From: dwmartin@slonet.org (David W. Martin) Subject: WiF Errata The following is the errata published in the latest Annual. WORLD IN FLAMES ERRATA 15 September 1994 To all you die-hard sceptics out there, this is not just a bunch of boring old errata. It also contains a bunch of boring new errata and some new experimental rules (which you are free to ignore, if you prefer). At the very least, it will add a few new wrinkles to your game. This is a consolidation of all the errata for 5th edition World in Flames, Ships in Flames, Planes in Flames: Gold, Asia Aflame, Africa Aflame and Days of Decision II. If it aint here or in the rules it does not (yet) exist! Some recent reprints of the WiF rules contain some of this stuff already. Stuff prefixed by a hand (*) is newer than CWGs original (1993) WiF Annual. Series Erratum The date for this errata should be 1995 and not 1994. :) Whenever rounding is required, retain fractions until all halving is complete and then round the remaining fraction to the nearest whole number (0.5 rounding up). WiF5 Errata *Map Errata: The US controls the major port in Samoa (which should actually be titled Western Samoa. The hex currently called Western Samoa should actually be titled Samoa. It contains a minor port and is CW controlled. [Designers Note: Alright, we admit it, Western Samoa is actually west of Samoa.] 4.3: A supply source is: (a) any city in the units or ports home country (unless that country has been conquered and is not yet liberated), (b) any such city in the home country of a Major Power with which the unit may co-operate (see 19.1), (c) the capital city of any controlled or conquered minor country, or conquered Major Power (see 14.0) controlled by a Major Power the unit can co-operate with, (d) any city in Occupied China if the unit is Chinese, or (e) a co-operating HQ which can trace a path (of any length) to a city supply source. 4.4.1 (3rd para, last sentence): None of them may contain an enemy CV, HS, LS or aircraft unit with air-to-sea factors greater than zero unless it also contains a friendly CV, HS, LS, TRS or FTR. 6.2: An isolated home nation city is one which cannot trace a supply path of any length to another home nation city. Only 1 unit may be placed as a reinforcement in an isolated home nation city in each turn. 6.2: If a reinforcement cannot be placed in a city without over-stacking, then it can be placed into any adjacent hex which contains no other unit and is not in an enemy ZOC. This is not allowed if the unit is a naval unit or if the city is an isolated home nation city. Only one unit may be placed in this manner in each city each turn. 9.1: Resources may be transported through neutral minor countries. *9.2 - Every resource being transported overseas must be transported from the nearest friendly controlled or neutral port to the resource. *9.2 - 2nd para: Major Powers (even if Neutral) may trace resources through each others pipelines provided that they are at war with the same Major Powers and not at war with the same Major Powers. These resources need not all have come from the same source or have been shipped from the same port. They need not all go to the same destination. 10.2.1.2: A declaration of war on an unconquered minor country lapses at the controlling players discretion if, at the end of any impulse: a) no land attack was made on one or more units of that minor country during that impulse; and b) no hex or land section of any unconquered territory of that minor country is occupied by a land unit controlled by any major power at war with that minor country. *10.3.3: When performing air transport missions, the unit being air transported does not need to be dropped off at the target hex, and may be placed face up in the destination hex with the ATR. 10.5.5.1 para 2: The SUB selects a target class (TRS, LS, HS or CV) to attack. The target within that class is chosen randomly. 10.5.6.1, replace paras 4-6 with: If either side rolls less than or equal to the search number, then naval combat will occur, subject to surprise. If a sides (modified) die roll equals or exceeds the surprise number in the highest numbered section its surface naval or aircraft units occupy, it is surprised in that combat round. Each side (phasing side first) may fly aircraft units into the sea area. They may fly even if their Major Power chose a Land Action. Only aircraft units capable of flying a Naval Air mission can fly. They fly as if it were such a mission (see 10.3.3) but it doesnt count against activities limits. They may be placed into any sea-box section(s), even those not containing any friendly units. Then, if one side has been surprised, the other side has the option not to fight that naval combat. If a combat does occur, include those non-SUB units which occupy sections of the sea box with search numbers equal to or higher than their sides (modified) die roll. *10.5.7.2: Damaged Ships are destroyed instead if they could not return to base at a major port, given an unlimited movement allowance. *10.7.4.5 & 10.7.5.2: If invading or paradropping a hex eligible to contain a notional unit, the defender decides if a notional unit is actually present, immediately prior to combat against that hex. If not present, invasions or Paradrops targeted against such hexes are automatically successful but may not be supported by land units in adjacent hexes. 