From The Wargamer#40 China Incident Q&A Q. Several names appear misspelled. Tshingtao, Shinkiachuang, Keilin, (for example). What source did you derive these spellings from? A. Altogether, there are twelve misspelled place names on the printed map - Jehol (1118), Kalgan (1422), Taku (1517), Yuhsien (1622), Tsingtao (1811), Shihkiachuang (1920), Puyang (2317), Hsinhsiang (2518), Kangting (4434), Kweilin (4815), Pakhoi (5614), and Lungchou (5618) - as well as four missing river names - Han (3418), Tatu (4529), Jsi (5414), and Yu (5419) - one missing lake name - Tai (2706) - two misplaced cities, Kaifeng (2617) and Ipin (4526) - one missing city Hsuchow (2414) - one missing SUMMIT hex (1621), two missing INVASION hexes (2603 and 5308, arrows pointing to 2702 and 5209 respectively), and one missing Invasion Area - Yellow Sea (between Po Hai and East China Sea, its boundary with Po Hai beginning at hexside 1308/1309 and running northeastward off the map. All place names come from my 12th edition Goode's World Atlas except for the East River, which I translated from Tung into English. Q. Is it a misprint that has the front of an entrenched Chinese unit unable to exert a ZOC - while the rear, exposed area does exert one, or is this intentional'? A. It's intentional, with the idea being that a trenchline will stop both incoming and out going ZOCs, while the area to its rear will allow for more normal operations. Rule 6.3 however, makes it sound like all entrenched units exert this partial ZOC, which is not the case: only infantry and cavalry are capable of exerting ZOCs. Entrenched artillery can not suddenly manifest a ZOC in its adjacent rear three hexes. Rule 6.3 should read in the 11th sentence "...Subject to the usual terrain, weather, and unit type limitations, a unit in this Mode does exert a ZOC into the other three hexes to which it is adjacent..." Additionally, the 9th sentence of the same rule should read "...A unit in this Mode does not exert a ZOC into either the hex toward which it points or the two hexes adjacent to that hex (i.e., the entrenched hexes of Figure 6), nor does an enemy unit in any of these hexes exert a ZOC into the entrenched unit's hex... " Q. Where does Kuomintang unit #59 set up? Where is its place on the roster? A. Kuomintang unit #59 - the 29th Army - is misnumbered #69 on the roster sheet. AT START, it can be placed in any city but Yenan, Kwanghowan, Hanoi, or Haiphong (within stacking limits) south of hexline 20xx or may be the 2 Sps of the free deployment force allowed north of hexline 21xx in any city except Jehol or Chinhhuangtao. Historically, it was headquartered at Peking (1519). As you can see, both Rule 3.2.2 and the Kuomintang roster sheet are partly right in their set-up instructions, but the sheet cites an incorrect hexline numbering system, and the rule should read in its fourth sentence "...The only restriction is that, when placement is complete, the map area north of hex column 21xx (i.e., the column of hexes all of which have "21" as the first two digits of their ID numbers) may not contain more than an additional 2 SPs worth of units..." Q. Why do the Communist combat units have a Concentrated Movement Bonus when the rules state that these units call only be in Normal Mode? (6.1) A. The four mobile Communist units may indeed use only Normal Mode, and the concentrated mode bonus number printed on each should be "0". Q. Does a Communist unit have to be in a given hex to spawn a stronghold in that hex during the Stronghold Placement Phase? A. No. The presence of a Communist unit in the hex is allowed but not required. Q. What is a Flooding River on the map? We have been playing that any river outlined in brown is a Flooding River, although the terrain key shows both normal rivers and Flooding Rivers to be outlined in brown. (We have been shrugging this off as a misprint). Is this assumption correct? A. Yes. A Flooding River (or lake or coastline) is outlined in brown, and a non-flooding river is not outlined at all. The river/floodplain combination in the same hex is reserved for the Yellow and Chialu Rivers. Q. If the assumption above is not correct, why are some rivers outlined in brown, and others not? How do the two types appearing on the map affect play? A. See above. Speaking of the Yellow and Chialu Rivers, Rule 14.0 should read in its 4th sentence "...During the rest of the game the Yellow River floodplain hexes (those with the orange hex) are treated as Desert hexes, and that portion of the Yellow River is ignored... " Q. Can invading units move the turn they come ashore, and if so, with what restrictions? A. Invading units can't come ashore until the Japanese movement segment after they have been placed on INVASION hexes, unless during the intervening Kuomintang turn they're attacked and can move ashore after combat. There are no restrictions on their movement ashore other than those that apply to movement (or advance/retreat) in general. Q. Say an invading unit attempts to fight its way ashore. If it receives an "N" result, does it remain offshore, unharmed'? A. It can, and if it is the defender in the attack it will. But it may also advance into the defender's vacated hex after a successful attack as per 10.4.3 on the turn following its placement on an INVASION hex. In this vein, Rule 10.0 needs a sentence inserted just in front of its last one which should read "...Chinese non-artillery units may attack an INVASION hex from the hex its arrow points towards only..." Q. More importantly, what happens to the same unit mentioned in 10.0 above, if an "R" result is rolled? A. The unit in question would still be forced to retreat and would be eliminated for violating the last sentence of Rule 9.2.7 unless it could retreat forward onto land. INVASION hexes are considered the eastern edge of the map for Japanese units, while coastal hexes are considered such for Chinese units. Q. How can the Japanese IR unit make any airborne move? This requires SMAPs, and according to the Japanese SMAP chart the unit is too small to have any. A. The Japanese SMAP chart is incorrect; every regiment has a special movement ability of 4 points, the same as brigades. Q. For the same reason mentioned above, how can Japanese Marine regiments make a Sea move, as this likewise expends SMAPs, which the chart does not allocate to regiments. A. See above. The other mistake on the Japanese SMAP chart is the misspelling of "Arm." There are no Japanese "Art" units. Q. One more stronghold question: does the example in the rules contradict the Stronghold Strength Spiral Chart? Which is correct? A. Yes, it does contradict the Spiral. The last sentence of the example for Rule 8.2 should read "...The ZOO hexes would be 2313 (Lini) and 2212..." As to the Spiral itself, I think it would be easier to read and understand had actual hexes been used in it. Suffice to say, the first hex in a stronghold is the city of placement, the next is in the same column and directly away from the Chinese player, and so on counterclockwise around the marker. 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)