Errata & Amendments
These changes update your copy of Modern
Spearhead to the latest version.
Title Page (with Picture of M60)
Paste the following, if you wish, into the bottom
corner of the picture to identify what version
your rules are updated to:
Page 1 – Ground Scale
Replace first 2 lines with:
the ground scale For MSH is 1” = 100 metres. MSH uses this
scale with realistic engagement ranges which permits play-
Page 1 – Part One: The Command System
Replace the last 2 lines with:
organized by nationality and describes the typical composition of
all units in the game according to nationality.
Page 2 – National Characteristics of Forces
Replace the 5 Paragraphs NATO1, NATO 2,
Warsaw Pact “Warpac” 1, etc, with:
NATO 1: Tactically and technologically sophisticated forces following the
doctrine of flexible mission orders and a recon-pulled command and
control system. Typically Regular Army forces from the USA, Great
Britain, Israel, Germany, France, and Canada, All SAS, Seals, etc.
NATO 2: Forces that follow the doctrine but are not as capable as NATO
1 forces due to lack of technology or training. Typically Regular Army
forces from Holland, Belgium, Italy, Greece, Australia, New Zealand,
Saudi Arabia; Jordan, etc, and some National Guard forces in the USA.
Warsaw Pact “WARPAC” 1: Technologically sophisticated forces
following a doctrine of centralized, detailed orders and command-pushed
command and control systems. Typically frontline Soviet forces and
immediate reserves, some East German and Chinese forces.
Warsaw Pact “WARPAC” 2: Forces that follow similar doctrine but are
not as capable as WARPAC 1 forces due to lack of technology or
training. Typically frontline forces from Poland, Czechoslovakia,
Yugoslavia, China, some East German forces, selected elite formations
from Syria, Egypt, and Iraq, and some Soviet (Russian) reserve forces.
Third World: Although generally (but not exclusively) organised using
Warpac doctrine, these armies suffer from inferior command and control,
technology, and/or training. Typically Egyptian, Syrian, Iraqi, and Iranian
forces, Guerrillas, other Warpac reserves, and all ‘third line’ reservists.
Page 8 – 3.1.3 Command Zone “CZ”
Replace the second ‘paragraph’ with:
12” for Battalions containing up to 12 Platoons
18” for Battalions containing between 13 and 18 Platoons
24” for Battalions containing 19 or more Platoons
Modern Spearhead – Official Errata – Version 1.11 – 13 August 2006
http://modernspearhead.net/
Modern Spearhead is © 2000 Wargames Inc, John Moher, Alex Macris, Arty Conliffe. This update © 2006 John Moher, Alex Macris, Arty Conliffe. Page 2 of 7
Page 8 – Command Zone Diagram
The diagram is wrong – all distances should
read 12” not 6” (there are 6 references).
Replace Diagram and accompanying text with
the following:
An 11 Platoon Battalion with its 12” CZ to the BC. All the Infantry
Platoons are within 12” of the BC. The Mortar Platoon (a Support
Platoon) has been dropped off and left beyond the 12” to provide fire
support.
Page 8 – Top of Second Column
First Paragraph – replace with:
The CZ distances are based upon the original size of the Battalion
(including any Attachments) and are permanent for the game; i.e.
these distances do not shrink as the Battalion receives losses except
for when companies are dropped off (see 3.9.1).
Page 12 – Cover (under 6.1 Spotting Distance)
Lines 4-5 (last 2) or Paragraph, replace with:
Provides protection from fire, while other Cover only conceals;
see Combat Chart (Direct Fire modifiers); sec 7.5.2.
Page 12 – Woods & Marshes
There is a print error on the second to last line,
S3” should read 3” – Strike Out or Delete the S
or cut out and paste the following:
same terrain feature, Spotting is limited to 3”. See LOS, sec 6.3,
and Firer Eligibility Sec. 7.4.
Page 13 – Hills & Depressions
Last paragraph after diagram (2 lines) –
replace with:
However, Platoons in or at the Edge of a Depression are Spotted
by Platoons on Hills as if in the Open.
Page 13 – 6.4 Hull Down
First paragraph (2 lines) – replace with:
Hull Down (HD) is protective cover. Hull Down may be obtained
only by selected vehicles on Hills or in Depressions.
