Official Errata for Pacific Rim Publishing Company Wargames Version 1.0 - 3/1/97 NOTE: If you wish more information about any Pacific Rim Publishing company wargame, please e-mail your request by title, to PacRimPub@aol.com. Errata are numbered by game abbreviation, version, and item. Errata SH 1.02 is the second erratum in the first published set of errata for Shenandoah: Valley of Fire; CH 3.07 is the seventh erratum in the third published set of errata for Chosin. CHOSIN ERRATA 3.0 -- NOTE: this errata supercedes Errata 1.0 and 2.0. CN 3.01 Rule 2.21 -- Sample Unit. The sample unit illustration on page 3 has the Assault Strength and the Ranged Fire Strength transposed. In that illustration, the Assault Strength is '27' and the Ranged Fire Strength is '3'. All other numbers and symbols are correctly idenfitied. CN 3.02 Fire Table. The Fire Table contains two typographic errors: CN 3.02.1 players use the total Ranged Fire Strength, not 'Bombardment' when firing; CN 3.02.2 ignore the '*' after certain results on the Fire Table. CN 3.03 Rule 3.3 and 9.3 -- The SP artillery unit is not flipped when it fires because that would reveal its destroyed side. Place a 'FIRED' marker on it to show that it has fired. Remove the marker when the other 'FIRED' markers are removed. CN 3.04 RULE 5.6 [NEW] Motorized Movement Restrictions. 5.61. UN Motorized units, except tanks but including the Self-Propelled Artillery unit, may not enter level two or level three terrain except by following the path of a road, whether at the road movement rate or not. 5.62. UN Tanks, including the Half-Track unit (31/Quad 50), may not enter level three terrain except by following the path of a road, whether at the road movement rate or not, and may not move into any level two terrain that is not adjacent to a hex containing a road. 5.63 UN Motorized units, except trucks and MASH/hospital units moving by motorized movement, may not enter an all frozen lake hex at any time. CN 3.05 RULE 7.3 and 12.36 -- ADD: Armor units (UN units with white unit type boxes) may retreat through enemy ZOCs without loss. CN 3.06 RULE 8.2 -- The Line of Sight example is in error. [REPLACE WITH] 'A UN unit in hex 3523 at elevation 1 can see a CCF unit in hex 3221, but it cannot see a CCF unit in hex 3122 because a portion of hex 3222, that is at elevation 2, blocks its view.' CN 3.07 RULE 10.1 -- [REPLACE WITH]: 'Any unit that enters a clear hex adjacent to an enemy unit during the Movement Phase is marked with a movement marker. Exception: CCF units moving during a night turn are marked with a movement marker on a die roll of 1 or 2 if moving adjacent to a Marine unit or on a die roll of 1 if moving adjacent to a US Army unit. The defender makes this die roll for each eligible unit as it completes its movement. During the following Defensive Ranged Fire Phase, defensive ranged fire directed at a hex containing a movement marker receives a +2 on the die roll (11.1). Note: units in the hex that have not moved are vulnerable to the shift. UN defensive fire directed at hexes not marked with a movement marker receive no die roll modifier.' CN 3.08 RULE 12.23 D -- When the CRT calls for a re-roll, the dice are re-rolled only one time and that second result is implemented. CN 3.09 RULE 23.2 -- To 'capture' a hex, one side must have a unit in the hex or be the last side to have entered the hex. A ZOC will not capture or recapture a hex. VPs are earned for each instance of the stated event. UN recapture does not diminish the CCF VP total. The CCF could, possibly, capture Hagaru-Ri several times. Frequently Asked Questions -- A) are level 2 and level 3 terrain considered 'clear'? Yes, per the Terrain Effects Chart. Only towns and hexes with printed entrenchments are not 'clear' terrain. B) can CCF units from different divisions combine their ranged fire? Yes. C) are the number of road blocks that can be built limited by the counter mix? Yes -- and Road Blocks may only be built by the CCF player. Entrenchments may be constructed in road hexes. They will NOT have all the effects of Road Blocks. D) during the Movement Phase, can a unit starting the phase in an enemy ZOC move one hex to another ZOC exerted by the same unit? To a ZOC exerted by a different unit? Yes -- a unit starting its movement in an enemy ZOC moves 1 hex into a hex in an enemy ZOC (whether from the same or different enemy unit). The moving unit must stop unless it is armor. (7.2).