From: Markus Stumptner Subject: errata for Red Beach One (S&T 142) RED BEACH ONE Errata/Variants (Schlesinger) p. PN RED BEACH ONE: ERRATA AND CLARIFICATIONS Keith R. Schlesinger Begun: May 1991 Last Update: 28 Oc 91 All the following are clarifications of selected portions of the rules, unless otherwise indicated by the terms "addition" or "change." All rules remain in force unless specifically noted otherwise below. MAP The unmarked column of boxes to the left of each AMTRAC column of the Red Beach zones are LCVP (landing craft) boxes. Japanese Tactical Table -- Modifiers should read: "For Date (Day or Night Turn): ... " "For Fortifications Destroyed (Night Turn ONLY): ... COUNTERS Modifications to Existing Counters: 1) Battalion and Regiment Identification Mark both sides of Marine infantry counters to make unit identification in the chain of command easier and quicker. Each infantry box is divided by the "X" symbol into four quadrants: right, left, upper, and lower. Color in the indicated quadrant. Battalion ID (battalion/ Color, regiment) Portion of unit ID box to color 1/2 Blue, Right quadrant 2/2 Blue, Lower quadrant 3/2 Blue, Left quadrant 1/6 Red, Right quadrant 2/6 Red, Lower quadrant 3/6 Red, Left quadrant 1/8 Black, Right quadrant 2/8 Black, Lower quadrant 3/8 Black, Left quadrant Marine Battalion HQ's are colored as follows: 1/2 Blue, portion to the right of the HQ symbol 2/2 Blue, portion beneath the HQ symbol 3/2 Blue, portion to the left of the HQ symbol 1/6 Red, portion to the right of the HQ symbol 2/6 Red, portion beneath the HQ symbol 3/6 Red, portion to the left of the HQ symbol 1/8 Black, portion to the right of the HQ symbol 2/8 Black, portion beneath the HQ symbol 3/8 Black, portion to the left of the HQ symbol Marine Regimental HQ "flag" symbols are colored in completely as follows (but avoid coloring the "H&S" inside the flag): 2nd regiment: Blue 6th regiment: Red 8th regiment: Black 2) Japanese Resistance Level Markers On the back of the "Resistance x50" marker, add: RESISTANCE x50 +500 New counters: 1) 11 "HQ USED" markers to indicate HQ unit has provided support for the current turn. 2) Approximately 10 additional D / 1 markers 3) About 20 blank counters or other markers to indicate that a Marine stack has ended its Ground Segment for the turn. (An alternative to rotating units 180 degrees) RULES 1.2 Units: Ignore all references to "defense strength." A unit's printed value is simply its "strength," which is modified by its Fire Value when used to fire at an enemy target. The printed strength is used when being fired upon by the enemy for purposes of determining combat odds on the CRT. A step loss marker (1) under a unit indicates that one should be subtracted from its current printed strength, PRIOR to any modifications for Fire Value. 2.2 There is no "Floating Reserve Box" in the game. Keep Marine units not yet in Wave/Assault boxes or in a land hex near the compass rose (top left corner of the map). 2.4 In addition to the specified battalions in the initial set-up, additional units of the player's choice may be landed, as long as each Beach Zone receives no more than ten (10) combat units plus any number of HQ units. Up to two combat units (but no tanks) and any number of HQ units may be placed in a single AMTRAC box on the Wave Display. 3.14 (new case) Engineer Losses (skipped on Nov 20); use the Engineer Loss Table printed on the Charts and Tables page. Then reset "Engineer Available" and "Current Engineer Level" on the Status Track. [renumber old 3.14 to read 3.15] 3.223 Roll once on the Am Trac Loss Table for each Beach where at least one wave arrived by Am Trac. There can never be more than three dierolls on the table in a single Landing Phase of a Day Turn. 3.24 Recovery Phase (addition): Remove "HQ USED" markers from HQ units that provided combat support. Remove blank counters or markers used to indicate that units have already performed Ground Segments. Reset the Air Strikes and Destroyer Support markers on the Status Track. 5.0 Stacking: Each hex can contain one infantry and one HQ unit, plus any number of game markers. In addition, a hex can contain either one Artillery or one Tank unit, but not both. Two or more units of the same type (infantry, tank, artillery, HQ) may never be present in the same hex. Thus, a hex can contain one each of infantry, HQ, and tank; or one each of infantry, HQ, and artillery. Stacking applies at all times during beach landings, movement, and combat. 