ADC2 Blitzkrieg2 Errata, 2 Feb 02

Index:  The following paragraph headings are contained in this errata sheet.

NUMBER	TYPE			TITLE							PAGE
1		Information 	General Information				2
2		Information		ADC2 Instructions					2
3		Clarification	What are the Orders of Battle for the	2
					Minor Countries in SPI's Blitzkrieg
					Module System?
4		Correction		Ports							3
5		Correction		Cities to Win the Game				3
6		Correction		Missing Road					4
7		Preference		Grid at Level 1					4
8		Preference		Stacking Symbols					5
9		Preference		Stacking Order					6
10		Preference		Player Names					6
11		Correction		Grid Coordinate					7
12		Preference		Print List						7
13		Correction		Missing ClearBlend				9
14		Information		Unit and Marker Class Type/Name Changes	9
15		Clarification	Blitzkrieg Rule Clarifications		9
16		Information		Available Documents				9
17		Information		Request for Assistance				10


1.  (Information)  General Information:

	a.  Each paragraph title is preceded by a precedence word to indicate the importance of the information.  "Correction" notes an error in the game module that should be fixed for play.  "Preference" indicates actions that can improve the ease of play or viewing but are not critical to game play.  "Clarification" supplements information contained elsewhere.  "Information" means that the paragraph is informative, but has no bearing on the play.

	
b.  Blitzkrieg2.1 is updated thru version 13(b).  The new terrain symbol files are slightly different than the old version, because of a glitch on the original set.  Otherwise, the files are the exactly the same.  Older ".OPS" files should be compatible with the new version.  All errata "Corrections" listed below have been incorporated into the new files.

2.  (Information)  ADC2 Instructions:

	a.  The default location for the "Blitzkrieg2" folder is in the ADC2 "Game Sets" folder.  If you have placed it at another location, you will have to go there to make any of the changes or corrections that are described below.

	b.  Maps incorporating the "Corrections" noted below are available upon request by e-mail (address below).  Be sure to specify "Blitzkrieg Maps, Ver 2.1".  Unit counters that have been changed as noted below are also available upon request by e-mail (address below).  Be sure to specify "Blitzkrieg Units, Ver 2.1".

	c.  All the "Available Documents" listed in paragraph 13 are available by e-mail (address below) as well as from Nick Bell's web site at URL http://www.hkl1.com/Blitzkrieg.htm.  The ADC2 Blitzkrieg2 module is also available on Nick Bell's site.  You may also request the ADC2 Blitzkrieg (original) or ADC2 Blitzkrieg2 by e-mail (address below).  All documents and modules are also available on CD-ROM by e-mail request at cost.

	d.  Generally, corrections that you make while in the Game Mode and preserved by saving will be provided to an opponent in the file (.OPS) that you send to him.  If your opponent continues to use that "sent" file, the change will remain.  If he uses an uncorrected file of his own, the change will not continue.  Corrections that you make to the Info-Pages will not be provided to an opponent in this way.

	e.  Corrections made while in the Map Mode or Symbol Mode and preserved by saving will not be provided to an opponent.  For an opponent to receive those corrections, the specific files must be sent.  For maps, the specific ".map" file must be sent.  For symbols, the ".sdx", ".set", "m1-m3", "t1-t3", and "u1-u3" files must me sent.

	f.  Corrections made to one ".OPS" file for a game will not be made to other ".OPS" files of that same game.  For example, a correction made to the "Blitzkrieg Module System 1.OPS" file will not correct the same error in the " Blitzkrieg Module System 2.OPS" file.  The correction must be made twice.

	g.  Any correction or change to the map or symbol files will affect all games that use those maps and symbols.

3.  (Clarification)  What are the Orders of Battle for the Minor Countries in SPI's Blitzkrieg Module System?

	There are two ways to tell from the ADC2 Module. The substitute units have three digit designations. For example, unit "402" would be a substitute fighter (FTR) squadron.  Any one or two digit number (or letter) is a setup unit.  Also, all minor country units are setup in "Blitzkrieg Module System 1.OPS" and "Blitzkrieg Module System 2.OPS files".  While substitutes have been used in these setups, the total factors by type should equal the OB units in the minor country storage area.  (Should have noted all that in the ReadMe, but missed it somehow.) 

