OFFICIAL ATS REPLIES FROM YOUR FEEDBACK:

1. Global: Add a rule for any single counter sheet that does not have enough of one squad type; on a dr: 1-5, add the needed quantity of the next higher squad type on the Personnel sheet for that Nationality; on a dr 6-0, the next lowest.

2. Added to the new MAGAZINE FORMAT RULEBOOK:

3.3 Charts and Tables (pg. 1) "Most tables of Play Aid Cards 1-4 have a unique ID usually found in the upper left-hand corner. [Unless the Playing Cards 1-8 refers to earlier versions in which case that should be clarified.]
3.5.37 1 SP Personnel Types (pg. 3) "All 1 SP Personnel (SP - Stacking Points, see 5.3.1) use L … "
3.9.1 Add UC to the Appendix B: Acronyms on pg.68

5.3.1 Add SP to Appendix B; Acronyms on pg. 68
6.2.62 LOS Blind Hex Creation Table Add "Consult the LOS Blind Hex Creation Table (on Playing Aid 2) to determine … "
6.2.621 Level +5 Terrain Last sentence. "They only block or obscure along the SAME level.
6.3.2. "A Spotting Ranges Table (Playing Aid 2) is included … "
6.3.4 4) Define P, V, H as they appear on the Spotting Ranges Table.
6.7.2 I find "non-Suppressed/Broken" here confusing. I took the "non" to modified only Suppressed when the context means both Suppressed and Broken. I would prefer "non Suppressed/Broken". This use of "non" occurs throughout the rules and could be found in a searchable version. I have only indicated this occasion - not all the others.

7.1 Cover " … whether it is none (Stationary), Good, … "
7.23 Last sentence … "Flame and Smoke … are ALWAYS …"

8.3.91 Indirect Fire Move "The location with the LOWEST roll is rubbled" to immediately before the last sentence that starts "If this roll is the same … "

8.20.63 Opportunity Fire a) " … be touched on the hexside the unit moved along to enter the hex … " (I am not 100% sure about this change but it seems to make sense to me.)
8.20.661 Range Limit "at a range of '0' (zero) and vice verce."
8.27.4 Movement "( … and exiting [roll BEFORE exiting] across a non ROAD hexside)"

10.2.5 Adjusted Morale Add at the end "See 10.8.3 for an exception to this rule."
10.3 c) Surrender MC "(see 10.8 and 10.8.4).
10.8.2 Rally Failure and Success " … Surrendered units checking morale as per 10.8.4 are eliminated if they fail this rally unless attempting rally … "
10.8.3 Rally Order "(e.g., A Broken friendly squad within MSR that successfully rallies is treated as BROKEN …"

11.1 Movement Overview "… all or none of his eligible units during the Fire and Movement Segment in either the Advance to Contact or Fully Engaged Sequence of Plays."
11.1.1 Movement Type "… movement being used (i.e. Crawling, Assault Movement, Running or Cross Country). "
11.3.3 Add "(See 11.3.35 for the relationship between Stacking Points SP and CP (Carrying Points)."
11.3.131 Movement Types "… remove previously placed Winded markers during the Player's next turn from units after using …"
11.3.132 Winded Infantry "… unit in a Firegroup.) There is no DRM AGAINST Winded units nor is there any effect on Melee."
11.3.241 Cover Bonus "… during Platoon movement as per 6.2.71. Trucks …" [I think this is right. If so, should an entry be added to the Cover State Effects Table even though there is an Obscuring entry?]
11.3.32 Assault Fire Restrictions "… may be used for Assault Fire including after a Platoon is forced to …"
11.3.351 Carrying/Firing in Excess of SP/Restrictions "… when carrying more than 3 CP of weapons ..."

11.5.13 Transporting Leaders and L/M Weapons "… for Personnel, weapons and leaders (including …"
11.5.31 Loading "… counter. No further movement is allowed …"
11.5.32 Unloading "… willingly Unload Passengers. No further movement is allowed …"
12.4 a) Armor Piercing (AP) Where is the Gun & Mortar Ammo Table? Gone long ago.
12.4.2. Direct Fire Targets "… Guns firing at a vehicle … except its Passengers, Riders or manning Crew. Guns firing HE at Personnel units do not effect any vehicles or H Weapons except eligible Passengers, Riders or manning Crews in the target location (12.5.1 (e))."
12.4.4 Overrun Targets "… The vehicle must expend 1 Assault MP for each unit it overruns, ..."
12.5.1.g) Attack Routine for Small Arms "… (see 12.5.10 and 14.7)"
12.5.421 Leadership "There must be an unBroken or Surrendered friendly leader …" Combat Effective.
12.5.51 GF Reduction "A Personnel unit subtracts inherent GF equal to the CP of the Carried L (-1 GF) and M (-2 GF) weapons (see 11.3.35) (even if…"
12.5.631 Stationary "A Personnel unit that is Crawling, not moving and not in any other Cover, or …" ([I presume this is correct.]
12.5.653 Leader directed "… if directed by an Officer. Leaders never modify their own fire (see 13.1.4). Commissars …"