7.11 Am Tracs: At the beginning of the game, six (6) Am Trac points are available. For each available Am Trac point, one combat unit (plus any number of HQ's) can be placed in a numbered AMTRAC wave box during the Wave Assembly phase of each daylight turn. The number of Am Trac points may be reduced at the end of each Wave Assembly phase in which any AMTRAC wave boxes contained Marine units. Roll two dice and consult the Amphibious Tractor Loss Table on the Charts and Tables page. 7.13 There can be fewer than ten combat units placed in each Beach Zone Wave Track, if the player desires or the rules require. Each pair of numbered Wave Track boxes (one unmarked [LCVP], one marked "AMTRAC") can contain a maximum of two combat units and any number of HQ's. All the units must be in ONE and only one of the two boxes. Tanks can never be placed in AMTRAC boxes for any reason. Note that a Wave Track comprises all ten of the boxes arranged in two columns under each Red beach. The Green beach Wave Track contains only five boxes. Example: Two infantry units could be placed in AMTRAC box #2 on Red One, but an infantry and tank would have to be placed in the blank (LCVP) box #2. The two units could not be split between the AMTRAC and LCVP boxes. Both would have to go in a single box. Any number of HQ units could be added to the occupied box, but they could not be placed by themselves in the unoccupied box. 7.31 (addition) Marine units landing from an assault box during the Amphibious Movement phase of a turn are NOT considered to be performing a Ground Segment, and do NOT make a Japanese Tactical Impulse check for any reason. 7.33 and 7.34 The Coastal Defense CRT uses a "star" symbol, not a "plus sign" to indicate HQ disruption or step loss. A disrupted HQ that receives another "*" disruption result remains disrupted, but it is otherwise unaffected. If there is an undisrupted HQ unit available in the wave, it must be disrupted. An undisrupted HQ that receives a "1*" result becomes disrupted, w hile a disrupted HQ that receives such a result is eliminated. 8.3 (3) (change) A unit finishes a Ground Segment the instant it is dropped off from the stack, the stack receives a "D" or "R" combat result, or the stack voluntarily ceases moving and attacking for the turn. Instead of rotating units, players may place blank counters or other markers on units that have performed a Ground Segment. 8.711 Artillery and HQ printed strengths are counted when stacked with other unit types defending against an attack. If a hex containing only HQ and/or Artillery units is fired on, then the provisions of rule 8.41 take effect. 8.711 Unit Allocation: All fire support is allocated prior to either side resolving fire in a single combat. 8.712 Determine Odds (addition): Japanese fortifications use a multiplier of "x1" even when the Resistance Level falls to zero. 8.713 Order of Fire Determination: The effects of fire support allocation on Order of Fire occurs prior to either side resolving fire on the CRT. 8.713 A Japanese active fortification fires first when a Marine stack located in beach, clear, or airfield terrain attacks it. A Marine stack is considered to be in such terrain if any portion of the hex it occupies contains at least one of these terrain types. (Japanese stacks do not benefit from this first-fire advantage because they can only attack American units, and never defend against American attacks.) +++8.715 A retreating stack is affected by the ZOC's of any enemy units stacked in its hex at the beginning of the retreat. (Usually, this means the stack cannot retreat and must take a step loss instead.) A retreating stack must remain together, and cannot split up. 8.73 Japanese also fire first if American units are attacking from any clear hex into a hex containing an active fortification. 8.85 (additions) HQ units that receive a special "star" result on the Coastal Defense CRT are considered Disrupted. An HQ unit on its Disrupted side which suffers another Disruption result remains Disrupted; there are no additional penalties or effects. A disrupted HQ that suffers a step loss is ELIMINATED. 8.853 Place eliminated HQ units on the next available red "interphase" box on the Turn Track. At the beginning of an Interphase, place any HQ's in the current Interphase box back in the Floating Reserve. 8.86 Tank losses (indicated by a star on the CRT) occur ONLY on Japanese die rolls against a US stack containing tanks. US die rolls in the "tank loss" range on the CRT never cause tank losses. 