	Here is the complete OB for each minor country:

 NW: Seven 4-4 Inf Div, Three 3-6 Arm Bde, Two 4-12 FTR, One 4-8 TAC, Three 1-0 Supply, Two 1-60 RR, Two Airbases. Substitutes: Seven 2-4 Inf Bde, Five 1-4 Inf Reg, Three 2-6 Arm Bde, Three 1-6 Arm Reg, Two 2-12 FTR, Two 1-2 FTR, One 2-8 TAC, and One 1-8 TAC.

 SW: Four 4-4 Inf Div, One 3-6 Arm Bde, One 4-12 FTR, Two 1-0 Supply, Two 1-60 RR, One Airbase. Substitutes: Three 2-4 Inf Bde, Four 1-4 Inf Reg, One 2-6 Arm Bde, One 1-6 Arm Reg, One 2-12 FTR, One 1-12 FTR.

 SE: Five 4-4 Inf Div, Two 3-6 Arm Bde, One 4-12 FTR, One 4-8 TAC, Two 1-0 Supply, One 1-60 RR, Two Airbases. Substitutes: Five 2-4 Inf Bde, Four 1-4 Inf Reg, Two 2-6 Arm Bde, Two 1-6 Arm Reg, One 2-12 FTR, Two 1-12 FTR, One 2-8 TAC, 
Two 1-8 TAC.

 NW: Three 4-4 Inf Div, Two 2-6 Arm Bde, One 4-12 FTR, One 1-0 Supply, One 1-60 
RR, One Airbase. Substitutes: Three 2-4 Inf Bde, Three 1-4 Inf Reg, Two 1-6 Arm, Reg, One 2-12 FTR, One 1-12 FTR. 

 C: Six 2-4 Inf Bde, One 2-6 Arm Bde, One 1-60 RR, One 1-0 Supply. Substitutes: Six 1-4 Inf Reg, One 1-6 Arm Reg. 

4.  (Correction)  Ports:

	On the Blitzkrieg Tournament Maps (Tournament Board.map and Blitz in the 
Pacific.map), port symbols are shown in only one hex of multi-hex cities bordering on the sea.  The port symbol should be in both city-hexes in all cases.  

	You can make the changes on your maps by Left Clicking (LC) the "Create and Edit Map/Boards" button, LC "File" on the top menu, LC "Open Map/Board", Double Click (DC) the "Blitzkrieg2" folder, then DC the two boards, one at a time, that need correction.  When the map opens, LC "Map Board Symbols" on the top menu and then LC "Place Secondary Map/Board Symbol".  Scroll down the symbol list unit you reach "Port SW", slightly below the middle of the list.  Scrolling down a little further you will come to "Port SE", "Port NE", and "Port NW".  Each refers to the general location of the port within a hex.  Chose one of the four and LC.  The clicked line will highlight (turn blue).  Now LC in the city hex to which the port needs to be applied.  A port symbol will now appear there.  When all ports are applied to the map, LC "File" and then LC "Save Map/Board" to preserve the map.  Your corrected map will not appear on your opponent's computer unless you provide him with the corrected map, or he corrects his map by himself.

	If the location (SW, SE, NE, or NW) in which you place a port does not seem to be best, repeat the process with one of the other symbols.  Then Right Click (RC) the hex and in the "HexInfo" window that opens LC the port symbol that you wish to remove, then LC the "Clear Element" button, and finally LC "Exit" to remove the unwanted port symbol and return to the map screen.

	Maps incorporating these corrections are available upon request by e-mail.  Be sure to specify "Blitzkrieg Maps, Ver 2.1".

5.  (Correction)  Cities to Win the Game:  

	In the Blitzkrieg Basic REPLAY, and perhaps in other places, I mentioned the need to take 35 cities at the end of 15 turns to win the game.  Correctly, that should be 35 city hexes.  Both major countries have three, three-hex cities and three, two-hex cities.  This means that while each major country has a total of 12 cities, they have 21 city hexes, which count towards victory.  I was fooled with the change between the 1965 rules which required 25 cities to win the game and the 1975 rules which required 35 city hexes.  Didn't catch that change at all.

6.  (Correction)  Missing Road:

	The road between P29 and V33 in Great Blue is missing on all four maps. (No correction needed to the Sample Board.)	

