This page has been created to consolidate all errata and clarifications for the new MiH boxed game, D-DayThe Great Crusade.
The following E-mail went out on Friday, October 28:
Today we picked up on an error created by cutting and pasting in the wrong 'direction' (old OOB replaced new instead of vice-versa) at print time for D-DAY-The Great Crusade.
Here are the replacement cards in pdf format:
http://www.criticalhit.com/DDTGC-11.pdf
http://www.criticalhit.com/DDTGC-5.pdf
Replacement cards were posted off to all customers that ordered prior to 10/28/04 and ALL other copies of the game receive the new cards already packed in them, including the third card, linked below as EnrAid1.pdf.
To which we add an additional card:
http://www.criticalhit.com/EntrAid1.pdf
D-DAYThe Great Crusade: Correctly includes ONE ten-sided die.
D-DAY: THE GREAT CRUSADE - Errata and Q&A, Nov 8, 2004
ERRATA
CRT
Disregard the Combined Arms modifier shown under the CRT. It should
be a one row shift modifier as described in the rules, not one
column shift . Note, as per the rules, this added Row shift is
applied after the die roll, and is optional. So, in effect you
get to choose between two combat results if you have the combined
arms bonus. [Design note: This represents greater mobility.]
Map
There should be a bridge over the river at the 4362/4363 hexside.
Also, on the Terrain Effects Chart, that should be "Flooded".
Rulebook
5.2 II.f.2 Clarification: German End of Turn Phase: Replace with
"The German player resolves bridge repair attempts."
(Only the Allied player may attempt bridge destruction, and
only with air power as in the rulebook.)
Scenario Cards & Play Aids
There was an error on a couple of the setup cards due to the updated
maps that I submitted. These were on 19.3A and 19.5A: Additionally,
Ray created a handy play aid for the German Reinforcement units.
They, as well as any new official updates and added play aids
can be found here in PDF format: http://criticalhit.com/DDTGC.html
Scenario 19.5G - The 1/915 element of the 352nd Inf Div should be setup in hex 2930, not 2624. Also, the 914th and 916th Regiments are shown on their reduced sides on the card - they begin on their full strength side. Remove the Lehr Pio Battalion. It shows up on the June 8 Reinforcements.
British and Canadian Reinforcement Track - The British heavy artillery unit that appears on June 8 at Juno Beach should be 30C, not 2A. The counter is correct.
American Reinforcement Track
June 8: The 325th Glider Regiment should land in hex 3451, adjacent
to St Mere Eglise.
Q&A
COUNTERS
Why is there a sixth German Resistance marker?
Originally, I was using six "resistance areas", with the American Airborne divisions being treated as their own unique area, and the "up side" weather result one level higher for a possible high of 8 Allied support points. We later switch to five to simplify things a bit. Ray informed me a while back that there would be room in the counter mix for the German Pio battalions and the variant divisions that I wanted - Primarily the 319th and 116th Pz, and the British 1st Airborne. As usual with alt-history variants, a couple of these options were tinkered-with a little bit during playtest, but it was not very extensive. Therefore, I figured leaving the extra Resist Marker in was a good thing, as it can offer a little "tinkering" ability while using these variants.
RULES
6.0 Is there an allied movement phase on June 6, or do the set-up hexes represent allied movement
There is no movement by either side in this phase - The Section 6.0 June 6 sequence is followed exactly as shown in the rules, then game play proceeds to the June 7 turn.
6.1 The rulebook says there are 5 resistance markers. There are actually 6...two light, two medium, one heavy and one no resistance. Now, when the German player places his resistance markers does he know what he is placing, or is this done randomly? If he knows what he is placing why would he place the No resistance marker? Or is the extra Light Resistance marker just an extra (like the extra Beach Support marker)?
See the above comments under "Counters" for the last answer. The German player places the markers deliberately - only the Allied player is left in the dark. He has to place the "No Resistance" marker as one of the five placed. Note: For solitaire play, it is suggested that these markers be placed randomly, then assign the Allied support as you would as if against an opponent.
