NEW FIREFIGHT ERRATA

                               by

                         Alan R. Arvold

 

The following errata was compiled by myself and sent to SPI for

consideration back in the late 1970's. It was never published.

Here it is now for all to see. It should be noted that this

errata is also adaptable to the TSR version of FIREFIGHT as that

game is nothing more than a reprint of the original.

  

                          Firefight I

 

[5.0] Observation

[5.12] (Addition)

If the Line of Sight passes exactly through the length of a

hexside in between a blocking terrain hex and a clear terrain

hex, the Line of Sight is blocked. The same is true if the Line

of Sight passes exactly through the intersections of hexsides

adjacent to blocking terrain hexes and hexsides adjacent to clear

terrain hexes.

[5.21] (Clarification)

It does not matter how or at what angle the Line of Sight crosses

the defilade hexside, it is still blocked if it passes through

the defilade position immediately behind the hexside. Nor does it

matter whether the sighting unit is uphill or downhill from the

defilade position, the Line of Sight is still blocked. In the

case of the two-sided defilade position on both sides of the same

defilade hexside a unit in one of the defilade positions may see

through the adjacent defilade position. This is the only case

where a unit's Line of Sight is not blocked by the defilade

hexside/defilade position combination. As noted above in defilade

example D, the Line of Sight is blocked if it passes exactly

through the length of a defilade hexside. In the case where the

Line of Sight passes exactly through the intersection of a

defilade hexside and a non-defilade hexside, it is considered to

have passed through the defilade hexside. In any case a unit in a

defilade position that can see out from it can also be seen by

enemy units that it sights.

 

[6.0] Fire

[6.33] (Addition)

If two or more friendly units fire at an enemy unit and their

Line of Sights/Line of Fires enter the enemy unit's hex through

non adjacent hexsides, then the friendly attacking units may each

add one the their respective attack effectiveness ratings. This

may occur at any range except those ranges where the unit's

attack effectiveness rating is zero. This is known as flanking

fire. It may be applied against both vehicle and personnel type

targets. It may be used by all direct fire units. If all of the

Line of Sights/Line of Fires of the atttacking units enter the

target unit's hex through the same hexside or adjacent hexsides,

then this rule does not apply.

[6.6] Vehicular Machine Guns (Addition)

[6.61] All tanks and assault guns have a machine gun mounted on

top of the turret or vehicle. The machine gun may be fired during

the same turn as the main gun. It may be fired at the same target

as the main gun or it may be fired at a completely different

target. All vehicles except the US tanks use the MG+ line on

their respective attack effectiveness rating charts. US tanks use

the MG+ M113 line on the attack effectiveness rating chart. All

tanks and assault guns are considered to be unbuttoned when the

machine gun is fired. (Exception: US tanks of the M60 series are

considered to be buttoned up when firing their turret mounted

machine guns. This is because the machine gun is mounted in an

armored commanders coupola.)

[6.62] The M150 and M113Z both have a .50 Cal Machine Gun mounted

on the vehicle. Both of these vehicles use the MG+ line on the

attack effectiveness rating chart when firing at Soviet

personnel. The BRDM has a 7.62mm machine gun which is kept inside

the vehicle when the Saggers are being fired. This vehicle uses

the MG+ line on the attack effectiveness rating chart when firing

at US personnel. None of these vehicles may fire their machine

guns on the same turn that they fire a missile. (Exception:

Overruns Section 28.0)

[6.9] (Clarifications)

There are ten RPG-7's in a motorized rifle company (one per squad

including the headquarters squad). There are three RPG-7's in the

anti-tank platoon (one in each Sagger team and one in one of the

fireteams). The Sagger team may not fire the RPG-7 in the same

game turn it fires a Sagger missile. (Exception: Overruns Section

28.0)

[6.10] (Addition) Anti-Personnel Fire from Special Teams and the

SVD Sniper

[6.101] The Sagger teams and the SP-9 teams may employ anti-

personnel fire against US personnel by using the TM line in the

attack effectiveness rating chart. However since the teams are

half the size of the regular fireteam, four is subtracted from

the attack effectiveness ratings at all ranges. These teams may

not employ anti-personnel fire the same turn in which the fire

their anti-tank weapons. (Exception: Overruns Section 28.0)

[6.102] The Soviet player may designate one TM or TM+ per platoon

as having an SVD rifle armed sniper in it. The unit so designated

has its anti-personnel attack effectiveness rating increased by

one at all ranges (except at those ranges where the rating is

zero). The SVD sniper may not be exchanged between the different

fire teams and suffers the same combat result as the fire team

that it is in.

