From: casper@axcrnb.cern.ch (Dave Casper) Subject: Re: GDW's Pearl Harbor Errata In article <31B44C2B.7018@starnetinc.com>, Dave Kazmierczak writes... >Does anyone have the errata for Pearl Harbor 2nd edition? Yes. I also enclose some answers received by mail to Q&A, which I think are probably more useful than the errata itself. I'll send this to Alan Poulter for inclusion on the Grognards web site too. Dave d.casper@cern.ch Pearl Harbor, 2nd Edition - Errata and Clarifications (23 April, 1981) 1. Map A. West Map. Hexes 3409, 3309, and 3310 should be desert. Note that this desert is located in a region that will rarely, if ever, be contested; players may ignore this erratum as having little or no effect on the game. B. East Map. The city in hex 2505 is actully Nanchang, not Foochow. As above, this change has no effect on play and may be ignored. If the change is made, however, note that the objective status chart must also be corrected. 2. Counters A. Soviet. The correct name for the Soviet leader is "Zhukov", not "Khukov" as printed on the counter. 3. Charts A. Unit Identification Chart. Delete the reference to radio control ability under the ground leader example. The asterisk actually notes that the leader is a strategic leader, as defined in Rule 9. B. 1941 Scenario and Campaign Game. The notation "2 x 6-2 air" for the ANZAC initial force pool should actually be "2 x 6-2 inf". C. 1943 Scenario. Add Formosa to the Japanese controlled territory listing. D. Terrain Effects Chart. a. The effect on movement of a coast hex on ground units is 1, not NA. b. Please note the difference between island and coast. An island is a body of land all in a single hex; a natural land route cannot be traced from it to any other hex. A coast is a body of land in a hex where a natural land route can be traced to some other hex. 4. Rules A. Diagram on Page 9. The Japanese units on this diagram are: 1) the task force and fleet train in hex 0709, 2) the 6-2 infantry corps in hex 0409, and 3) the 8-3 infantry corps and 6-3 air unit in hex 0110. B. Rule 17 - Economics. a. Fleet Train. In addition to the other rules on fleet trains, a fleet train may not be placed in or adjacent to any hex containing an enemy installation, fortress, or home base. b. Construction. An installation being built in a hex may itself be used as a port for tracing supply for construction purposes. This allows, for example, an installation to be constructed on an island that has neither an anchorage nor a city. C. Rule 22 - Preparing for Play. a. 1941 Scenario, Surprise Attack. On game turn 1, each Japanese naval unit on the amphibious assault mission (only) has its movement allowance reduced from 14 to 7 hexes. Only half the factor (round down) of a naval leader, if any, may be used by these naval units. In other words, Japanese naval units on the amphibious assault mission are treated for movement in the same manner as naval units moving during the reaction segment are treated. This rule is in effect only on turn 1. b. 1943 Scenario, Special Rules. Add the following special rule: Reaction Forces. When deploying the UN forces, the UN player may place one USN task force and one RN task force on reaction force status. The following are answers received to a letter of Feb. 27, 1985: 1) On the Air CRT, are units aborted or eliminated by a result of X? A: Eliminated. 2) In the Reorganization Phase, may air and naval units "return" to cities or anchorages just captured in the previous combat phase? A: Yes. 3) The sequencing of reaction force combat is somewhat unclear. "Attack" missions can attack reaction forces which attack them; is this just a "counterstrike" or do you wait until all reaction forces have moved before assigning missions to your air? A: The latter. 3a) Likewise, "Support" forces can attack any reaction force in range; presumably this means after the reaction force has already attacked whatever it is attacking. Is this correct? A: Yes. 4) Another strange phenomenon is that land-based air can never attack reaction forces - they can only fly CAP. Is this intended? A: Yes. 5) During transport, must the naval unit pick up *and* drop off the land unit using only 14 movement points, or may the land unit accompany the naval unit to some port during the Reorganization Segment? A: The former. 6) Because Amphibious Assault can be launched from a hex adjacent to the one being invaded, task forces can sail right up to naval bases containing naval units and invade them with impunity as long as the base isn't on reaction force status. Is this right? A: Yes. 7) What is to prevent the phasing player from flying CAP during his movement phase over a hex he is bombing, thereby preventing his opponent from flying CAP in the same hex during the reaction phase, since rule 10 says CAP may not be flown into a hex with enemy CAP? A: Nothing, this is allowed. The reaction force would then have to fly in and attack the CAP in air combat. 8) If a unit on an island in a narrow sea area attempts to trace supply to an adjacent open sea hex, does this require a naval unit based within the narrow sea area? A: No. 9) Can intrinsic strength be bombarded? Does it get a -2 DRM in a rough terrain hex? A: No to the first, yes to the second. 10) Can a unit SR out of supply, for instance into the middle of a narrow sea area where there are no friendly naval units based? A: Yes. 11) Conversely, may an out-of-supply unit SR? A: Yes. 12) May a force build an installation on a hex controlled by an ally? A: Yes. 13) Can Chinese units island-hop, for instance into an ungarrisoned Formosa? A: Yes. 14) The "isolation of the Philippines" rule can always be circumvented by having the ANZAC 4L unit move to Darwin and building a 1/2 base there on turn 1. The Japanese would then face whole armies SRing into the Philippines and Dutch East Indies during SR of Turn 1. A: That's OK. The Japanese can try and take Darwin themselves. 15) Do IJN 2L battlegroups count as hald a 6L for transport purposes? A: No, they count as a full unit. 16) Do broken-down H-type units maintain full transport capability? A: Yes. 17) The Port Arthur hex should be part of Manchuria, shouldn't it? A: Yes. 18) Stratgic Bombing is totally useless because it occurs at a point in the turn when the Japanese probably only have 5 ERPs in their ERP reserves, and the rules say the ERP reserve can't be reduced below zero. This makes the Atomic Bomb useless too. Shouldn't the Japanese have to pay out of the following turn's ERP's if they don't have enough available? A: Yes. 19) Can strategic bombing attacks be launched from Attu or Kiska if installations are built there? A: Only in fair weather.