Fury of The Bear Errata and FAQ Errata: Version 2.0 For Next Wave 24 March, 2015
Fury of The Bear Errata and FAQ Errata: Version 2.0 For Next Wave 24 March, 2015
Fury of The Bear Errata and FAQ Errata: Version 2.0 For Next Wave 24 March, 2015
Errata
There is no Operations Card number 037. Card
sequence goes from 036 to 038. Note that later an
Operations Card number 037 was added to the
Tide of Iron: Next Wave base game set.
Change the Soviet M3A1 Half-Track movement
value (MV) on the reference sheet from six (6) to
seven (7).
In the Combined Air Support Deck I, change
the command cost of the Dive Bomber card from
one (1) to three (3).
The sabotage card named Infiltration should have at the beginning of the description, At the start of
the next Action Phase, choose three friendly
On the sabotage card named Instant Minefield, add the following to the end of the description: The
mines can only be placed on roads, bridges, clear, hills, rough, woods, and swamp.
On the Heavy Mortar Support operations card, add Determine Drift after Target Hex.
On page 6, under New Obstacle: Instant Mines, add to the end of the third paragraph the following
sentence: A squad with an engineer specialization does not need to roll if it ended its movement in the
mined hex.
On page 8, under Shared Strategy Decks, in the second sentence change, the common play area to
the common HQ area.
On page 10 under Munitions Specializations, the passage for High Explosive (HE) needs to be
changed as follows:
High Explosive (HE): This is a short to medium range anti-vehicle round. This units firepower
against vehicles is reduced by 1 for this attack. Normal range attacks made with HE munitions hit on a
4, 5, or 6. The unit may not make long-range attacks. (See page 17 of the TOI:NW Tools of War)
In the "Shock and Awe" scenario, change Starting Initiative from "Soviets" to read, "Germans, but
Soviets place starting units first".
In the "Creating the Korsun Pocket", change all references to the number of Rounds (Game Rounds)
from 8 to 6.
FotB v2NW page 1
In the Tank Fight at Prokhorovka and Prelude to Breakout scenarios, change Ground Attack Air
Support I to read Combined Air Support Deck I.
In the Tank Fight at Prokhorovka scenario, change Elite Tankers to Elite Tank Crew.
In the "Tank Fight at Prokhorovka" scenario, we recommend players change the victory conditions to
reflect the need for the Germans to keep advancing. Under Objective it should read: The side with
the most victory points at the end of Game Round 10 wins. The Germans get 1 VP for each Panzer IV
and 3 VP for each Tiger that exits the north edge of map 34B. The Soviets get 1VP for each German
Tank destroyed.
In the Prelude to Breakout scenario, there should only be three (3) Sdkfz 251 Half-Tracks in each
division and not four (4).
In the Prelude to Breakout scenario, the second special rule should read Snow reduce movement
values of all units by 1.
In the Prelude to Breakout scenario, the two-point command objective on map 32A is Soviet and not
German. Also, there should be a two-point German command objective on map 33A behind the hill
(compass direction 3) on the clear hex next to the balka, and a neutral two-point command objection on
the hill hex of 36A.
[Include a new Prelude to Breakout map here]
In the Armored Maelstrom scenario, change the text under Soviets Starting Strategy Cards: 2 to
read, - Tank Busting from the Combined Air Support Deck I and one card from Artillery II.
In the Armored Maelstrom scenario, German reinforcements that enter the game on Game Round 2
may come in at 4A and 35B and not just 4A.
In the Counterattack at Orel scenario, make the following changes:
The Soviet units should start off the map and enter (move onto the board) during the first Game
Round.
The scenario was play-tested with AT-guns being able to setup in a entrenched-hex and receiving the
cover benefit of this as well see Entrenched Equipment on page 8.
The German AT-gun from division 1 (plus one squad) should also be allowed to setup on the hill on
map 31B that has the entrenchment.
Q: When using the Tank Riders Operations card, can the tank riders be specifically targeted with
normal or suppressive attacks?
A: Normally, squads being transported (carried inside) by a vehicle cannot be targeted for an attack,
but this should be a special case as they are not inside and the flavor text expresses exposed
soldiers. Tank riders can be specifically targeted, but to keep things simple and to emphasize that they
are exposed, only normal attacks can be performed against tank riders.
Q: When do I use the Heavy Mortar Support operations card? Do I need to wait until my action turn?
A: Actually, in this case you activate the Heavy Mortar Support at the start of the Action Phase
before players start their Action Turns. This also applies to the Katyusha and Nebelwerfer support
cards as well. If contact is not established, the spent command is left on the card and the player checks
again next Game Round at the start of the Action Phase. If contact is established, the spent command
is removed.
Q: In this scenario, the special rules for Counterattack at Orel says the Katyusha and Heavy Mortar
Support can only be played for free on game round 1. What if establish contact fails?
A: They are only free on Game Round 1, so if you fail to establish contact, they need to be paid for at a
later time if you want to use them.
Q: For Counterattack at Orel, do the Soviets win at the end of any Game Round they control the
victory hex, or do they need to hold it until the end of the game?
A: They must control the victory hex when the game ends.
Q: In the Paradrop at Kanev scenario, it clearly states that the Germans do not conduct any actions.
Does this include Op Fire?
A: During your Action Turn of the Action Phase, yes. However, during Game Setup, you can place
units in Op Fire before the first Game Round. See step 7 of Starting the Game. However, it doesnt
matter because there is no LOS (not even to adjacent hexes) on Game Round 1 (night).
Q: With the Fighting Ace card (from the Combined Air Support Deck), do you have to roll to
established contact again when you repeat the effect at no cost?
A: No, because the repeated effect granted by Fighting Ace happens immediately in the same target
hex or hexes without rolling for contact.