10.7.6.4: Cleared through bombers Return to Base after combat resolution but before Advance after Combat. *10.7.6.6: Defending units are no longer tripled or doubled when attacked across a fort hexside. Instead, units attacking across a printed hexside into a fort third their attack factors. Units not attacking across a fort hexside or who paradrop onto the fort are unaffected. 11.1 2nd para: A specified country is eligible if it has been declared war on (even prior to conquest). The Major Power declaring war is the aggressor. 11.1: Change the word conquering to aggressor everywhere it appears (i.e. Partisans affect aggressor Major Powers both before and after conquest). 11.1: French Indo-China, Occupied China, Manchuria and Korea are conquered from the start of all scenarios. Occupied China may be liberated if and when China recaptures Peking after which it becomes fully absorbed as part of China. All these minors (except Occupied China when liberated by China) suffer partisan attacks regardless of who controls them (i.e. they are always considered conquered). * 11.5.1 (US Entry Option 25): CW units committed to the NEI are considered to be NEI units after it is declared war upon by a major power, until the CW is also at war with that major power. *11.5.2 (US Entry Modification 27): Double US Entry cost if Russia is declaring (all-out) war on any minor country (e.g. a Russian declaration on Rumania in 1939 is -4*** rather than -5*). *11.5.2 new US Entry modifier: each time the Japanese roll an unmodified 6 in land combat against a Chinese controlled city hex (except attacks at greater than 10:1 odds), the Japanese player can: (a) re-roll the die (a second 6 having no further effect) or (b) accept the result, in which case there is a US Entry modifier of:1939 +5; 1940 +4; 1941 +3; 1942+, +2. [Designers Note: this represents the ability of the Japanese High Command to call off any Rape of Nanking episode before it gets out of hand, or allow the barbarous annihilation of the enemy and take the bad publicity instead.] *11.6: If a major power does not control any home nation port, all units are removed from the production spiral, construction pool, and repair pool at the start of the Production Phase. 11.6.2.2: Chinas production multiple starts at 1. It increases to 2 from the moment that: (a) the Japanese launch a Major Assault, (b) the Japanese accepts (see 11.5.2 above) the first roll of an unmodified 6 in any land combat against any Chinese city (except attacks at greater than 10:1 odds), or (c) 2 or more Chinese factories are captured or isolated. A Chinese factory is isolated if it is not possible for the Chinese to transport a resource to it due to the presence of Axis units or their ZOC. 11.6.2.2: Russias production multiple increases to 1.5 on the turn it goes to war with Germany. It increases to 2 six turns after, or from the turn Germany declares war on it. 11.7: Aircraft and Naval units (and, in the case of TRS, their cargoes) returning to base are turned face-down. 13: Each Major Power may only play 1 offensive chit per turn. Each offensive chit costs 15 build points for both sides. *13.1: If 2 or more dice are required to be rolled in the same action (e.g. Naval or air-to-air combat), all dice are re-rolled. 13.3: If played at the start of a Land Action, the Major Power which played it specifies any ONE of its HQs to receive both of the following benefits for that impulse only: (a) overruns and attacks on the Blitzkrieg CRT made exclusively by the Major Powers units in supply range to the Blitzkrieg HQ, are increased a total number of odds levels equal to the HQs reorganisation value (e.g. Manstein can increase one attack/overrun by 5 odds levels, or 5 attacks by 1 level or any other combination not exceeding his reorganisation value). The odds of an attack/overrun may not be enhanced if the attack/overrun involves any minor countrys or other Major Powers units; and (b) aircraft units of that Major Power that conduct a Ground Strike mission (see 10.7.1) within the supply range of the Blitzkrieg HQ do not halve their tactical factors. Minor country units do not receive these benefits. The HQ may move normally and provide HQ support (see 10.7.6.5) during the impulse it receives these benefits. After receiving these benefits, the Blitzkrieg HQ is turned face down prior to HQ reorganisation. *14.1.1 replace 2nd and 3rd paras with: Its naval units in the force pools are removed from the game. Roll a die for each naval unit on the Production Spiral, Construction Pool or Repair Pool. On a 1-3, it is removed from the game and replaced by a randomly chosen unit of the same type from the force pool of any conquering Major Power the conqueror selects. On a 6, it remains in place under the control of the conquered Major Powers government in exile (see 14.2). On a 4 or 5, it is removed from the game. Roll a die for each of its on-map land, aircraft and naval units. On a 2 or 3, it is removed from the game. On a 1, it is replaced by a randomly chosen unit of the same type from the force pool of any conquering Major Power the conqueror selects. On a 4-6, it remains under the control of the conquered Major Powers government in exile. The original or replacement unit is placed on the Production Spiral to arrive as a reinforcement in the following turn. *14.2 replace 2nd para: The original controlling Major Power retains control of Govt.