Sixth Fleet Errata as at 1 September 1986 The additions and corrections on this sheet are intended to bring Sixth Fleet into line with the changes introduced in 2nd Fleet (now available from Victory Games, Inc.). Map Correction: On the Combat Results Table on both maps, the die roll modifier for SSM Combat should read "4. SSM Combat: -2 if no friendly surface ship is adjacent to enemy ships .... " Counters Correction; The Greek PCS3 unit should have a Close Anti-Air value of 2 (not 1) on the front of its counter Logistics Roster Correction: The Greek frigate Elli should have two SSM boxes. US Deployment/Reinforcement Card Correction: When playing a scenario at Preparedness Level High, the following US ships should begin the game in Rota (1603) in addition to The ships already listed for deployment in this hex: Lang (FF), Saipn (AA), Whdby (AA), Prtld (AA), and Fresn (AA). Correcrion: At Preparedness Level High, the battleship JNrsy should read NJrsy. US Allies Deployment/Reinforcement Card Correction: When playing a scenario at Preparedness Level Low, a Turkish RF5 (not RF4) RCN air unit begins the game in Istanbul (1741). Soviet Deployment/Reinforcement Card Correction: When playing a scenario at Preparedness Level High, one M23 INT air unit should be placed in Yevpatoria (2444) in addition to the air units already listed for deployment in this hex. Rules 4.3 Limitations on Activation Correcrion: For all purposes including replenishment, US and UK units should be considered the same nationality. Thus, US and UK surface units that are stacked together can activate as part of the same force (and can join Task Forces together), and they can draw replenishment from each other's bases and replenishment units.. Note, however, that US and UK air units must be stationed on and activated from bases (and carricrs) of their own nationality. 5.4 Air Unit Movement Addition; An air unit that begins its active status in one base hex and ends its active status in another base hex cannot perform SSM, ASW, or Bombing Combat from its new base hex for 6 full Game Turns following the current turn. However, an air unit that moves to a new base can move and perform Strategic Air Missions/CAP normally without the six Game Turn delay (Exception: An air unit can always perform SSM, ASW, and Bombing Combat without any delay from the base hex in which it was deployed at the start of the game, even if it moves away from this base and returns) For example, a Soviet T26 unit begins Game Turn 6 in Saki, is activated. moves, and ends its activation in Benghazi. It cannot perform SSM, ASW, or Bombing Combat from Benghazi until Game Turn 13 However, it can perform a Strategic Air Mission or CAP from Benghazi without delay.. 6.2 Task Forces Addition: To form a Task Force, a stack must contain a minimum of four surface combat units (CV, BB, CG, DD, FF, and PC) in addition to any number of non-combat surface units. At the beginning of a Task Force Phase, a stack possessing a Task Force marker that does not contain four surface comat units must have the marker removed and the units must be placed oack on the map. 7.1 Strategic Air Mission Eligibility Addition: An air unit cannot perform a Strategic Air Mission one or more zones away from thc zone occupied by its base unless a continuous, path of hexes can be traced from its base hex to any hex within the zone in which it wishes to perform its mission. This path can be no longer (in hexes) than one-half the air unit`s Movement Allowance. Also, this path cannot enter a hex that is within four hexes of an enemy base hex (or aircraft carrier) containing at least one INT or ATK air unit. 8.0 Combat Air Patrol (CAP) Clarification: Air units assigned to CAP perform this mission only over the base hex/aircraft carrier from which they begin the mission. Carrier based air units must remain with their parent carrier when it moves out of a base hex; they cannot remain in the base hex to perform CAP 9.1 Detection Zones Clarfication, The Limited Detection Zone of a unit also includes the hex actually occupied by that unit. 9.2 Placement of Detection Markers Addition: A single Detection marker is placed on a surface or submarine unit that just performed an SSM, ASW, or Torpedo attack only if the attacking unit is situated in an enemy unit's Limited Detection Zone after the attack has been resolved. A Detection marker is placed on a stack of surface units even if only one unit in the stack performed an SSM attack. Addition: MIR RCN units cannot detect submarines. 10.0 Combat Addition: If only one or two surface units occupy a hex and one or both of those units are attacked by Torpedo, SSM, or Bombing Combat, sub- tract two from the Defensive combat die roll performed by those units. On the Combat Results Table in the "Defense" column, extend the column upward to include a 0 and -1 die roll. This Defensive combat penalty is not applied if the hex that is being attacked contains three or more surface units. Clarification: If two or more Task Forces occupy the same hex, they do not benefit each other with their Close AA Values. That is, they do not add in their Close AA Value by being stacked beneath target units in step C of the Defense die roll procedure in SSM and Bombing Combat. They do add in their Area AA Values, however. Clarification: A player who wishes to use Tactical Coordination must announce this fact before making the combat resolution die roll. 10.3 Torpedo Combat Correction: If surface units are attacked by Torpedo Combat and none of these surface units has an ASW Value of at least one, no Defensive Combat die roll is made by the defending player. 