	You can make the changes on your maps by Left Clicking (LC) the "Create and Edit Map/Boards" button, LC "File" on the top menu, LC "Open Map/Board", Double Click (DC) the "Blitzkrieg2" folder, then DC each (one at a time) of the four boards that need correction.  When the map opens, LC "Map Board Symbols" on the top menu and then LC "Place Secondary Map/Board Symbol".  Scroll down the symbol list until you reach "Road36" and LC that line.  The line will highlight (turn blue).  Now LC hexes Q30, R31, and S32.  Return to the "Map Board Symbols" list and scroll up to "Road26" and LC that line.  Now LC hex T33.  Finally, return again to the "Map Board Symbols" and scroll up a bit further to "Road25" and LC it.  Now LC hex U33 to complete the missing road.  Now LC "File" and then LC "Save Map/Board" to preserve the map.  Your corrected map will not appear on your opponent's computer unless you provide him with the corrected map or he corrects his map by himself.

	If you have been provided with a corrected copy of the maps, replace the maps currently in the Blitzkrieg2 folder with the corrected copies.  Do not change the names of the corrected copies or add "copy" or "corrected copy" to the map names.

	Maps incorporating this correction are available upon request by e-mail.  Be sure to specify "Blitzkrieg Maps, Ver 2.1".

7.  (Preference)  Grid at Level 1:

	Some prefer to have a hex grid at Zoom Level 1 to aid play at that level.  If you wish to do this, LC the "Create and Edit Symbols" button on the ADC2 Control Panel.  Then LC "File" on the top menu and "Open Symbol Set" on the drop down menu.  When the "Select Set to Open" window opens, locate the Blitzkrieg2 folder and LC it.  It should highlight - turn blue.  Now LC the "Open" button at the lower right of the window.  There is one symbol set in the Blitzkrieg2 folder, and it is called "blitzkrieg2.set".  LC on the set and then LC the "Open" button at the lower right.  A window titled "Symbol Editor ADC 2:blitzkrieg2" will open with a smaller "Edit/Create Symbols" panel with three buttons.  LC the "Map/Board Symbols" button.  The symbol list will open.  The 
"Grid" symbol is the third one from the top.  LC on it.  It will highlight and a picture of the upper half of the Level 3 green grid on a square gray background will show in the box on the right.  LC on the "Edit" button at the bottom of this "Map/Board Symbols" window.  The "Map/Board Symbols" window will disappear and a Level 1 picture will show in "Symbol Editor ADC 2:blitzkrieg2" window.  To select the hex grid color, it is easiest to just LC the "Zoom +" button on 
the right.  The view will change to the Level 2 hex grid picture.  Now LC the eyedropper icon (Grab Color) button in the tool box below the color pallet.  Then LC in one of the green pixels in the hex grid picture.  The green color will now show in the Primary Color window just below the color pallet.  Now LC the "Zoom -" button on the right to return to the Level 1 view.  Now LC the hex icon (Draw Terrain Hex Side Lines) button in the tool box.  A green outline pattern will now show around the hex picture on the right. Finally, LC the "Save" button on the right side of the window.  When the "Save" button "grays" out, close the program by LC the small "X" at the top right of the window.

	To reduce the thickness of the Level 1 hex grid on the map, you can erase the bottom half of the green hex outline as on the Level 2 and Level 3 pictures.  To do this LC the eyedropper icon (Grab Color) button in the tool box below the color pallet.  Then LC in one of the gray pixels in the hex grid picture.  The gray color will now show in the Primary Color window just below the color pallet.  Now LC the pencil icon (Set Draw Mode) button in the tool box.  Continue by holding down the left mouse button and going over the green pixels that you wish to remove.  When you're finished, the picture should look similar to the grid pictures at Level 2 and 3.  Finally, LC the "Save" button on the right side of the window.  When the "Save" button "grays" out, close the program by LC the small "X" at the top right of the window.

8.  (Preference)  Stacking Symbols:

	Some may prefer to change the transparent stacking symbols to show more depth of stack at all levels.  I chose to place a single stack indicator for all Level 1 stacks.  This means that no matter how many units are in a stack at Level 1, only one symbol shows.  A single unit has no stacking symbol and any number of additional units show a single stacking symbol.  It's a little better with Level 2.  The are multiple symbols at Level 2, but because of the way that I drew them, it appears as if there is only one.  Level 3 is pretty good.  There you see stacks up to four deep.  Any additional units over four still show as only four units.  No stacking symbol is used in the "Blitz in the Pacific" game because of the different size units.  As a note, the transparent stacking symbols were made by HPS specifically for this game at my request using my suggestions on how they could be accomplished without too much programming effort.