8.87 (new optional rule) Marine Consolidation: Two or more companies from the same battalion that have taken losses may combine to form a new, consolidated unit. The units must be able to trace an LOC to their Battalion HQ, and must be adjacent to one anot her. Simply remove all but one of the companies and adjust the remaining unit's loss marker accordingly. The removed units are considered eliminated American units. Consolidation counts as a ground segment, and is subject to a Japanese Tactical Impulse che ck (9.2) if any of the units involved in the consolidation were located in a clear, beach, or airfield hex. 8.9 Combat Support (expanded general rules): Marine Regimental HQs, Artillery, Airstrike points, and Destroyer points may provide support to a stack containing an American infantry or tank unit. Marine Battalion HQ units may provide support to a stack that contains an infantry unit. The stack must also trace a proper LOC (see 6.0) if the support comes from an artillery or eligible HQ unit. To receive destroyer support, a stack must attack a hex that contains beach terrain, or is adjacent to a hex with beach terrain. Support can be received any time a qualified stack fires at a Japanese fort or unit as part of an American attack. Only US Battalion HQ and Artillery units can provide support to a qualified stack defending against an attack by a Japanese stack (see 8.911). Whenever support is received from an HQ or artillery unit, multiply the support unit's printed strength by its Fire Value and add the total to the stack's fire strength. Each firing stack can receive one Airstrike and one Destroyer point; each point is worth four (4) strength points, which are added to the stack's fire strength after all other modifications. Support units and points may never attack on their own. The instant a stack containing only HQ and artillery units is located in an enemy ZOC, rule 8.41 comes into effect. 8.911 Battalion Combat Support (important clarification): A Marine stack defending against a Japanese attack adds the combat strength of a qualified Marine Battalion HQ when it fires at the Japanese stack. Adjust the HQ's strength using the Fire Value Chart and add the total to the Marine stack's fire strength. The HQ must not have provided support to any other attack or defense during the current turn, and a valid LOC must be traced. 8.92 Artillery (important clarification): Artillery can provide support to a defending Marine stack in the same way as for Battalion HQ's; see errata for 8.911. 8.93 Airstrikes: Each firing stack may receive only ONE airstrike, worth four strength points (no more, no less). Reduce the "Air Strikes Available" marker by one for each attack. Air strikes cannot be saved from turn to turn; uused air strikes are lost. +++8.94 Destroyers: Each firing stack may receive only ONE destroyer support fire, worth four strength points (no more, no less). Reduce the "Destroyer Support Availalable" marker by one per attack. Destroyer Support cannot be saved from turn to turn; unused Support is lost. There is no Destroyer support during Night Turns. 8.951 (correction) Engineer platoons to the RIGHT of the Current Engineer Level marker are no longer available for the rest of the game. +++9.2 The Tactical Table is not used once the Resistance Level reaches zero. 9.21 (important clarification) (2) Another Japanese Tactical Impulse is NOT triggered if the US rolls 11 or 12 on the CRT during the resolution of an ongoing Tactical Impulse. 9.21 (3) A hex containing a destroyed Japanese fortification does NOT count as a clear terrain hex, and does not trigger a Tactical Impulse check. 9.225 Japanese Ground Assault (addition): Japanese fortifications never contribute their combat strength to a Japanese stack for either fire or defense during an Assault. The ZOCs of active Fortifications always remain in force and can affect retreats. 9.3 It is possible that the elimination of the very last American stack taking advantage of Tactical Coordination for a battalion or regiment will prevent a Japanese Tactical Impulse Check from occurring. 9.32 The counter image reprinted beneath the rule should read "2" avove the H&S symbol. 9.4 Japanese Tactical Impulse checks occur automatically at night; no American actions are required. The number of fortifications destroyed only modifies the die roll on the Tactical Table during a Night Turn. 9.421 Each HQ and Artillery unit (whether normal, fired, or disrupted) counts as one (1) step when determining the weakest American stack(s). 9.422 Ground Assault: Resolve as in 9.225, but US stacks may not perform any movement or combat following the assault. 9.423 Coordinated Assault: Resolve Japanese assault as in 9.225, except as noted in this case. 9.423 The references should be to 9.421, not 9.431. 9.53 (addition) Place Japanese tank units beneath the Coastal Defense tables when not in use. Be sure to leave any step loss markers the units have earned with the units. Number the units "1" and "2". When a tank unit is called for in an attack, roll the die again. On a 1, 2, or 3, unit "1" is received. On a 4, 5, or 6, unit "2" is received. Once one tank unit is eliminated, always use the surviving tank unit without a dieroll. 