 

[7.0] Movement

[7.6] (Addition) Battlespeed Movement

In reality speed is broken down so that movement through on clear

terrain hex equals about 3 mph. This means that the average speed

of all the vehicles is 9 mph in clear terrain, 18 mph on the

road, and 1 1/2 mph in the woods. These speeds are the average

cruising speeds when a vehicle is not engaged in combat. But when

a vehicle is attacking a known enemy position or has been fired

upon, it will naturally increase its speed in order to reduce its

exposure to enemy fire. Therefore whenever a vehicle receives

fire from any enemy unit, spots an enemy unit, or is hit by

artillery fire it may increase its movement allowance starting on

the next movement phase.

[7.61] Tracked vehicles may increase their movement allowance to

5 movement points and wheeled vehicles may increase theirs to 6

movement points. Vehicle units may maintain this increased speed

until they are either destroyed, the enemy unit(s) firing at them

are destroyed, the enemy units can no longer be spotted, or they

move out of the area effected by indirect fire. Whenever one of

the above conditions occur, vehicles will return to using their

normal movement allowance of 3 movement points each starting on

the next movement phase. Vehicles may use the road movement rate

when using battlespeed while moving along roads.

[7.62] Personnel units may also use battlespeed movement. If one

of the above mentioned preconditions occur, a personnel unit may

increase its movement allowance to 2 movement points starting on

the next movement phase. A personnel unit may not use the road

movement rate when moving along a road at battlespeed. When the

preconditions cease to exist a personnel unit resumes normal

movement starting on the next movement phase.

 

 

                        Firefight II

 

[12.0] Dummies

(Addition) The number of dummies in a player's force should not

exceed 1/3 of his total units. When moving dummies a player has a

choice of which ones he moves as vehicle units and which ones he

moves as personnel units. A player may even switch the movement

rates of his dummies from turn to turn in order to confuse his

opponent.

 

[14.0] Smoke

[14.2] (Addition) Smoke from Vehicles

Vehicles may make smoke in three different ways. 1. Tanks and

assault gun/tank destroyer carry smoke rounds for their main

guns. 2. Certain vehicles have smoke generators on them. 3. All

vehicles have smoke grenades either mounted on them or carried by

the crew. In each of these ways smoke may be fired either during

the fire phase or the movement phase. The smoke takes effect the

instant it hits the target hex and lasts until the beginning to

the same phase of the next turn as the phase in which it was

fired. Vehicle smoke follows the same rules as regular smoke

except as noted below.

[14.21] Tanks and assault guns/tank destroyers have smoke rounds

which they may fire in place of their regular rounds. The target

hex must be spotted by the vehicle firing the smoke. There are no

range limitations nor is the die rolled to see if the round hits

the hex. A smoke marker is placed in the target hex and the six

adjacent hexes. A vehicle which fires a smoke round may not fire

at vehicle or personnel targets with its main gun during the same

turn. (Exception: Overrun Section 28.0) Smoke rounds may be fired

during the fire phase as normal fire or during the movement phase

as overwatch and opportunity fire.

[14.22] Certain vehicles (in Firefight II this is all Soviet

tanks and BMP's) have the ability to produce a smoke screen while

on the move. The smoke screen (which comes from smoke generators)

extends behind the vehicle along the path it traveled during the

movement phase. This smoke screen may only be laid during the

movement phase and only be moving vehicles. When vehicles lay a

smoke screen, a smoke marker is placed on every hex which the

vehicle moved out of during the phase it moved. A smoke marker is

not put on the hex in which the vehicle ended its movement in.

