Here an overview of all the rule changes since the publication of the game. Organized per game version and per manual paragraph.
4.9.2. Repairing bridges
Clarified rule: A units Engineer Points (EP) can maximum be the total of all troops EP multiplied by 5. So for example a Unit with 400 Engineers (5 EP per Engineer Squad (10 Engineers)) can maximum have 800 EP.
4.8.5. Combat Round Step : Find a target
Finetuning of rule: Indirect ranged attack capacity individuals (like artillery guns) that fire on enemy individuals that have broken through, will do so using the attack value of their soldiers (most likely rear area troops (look up what you get if you scrap)) and not with their equipment (the gun).
4.8.7. Modifiers applied during individual attack
Finetuning of rule: (Very) close combat penalty is now extended to attack points, but if trooptype is scrapable the attack value of that trooptype (Rear area troops in most cases) is used instead of -66%. And the average between -33% and the scrap trooptype (Rear area troops in most cases) instead of -33%. Note the attack value of the scrap trooptype is adjusted by the scrap chance to obtain it. So for example an artillery 105mm (5 crew) in very close combat attacks with 4 points instead of 40.
V1.01.03 / V1.01.04
4.1.2. Maximum readiness determined by vigor
Finetuning of rule: When a unit does intercept fire it no longer counts as combat for the vigor recuperation rules. This allows you to recuperate a bit better during a defensive posture.
4.5.1 Transferring Troops
Additional rule: You cannot transfer troops out of a unit that started the turn with 0 AP.
4.2.2 Road Types
Manual typo fix: Supply points actually count as 0.2 traffic points instead of 0.1 traffic points. And each unit weight point counts as 5 traffic points, instead of 1 traffic points.
4.8.6 Individual attack : Determine if hit scored
Clarified rule: In case of a ranged direct attack the attack score used is the highest one available (either the offensive or defensive score). For example the AT-Gun will use its defensive attack value since its higher than its offensive attack value.
4.8.6 Individual attack : Retreat hit / Pinned hit
Clarified rule: The limited entrenchment loss (⅓) noted here is compared to the initial entrenchment at start of turn. This initial entrenchment value will be reset after a retreat or a move.
4.8.7 Modifiers applied during individual attack : Overstacking modifiers
Manual typo fix: 1 hex side attacks actually give you 200 stack points, just like 2 hex sides attacks.
4.10 Replacement Troops
Clarified rule: If you select a higher HQ to, for example, 50% replacement instead of 100%, all the HQ and units below will request replacement only under 50% instead of 100%. If a higher HQ is selected to 50%, and a lower HQ is selected to 50 also, all units attached to the lower HQ will request replacement only at 25% (50% of 50%). But if a unit attached to the lower HQ is set to PRIO, it will override the coefficient of the HQ and the unit will be 100%
V1.00.07 / v1.00.09
4.8.4 Battle resolution : Check Breaking (to-be-added heading)
Clarified rule: If a normal unit panics it has a chance to break when the integrity % drops below the break % of the unit. If a battlegroup unit panics (no integrity) it always breaks.
Additional rule: If a unit retreats normally but the survivors are less than 33 power points breaking will be possible as well. Chance is linear thus at 16 power points of survivors there is a 50% chance that a BG breaks or a non-BG will have to pass the breaking rules.
4.8.7 Modifiers applied during individual attack : Max attacked modifier
Additional rule: When it concerns regular combat the “max attacked” stat of an individual (if it concerns the defender) is increased by concentric bonus, increased by low readiness (max 3 times), doubled if individual is retreating, tripled if its attacked by enemy that is capable of doing (indirect) ranged fire.
4.2.6 Combat and march movement mode
Revised rule: March mode doubles readiness expenditure, but maximum to 30 rdn per 100AP spent. Meaning in practice that only vehicles.
Clarified rule: Troops that get transported by other troops get the unmodified rdn loss of their transporters. Meaning in practice that transported infantry by truck will get -10 rdn and not -30 rdn per 100 AP.
4.11.1 Fuzzy ownership calculation details
In the phase where units are supplied and given replacement troops the actual hex ownership is temporarily calculated. This is done by expanding hex ownership from assured ownership hexes (cities, units, supply bases) to their neighbours. This is first done for hexes connected by road and then done for hexes not connected by road.
The expanding of the hexes is done one hex at a time for all regimes, enemy goes first.
The expanding over the road hexes does not work over a river with a destroyed bridge.
4.8.6 Individual attack : Engineer sapper activities
Extra rule: If an individual in non-ranged combat has engineer points (EP) and attacks the enemy that enemy will lose EP/Maximum EP * 100 entrenchment points. If the attack is an actual HIT this is multiplied by 2. Using engineers in a non-ranged attack uses up their EP however.
4.2.6 Combat and march movement mode
Extra rule: Using March Mode halves the fuel consumption of a unit. This is due to driving without constant threat of intercept fire or ambush is much more fuel efficient. This is because of more economical driving speeds, not spreading out over multiple roads (or switching roads) and not stopping and starting engines all the time due to the high caution advance.
4.1.8 Entrenchment increase
Extra rule: Engineers, troops with engineer points (EP), help other non-engineer troops entrench at their own engineer-entrenchment speed if their EP points are in balance with non EP troops’ power points. If more non-engineers than engineers the help effect is diminished, but still present.
-Shortkey 5 : HQ Range
-Shortkey 6 : LOS
-Shortkey TAB: Cycle through Hex,Unit and Off(icer) tabs
4.9.1 Blowing bridges up
Extra rule: Bridge blowing now harder if enemy troops on other side of river. (if severly outnumbered up to 10x more difficult, the result popup gives detailed info)
4.8.4 Set cover points
Finetuning of rule: “When combat starts each individual is given a random number of cover points. This number is 20 +
2d25 + hide points (landscape type, experience, spotted, identified rules like discussed in the recon
section).Cover Points above 80 are divided by 2. Cover points above 85 are divided by 2. Cover points cannot be higher than 90. Also if you have no info on a unit all individuals of that unit will start in cover as well.”
4.3.5 Spotted and identified units
Extra rule: After combat the Spotted and Partial states for units are updated as well.