Page 13 – 6.5 Ambush
Paragraph 1, Lines 3-4; replace with:
Ambush fires first in the stationary fire phase, and may not be fired upon
in the turn in which it was first spotted; i.e. a previously Unspotted Platoon
Page 15 – 7.4 Firer Eligibility
Paragraph 3, lines 3-4; Strike Out or Delete the
following:
“or in “Hull-Down” positions”
Page 16 – Direct Fire Adjudication
Paragraph 2, line 6 (last line); Strike Out or
Delete the following:
“less than -3 or”
Page 17 – Effective Ranges For Infantry Weapons
Top of column 2, replace all 6 lines with:
type Platoons, based on the approximate effective ranges of
modern small arms. AI Ranges are 6” for most Infantry and 9” for
(MG) Support Platoons; and 3” for low firepower Infantry or
Militia. Infantry use ATGW factors for Anti-Tank fire and these
have a range of 3” or 6” unless the platoon includes a heavier
complete ATGW weapon, when ranges will be 9” or greater.
Modern Spearhead – Official Errata – Version 1.11 – 13 August 2006
http://modernspearhead.net/
Modern Spearhead is © 2000 Wargames Inc, John Moher, Alex Macris, Arty Conliffe. This update © 2006 John Moher, Alex Macris, Arty Conliffe. Page 3 of 7
Page 17 – 7.6.1 Infantry Anti-Tank Fire
Replace the whole section, both paragraphs
and Title, with:
7.6.1 Infantry Anti-Tank Fire “ATGW”
The ATGW factor of infantry represents the anti-armour capabilities
of Dismounted Infantry and Combat Teams; LAW/MAW type
weapons; rocket-propelled grenades; and in some cases full ATGW
systems. Infantry ATGW Factors usually have a 3”, or 6” Range (or
very rarely 9”). They may attack targets out to these ranges using
the appropriate ATGW factors listed and in these cases they may
combat move and fire or Ambush using those ATGW factors.
Infantry with the longer ranges (9”+) are usually using full ATGW
systems and may not move and shoot or Ambush with them. Infantry
stands with the longer 9”+ range ATGW systems can be assumed to
also have a second 2-3” Infantry ATGW factor as well. The 3” and 6”
range is exaggerated for game purposes to produce the desired
overall effect. See 7.8.1 for more on the firing procedure for ATGW.
Page 17 – 7.7 Vehicle Direct Fire
First two lines, replace with:
Vehicle (and Combat Team) AT fire represents attacks from cannon
using various anti-armor shells. The cannon also contributes
Page 17 – 7.7.1 Front/Flank Shots
Replace the first two lines with:
All Platoons have an imaginary “Front Line” (which runs
indefinitely) across/parallel to the front edge of the Platoon’s
Page 18 – Passenger Targets in Trucks
Lines 4-5 (last 2 lines), replace with:
automatically suffer the same effect. Suppressed passengers must
immediately dismount and the soft vehicle is removed from play.
Page 18 – 7.8.1 ATGW Fire Eligibility
Paragraph 2 (the example), replace lines 1-2
with:
Example: A Leopard 2 is the priority target of a stationary BMP-2
Combat Team. The Range is 9”. The BMP-2’s AT factor is 5, while
Page 20 – On-Table Artillery Arc and Range of Fire
Last Paragraph, lines 7-8 (last 2 lines), replace
with:
All Gun & Howitzer Artillery must use Direct Fire when targets are within
Direct Fire range and LOS. They may not fire indirect in this situation.
Page 21 – FOs for Brigade- and Divisional-level Artillery
Paragraph 2; replace lines 9-10 (last 2) with:
FOs do not block line of fire for friendly Platoons and do not count as
platoons towards the capacity limit in Town Sectors.
Page 23 – 8.5 Round Types
Second Paragraph, replace whole paragraph
with:
The availability of Round Types based on nationality, year, and level
of artillery, is indicated below under the Round descriptions. Note
that certain weapons are only eligible to fire specific types of
Rounds. Where possible these limitations are noted on the Data
Cards for those weapons.
Page 23 – 8.5.3 Precision-Guided Munitions (PGM)
Paragraph one, lines 7-9 (last 3 lines), replace
with:
ifies the AT factor of the firing artillery by +2 against ground targets
and always attacks the Flank Aspect. PGM is the only indirect fire
round that may be used against Helicopters, see sec. 11.9.