10.0 The reference to Green Beach should be 7.4. 11.0 Victory Conditions (IMPORTANT CHANGE): The Marines win if all Japanese Fortifications on the map are destroyed AND the Japanese Resistance Level is reduced to zero (0) by the end of the last game turn. If both conditions are not met, then the Japanese win. In the very unlikely event that all fortifications are destroyed before the Resistance Level reaches zero, then the Japanese win. 12.1 Be sure to flip the "Japanese Resistance x 50" marker to its RESISTANCE +500 side, and readjust all the resistance markers accordingly to the 550 level. 12.2 The number of Am Trac points at the start of the game is raised to 12, not 24. The Status Track on the map is correct. Except for the change in the maximum number of units that can use Am Tracs each daylight game turn (12 instead of 6), all the rest of rule 7.11 remains in force. 12.6 American Communications (revised): The ease with which the American player may deploy units from the Floating Reserve is misleading. In actuality, ineffective communications equipment aboard the commander's battleship and among the invasion forces created delays and confusion that caused reinforcements to leave the line of departure anywhere from an hour to twelve hours after requested. When this rule is in effect, units in the Floating Reserve must be checked before then can be placed on the Wave Display. Roll one die for each battalion (including its HQ, if present) Also roll one die for each combat unit or HQ not belonging to a particular battalion. Subtract one from every die roll for each undisrupted HQ unit currently located on the island. If the modified result is one or less, any or all units of the battalion (or the individual non-battalion unit) may be placed on the Wave Display following standard rules. Battalions and units that fail the dieroll remain in the Floating Reserve. IMPORTANT EXCEPTION: The initial forces specified in rule 2.4 ALWAYS land on turn 1, without a die roll. Any additional units selected by the player for landings on turn 1 or any subsequent turn must use the procedure specified in this rules section to see if they actually remain on a Wave Display. 13.22 When playing the two-player version, if Japanese Resistance exceeds 500 points, players should flip the "Japanese Resistance x 50" marker over to its "Resistance +500 / x5" side and reset all the Japanese Resistance Track markers accordingly. If and when resistance falls below 500 once again, flip the "Resistance +500" marker back over to the other side. 13.23 General Assault: Only one Coordinated Assault is permitted during a turn in which the General Assault option is chosen. 13.4 General Assault is performed exactly the same way in a Night Turn as it is in a Day Turn; see 13.23. There can never be more than one General Assault per Night Turn. Example of Ground Segment (p. 16 of rules): Hex "T" is clear terrain, which triggers a Japanese Tactical Impulse check the instant a stack enters the hex, so long as it is the FIRST clear/beach/airfield hex the stack has entered during its current Ground Segment. Players may set up the example on the game map for greater clarity. Hex A is 3215, S is 3315, T is 3416, U is 3516. Hexes A and S should contain "D" markers to indicate destroyed fortifications. The rest of the example remains unchanged. PLAYER AID SHEET Lines of Communication (LOC) 3. Extended: Regimental HQ to designated hex (9 hexes) for Supply (10.0), or to artillery unit (9 hexes) for Artillery Support (8.92) 7. Supply: any unit to beach hex in an operational Landing Beach, or end of the Long Pier -- hex 2308 (5 hexes). Landings 3. Only six (6) units by Am Trac per turn, minus Am Trac losses (see Status Track) Ground Segments 2. Japanese Tactical Impulse 2.3 American stack terminates a Ground Segment, voluntarily or involuntarily 3. Ground Segment Termination (rotate stackm 180 degrees or cover with a blank marker) 3.3 The stack is completely eliminated (no Japanese Tactical Impulse) Combat Change all references from "defense strength" to "strength" 2. ...Combat odds are attacker's modified strength divided by defender's printed strength (drop fractions). HQ and artillery count for zero on defense. 3.2 Japanese first fire 3.22 Americans attacking from clear/beach/airfield and fortification is defender 4.5 (addition) No Tactical Impulse check triggered by Advance. 5.3 (addition) Four strength points (maximum) per Marine attack from Air Strikes. 5.4 (addition) Four strength points (maximum) per Marine attack from Destroyer support.