S&T 164 Errata
ITALIAN CAMPAIGN: MEDWAR (S&T 160)
Units
1. The CL unit (3C 1 5) named "Mariutus" on the front and "Newfnlnd" on the back should be "Newfnlnd" on both sides. 
2. The "CL: Maritus" should be 3C 1 5 on the front, not C 0 6. 
Strategic Map
1. Add "Trapani" to hex 5924.
2. The optional Invasion Zones from Scenario 3 in *Salerno* (p.19 ) should be added as follows, and placed in brackets to indicate they are only used if the option is in force: [Reggio] in 6329, [Messina] in 6326 with an arrow pointing toward the Sicily coast, [Tauro) in 6428 with an arrow pointing toward the coast in 6429. Also place Furari (6327) in brackets.
Charts
Air/Naval Dispositions (rules p.[18]):
July 1943-Axis: add S-82 air unit at Taranto (6927).
Air/Naval Reinforcements & Withdrawals (p.42):
Any time on or after Jul-10 1943-CL.: Newfoundland, Orion, Maritus in Middle East #1 and/or #2.
Jan-1 1944 Allies receive P-51 at Lamezia (6528) (or any friendly airfield if unavailable); and a Spit air unit at any friendly airfield. 
Variable-Allied SS (US) received if current Allied Victory Point Total is 20 or more.
Sept-1 1944-WITHDRAW: CL Newfoundland
Aggressive Italian Navy Option-add CA Bolzano at La Spezia (6813).
Allied Task Force/Sealift Display: Ignore the HT-7 box. There arc only 6 heavy transports.
Air/Naval CRT (on map): Add to "Die roll modifiers vs. Ground (Tactical Strike)"
    -2 Enemy antiaircraft (AA) unit present
Naval Morale Table (on map): ANY unit is a Transport. Minesweeper (MS), or Command unit: 5
Sighting Table (on map): There are no modifiers to the dice roll. Follow the procedure outlined in the Air & Naval Search Summary (p.39) and rule (17.2).

Rules
12.4 Patrol Units
(add to 2d bullet)--The six-hex path to a friendly port must never cross an all-land hexside.
13.2 Pre-Game Turns & 13.3 Invasion
Units are transferred directly from anchored Transports in a strategic hex to a landing site (18.4) on the corresponding operational map. IMPORTANT: Ignore all references to "staging areas"; they are not used when playing MedWar.
Deployment (2d bullet)
14.1 Summary: 6) Strategic Phase (9.0 & 20.0) 
14.2 Air & Naval Phases
3) Naval Phase: First Naval Maneuver (new first section)-Each friendly Patrol and activated TF may conduct movement. Each friendly submarine may also move, but those that do so may not conduct Sub Search (16.4). Italian submarines must abide by sea zone restrictions (16.2).
14.3 Changes to Land Sequence
H) Air/Naval Reinforcements and Withdrawals
Each side checks the date on the Campaign Time Track and receives all air and naval units due through that date. Then each side removes all units that must be withdrawn through that date. When a unit not identified by name withdraws, it must be full strength unless no more full strength units of that type are currently in play. In that case, a damaged unit is withdrawn. If no units of the indicated type are left, no withdrawal occurs.
15.4 Patrols
Patrol Example-The German Me- 110 is based at Gerbini (6128), not Messina.
15.5 Missions
Sweep (add to 3d bullet)--If a Bomber successfully "bounces" an attacking Sweep fighter, it does NOT attack. Instead, ADD ONE (+1) to the bounced Sweep unit's Air Morale Check (15.3). 
Strafe (2d bullet)--if a strafing attack contains 3 or more air combat factors, use the "3" column on the “Fighter vs. Ground" row of the Air/ Naval CRT. Each point of the combat result requires one air unit selected at random to be damaged. If a selected unit is already damaged, it is destroyed instead. The airfield itself is not affected. 
15.7 Naval Strikes
Combat Results (add to second bullet)--(3) If the result is for a Glide Bomb (G) attack and is “1” or higher, roll a die: 1-3 = no change; 4-6 = Critical Hit; result number DOUBLED. 
16.1 Fleet Organization
Inactive Status (new 3d bullet)-Any naval units located in a hex containing a friendly controlled port are automatically Inactive until they are activated and exit the port. They cannot be attacked by either land or naval units while in a port hex, but can still be attacked by air units. EXCEPTION: Italian mini-subs (16.4). Inactive units in a port hex that is captured by enemy land forces on an operational map are also captured. Use the die roll procedure in rule (21.2) for captured Italian ships, but treat the "pro-Axis" result as "Surrender" if Allied units captured the port. Treat "pro-Allied" as surrender if Axis unit captured the  port.