-in-Exile units. HQs of the Govt.-in-Exile may still only re-organise its GiE units, not those of the host (and vice versa). *14.2 replace 3rd para: While conquered, its units that are destroyed while out of supply are removed from the game. Of its units destroyed while in supply, a maximum of one per turn (owners choice) may be returned to the host Major Powers force pool, the remainder being removed from the game. 14.3 replace 3rd para with: All hexes that belonged to a liberated Major Power at the start of the 1939 Campaign game and now under the control of a re-conquering Major Power, must be returned to the control of the liberated Major Power. Other Major Powers from the same side who also control territory originally owned by the liberated Major Power, may also return control to it at this time only (an exception to 15.0, para 3). If a major power from the same side doesnt return territory under its control, it cannot co-operate with the liberated Major Power. A Major Power which returns control of territory can co-operate with the liberated Major Power if both now agree to. *14.3: Liberated minor countries are controlled by, and may co-operate with (see WiF5 - 19), the liberating major power . *14.4: Even if units of an allied major power occupy the capital of a surrendered minor country, the minor does not become controlled by the ally. Of course, if the allys units are still occupying the capital in the conquest phase of the following turn, then it will have re-conquered the minor. 16.1 replace 1st para with: Installing a Vichy Government affects the status of those of the 8 French territories (Metropolitan Vichy France (incl. Corsica), Senegal, Morocco, Algeria, Tunisia, Syria, French Indo-China and New Caledonia) not conquered by the Axis. All conquered French minor countries are controlled (and may be liberated) by the conquering Axis Major Power. All other controlled minor countries revert to Neutrality. 17.1: A neutral Major Powers units may not enter any hex or land section not controlled by it, except for territory of a minor country it is at war with. 17.2, 2nd para (b): Building all its white-print units does not automatically entitle Russia to declare war on Germany or Italy. However, having done so, Russia may declare war whenever the Russo-German Garrison ratio equals or exceeds the following years garrison ratio. *17.2, 3rd para: A garrison units is any friendly controlled unit (not in an enemy ZOC) in: (a):a home country hex or land section, or friendly controlled minor country, that is within 3 hexes on the European map scale, or 2 hexes on the Pacific map scale, of a hex or land section in; (b) a home country hex or land section controlled by the other major power, or to a minor country which that other major power has conquered, liberated or declared in the war. 17.2: Russo-German Garrison Ratio: 1944+ - 1:2 18.2 (f): a land unit of a minor country (including those in (a) - (d)) may not leave its home country if half of its on-map land units (rounding fractions up) are currently outside the home country. 18.4: The Commonwealth and French may only declare war on the NEI after US Entry Option 25 has been played. *18.5: If Russia does not occupy any hex of Poland before it is conquered (as part of their share of the Nazi-Soviet pact), Russian units may never occupy any hexes in eastern Poland until at war with Germany. 18.5: These Polish units are available to the CW in addition to any units gained by the Govt.-in-Exile rules (see WiF5 14.1.3). 19.1: Subject to the restrictions in errata 14.3, France (and Free French) and the CW may co-operate after the USA is at war with Germany. 22: At the commencement of any Production Phase in which an enemy land unit occupies a hex or land section in its home country, or an adjacent country, a Major Power may declare... 22: National Effort ceases when a Major Power reverts to Neutrality. 22: During National effort you may still repair factories and naval units. *24.14: Aircraft and land units (except HQs) which cannot trace a supply path of any length back to a friendly supply source at the start of the Return-to-Base Phase (see WiF5 11.7), are not turned face-up during the Final Reorganisation Phase (see WiF5 11.9). *27.4.3: If playing the Fascist Tide one-map campaign with Asia or Africa Aflame, naval units may move to and from the transfer pool as if it were a sea area connected to the Southern Ocean, Persian Gulf, Red Sea and Horn of Africa Sea areas. Land and aircraft units may embark or debark off transports in the transfer pool and return to the AsA or AfA map with the transports. *28.3.1: Indo-China is also a Vichy French territory. *28.3.1 (c): Indo-China has not yet been conquered by the Japanese. -- >>>>> David Martin a.k.a. Left Field dwmartin@slonet.org >>>>>>>> The new congressional slogan by Newt and friends: >>>>> "Government of the Exxons, by the General Motors and for the Duponts." -- | Alan Poulter, Lecturer Email: | | Dept of Information and Lib Studies a.poulter@lut.ac.uk | | Loughborough University apoulter@nyx.cs.du.edu | | LE11 3TU, UK oriole@world.std.com | | Tel: 0509 223061/Fax: 0509 223053 *PGP 2.6 Public Key on request* |