There are no partial smoke screen produced during movement. The

smoke screen may be produced at any speed which the vehicle

moves, even battlespeed. Vehicles which are producing smoke on

the move may perform all other normal functions during the same

movement phase. Smoke produced in this manner only effects the

hex the marker is in.

[14.23] Vehicles sometimes have smoke grenade launchers or have

smoke grenades which are carried by the crew. These can provide

quick concealment for the vehicle. Every vehicle has this

capability. A vehicle may fire these smoke grenades during the

fire phase or the movement phase. A smoke grenade may be fired

into the hex that the vehicle is in or into a hex that it moved

through during the movement phase.  Firing the smoke grenade does

not prevent the vehicle from performing any other normal

functions in the same turn or even in the same phase. During the

movement phase the smoke grenades may be fired into the hex that

the vehicle finished its move in or into any hex that it moved

through during that phase. The smoke marker only effects the hex

that it is on. A vehicle may only use this capability once per

scenario.

[14.24] Vehicles that have more then one of these capabilities

may only use one of them in the course of a turn.

[14.3] (Addition) Smoke from Personnel Units

Personnel units carry smoke grenades for quick concealment.

Personnel units use the same procedure as vehicle crews for using

smoke grenades. However personnel units may place smoke markers

in adjacent hexes as well as hexes they occupy. Personnel units

may only use these smoke grenades once per scenario.

[14.4] (Addition) Smoke Grenades

Smoke Grenades which the vehicle crews and the personnel units

possess may by used at any time during the fire phase or movement

phase. The markers may be placed before or after a unit fires or

moves. Smoke grenades may not be used by a suppressed unit.

 

[15.0] Overwatch Fire

[15.2] (Addition)

Everytime a wire guided missile is fired (Sagger, TOW, or Dragon)

any enemy unit may fire at the firing missile unit, using the

overwatch fire method. They may do this anytime between the

instant the player announces that he is firing the missile and

the instant he rolls the dice to resolve the attack. The

overwatching units must use gun or rocket (LAW, RPG-7) systems.

If the overwatch fire result is a kill of any kind, the result is

applied immediately and the missile is presumed to have missed.

If the result is suppression the result is applied immediately

and the missile attack has three subtracted from its attack

effectiveness rating. Missile units which are vehicles are not

effected by a suppression result. If all overwatch fire misses

the missile unit, the missile attack is resolved at its full

attack effectiveness rating.

 

[16.0] Mounted Combat

[16.11] (Addition)

A Soviet fireteam may alternately fire from open hatches. On the

turn in which it fires, the team is considered to be exposed just

as though it was dismounted. When firing from this configuration

the range is not effected but the attack effectiveness rating of

the fireteam is reduced by one at all ranges.

[16.12] (Addition)

The RPG-7 may not be fired while the fireteam is inside the

vehicle. However if the fireteam is firing from open hatches the

RPG-7 may be fired. Neither the range nor the attack

effectiveness rating is effected.

[16.2] (Addition)

The M113 may not move during the same turn that the fireteam

executes mounted fire but it may fire its .50 cal machine gun.

[16.21] (Addition)

The LAW and the Dragon may be fired in mounted combat from open

hatches. Neither the range nor the attack effectiveness rating is

effected.

[16.3] (Addition) Effects of Suppression

When a vehicle is suppressed while the fireteam is performing

mounted fire from open hatches, both the vehicle and the fireteam

suffer suppression. If the fireteam suffers suppression from an

attack upon itself, both the vehicle and the fireteam are

suppressed. Remember that a suppressed fireteam that is

suppressed again is destroyed but the vehicle remains suppressed.

[16.4] (Addition)

Some M113's now have a Dragon platform mounted on the coupola of

the vehicle. Therefore a fire team need not be up in open hatches

in order to fire the Dragon. However the Dragon platform follows

the rules as the Sagger mount on the BMP.

 

[17.0] Short Halt Attack/Fire on the Move

General Rule (Correction)

The US M60A1, M113, M113Z, and M150 may both move and fire with

their machine guns during the movement phase. All Soviet tanks,

assault guns/tank destroyer and BMPs may both fire and move

during the movement phase. In both of these cases the Short Halt

technique is being used. The US M60A2 and M60A3 (both with

stabilized fire control) may fire and move all weapons without

halting. Fireteams performing mounted fire from an APC may do so

while the vehicle is performing the Short Halt technique. Finally

dismounted personnel units may perform fire on the move.