	Because any symbols that your create will probably be of different size, they should be placed at the end of the symbol set so that they will not disturb the existing symbol order.  If you intend to use your symbols in a game with others, be sure to provide them with your updated symbol set.

	Before you start, see how the existing symbol set was constructed.  On the ADC2 Control Panel, LC the "Create and Edit Symbols" button.  LC the "File" menu heading and then LC the "Open Symbol Set" line.  Now DC the "Blitzkrieg2" folder and DC the "blitzkrieg2.set" file.  An "Edit/Create Symbols" panel will open.  LC the "Game Pieces" button.  Scroll down the Game Pieces list.  The stack symbols are about half way down - below the ground and air units and above the ships.  They are called: stack2, stack3, and stack4+.  To examine the symbols, LC the "Edit" button at the bottom of the Game Pieces window and then "Zoom+" button to view the different levels.  When you are ready to make your own, LC "Create New" from the "Game Pieces" window or "New" from the "Symbol Editor ADC 2:blitzkrieg2" window.  A "Create New Unit Symbol" window will open.  Type a new name for the symbol such as, "new stack 2" and set the sizes you wish for the symbol levels by LC the small "Height" and "Width" arrows.  For each line you intend to place outside the unit symbol, add "2" to the existing symbol size.  This is because the unit symbol is centered and while a line is to show on one side, an invisible line will be on the other side.  The ground and air unit symbols in the "blitzkrieg2" set are 10/21/41 for the three levels.  If you were going to have two new lines outside the unit for your "new stack 2" symbol, you should set the height and width numbers to 14/25/45.  Once the numbers are set, LC "OK" and a new symbol will appear with the name you chose and in the size that you set.

Now prepare the new stacking symbol as you wish.  Alternating light gray and dark gray (or black) lines will give the effect of an additional unit under the top one that shows.  To get an idea of how it will look, you might wish to temporarily draw a centered square in the "unit" window.  The square should be the same size as the ground and air symbols in the set (10/21/41).  Make the square any color.  Now complete the stacking symbol and then erase the colored square by LC the pointer on color 015 (gray) on the color pallet, LC the "Switch Color" tool, and then LC any pixel of the colored square.  After all three levels are prepared, LC the "X-image" window to place a check mark there and then LC "Save" and close the editor or prepare another stack symbol.  
The ADC program allows a stack depth of six levels.

	To use the new stacking symbols, LC the "Make and Play Games" button on the ADC2 Control Panel.  Then LC "File" on the top menu and LC the "Open..." line.  Now DC the "Blitzkrieg2" folder and then DC the ".OPS" file in which you want to establish the new stacking symbols.  Now, "Login" as any player, and then LC "Edit" on the top menu and LC "Stack Symbols" on the drop down menu.  A new panel titled "Stack Definitions" will open.  Remember, the stacking symbol changes that you are making will only affect the ".OPS" files you change - changing one file will not change them all.  However, if you continue to use the same ".OPS" file, the stacking symbol change will be perpetuated. 

	First delete the old stacking symbols.  Find the old symbols by scrolling through the list in the "Stack Symbol" box of the "Stack Definitions" panel.  When you locate the symbol to be deleted, it should say, for example, "stack2 (USED: Click/Edit)".  Highlight the symbol to be deleted by LC the line.  It should turn blue.  What to do next may depend on the version of ADC2 that you are using.  In the version that I have, you must LC the "Pick One" button at the bottom of the panel.  A second panel will open that allows you to identify the particular stack for which the stacking symbol is being deleted.  LC the "Delete All" button.  If the stack symbol is only used for one symbol, LC the "Clear" button which shows instead of the "Pick One" button.  Repeat this process for all the old stack symbols.  Now locate the new stacking symbols that you want to use.  They should be at the very end of the "Stack Symbol" box list.  Start with the stack symbol that shows the greatest depth, for example "new stack6+" and do one symbol at a time, in descending order, to the stack symbol that shows the least depth, for example "new stack 2".  If you assign symbols in the opposite direction, they will not show correctly - every stack of 2 or more will show 
as a 2 high stack.  Adjust the windows in the "Pieces in Stack" box for each viewing level by LC the adjacent up or down arrows.  Make sure that the small "No type required..." window is checked in the "Required Piece" box, and "All Players" shows in the "Owning Player" box.  After each assignment is made, LC "Save".  When all assignments are complete, LC "Done".  Then LC "Save" on the "File" drop down menu to preserve your new assignments.

