Rio Grande: Battle of Valverde, 21 Feb 1862

Official Errata

All the following are clarifications, unless otherwise noted.

COUNTERS

Union-infantry combat leader Lewis is a Captain; replace the "II" indicator with the word "Capt."

H/7US and AH/1OUS infantry units should have infantry symbols on their reverse sides, not cavalry symbols.

CSA-Leader rankings are as follows: one star = Major, two stars=Lt. Colonel, three stars=Colonel, three stars encircled by braiding=General. Sutton should have two stars, not one. Sibley should have
braiding around his three stars.

RULES

4.33 Overall Commanders moving by themselves in an uncoordinated Action automatically modify the TCT dice roll by +2 (CSA) or -2 (Union).

4.33 (change) Independent units NEVER use Uncoordinated Actions. They always are considered to be using Coordinated Actions (see 10.42).

5.28 (addition) EXCEPTION: Movement between hexes l2l6 and l3l6 or 1217 and 1317 is at the Land Sand Bar cost in BOTH directions. Also, remember to add one movement point to the cost from
moving from Sand Bar/River (level-1) to level-2 clear terrain.

5.52 Reinforcements belonging to the same organization are treated as a "group," and may perform Coordinated Movement Actions (only) using a single TCT dice roll. The group uses its assigned
leader's Action Rating to modify the TCT, even when all of the group's units are not within his Command Range. The group must, however, move as directly as possible toward its leader (while
avoiding enemy ZOCs) if he is on the map. These special group capabilities end permanently the instant any unit in the group:

1) is within its leader's Command Range, OR

2) attempts an Action other than movement, OR

3) is in an enemy ZOC.

6.28 No unit may perform Mount/Dismount while in an enemy ZOC; see 6.44.

6.32 Units may form Square and move while in a Square only in Clear hexes containing no other type of terrain, including Sand Bar and River.

6.32 (addition) Units may not form or leave Square while in an enemy Zone of Control.

6.34 ALL units in a Square may contribute their fire strengths, not just the top unit. However, the total is aIways HALVED (drop fractions).after all other modifications have been made.

6.42 (addition) No Mount/Dismount formation change Action is allowed when the unit is located in an enemy ZOC.

6.44 Ignore the last sentence about enemy ZOC's. See errata for case 6.42.

6.46 (IMPORTANT CORRECTION) If the die roll is the same or LOWER than the Commitment Rating, the unit enters the enemy ZOC. If it is higher, the unit ceases movement where it is for the
action. The reference to "Poor Morale" in the Die Roll Adjustments should read "Fair Morale."

8.0 (addition) When "halving" combat strengths, if it is fire combat, drop the fraction. If it is melee, retain the fraction.

8.1 Ignore the references to section 6.4 and Battle Rules. The reference to Range Effects should be 8.2.

8.12 (change) Delete the phrase "having only one unit! target at which to fire (see 6.4)." Note that a mounted cavalry unit may NEVER combine its fire with any other unit, even mounted cavalry.
EXAMPLE: A Union infantry unit is within range of two stacks located toward its front, containing one artillery and one dismounted cavalry each. The Union unit is also adjacent to two mounted
cavalry units located in its rear. The Union unit could be fired on up to FOUR times in a single Action - once by the artillery firing together. once by the dismounted cavalry firing together. and once by
each mounted cavalry firing individually.

8.27(correction) If the distance between the lower unit and the potential obstacle is HALF OR MORE the number of hexes between the firing and target units. LOS is CLEAR. (When determining half
the distance. round fractions up.)

8.29 (addition) Range and LOS Example: A CSA infantry unit is located on level-1 terrain in 2529, and a Union artillery unit is nine hexes away on level-2 terrain in 1625, facing directly east. Since the
infantry unit is three hexes away from the first available intervening Sand Dune hexside (2228/2127). it is less than half the total distance (one-half of 9 hexes = 4 1/2. rounded up to five) between the
artillery and the infantry. The LOS is blocked, and the artillery cannot fire at the infantry.

