Smithereens [Ziplock game] ========================== 3.8 (addition). Exception: In the historical scenario, the US 8th Corps (starting in hex 1709) begins at a strength of "8," rather than its full potential strength of "10." It later may be built up to full strength with replacements. 4.5 Italian South Map Edge (new rule). If at any point in the game the German player gains control of one or more south map edge hexes in Italy (1132, 1232, 1331, 1432, 1531, 1632, 1731), play stops instantly and he is declared the winner. 6.8 Western Allied Antwerp Supply (clarification). Western Allied units east of the WWIII start line are not OOS if they can trace a supply line to Allied-controlled Antwerp; only units tracing to board edge supply sources suffer that limitation when east of the line. 6.15 German Supply Line Limitation (change). No German supply line may be traced east of (into O.K.) the 32xxE hexrow. No German-side units may ever enter or attack into hexes east of that hexrow. (Consider "map north" to run with the up/down hex grain for purposes of this rule.) 7.6 German Combat Morale Breaks (new rule). Once the German economy collapses, all Grand Alliance attacks (both MA and PA, Soviet and Western Allied) with final odds of 6:1 or more are automatically considered to have the following results: "1/E" - "E" means "Eliminated." Place all the German-side defenders in such battles, no matter what their step- strength, into the deadpile. (This rule does not change the 6:1 column for German FMOs.) 11.36 Soviet Attritional Losses (new rule). Throughout the entire game, whenever Soviet-side units attack (MA or PA) a German-side defender hex containing only one defence factor at final odds of 3:1 or more, the Soviet attacker combat result is always "0" (zero), no matter what the printed attacker combat result on the CRT. (This rule is not applied to attacks by the Western Allies.) 10.30 German Baltic Sea Movement (correction). The last sentence should read: ... in a Baltic Sea coastal hex between 3600 and 3403E, inclusive. Counters. We've also included replacement counters for errata previously identified for Smithereens. Simply make the substitutions in your countermix (Counters provided in Command #24). Rebalancing Smithereens: We've heard from several groups of Smithereens aficionados claiming once players have mastered the nuances of the Mobile Assault rules a Grand Alliance victory is inevitable. Fortunately, they also report there's an easy fix. If you find your matches have become unbalanced in this way, change rules 12.9 and 12.10 such that a single unit or stacks (all sides) may conduct only one round of MAs per player turn. MAs failing to clear a defender hex after one round now end under option two of rule 12.10. It is possible for a given defender hex to receive more than one MA per player turn, just not from the same attacking unit or stack. Special thanks to Milton Duncan.