	If the symbols do not show correctly, perhaps the stacking symbols are not turned on.  To do this, LC the top "Game" menu.  On the drop down list, move the pointer over the "Map/Board Display Options" heading.  It will highlight (turn blue) and then shift the pointer to the right over the "Symbols per Hex..." heading.  It will also turn blue.  Keep shifting to the right over "Zoom 1" 
(and "Zoom 2" and "Zoom 3") until it turns blue.  Then further to the right and observe whether there is a check mark in front of the "1 (Centered)" line and the "Overlay Stack on Pieces" line for each zoom level.  If no check mark is present on any line, LC the line and then repeat the process until all marks are present.  Finally. LC "Save" on the "File" drop down menu to preserve your  new assignments.

9.  (Preference)  Stacking Order:

	Some prefer the pieces in an exact order such that all markers are on top and then all air units and then ground units, etc.  To arrange this, LC the "Make and Play Games" button on the ADC2 Control Panel.  Then LC "File" on the top menu and LC the "Open..." line.  Now DC the "Blitzkrieg2" folder and then DC the ".OPS" file in which you want to establish the new stacking order.  Now, "Login" as any player, and then place all pieces in the game to be considered in one humongous stack by LC each stack, LC "Move", moving the pointer to the big stack that you are making and then LC to place and RC (Right Click) to release the stack.  Don't forget the units in the Force Pools.  When the stack is complete, LC that big stack and then LC the "Sort" button in the upper left of the "Select Pieces For Action" window.  Now DC the units and markers in the order that you want to see them appear in a stack.  When all the units and markers are in the order that you wish, LC "Save New Order" button in the lower right.  Then LC "Save" on the "File" drop down menu to preserve your new order.  Units will now appear in the order you have established.

10.  (Preference)  Player Names:

	When the pointer is moved over a hex with units and markers, no indication is provided as to who is the owning player of the units present.  Only when a hex is "selected" is the player information provided in the "Select Pieces For Action" window.  To correct this situation, new ".OPS" files are provided for most scenarios with player identification in the "Class Type" line.  Instead of reading for example, "Mar Div" each Great Blue unit will now read "Blue Mar Div".  Big Red and Krasnynorad units will read "Red..."; Great Blue and Azurnerreich units will read "Blue...".  These files can be requested as "Blitzkrieg Units, Ver 2.1".

	If you want to correct the files yourself, LC the "Make and Play Games" button on the ADC2 Control Panel.  Then LC "File" on the top menu and LC the "Open..." line.  Now DC the "Blitzkrieg2" folder and then DC the ".OPS" file in which you want to establish the new stacking symbols.  Now, "Login" as any player, and then LC "Edit" on the top menu and LC "Classes" on the drop down menu.  Now, one at a time, LC each class type displayed in the class list window.  It will highlight, turn blue, and then LC the "Select" button.  Now type or Copy and Paste the appropriate player name in each "Class Name" window in front of the class type identified.  When you have finished typing or pasting, LC "Edit Another" or "OK" when you are finished.  Then LC "Save" on the "File" drop down menu to preserve your new names.  Units will now appear with the new names that you have provided when the pointer passes over the unit.

11.  (Correction)  Grid Coordinate:

	One grid coordinate is noted to be in error.  "DD19" reads "DD190" when the pointer is over the hex.  To correct this, LC the "Create and Edit Map/Boards" button, LC "File" on the top menu, LC "Open Map/Board", Double Click (DC) the "Blitzkrieg2" folder, then DC the maps, one at a time, that need correction.  When the map opens, LC "PlaceNames" on the top menu and then LC "Add/Modify PlaceNames".  Now at any zoom level, locate and LC hex "DD190" on the map.  A PlaceNames window will open.  In the "Text" box, place the pointer at the end of the text "DD190" and LC.  A blinking vertical line should appear.  Now press the Backspace key on the keyboard to remove the "0" so that the text will read "DD19".  Now LC the "Save" button then LC "File" on the top menu and then LC "Save Map/Board" to preserve the change.  Your corrected map will not appear on your opponent's computer unless you provide him with the corrected map, or he corrects his map by himself.

	Maps incorporating this correction are available upon request by e-mail.  Be sure to specify "Blitzkrieg Maps, Ver 2.1".