10.4 SSM Combat Clarification: The flight line of an SSM to its target must be as straight as possible. It cannot zigzag or take a roundabaut path to its target. Clarification: Friendly replenishment ships, AA units, and CR units can be used for spotting enemy targets in SSM attacks preventing 1 from being subtracted from the SSM die roll. 10.9 Combat and Base Hexes Correction: lgnore the section labelled "Damage to Air Units" and substitute the following rule: If a base hex is attacked and suffers a combat result of 9, the base is destroyed for purposes of air operations for the remainder of the game. In addition, all air unlts currently situated on that base are immediately destroyed. CAP units from that base are destroyed in the CAP Landing Phase; Strategic Air Mission units, however, can be returned to any other friendly base in that zone during the Strategic Air Mission Termination Phase. No air units can occupy this base for the remainder of the game. On a combat result of 7 or 8, the base is damaged, and air units occupying the base can neither activate nor perform Strategic Air Missions or CAP for four full Game Turns following the current turn. Those air units on Strategic Air Missions/CAP can remain on their missions. No air units are damaged or destroyed. On a combat result of 5 or 6, the base is damaged, and air units occupying the base can neither activate nor perform Strategic Air Missions or CAP for the resf of the current turn and for one full Game Turn following the current turn. Those air units on Strategic Air Missions/CAP can remain on their missions. No air units are damaged or destroyed. On a combat result of 4 or less, there is no effect on the base or air units. When a base becomes inoperable, the owning player should keep track on a piece of paper the duration of its inoperability. Note that if the logistics rules are being used, follow the guidelines in 18.9 for damage to AP/FP boxes. 12.1 Mine Placement Clarification: Mines cannot be layed on island coastal hexes, including all the Greek islands in the Aegean. Also, RF4, RF5 and MIR RCN aircraft cannot place mines. 16.1 Weather Clarification: Air units can fly through a storm zone on combat and strategic missions with no effect. For example, a Soviet T26 can attack Maddalena after passing through the Adriatic Zone when a storm is in the zone. 17.3 Parachute Assaults Addition: To place a Parachute marker, the VP hex in which the marker is to be placed must meet at least one of the following two conditions: 1. There are no enemy INT or ATK air units situated within range of the VP hex (that is, within half the enemy INT or ATK air unit's Movement Allowance from its base hex to the VP hex); or 2. If there are enemy INT/ATK air units within range of the VP hex to be invaded (that is, within half their Movement Allowance to the VP hex), they all provide "cover" for the VP hex. The invading player must pro- vide "escort" if he wishes to invade the hex by specifying any or all of his INT/ATK within range of the hex to be invaded.. The invading player compares the combined Anti-Air values of all his "escort" INT/ATK air units with the combined Anti-Air values of all the enemy "cover" INT/ATK air units; if the "escort" Anti-Air value is greater than the "cover" Anti- Air value, then the Parachute marker can be placed in the VP hex to be invaded. The friendly air units providing this "escort" (but not the enemy air units providing "cover") cannot be activated, perform Strategic Air Missions, or initiate CAP for the next three Game Turns. The owning player may wish to place these units in the "Occupy" Return to Base box of the zone in which they are situated on his Strategic Air Display to indicate that they are unable to function for the next three Game Turns. During the Strategic Air Mission Termination Phase of the next Night Game Turn, these units are returned to a friendly base in the zone they occupy. 18.0 Logistics Correction: If logistics are not being used in an Advanced Game scenario. do not use any replenishment ships (CS, AM, TK, or ST) in that scenario. Ignore references to these ships on the Deployment Cards. 18.2 lntensive SSM Attacks Addition: Surface and submarine units can "intensify" SSM attacks to a greater degree than described in this case. If the owning player checks off two SSM boxes for an attacking surface or submarine unit, that unit`s SSM Attack Value is multiplyed by 1.5 (round fractions up). If three SSM boxes are checked off, the unit's SSM Attack Value is multiplied by 2. 18.3 lntensive Torpedo Attacks Addition: Submarine units can "intensify" Trorpedo attacks to a greater degree than described in this case. If the owning player checks off two Torpedo boxes for an attacking submarine, that unit`s Torpedo Value is multiplied by 1.5. If three Torpedo boxes are checked off, the unit's Torpedo Value is multiplied by 2. 18.6 Base Hexes and Replenishment Units Clarification: Except for US and UK units, base hexeses and replenishment units can transfer AP's and FP's only to unlts of the same nationality. 19.5 Political Ramifications of Nuclear Weapons Clarification: If Italy starts the game neutral or becomes neutral due to a political event, all US bases in ltaly are functional. The only way by which US bases in Italy become non-functional is due to US use of nuclear weapons as described in this case.] 22.1 Cruise Missiles Clarification: Unlike normal SSM attacks, cruise missile attacks can transit land hexsides on the way to a target hex. A cruise missile attack passing over a neutral country does not cause an Alignment Check. Cruise missile attacks cannot be made in conjunction with normal SSM attacks. 22.2 Neutrality Clarification: If an air unit triggers an Alignment Check by entering a coastal or land hex of a neutral country and that country has a "None" Overflight indication on the Neutrality Table, the resultant Alignment Check can never cause the neutral country to become allied with the player triggering the Alignment Check. The country must either remain neutral or become allied with the player that did not trigger the Alignment Check. (A die roll causing the country to become allied with the player triggering the check should be read as a neutral result instead.) for example, Algeria is neutral and a US air unit enters an Algerian coastal hex, triggering an Alignment Check. In this Alignment Check, Algeria must either remain neutral or become allied with the Soviet player; It can never become allied with the US player. Correcrion: If Turkey is neutral, surface and submarine units with a Move- ment Allowance of 2 can end two consecutive Action Phases within a Turkish Straits hex. Similarly, damaged surface and submarine units with a Move- ment Allowance of 1 can end four consecutive Action Phases within a Turkish Straits hex. Essentially, all surface and submarine units can transit the Turkish Straits if Turkey is neutral, but they can remain in the Straits for the minimum amount of time it takes them to transit the area at their full Movement Allowance. Also, if Turkey is neutral, the Turkish Straits cannot be mined. Clarification: If France or Italy become neutral via political events, an over- flight by Soviet air units results in an Alignment Check. Also, the Soviet first use of nuclear weapons causes an Alignment checkt for these countries if they became neutral via Political Events. Clarification; Greek islands in the Aegean are nor considered Greek coastal hexes for neutrality checks.