Errata:
Modern Battles (I & II)

Errata Menu

Known Errata:

Source: Moves 29 (page 36)
Rule [14.11] addition per Q&A with David Isby 1/24/15

Date: As of Sept 19, 1976

MODERN BATTLES

GOLAN:

[12.12] (CLARIFICATION) The additional Movement Point cost for the anti-tank ditch on Game- Turns 1 and 2 is not negated by roads and trails running through the hexside.

[20.12] (CLARIFICATION) The Israeli Player deploys his units first.

[20.13] (CORRECTION) Only 1 (3-5-8) should be included in the Syrian Reserve.

Proposed 'derived Errata' submitted by Paul Sheppard

[20.18] [20.28] VPs for Nawa. Wrong hex stated. Nawa is in hex 2823, not 2933.

[20.28] VPs for Kuneitra. Wron hex stated. Kuneitra is in hex 1416, not 1476.


MUKDEN:

[11.0] (CORRECTION) All references to mountain hexes should be to rough hexes. Note also that a unit with a Movement Allowance of four or less must expend two additional Movement Points to cross a river hexside.

[14.11] (ADDITION) Guerilla units are exempt from the [7.0] requirement that the phasing player must attack adjacent non phasing units.

[14.13] (CLARIFICATION) This is the only time during the Game-Turn that the Chinese Player may voluntarily create Guerillas.

[14.14] (ADDITION) Guerillas are also formed from Chinese units destroyed by nuclear weapons.

[16.21] (CLARIFICATION) City hexes are considered road hexes for purposes of supply.

MODERN BATTLES II

BUNDESWEHR:

Rules Clarifications via Russ Gifford 9/13/2025

[12.13] (ADDITION) COMBAT EFFECTS: A defender attacked entirely through a river hexside receives a Defensive Shift 2.

[18.17] Special Rules

(ADDITION) 5. The Soviet player is the First Player. The Soviet Player sets up first, and moves first.

(Note: The Soviet player is almost entirely off board, so really it is the NATO player that sets up first.)

[18.19] Victory Conditions

(ADDITION) "An unbroken line of communications (LOC) is defined as a chain of traversable hexes from the city in question to any of the Soviet entry hexes. To be part of the LOC, the hex must not be occupied by Enemy units, and free of Enemy control (as defined by [6.0]. Meaning, a friendly unit does NOT negate an Enemy ZOC for LOC purposes.)

[Note: this practically means a city likely counts for Victory conditions if it is not encircled by an Enemy ZOC within a few hexes of the city. If you use the road hexes only for LOC then see Paul's suggestion below.]

Rules Clarifications via Paul Sheppard 7/30/2019
The roads meander a little against certain hexsides and in the victory conditions, the LOC is not clarified. I suggest the Soviets must trace to the eastern map-edge, by road if possible.

JERUSALEM:

Rules Clarifications via Paul Sheppard 7/30/2019

Stacking limit is 3 Israeli units for the Jerusalem city hexes but in Scenario 1, players need to resolve the fact that 4 units start in hex 3013. Suggest the Israeli player has to move at least one of the units on turn one in order to abide by the stacking limit at the end of turn one.

YUGOSLAVIA:

Rules Clarifications via Russ Gifford 9/13/2025

[12.13] (ADDITION) COMBAT EFFECTS: A defender attacked entirely through a river hexside receives a Defensive Shift 2.

Rules Clarifications via Paul Sheppard 7/30/2019

Zagreb is described as a city in the rules but printed as a town on the map. I treat it as a town.

River crossings in the game Yugoslavia:

The charts say refer to section 12.0, and the exclusive rules only give the movement costs and retreat restrictions, but there is no information on what combat shifts should apply. [players should make their own decisions here]

 

horizontal rule

Want to add your thoughts? Click here!

Return to Errata Menu Page | Return to Home Page

This site was last updated 09/13/25