Procedure (Addition)

The M60A2 follows the same rules as the M60A3 when executing fire

on the move.

[17.12] (Addition)

The M60A2 is also reduced by one at all ranges.

[17.13] (Addition)

No missiles or rockets may be fired when using either the short

halt technique or fire on the move. All APCs may fire their

machine guns using the short halt technique. The BMP may fire its

main gun using the short halt technique. When personnel on an APC

execute mounted fire while the vehicle is moving, the short halt

technique is used. In all above cases two points is subtracted

from the attack effectiveness rating at all ranges. At the owning

players option, APC machine guns may be fired and/or mounted

personnel may execute mounted fire, both using fire on the move.

However three points are subtracted from the attack effectiveness

ratings at all ranges. In all cases these subtracted points are

in addition to other subtracted points for other reasons.

[17.14] (Addition)

All vehicles using battlespeed have one additional point

subtracted from the attack effectiveness ratings at all ranges

for both the short halt technique and for fire on the move.

[17.2] (Addition) Infantry Fire on the Move

Infantry units may fire on the move while dismounted. To do so

the personnel unit may move one hex and execute anti-personnel

fire during the movement phase. The attack effectiveness rating

of the firing personnel unit is reduced by three at all ranges. A

personnel unit may not fire anti-tank weapons when firing on

the move. (Exception: Overrun) A personnel unit may execute an

overrun in the same movement phase that it uses fire on the move.

A personnel unit may fire anti-tank weapons when firing on the

move providing that they are firing at the vehicle which they are

also overrunning during the same movement phase. In this case the

fire is considered to have come from the hex which the personnel

unit started it movement when determining range.

 

[18.0] Mines

General Rule: (Addition)

Minefields may be hidden from view. Just record the hex number

and the number of mine points in the hex for each mined hex. When

a unit moves into the hex where a hidden minefield is, the owner

of the minefield informs the opponent that his unit is in it,

conducts the minefield attack against the unit in the hex, then

places a minefield counter of the appropriate color on the hex.

The minefield counter remains on the hex for the remainder of the

game. A player may have some, all or none of his minefields

hidden at the beginning of the game. A player may not hide a

minefield after the game has started that was on the board when

the game begun. A minefield may be placed in any type of terrain

hex. Friendly units may start the game in a mined hex. They are

not effected by the minefield until they move out of the hex and

only if the minefield strength is 6 points or more. If the

minefield strength is 5 points or less then they may move out of

the hex with no attacks from the minefield.

[18.1] (Addition) Dummy Minefields

Both players may use dummy minefields. These are minefield

counters on a hex that have no minefield strength points assigned

to them. Dummy minefields may not be hidden, When an enemy unit

moves on the minefield, the owning player must tell him that it

is a dummy minefield at which point the counter is removed from

the board.

[18.2] (Addition) Blocks

Both players may use blocking counters. Blocks consist of barb

wire, anit-tank ditches, fallen trees, or anything else to impede

movement to both vehicle and personnel units. Blocks may be

placed in any type of terrain hex on the board at the beginning

of the game. After they are implaced they may not be moved nor

removed. Blocks effect the units of both sides. Blocks function

as follows: any unit that moves on a hex with a block counter in

it must come to a halt and stay there for the remainder of that

turn and the whole next turn. On any turn there after the unit

may move off of that hex. Blocks cancel the road movement rate of

any road that they are on. Therefore if a unit moves along a road

onto a block, when it moves off the block it enters the next road

hex at the movement rate of the surrounding terrain, not that of

the road. Blocks may also be mined to a limited extent. The

maximum number of mine points that may be assigned to a block is

five. The points come from the total assigned to the owning

player by the scenario instructions. A minefield attack is

executed each turn that a unit is on the mined block. A unit may

fire from a blocked hex. A blocked hex does not block the Line of

Sight/Line of Fire. Blocks may be hidden only if they are in a

town or forest hex in which case they are not spotted until the

enemy unit comes adjacent to them. Friendly units may set up in a

blocked hex at the beginning of the game but must except the

movement penalty when leaving the hex.

