunition Shortage) Chit (Clarification):
Use this chit at any time, even after an announcement of a Bombardment and any use of chits. If only one unit bombards / barrages and any chits are used, flip the unit and the impulse is finished immediately.

Mines Chit (Clarification):
If one unit executes a mandatory attack and the opponent plays a Mines chit, the following happen. Because the Mines effect is before combat resolution, the attacking unit is pulled back into the Area from where it entered and flipped to it Spent side.

PARTISANS Chit (Clarification):
The unit affected by the PARTISANS Event will be determined randomly by any method. If there are more than 6 units you can do the following. Divide the units in two lines. Then roll for first time, on odd rolls use first line, on even roll use second line. 
With a second die you will determine the exact unit. If there is none in the affected slot repeat the whole procedure to keep probabilities. After a unit is determined, roll a die for the effect.

Map (Clarification):

No movements are possible from Area 5 to Area 1, nor from Area 4 to 3.

If you use Mark Simonitch's map, there is a little difference in the Sevastopol Area, because he used a little bit different scale. On this map movement from Area 1 to 5 is also impossible, but movement from 3 to 4 is possible. You can chose the map you like and play the situation as it is or change it to the original map.