8.43 An attacker performing a combined Fire and Melee Action may choose to attack any additional enemy units in friendly ZOC that were NOT fired upon. The attacker is not limited to attacking only
those units fired upon by friendly units. In other words, anything goes so long as all enemy unit required to be attacked are actually attacked. and no individual friendly unit divides its printed strength
between two or more separate Melee attacks during the course of the Action.

8.45 Delete the word "remaining." All Defensive Fire is resolved before ANY Melee combat is resolved.

8.54 (addition) 7. A charging/counter-charging unit must Melee ALL enemy units in its ZOC (both Front and Flank). The attacking units may combine their combat strengths and/or attack more then
one enemy unit at the same time. as in normal Melee, so long as all eligible enemy units are actually attacked.

8.62 (change) D = Disrupted. Once a unit is Disrupted, any further "D" results are treated as No Effect.

3. Disrupted cavalry may not perform charge, counter-charge, or Retreat Before Combat. Charging cavalry that becomes disrupted immediately ends its movement. and may not melee. A counter-
charging cavalry unit disrupted by Defensive Fire completes charge movement and must perform Melee combat against an eligible target, but with a two-column shift to the left (2Lj; see 8.57 errata.

8.75 (change and addition) Cavalry that Retreats Before Combat may not violate normal retreat provisions 8.82 c. Rout Move: If a routing unit has enough movement points to enter a hex, but cannot do
so because of enemy units, stacking limits, or enemy ZOCs, the routing unit stops and loses a step. If a routing unit could enter a hex but lacks the MPs to do s0 it stops but does NOT Lose a step.

9.32 Ignore the sign (+ or -) when adding the Leader Action Rating to the Morale Check dice roll.

9.36 (addition) A mounted cavalry unit that is not performing charge or counter-charge, and is attacked by a charging cavalry unit. MUST undergo a Charge Morale Check. If the check fails, the unit
suffers the effects listed for infantry, artillery, and dismounted cavalry in 9.33.

10.24 (addition) Use the "CSA Command Point" and "Union Command Point" markers on the Consecutive Actions Track to record the current number of Command Points available to each side's
Overall Commander.

11.0 (addition) Any Command Points committed to the Action are considered spent if Random Events 4, 6 or 9 are rolled (and are applicable to the rolling player). Otherwise, they are not spent.

12.0 Set-Up

Union sets up first, then CSA.

"A (Dodd's) 2nd Colorado Volunteers" is the A(Ind*) Col Vol 6-12 Union cavalry units in the countermix.

"Graydon's Spy Company" is the 4-12 independent Union cavalry unit in the countermix.

14.0 Victory points are not awarded for leader units, regardless of their position on the map or their elimination. Leaders are still essential for gaining VPs from In Command units.

14.0 Withdrawal: Union side must withdraw if at least sixteen (16) infantry and/or cavalry units are either eliminated or have Broken Morale. The CSA must do so if there are fifteen (l5) such units on
its side. Units that rout off the map are considered eliminated for Withdrawal purposes.

CHARTS AND TABLES

(9.2) MORALE LEVEL EFFECTS CHART

Fair (addition) 2. May have to retreat on "R" Fire Table Result (8.62)

Broken (addition) 6. Must retreat on "R" Fire Table Result (8.62)

(9.3) CHARGE MORALE

Adjustments: -1 Command Point issued by Overall Commander

THE TURN CONTINUATION TABLE (TCT)

(change) The note should read: * = See 4.42. 'Automatic Finish'

(change) Adjustments:

3. Automatic +2 (CSA) or -2 (Union) for: Resupply. Overall Commander's Uncoordinated Movement

TERRAIN EFFECTS CHART (addition)

Add a "(d)" after the words 'Clear' and 'Land Sand Bar' on the chart. Put the following note at the bottom of the table:

(d) Treat Clear/Fordable River hexes the same as Clear hexes for all purposes. Use "Clear" terrain cost when rnoving from a Clear hex to a hex containing any Land Sand Bar terrain.