12.  (Preference)  Print List:

	To make this game more compatible with print options, the Class Type (Class Name) of units and markers can be changed to add the combat and movement values.  This allows a single WordPad (".txt") file to be created that can be used to provide a print copy of unit positions for Play by Mail (PBM) or an electronic file for PBEM with an opponent not equipped with ADC2 or a permanent, hard copy, list of units to be prepare for future reference.

	To correct the files yourself, LC the "Make and Play Games" button on the ADC2 Control Panel.  Then LC "File" on the top menu and LC the "Open..." line.  Now DC the "Blitzkrieg2" folder and then DC the ".OPS" file for which you want to make print lists.  LC the "Log-In Now" button, and then LC "Edit" on the top menu and LC "Classes" on the drop down menu.  Now, one at a time, LC each class type displayed in the class list window.  It will highlight, turn blue, and 
then LC the "Select" button.  Now type the combat and movement values for all units, one at a time, following the name in the "Class Name" window.  When you have finished typing, LC "Edit Another" or "OK" when you are finished.  Then LC "Save" on the "File" drop down menu to preserve your new Class Names with combat and movement values.  Units will now appear with the names that you have provided.

	Game (".OPS") files for the Tournament, Blitzkrieg Module System, and Basic games with the player names and the combat and movement values are available and can be request as "Blitzkrieg Units, Ver 2.2".

	To make a unit listing, click on "Printout" while the game is being played.  Then click on "Pieces".  An "Options for Printing the Piece List" window will open.  The options are:

		Location:  When the "On board only" circle is checked, all in-play and all units and markers in the off-map boxes will be displayed.  It is probably best to place all units and markers that are not in play into the Force Pools.  This allows a player to limit the print list to only the active units.  Still, the player may wish to include all units in the Force Pools in the print list and this can be done by checking the "All locations" circle.  A unit or marker on the board in an off-map box will show as a location the information, if any, in the Place Name of the hex.  This Place Name will be the same as seen printed in the bright blue type in the light blue Terrain Data window at the bottom right of the screen.

		Player: Select either "All Players", "Great Blue", or "Big Red" as desired.

		Movement:  Select movement status as desired.

		Combat:  Select combat status as desired.

	When all parameter selections are finished, click "OK" and a "Print Job Setup" window will open.  From this window you can select the printer and publish a hard copy of the list, or you can make an electronic copy by placing a check in the "Print to File" box.  Clicking the "OK" button with the "Print to File" box checked will send the electronic list to the Blitzkrieg2 game folder.  Be careful to change the file title from "Piece List.txt" to something else.  There is no danger in leaving the title alone, except if you already have a list using that name in the folder, there will be an error or the old list will be replaced with the new one.  This list can then be viewed and worked as necessary in other word processing programs.

	The print list heading will identify the game (".OPS" file title), general title information ("Current Piece Positions and Information know to ..."), and the "As of Turn" from the ADC2 turn indicator.

	The listed data will be displayed in the order in which the pieces were created or last sorted:

		Piece ID: Unit designation.  For example, "38".

		Class Type: Player, unit type, and combat and movement values.  For example, " Blue Abn 
Div 4-4-4".

		Player:  Great Blue, Big Red, or All Players.

		Location: ADC2 hex number - meaningless for most purposes - or the Force Pool name for units or markers in the pools.  For example, "Location: 1870"

		Place Name: This will be the Avalon Hill hex coordinate.  For example, "S26".  Off map units and markers will have the Place Name as seen printed in the bright blue type in the light blue Terrain Data window at the bottom right of the monitor screen.

		Piece Values: Data displayed in the Piece Values field.  This data on the original Blitzkrieg2 units is the Unit Point Cost from the Blitzkrieg '85 Advances Tournament Optional Rules article.  For example: "64".

13.  (Correction)  Missing ClearBlend:

	The ClearBlend on the south side of hex DDD42 and NN28 is missing on all four maps. (No correction is needed to the Sample Board.)	

	You can make the changes on your maps by Left Clicking (LC) the "Create and Edit Map/Boards" button, LC "File" on the top menu, LC "Open Map/Board", Double Click (DC) the "Blitzkrieg2" folder, then DC each (one at a time) of the four boards that need correction.  When the map opens, LC "Map Board Symbols" on the top menu and then LC "Place Secondary Map/Board Symbol".  Scroll down the symbol list until you reach "ClearBlend4" and LC that line.  The line will highlight (turn blue).  Now LC hex DDD42 and NN28.  Now LC "File" and then LC "Save Map/Board" to preserve the map.  Your corrected map will not appear on your opponent's computer unless you provide him with the corrected map or he corrects his map by himself.