Third Paragraph, replace entire paragraph
with:
- ! "
# $ % & '
(
#
-
Page 23 – 8.5.4 Rocket Assisted Projectiles (RAP)
First Paragraph, replace entire paragraph with:
Rocket Assisted Projectiles are used to give conventional
“tubed” guns the long range of rockets. When using RAP, the
effects are identical to Smoke, HE, ICM, or Chemical
ammunition except that the Maximum Indirect Fire Range of the
weapon is increased by about 1/3. This is particularly useful
when applied towards Counter Battery Fire, see sec 9.0. Note
that minimum range of RAP weapons is also increased. Where
possible the maximum range of RAP capable weapons has been
given on the Data Cards, otherwise assume an increase of 1/3.
Modern Spearhead – Official Errata – Version 1.11 – 13 August 2006
http://modernspearhead.net/
Modern Spearhead is © 2000 Wargames Inc, John Moher, Alex Macris, Arty Conliffe. This update © 2006 John Moher, Alex Macris, Arty Conliffe. Page 4 of 7
Page 24 – Smoke Screen Procedure
Third Paragraph, replace entire paragraph
with:
A platoon that is in Ambush and has just been spotted may conduct
Ambush Fire through Smoke which was first placed during the
Artillery Fire phase of that turn. (This prevents a player from using
smoke to avoid Ambushes by Platoons which have just been
spotted). However, a Platoon may not claim Ambush Fire through
Smoke which is being ‘stoked’; i.e. smoke which has previously been
placed in an earlier turn and is being sustained through stoking.
Page 24 – 8.5.6 Chemical Smoke
Replace entire Paragraph with:
Chemical smoke rounds are identical to Smoke rounds except that
they block Spotting even for Platoons equipped with TI night vision
equipment. Chemical Smoke is available to Soviet artillery from
1980, U.S. artillery from 1988, and other NATO artillery from 1990.
Warpac and Others do not have Chemical Smoke unless specified.
Page 25 – 9.2 Locating Enemy Batteries
Paragraph 3 (2 lines) – replace entire
paragraph with:
If the modifier is such that it is impossible for a throw of 6 to succeed,
a roll of 11-12 on two dice instead will always locate.
Page 25 – Counter Battery Location Chart
Replace modifiers section with:
-1 if target unit just fired for the first time in the game.
-1 if target unit has moved since the previous time it fired.
-1 if target unit is SPGs (but not MRLs).
+1 if target unit is MRLs.
+1 if target unit has fired for two or more consecutive turns.
Page 25 – 10.1 Type of Aircraft
Last 4 lines of paragraph, replace with:
may perform only one type of attack during a game. Ground
Attack Aircraft may execute a Cannon attack and one other
additional mode of attack during a game. Attack ordnance must
always be chosen before the game begins.
Page 26 – 10.3 Calling-In Sorties
First paragraph (3 lines), replace with:
Any number of Air Sorties, up to an entire Squadron or 3 Sorties
(whichever is greater), may be Called-In by a single Spotter
against any targets that are initially within LOS of the Spotter.
Page 26 – 10.4 Aircraft Attacks
First Paragraph, last 3 lines at the bottom of
the first column, replace with:
Specialist Ground Attack Aircraft (such as the A-10) receive two Beaten
Zones per sortie, each 6” long and 2½” wide, place contiguously
extending from the Aircraft’s front base edge to form a 12”
Page 26 – Attack Modifiers (for Aircraft)
One modifier is missing; replace the last 3
modifiers with the following 4:
· ICM attack vs. any moving vehicle or combat team +1
· Napalm attack vs. Tank/AFV (not including Combat Team) -2
· Napalm attack vs. target in Entrenchments -1
· Anti-Radiation Missile (ARM) attack vs. Veterans -1
Page 26 – AA Presence Modifiers
Replace chart of 3 modifiers with:
-1 if Enemy AA Guns, or Infantry SAMs are firing within 18” of the
Aircraft (ignored if delivering SB or ARM).
-1 if Larger Enemy SAMs are firing within 30” of the Aircraft.
-1 if Any Enemy Off-Table SAMs fired this turn.
(Note: these modifiers do not apply to attacking helicopters).
