Burma (GDW) CLARIFICATIONS AND ERRATA The following changes and corrections to Burma have been noted by the author as important for understanding of the game and for smooth play. Rule 4. Victory Conditions The Burma road must be tree of enemy zones of control to count for victory conditions. Enemy zones of control can be negated by the presence of friendly units to satisfy this condition. Victory points for the capture of geographical objectives are obtained at the moment the objective is occupied. Rule 6. Zones of Control A zone of control in any hex is negated for supply purposes by the presence of a friendly unit. Friendly units do not negate zones of control for movement. Japanese base units have zones of control Into all adjacent boxes, Including all-sea hexes, even if they are not in a coastal hex. Base units may not use infiltration movement. Rule 7. Ground Movement When crossing a major river at a point where a road or railroad also crosses, no river crossing cost is incurred if the box moved into is "friendly". A "friendly" hex is one in which another friendly unit has passed through previously. At start, all boxes in Burma and all Chinese boxes west ot the Salween River are considered friendly to the Japanese. At start, all boxes in India are considered friendly to the Allies. When moving from a minor river hex to any adjoining non-river hex using the hexside crossed by a track, road, or railroad, no additional movement cost is incurred. When using road or railroad or track movement in other boxes, the terrain costs are negated. Rule 9. Sea Movement A port is friendly to the last player who moved through it. At start, all ports in Burma are Japanese and all ports in India are Allied. Rule 11. Supply Allied units may not move out of supply during their movement phase, except for LRP units. Allied LRP units and all Japanese units may move out of supply during their movement phase, but cannot move such that they are out of supply and isolated at the end of their player turn. No units may advance after combat to become out of supply. A Japanese or Allied LRP unit beginning its turn out of supply may either: hold its position; move towards supply (less boxes) using its full movement; or move a supply unit so as to recreate a supply route. Allied combat units, other than LRP, may not hold their position when isolated, but must if possible move towards supply (less hexes) using its full movement, or move a supply unit to recreate a supply route. A state of "isolation" must be avoided by both sides by expanding any available apply unit to create general supply. The above rules are meant to specify that a state of isolation cannot be voluntarily created by either player; if isolation is created by the enemy player, the Japanese and Allied LRP units cannot move to make it worse, but, if they move anything, must act to eliminate isolation as soon a possible. The road/rail distance used as part of a supply route can include tracks. Rule 12. Road Construction Engineers involved in road construcdon cannot make any move in that player turn, other than that associated with road or track construction (i.e., Allied engineers can move only 1 hex in 2 player turns in rough terrain). No extra cost is incurred in constructing roads or tracks over rivers. Such roads or tracks are assumed to bridge the rivers they cross. Rule 13. Airflelds and Airheads An airfield or airhead can operate when in an enemy zone of control if it is occupied by a friendly combat unit. Rule 14. Special Combat Forces Japanese Base Units: Base units can move into all-sea or coastal hexes at the cost of one movement point for each hex of movement. Base units in a coastal box can be attacked from land as if they were land units. Base units can attack into any hex adjacent, even including all-land hexes. Base units cannot end their movement away from a friendly port for more than one turn consecutively, or the unit is eliminated. Rule 20. Miscellaneous Movement Allied units way occupy islands (i.e., land on the first hex) only by amphibious assault, parachute drop, or LRP glider landing. Rule 21. Port Garrisons The Japanese player must garrison every port he has in his possesion with at least one combat unit provided no Allied unit is within 5 hexes. No garrison is required as soon as an Allied unit is within 5 hexes. The Map Apply the following changes to the game map: 1. Ramree Island does not extend into hex 3629. Ramree port is in 3630. 2. Hexside 3630/3629 is a prohibited hexside across which zones of control do not extend. No attack is allowed across this hexside except by the use of amphibious assault, or by Japanese Base units. No movement is allowed across the hexside except by sea transport or amphibious assault. 3. The following hexsides are prohibited hexsides across which movement, zones of control, or attacks are not allowed, except by amphibious assault, transport by sea, or Japanese Base units: 4826/4926, 4927/4926, 5024/5023, 4820/4920, 4921/4920, 4921/5020, 5121/5120, 1213/1113, and all blue lake hexsides. Combat Results Table No units except Japanese Base units may retreat into all-sea boxes. Isolated units have their combat strength halved, retaining fractions. Terrain effects for defense are calculated after halving. Terrain Effects Chart Sea Lanes: Japanese Base units' movement costs 1 movement point per 3 boxes. Airfield Hex: The hex has an intrinsic defense factor of 1, to which the defense effects of a city or fortified town in the same hex do not apply. That is, the city or fortified town hex's defense effects apply only if a combat unit is also present, and do not apply if the hex is defended only by the intrinsic defense factor alone. Explanation of Combat Results When the result of AR or DR is obtained, any supply units stacked with the units forced to retreat do not retreat with the combat units, but must remain in the hex vacated. Stacking Point Clarifications Change the following stacking point values where they differ from the values below: Allied Engineer Brigade 1 SP Japanese Anti-Tank Battalion 1 SP NB submitted by John Kula (kula@telus.net) on behalf of the Strategy Gaming Society (http://www.boardgamegeek.com/~sgs), originally collected by Andrew Webber (gbm@wwwebbers.com)