Reaction Player Morale Check-If no type of unit listed on the Naval Morale Chart is in the TF, and ANY unit is a Transport, Minesweeper (MS), or Command ship, the TF's morale value is FIVE (5). 
Deactivation (change)--A TF deactivates when:
•	All units in the TF are eliminated; or
•	The TF ends movement in a friendly controlled port hex; or Italian surrender occurs (21.2).
16.2 Naval Maneuver & Search
Maneuver Limits (add)-An Italian submarine may not enter a Sea Zone that currently contains two other Italian submarines, in or out of port. If due to initial setup or reinforcement this limit is violated in a particular zone, excess subs must move as directly as possible toward the nearest sea zone containing 0 or 1 Italian subs. Excess subs may not end movement in the same hex with any other naval unit. This simulates the severe training deficiencies of Italian submariners, who were incapable of operating in coordinated “wolfpacks" like the Germans and Allies.
Naval Search-Search is voluntary. If the non-moving player declines to search, the moving player may do so. It neither side wishes to search, nothing happens and normal movement may resume. 
16.3 Naval Engagements
Gunnery Combat (add to last bullet)-All results against each naval unit during a single round are added together at the end of the round to determine whether the unit suffers damage or is sunk. No changes occur during the round. (Players will need to keep a record or employ numbered markers until damage is assessed.)
Range Adjustment: (bullets 2 & 3)-ADD the "Withdraw" modifier (+1) and SUBTRACT the "Close" modifier (-1). The Range Adjustment Procedure on the map is correct.
(4th bullet)-The choice of tactics (Pursuit, Withdraw, or Close) made by both sides determines whether the slowest or fastest unit on each side is selected for comparison. Then subtract the lower Speed Class from the higher one. Finally, cases (1) through (3) are used to determine whether the result is added to or subtracted from the die roll. If case (1) applies, ADD the number. If case (2) applies, SUBTRACT it. If case (3) applies, no change is made. 
16.4 Submarines
Sub Search (major addition)-During a friendly Naval Maneuver segment, a submarine may either move or conduct search, but not both. 
Combat (4th bullet)-If the target was a Transport, eliminate the number of lift points equal to the combat result. Remove them from the Transport unit chosen by the attacker prior to resolving the sub attack, according to Transport Damage guidelines (18.7).
Italian Mini-Subs (new rule) -An "M-Sub" unit adjacent to an Allied port can attack one inactive naval unit of the Axis player’s choice in that port if it rolls a ONE (1) on a single die. If the M-Sub makes a Torpedo attack, do not subtract the defender's Speed or Armor ratings and DOUBLE the printed result number obtained on the Special Weapons Table.
16.6 Naval Fire Support
Both Axis and Allied naval units may perform Fire Support. Damage to and destruction to a port reduces its value for purposes of determining the controlling side's Command Points (10.67 & 10.69). 
18.0 Sealift TWO lift points are required for each motorized unit stacking point placed aboard a transport. A leg stacking point requires one lift point.
18.4 Landing
Debarking Troops (add)-IMPORTANT: "Staging Areas" in Invasion Zones on the operational maps are no longer used. Units are transferred directly from anchored Transport units to Beach boxes and vice versa. If for any reason a land unit cannot retreat back to a Transport from a coastal hex or off-shore box when required to do so, it is eliminated. 
18.6 Floating Reserve (new rule)
-The Floating Reserve boxes on the operational map and the Floating Reserve rules (4.91) are not used.
• Transports that are part of an activated TF may remain in a strategic hex indefinitely, and act as a" floating reserve" under the control of the owning player.
• The Transports must move with a TF and anchor in a strategic hex, corresponding to a landing site (18.4) before transferring any land units to the operational map. 
• Land units aboard anchored Transports may perform Follow-on Invasions (4.92) of previously invaded landing sites, Port Assaults (4.45) and Tactical Landings (4.93). Ignore all references to sealift points in those rules but obey all other provisions. The Transports must be located in the strategic hex corresponding to the landing site. 
19.1 Assignment of Mines (change)
Mines can only be assigned to the Strategic map, never the operational map.
19.2 Striking Mines
Strategic (add to 3d bullet)-If a Transport strikes mines, roll one die and deduct that number of Lift Points. Be sure to eliminate HQ and Asset steps in accordance with Transport Damage (18.7). 
21.1 Italian Navy 
(last bullet)-Italian TFs must move directly toward the nearest friendly port. Upon  entering, they deactivate. No Italian naval unit may activate or fire weapons until ALL Italian units are back in port and deactivated. They defend normally when attacked.