Page 28 – 11.3.4 Mission D: Air Defense Suppression
First Paragraph, lines 5-6 (last 2 lines), Strike
Out/Delete:
“that fired against the Helicopter this turn”
Page 29 – Attack Modifiers (for Helicopters)
Last (3rd) Bullet Point – top of Second Column,
replace entirely with:
· Target is an AA Platoon that fired at the attacking Helicopter
which is operating under Mission D: -1
Modern Spearhead – Official Errata – Version 1.11 – 13 August 2006
http://modernspearhead.net/
Modern Spearhead is © 2000 Wargames Inc, John Moher, Alex Macris, Arty Conliffe. This update © 2006 John Moher, Alex Macris, Arty Conliffe. Page 5 of 7
Page 30 – 11.8 AA Fire vs. Helicopters
First & Second Paragraph, replace both
paragraphs with:
All dedicated AA Platoons (with Fire Priority D), except for Off-Table
vehicle-launched & emplaced SAMs, may fire at any spotted enemy
helicopters. AA platoons may also claim Disappearing Fire if they
can spot the Helicopter at any point along its flight path on its turn of
entry. Other Platoons which may fire AA are designated in the Data
Cards as having an AA Factor, but may only fire on a Helicopter if
they are the current priority target of that Helicopter’s attack; or if
they have no ground targets and no other air targets of a higher
priority (and/or closer proximity).
HS AA fire and similar may be fired over the heads of friendly Platoons at
Helicopters at Cruise Altitudes, but not at NOE. Dedicated AA Platoons
may fire over the heads of friendly Platoons at any Helicopters. AA Fire
comes before Helicopter attacks are conducted.
Note – change from version 1.00 is modification to last sentences and
the addition of the 2nd paragraph in the errata.
Page 31 – Assaulting Vehicles
Replace the Paragraph with:
Dismounted Infantry are not permitted to Assault AFVs or Combat
Teams unless the AFV or CT is inside terrain (i.e. not in the Open) or
Suppressed. Unarmed Transport Vehicles may be Close Assaulted
anywhere, and are automatically destroyed along with any
passengers and/or towed or portée weapons they are transporting.
Page 31 – 12.1.1 Combined Arms Assaults
Second Paragraph, replace the whole
paragraph with:
Combined Arms Assaults (CAA) differ from Infantry Assaults in only
two respects; otherwise they are exactly the same. First, if the target
of the CAA is a crew-served weapon it is automatically destroyed if
contacted, and second, CAAs may be conducted against AFVs at
any time – even if they are in the Open and Unsuppressed. Note: All
dedicated ATGW & SAM vehicles and SPGs with DEF 3 (5) count as
Crew-Served weapons for CAAs and Overruns.
Page 31 – 12.2 Overrun Attacks
Fourth Paragraph, replace whole paragraph
with:
Unarmed Transport Vehicles (along with any passengers and/or
towed or portée weapons they are transporting) and crew-served
weapons are automatically destroyed if contacted. Overrun Attacks
may not be used to circumvent Target Priority rules (i.e. to attack
enemy infantry in the face of enemy armor). Combat resolution is
similar to Assault Movement & CAAs and uses the same Modifiers.
Page 31 – Close Combat Modifiers Table
Replace entire table with:
Close Combat Modifiers:
All modifiers are cumulative.
Attacking an Entrenched Enemy Platoon -1
Any Vehicle in a Town Unsupported -2*
Armour conducting Overrun in the Open +1 (+0 elsewhere)
Combat Team in a Town +1
Combat Team in the Open against any Soft target +2
Combat Team in the Open attacking an Unsuppressed AFV -1
Combat Engineers/Assault CEV/Flamethrower +1**
Veterans +1
HQ Stands +1
Crew-Served Weapons incl. ATGW and SAM Vehicles -1
Suppressed -2
* Vehicle stands are unsupported if at least 1 non-HQ dismounted
Infantry or Engineer, or non-HQ Infantry or Engineer Combat Team stand
is not present in the sector.
** Standard (Light) Engineers do not get this modifier.
Page 33 – 14.0 Morale
Paragraph at top of second column, Lines 5-6
(last 2), replace with:
experience. Ratings are flexible and relative depending upon
scenario design; suggested Morale ratings are listed in the TO&Es.
Page 34 – 14.2.3 Rallying From Suppression
First Paragraph, Lines 6-7 (last 2 before list of
modifiers):
next turn’s Rally Phase. The following modifiers to the die roll apply:
Page 35 – 15.2.1 Laying Minefields
Second Paragraph, Replace entire paragraph
(3 lines) with:
Once play begins, Mines may be emplaced by Minelayer
Vehicles at a rate of 1 x 1¼” Minefield each turn, or delivered by
Aircraft or Artillery. They are always treated as Mixed Minefields.
