The following is the errata to SPI's USN, which appeared in Moves#7. Brien Miller of GamesUSA kindly OCR'd the errata for me, and I, in turn, am passing it on to you to post. USN ERRATA As a result of post-publication playtesting and questions or comments received from SPI customers, the following errata has been assembled to clarify play of this simulation: GAME MAP For purpose of land movement the hexside between hexes 0692 and 0693 is a mountain hexside. For air movement it is a clear hexside. UNIT BREAKDOWN Allied: One 30-50 division=three 8-15 regiments One 50-60 Marine division = three 10-15 Marine regiments Units may not break down to battalions. AMPHIBIOUS ASSAULT When landing units on Enemy occupied hexes a number of factors shouid be considered. Units may never be landed in a hex occupied by an Enemy Coastal Defense Unit. Units may not be landed in an Enemy occupied Class 1 land hex unless the Enemy unit is destroyed by the landing unit in combat. If not, the landing unit is immediately re-embarked. Units may land on Enemy occupied Class 2 land hexes without having to destroy the defending unit(s). In any landing made against an Enemy occupied hex only Japanese Transports and Allied Assault Transports may be used. AIR AND NAVAL BASES, CASE I (I) Bases are considered captured if an enemy land unit enters the Base hex. If the Base hex is occupied by an inverted or Entrenched Friendly unit, such units must be dislodged by combat before the Base can be captured. Friendly units not inverted or Entrenched are no obstacle to capturing a Base. REPAIRING OR BUILDING BASES The procedure calling for an Allied Assault Transport to assist the repair or construction of a Base is correct. Only the Allied Assault Transport may perform these functions in the company of an Engineer Unit. SITUATIONS AND ORDERS OF BATTLE CAMPAIGN GAME 1 Allied Order of Battle There should only be one (1) 2-6 Defense Battalion on the U.S. West Coast. REINFORCEMENT TABLE Allied Game-Turn #5 - Change DD-10 to DD-11.. Game-Turn, # 31 - Change CVE-3 to CVE-1; Change 3 NAC to 2 NAC. Game-Turn #48 - Enter BB-6. MINI-GAME The Battle of the Coral Sea Victory Conditions: (leave as is to Port Moresby - 100 points) In addition, the Japanese Player receives 10 points if the Engineer regiment is on Guadalcanal with supply from base at the completion of the second Game-Turn. VICTORY POINTS The Japanese Player does not receive victory points for the elimination of Chinese Army units. The Allied Player receives no Victory Points for Bases built in Australia. COMBAT RESULTS ON CRT #2, if not enough aircraft engage to suffer both aborted mission and destruction results, destruction results are applied first to defending aircraft. GAME-SCALE Hex = 50 miles; Game-Turn = 1 week.