[18.3] (Addition) Overrun

Units are prohibited from overrunning enemy units on blocked

hexes. Units may overrun enemy units in mined hexes but must

suffer a minefield attack before resolving the overrun.

[18.4] (Addition) Claymore Mine

The Claymore mine is an anti-personnel device which is used

either as a mine or a booby trap. It is basically a convex shaped

explosive device with ball bearings lining the convex face. When

detonated it blasts an expanding cone of ball bearings in a

predetermined direction. Exposed troops caught within this cone

are shredded. It can be detonated either by a unit moving into

the hex it is in or by a friendly unit with a manual switch. As

with other mines the Claymore is secretly deployed before the

beginning of the game in any hex and must be oriented towards a

hexside of that hex. Unlike other mines, a Claymore may only be

used once. Once it is detonated it may not be used again for the

rest of the scenario.

[18.41] The Claymore mine may be detonated by a friendly unit who

has been designated by the owning player as the one who has the

detonator. The unit must be adjacent to the mined hex and may not

move until the mine is detonated. The mine may be detonated

during the direct fire phase or the movement phase. The friendly

unit may still fire its normal weapons and even detonate the mine

while in a suppressed state. If the friendly unit is killed the

mine may not be detonated unless another friendly unit moves into

the hex of the original unit and stays there until the mine is

detonated. In this case the mine may not be detonated by the new

unit until the turn after the unit moved into the hex.

[18.42] The Claymore mine may be dotanated by a unit moving into

the same hex as the mine is located in. When any unit moves into

the mined hex a die is rolled. An odd number means the mine has

detonated, an even number means that it did not. When Claymore

mines are set up before the first turn, only one form of

detonation may be given to each mine. No mine may have both types

of detonation.

[18.43] A detonated Claymore mine projects a blast pattern across

the map in accordance with the included diagram. All personnel

units within the blast pattern are attacked with an attack rating

corresponding to the hex they are in according to the blast

pattern. All vehicle units are forced to button up if they are

caught within the blast pattern. Personnel inside vehicles are

not effected by the mine but exposed personnel on vehicles are

effected. The blast pattern does extend into but not through

woods and town terrain hexes (A Claymore mine set up in either

hex would effect adjacent woods or town hexes but would not

effect hexes further away). Normal defence advantages of the

terrain still apply. Blast patterns may extend through contour

lines according to the rules of section 13.11 (If a hex can't be

seen from the hex where the mine is at it can not be effected by

the mine).

[18.44] As with regular mine, both friendly and enemy units are

effected by the mine. Both sides may use Claymore mines. (The US

of course invented the mine and the Soviets produced a copy based

on models captured in Viet Nam.)

[18.5] (Addition) Mine Rollers and Mine Clearing Vehicles

Certain vehicles may be designated to be able to clear a

minefield. For the Soviets these are T-62s with mine rollers

attached to the vehicle. For the Americans it is a special

engineer vehicle for which you would use the the Vehicle X

counters. Both of these vehicles have a normal movement allowance

of three and may clear a minefield using the following procedure:

They must start their movement phase adjacent to the mined hex.

They may not fire their guns during the movement phase they clear

the hex. During the movement phase they move through the

minefield and stop on the hex on the opposite side of the mined

hex to the one which they entered the mined hex from. The

minefield counter is then removed from the board at this time. If

the vehicle is killed or immobilized while on the mined hex then

the minefield has not been cleared and the counter remains on the

board.

 

                      Firefight III

 

[23.0] Improved Positions

[23.1] (Addition)

Units that are in improved positions are considered to be hidden

from view until they either fire, move, or an enemy unit moves

adjacent to the hex the improved position is in. Therefore units

that in improved positions and the improved position markers are

not placed on the board until they are spotted by the enemy

units. Units in improved positions are considered to be in

defilade even from indirect fire and from enemy fire from higher

elevations.