	If you have been provided with a corrected copy of the maps, replace the maps currently in the Blitzkrieg2 folder with the corrected copies.  Do not change the names of the corrected copies or add "copy" or "corrected copy" to the map names.

	Maps incorporating this correction are available upon request by e-mail.  Be sure to specify "Blitzkrieg Maps, Ver 2.1".

14.  (Information)  Unit and Marker Class Type/Name Changes:

	Due to the changes made to the Class Type (Class Name) fields of most game files, the units and markers displayed in the Blitzkrieg Sampler no longer have the same name as in the game files.  In most cases, simple adding "Red" or "Blue" or "Azur" or "Kras" to the Sampler name will allow you to locate the correct unit.

15.  (Clarification)  Blitzkrieg Rule Clarifications:

	Richard Wein has prepared draft rule clarifications that are available on his web site at http://website.lineone.net/~rwein/blitz/blitzclar.htm.

16.  (Information)  Available Documents:

 How to Play ADC2 Blitzkrieg: An article showing how to use ADC2 to play a game. A Word97 document contained in a "How to Blitz" zip file.

 How to Make Your Own: An article explaining in detail how to change or create your own scenario or game with the extra terrain and units provided in the ADC2 Blitzkrieg2 kit. A Word97 document contained in a "How to Blitz" zip file.

  Blitzkrieg 1975 Rules Manual: The Blitzkrieg 1975 rules and charts plus a few extra charts.  A Word97 document contained in a "1975 Rules" zip file.

 The Rest of Blitzkrieg: Dave Roberts' article in General 12/5 providing additional rules.  A Word97 document contained in a "1975 Rules" zip file.

 Fortresses: Glenn Roberts' letter in General 12/5 providing an additional rule. A Word97 document contained in a "1975 Rules" zip file.

 Surface Raiders - Blitzkrieg Naval Power: Don Greenwood's article in General 12/2 providing additional rules and charts.  A Word97 document contained in a "1975 Rules" zip file.

 Blitz in the Pacific - or Victory in the Krieg: Jim Stahler's article from General 18/6 providing additional rules and charts.  A Word97 document contained in a "1975 Rules" zip file.

 A New Look at an Old Friend - A Commander's Notebook: Blitzkrieg: Robert D. Harmon's article from General 20/4 providing an analysis of the game.  A Word97 document contained in a "1975 Rules" zip file.

 A "New Look" Challenged: Thomas Butcher's letter in General 20/8 pointing out some errors in Robert D. Harmon's article.  A Word97 document contained in a 1975 Rules" zip file.

 Blitzkrieg '85 - Advanced Tournament Optional Rules: Jon Mishcon's article from General 21/6 providing additional rules.  A Word97 document contained in a "1975 Rules" zip file.

 Total Krieg - NBC in Blitzkrieg: Robert D. Harmon's article from General 23/3 providing additional rules and charts.  A Word97 document contained in a "1975 Rules" zip file.

 Blitzkrieg 1965 Rules Manual: All original rules and charts.  A Word97 document contained in a "1965 Rules" zip file.  Note: Some of the illustrations in the "1965 Rules" file were washed out in the manual posted to Nick Bell's web site.  These have been repaired. 

 Blitzkrieg Module System Rules and Charts: Complete rules and charts for SPI's variant.  Word97 documents contained in a "1965 Rules" zip file. Note: Some of the illustrations in the "1965 Rules" file were washed out in the manual posted to Nick Bell's web site.  These have been repaired in the e-mail version.

 Blitzkrieg 1965 Questions and Answers: Rules questions about the Blitzkrieg 1965 edition answered in General magazine.  A Word97 document contained in a "1965 Rules" zip file.

 Blitzkrieg 1975 Questions and Answers: Rules questions about the Blitzkrieg 1975 edition answered by Avalon Hill Company.  A Word97 document contained in a "1965 Rules" zip file.

17.  (Information)  Request for Assistance:

	Let me know of any errors that you find, and I will continue to maintain this errata sheet for those interested in updating their sets.  Please provide questions, comments, or suggestions and information on errors or omissions discovered to me at <cgmclellan@knology.net>.

	If you require a file format not specified, e-mail me your request and identify the file format needed.

Thanks, Charles G McLellan
 2000 Roundleaf Green
 Huntsville, AL  35803-1832

 tel: (256) 883-6779

 06 Oct 01