8.1 This may seem obvious, but if a two-step unit takes
a loss, is it considered a one-step unit for stacking purposes,
or is it still considered a two step unit that is merely reduced?
A reduced two-step unit is counted as one step for stacking purposes.
13.2 Can units from two different divisions spot for the same
bombardment? Say you have a unit of the 4th ID and a unit from
the 90 ID adjacent to a German unit. Can the Artillery of both
divisions bombard that unit in one single attack?
Yes they can in that instance.
14.6 So, the Combined Arms is just a +1/-1 modifier? So, if I roll a 77 as an attacker, it would be a 78 instead? Likewise, if I was the defender, that 77 would become a 76 instead?
No - The modifier is one ROW, not one digit - So, you get the choice between two results. This could be clearer in the rules; it says "+1 to the die roll result" but it should just say Row.
Example:
The Allied player attacks the German at 5:1 odds. He has Combined
Arms and the German player cannot counter it. The Allied player
rolls a 25. The result is an ArDr. The Combined Arms modifier
moves the result "down" one ("+") for a ArD1
result. The Allied player can choose between the two results -
Does he want to inflict the step loss or the retreat in this case?
(If it had been a column shift, the roll of 25 would give the
same result on the 6:1 table)
16.33 Naval and Battleship Bombardment: the rule says to add four to the bombardment level--does that mean add four to the die roll increments? Column shifts?
Four "attack" points of bombardment.
Scenario 19.1 In SSR #4, it mentions that the German units must be 5 hex rows or less from the northern most allied unit. What if the German units are more than five hexes - say I want to move them all to Cherbourg? Do I have to place them back within five hex rows of an allied unit?
This reflects Hitler's "Stand or die" attitude and orders for forces in Normandy. They were to hold on and fight for every yard for as long as possible. So, if the Allied player sneaks a unit around the flank, it allows the German player flexibility to retreat back but until then, the German player must stand and fight or at least stay within striking range of the U.S. forces.
Scenario 19.2: It mentions that the units are elements of the 2nd Infantry Division and V Corps, yet the counter representing the Corps is 19C. Should this be a 5C counter instead?
Good question! When the 747th landed on 7 June at Omaha, it was attached to V Corp; the 29th ID to be exact.. It was later attached to XIX Corp.
Scenario 19.3G: Elements of the 716, 326 and 752 counters - there is no 752 division, unless the 752 of the 326 is what is meant?
Correct.
Scenario 19.5, Allied Victory Conditions. 1)Coastal Ports says that the Allied player must exit 30 combat strength points off the south map edge. Is this Attack points, or Defense Points?
Attack points.
Rudder's Line:
Q. Is it ONE or TWO CP to flip a one-figure unit?
A. The rule is correct, Casualty Points = 1 PER FIGURE, not 2 CP for one figure as stated on the table.
Q. Sequence of Play: The Play Aid card has a Sequence of play flowchart. The rulebook has the same sequence of play. But then, out of nowhere, comes rule 6.0, the Mutual Reinforcement Phase. When in the turn does this happen? I guess after the Initiative Determination Phase.
A: This is for upcoming scenarios that involve reinforcements. Ignore it for now.
Q. Special Rules: The American player makes a roll with two dice for entry of his invading units at start. You place units in the box matching the roll. It's a moot point, but one box is labelled "1-2" and you cannot roll a 1 on 2d6. Is there a modifier or something I am missing?
A: Upcoming scenarios will have modifiers that affect these rolls. Use that box for '2' for now.
Q. Weapon Elimination: Presumably you roll a 2d6, in which case (again) you cannot roll a 1. So is the elimination result a 2-7? Or something else?
A: Correct.
Q. dr and DR: Rule 5.1 defines a dr as a 1d6 roll. I cannot see any definition of a DR though I presume this to be a 2d6 roll. Yes?
A: Yes.
Q. Bunkers: Rule 9.33 requires you know what is a bunker. But there is no terrain effects chart. I would guess the black circle/donut shapes are bunkers. But are the AA point in area 9 and the OP point in area 6 also bunkers?
A: The numbered 'donuts' and the OP are the only bunkers
on the map.