Page 36 – Soviet Armored Fighting Vehicles
Replace entire paragraph (5 lines) with:
Soviet Self-Propelled Guns and Tanks, and some Western Tanks, which
are equipped with Dozer Blades, should automatically receive Light
Entrenchments if the scenario specifies that they have been on-table for
at least 2 hours before the game begins. A battalion may have 1 x 1¼”
Light Entrenchment per Dozer Stand per 2 hours preparation.
Modern Spearhead – Official Errata – Version 1.11 – 13 August 2006
http://modernspearhead.net/
Modern Spearhead is © 2000 Wargames Inc, John Moher, Alex Macris, Arty Conliffe. This update © 2006 John Moher, Alex Macris, Arty Conliffe. Page 6 of 7
Page 36 – 15.5.1 Bridging
First Paragraph; Replace entire paragraph
with:
One Engineer Platoon requires 16 turns to assemble a single 1¼” long light pontoon
bridge using 1 bridge section (stand). These bridges may bear the weight of all
platoons and their tows with weight 2 or less. One or Two additional Engineer
Platoons may help reducing the time taken to 8 and 4 turns respectively. Double the
time (32 turns) and bridge sections (2 stands) is required to assemble a 1¼” pontoon
bridge capable of bearing platoons of any weight (and completion times are 32, 16,
and 8 turns respectively). If a 2½" Pontoon Bridge is required double the time and
bridge sections required above for the respective type of bridge. No more than 3
Engineer stands can ever work on any one bridge.
Third Paragraph; Replace last 2 lines with:
create a large bridge. Ribbon bridges may also be used as Heavy
Ferries, see sec. 15.5.2.
Page 38 – 17.4 Effects of Weapons of Mass
Destruction – Attack Modifers
Replace last line at bottom of column with:
* Not Cumulative; Open-Topped APCs (of ICTs); and SPGs with
DEF 3 (5) or Recon AFVs do not impose either modifier
Page 40 – Top of Second Column
First Paragraph (3 Lines), replace entire
Paragraph with:
Make certain your games have enough terrain. Even the
comparatively open spaces of Sinai and the German Plains
contain rolling hills, rises, depressions, and other features.
Page 42 – Scenarios
Sword & Shield Scenario
4/60th Armored Battalion, replace 2nd line with:
)
* + ,- .
1/32nd Armored Battalion, replace 2nd line with:
%
)
* + ,- .
)
* + ,- .
Page 47 – Designers Notes
Box with contact details at bottom right of
page, replace box with:
Support for Modern Spearhead:
Official Website:
http://modernspearhead.net/
Discussion and Support Group:
http://groups.yahoo.com/group/Spearhead/
Quick Reference Sheet
Update the appropriate sections of the QRS by
pasting in the following:
Sequence of Play Table
1. Determine Initiative
2. Movement:
2a. Side A moves all units, declares Close Combats,
makes EW attacks. Side B marks disappearing fire.
2b. Side B moves all units, declares Close Combats,
makes EW attacks. Side A marks disappearing fire.
3. Fire Attacks:
3a. Indirect Artillery, Mortar, Rocket, & SRBM Fire.
3b. Air Support Requests, then Anti-Aircraft Fire, then
Fixed Wing Attacks, then Helicopter Attacks.
3c. Stationary Direct Fire.
- Ambush Fire is resolved First, then
- All other Stationary Direct Fire.
3d. Moving Direct Fire.
4. Morale Tests – due to Fire Combat Casualties.
5. Close Combat:
5a. Resolution of all Close Combats.
5b. Morale Tests – due to Close Combat Casualties.
6. Command Phase:
6a. Attempt to Rally Suppressed Platoons.
6b. Issue Order Changes & Commit Reserves.
Combat Chart
Modifiers to die roll: The “Target in Heavy
Cover” modifier is missing its “-2”, write it in or
paste the following over the top:
/ &
0
1 2 3 +
4 ( # 5 - (
6
0
1 2 3 +
4 ( # 5 - (
6
Modern Spearhead – Official Errata – Version 1.11 – 13 August 2006
http://modernspearhead.net/
Modern Spearhead is © 2000 Wargames Inc, John Moher, Alex Macris, Arty Conliffe. This update © 2006 John Moher, Alex Macris, Arty Conliffe. Page 7 of 7
2 comments:
Anything else?
Next week, Mark cuts and pastes 'War and Peace' onto the blog. I ain't reading that shit either.
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