[23.2] (Addition)

Improved positions may be placed in any type of terrain hex. When

the units in improved postions are kept off the board the hex

number of the hex that the improved position is in and the unit

number is recorded on a separate piece of paper. There is no

limit to the number of improved positions a player may have but

there may only be one improved position marker per hex. Units in

improved positions do count towards the stacking limits of a hex.

[23.3] (Addition)

Improved positions which are deployed at the start of a scenario

remain on the board for the course of a scenario. If a unit

wishes to go into an empty improved position it must spend one

turn in the hex without moving or firing. This one turn begins at

the beginning of a game turn and the unit is considered to be in

the improved position at the beginning of the next game turn.

Units may start the game in improved positions. Up to four empty

improved positions may be set up at the beginning of the

scenario.

 

[24.0] Small Arms Fire vs Armored Vehicles

General Rules (Addition)

The machine gun on the M113, M150, and the M113Z have a limited

vehicle killing capability. Targets that are classified as APCs

in terms of vulnerability may be engaged by these machine guns up

to a range of ten hexes. Take the attack rating on the

anti-personnel chart on the MG+ line and use that rating on the

anti-tank combat results table. Any fire at vehicles by these

machine guns at ranges beyond ten hexes is treated as regular

anti-personnel fire against the exposed crew and units.

 

[25.0] Artillery Delivered Mines

General Rules (Addition)

Artillery delivered minefields may never be considered to be

hidden. When the mines "impact" on a hex a mine counter of the

appropriate color is placed on the hex. Artillery delivered mines

may placed on any type of terrain hex.

[25.1] (Addition)

The Soviets also have an instant minefield capability. These

mines are dropped from aircraft flying over the battlefield.

These follow the same rules as artillery delivered minefields.

 

[27.0] Future AFV's

[27.21] (Addition)

MICV's may still move at a battlespeed of five movement points.

[27.31] (Addition)

The XM1 does use battlespeed.

[27.41] (Addition)

The XMBT does use battlespeed.

[27.5] (Addition)

Newer models of the Russian T-62 tank may also use fire on the

move due to the installation of better stabilization equipment on

them.

[27.6] (Addition)

The MICV and the XM1 may also produce a smokescreen while on the

move using the rules of Section 14.22.

 

[28.0] Overrun

Procedure (Addition)

Both personnel and vehicular units may make overruns and be

overrun. A vehicle unit may overrun more than one hex per turn

providing it has the movement points to do so.

[28.1] (Addition)

However terrain is ignored in the first overrun firefight in a

hex. In any succeeding overrun firefights by the same opposing

units both sides recieve the defensive benefits of the terrain in

the hex (Exception: Defending units may only benefit from

improved positions). Overruns may occur in any type of terrain

hex.

[28.5] (Addition)

This also applies to Soviet fireteams whose RPG-7 has run out of

rockets.

[28.6] (Addition) American Fireteams

All American personnel units may fire LAWs when overrun by Soviet

vehicles. In the basic game American personnel units may fire

LAWs an unlimited number of times. However if the scenario gives

the American player a limited number of LAWs to divide among his

units then those personnel units who have no LAWs or have run out

of LAWs may attack Soviet vehicles who are overrunning them with

an attack rating of two.

[28.7] (Addition) Effects of Stacking on Overruns

Overrunning units may overrun a hex even if it exceeds the

stacking limitations of four units per hex. A hex may be overrun

by more than one unit during a single turn. However as units are

moved one at a time during a movement phase there will be only

one overrunning unit in each overrun attack.

[28.8] (Addition) Effect of Opportunity Fire on Overruns

Any friendly defending unit except those being overrun may fire

at attacking overrunning units at the instant that they move into

the hex to be overrun. These friendly units must fulfill all the

normal opportunity fire criteria. Units which have been overrun

may not fire at any time after the overrun during that movement

phase except in another overrun situation.

[28.9] (Addition) Effect of Fire on Overruns

Both sides in an overrun situation must use the appropriate type

of fire allowed against the target type of the opposing units. In

situations where the target type allows more than one type of

fire (Example: An APC with a personnel unit firing from open

hatches) then the owning player has the choice of which type of

fire his unit will use. In each round of overrun combat the

combat results suffered by the both sides are not applied until

the round is over.