12.14.1 Overrun Attack Routine e) "If the vehicle does not suffer a K-KILL, M-KILL, F-KILL, or Bail Out … [This is redundant but if not included a player may mistakenly think an F-KILL can still complete the Overrun attack, which, of course is incorrect.]
12.14.62 Overrun vs. Weapons "… eliminate any targeted H weapons and any targeted unpossessed L/M weapons …" [12.14.1b implies 'targeted' weapons, no?]
12.15.43 Trucks "… If the truck is armed or carrying Passengers, resolve the Melee as normal. If there …" [The reference to 'vs. an Open- Topped vehicle' sent me scurrying for such a table entry which doesn't exist. It took me a while to realize that this is a normal vehicle Melee with no modifier per se (contra a modifier for Closed Top AFV or APC]
12.16.51 Impulse Use "… is set aside after its use in this manner."
12.16.53 DRM "… Apply another -1 DRM …"
12.17.2 Troop Loads At the end add "(see 11.5.1)"
12.17.3 Entry "… with no more than ONE glider per hex and each pointing towards a hexside along the same Flight Path. … "
13.2.42 Broken Units and Melee "Broken Japanese Personnel units are NOT eliminated …"
13.2.5 Japanese Leaders "… and are treated as Commissars, see 10.3.3, (Exception: …"
13.2.7 Japanese Tank Hunters "… 2 Stacking Points or greater. Enemy movement (including entering a …"
14.4.41 Emergency Use "… a C2 result to ANY Personnel unit(s) in the same location (or on the same vehicle) as the SCW …"
15.2.13 Sponson-Mounted MA Add "See illustrated example on pg. 37."
15.3.51 Turret Rotation While Moving "… It may expend 1 MP per hexspine to rotate its turret …"
15.7.52 Half-Track APC Passenger Fire "… may not fire if the vehicle uses Cross-Country movement or if in Full Cover or if not in Good cover …"
12.2.162 Passenger Ramifications Should this reference number not be 12.5.162? If so, change in the Index "Bail Out, passenger ramifications".

3. Q&A C3.1 Bayonet Charge Movement Is Melee conducted immediately when the Bayonet Charge ceases movement or later in the Close Assault Segment of the turn?
The rule said:
Once all units taking part in the Bayonet Charge cease moving, Melee may be conducted normally with the following exceptions: The Bayonet Charging units do NOT take melee morale checks. At the end of the Movement Segment remove all temporary Courage markers from Bayonet Charging units. They are treated normally thereafter, including marking all units that took part in a Bayonet Charge with a Winded marker.
The "may" has been replaced with "is" since the intent is and was to have Melee remain normally conducted.

4. MORE Added to the new MAGAZINE FORMAT RULEBOOK:

C6.0 Crashing a Roadblock/Gate "Any non-small (or non-very small) AFV/APC …"

C27.0 Camouflage Smocks "… morale level of 8+ are considered wearing camouflage smocks and receive …"
C30.0 Ditches "… Treat these hexes as Foxholes ONLY when a Personnel unit …"

5. Q&A C.13.0 Re-grouping When does Re-grouping occur? Any time? End of Turn Segment?
C13.0 Re-grouping-After all Rally attempts, Reduced Squads/crews/Tank Hunter Teams of the SAME value may 're-group' to create full-strength squads and remove Casualties markers. As long as ALL Casualties are accounted for the owning player may freely flip/remove units from play.

6. Q&A C38.1 Dismantling/Moving/Firing "… be moved as if it is an M weapon. If not dismantled, it may ALSO fire …" (Is this correct?)
NO, this is specifically not correct. The rule specifically treats the state of being dismantled.

7. Q&A Why cannot Squad 6 see/fire on Squad 9 and vice verce?
Because Squad 3 is DOWN in a Sunken Road, not at the +10 location in its hex.

1) Does the "Halving" rules in 12.5.643 apply to FRAG attacks I.e. grenade/Satchel/Demo charges.
A. No. You can find this treated at 12.5.72, e.g., see 'c' for the reference for SC

2) When a L/AT SCW such as a PIAT attacks Personnel in a Masonry Building (the Frag is already halved due to firing at Personnel as per 14.4.3) and score a hit is the Frag halved again?
A. No.
My 101st AB squad has just hit the German 656 squad, plus crew with M/MG34 and 117 Leader building in the first hex of the two hex main building in "Cole's Charge" with their BAZ and I need to know whether I'm rolling on the 6 Frag or 2 Frag column for casualties.
A. See above.
Also - I have original Bloody Omaha - but see there is "Omaha West" and "Omaha East"? What does the original Bloody Omaha equate to?
A. Omaha West.

Q: A location contains a leader and three squads, one of which is armed with a L|AT. The squad fires off the L|AT and the leader commits his leader direction DRM to the HPT attack. In a later impulse, the player wishes to firegroup the inherent GF of all three squads in the location and apply the leader's direction DRM to the attack. Is this allowed by the Firegroup rules, yes or no?

RT: No. Either the leader leads the HPT shot or a Firegroup on the Casualty Table. Not both. If the leader was leading a M|MG (*manned by a 2-3-8 crew), his leadership COULD be used for all ROF shots on the Casualty Table (or on the HPT for that matter).

Over at the FBATS page we are trying to fig re put whether a 4cf followed by a 2cf in a different impulse of the SAME turn becomes 6 cf. Can I have a ruling from Croton please?
A: Cumulative.

The first sentence of 12.5.101 says "each" .... "to a maximum of 24...." It is one of the sentences getting clarification in the upcoming new ATS book, and the answer to your question is:

A. Collateral Fire factors are placed in a hex as her 12.5.101, and are cumulative to a maximum of 24 CFF. Note that CFF are placed during a specific fire Phase, and do not accumulate between phases/segments - NOT between player turns.

12.5.101 Placement-Each Direct Fire and/or mortar attack leaves Collateral-
Fire equal to HALF its GF/FRAG in the target location, to a maximum
of 24 Collateral Fire Factors per hex.

Q. If an ETC is specified by SSR, but the type is not, a -1 is received, right?

A. Yes.
If a VC does not specify, when does it kick in?

A. if not otherwise specified = game end.