From: KeithSchl@AOL.COM REDLINE KOREA Official Errata Last Update: 31 May 1995 by Keith Schlesinger [Special thanks to Jamie Adams for his assistance.] Map [This supercedes the previous list. Some hexes have been "reactivated" as land hexes, so check the list carefully.] 1. The following hexes are treated as all-Sea hexes; ignore any land terrain printed inside them: 1716, 2316, 2512, 2610. 2. The hexside between 2105 and 2204 is all-Sea. Hex 2204 contains Rough terrain, with an LOC exiting into 2205 and 2305. 3. The partial hexes adjacent to 2703 and 2903 are playable, and should be treated as hexes 2702 and 2902. Partial hexes 2513 and 2514 are also playable. Units (p.9) The left-hand number on each ground unit is the combat strength. The right-hand number is the movement allowance. V. Combat (p.12) 1. Add to general rule: Land units cannot attack into or across all-sea terrain. 2. Add to Battle Procedure (V.A.1): The Mobile table can be selected even if no attacking units are eligible to perform Breakthrough (V.D). Retreat & Advance Example (p.12) Change "end of the turn" to read "end of the combat segment." Supply Example (p.18) The second sentence should begin, "If the Chinese unit were a 3-4 infantry, it could trace a tactical path...." The third sentence should begin, "If the 3-4 unit moved to Wonju...." Add another example: "If a North Korean 3-4 infantry unit is in Kaesong (2410) and a South Korean 4-4 infantry unit is in 2511, the 4-4 is out of supply (unless it has an Air Supply or Air Mobile marker on it) because the 3-4's ZOC extends into 2510, which is the only hex available to the 4-4 as a tactical path. This is true even if 2510 or 2511 contained a UN logistics unit." VIII.C.3 Ground Attack from the air Any time the Yongbyon nuclear site (1612) is targeted, a D2 result destroys the site whether or not Communist units occupy the hex. Scenario (p.19): UN units setting up in or adjacent to hexes containing a DMZ hexside may be placed in any terrain not prohibited to them, including cities and towns. Combat Results Explanation (p.21) Some text at the bottom was inadvertantly deleted during final publication. It should read: +U = Same as "+B," but only US units qualify. The Designer Replies to player questions and comments : 1. "Why can units attack into adjacent hexes they can't normally move into?" This reflects combined arms doctrine and the superior range of modern weaponry. 2. "In a game lasting just a little over two months, how can the UN side receive so many men and so much materiel?" Actually, the brunt of the fighting falls on the South Koreans. The key UN contribution is on sea and in the air, and these assets would reach the theater quite rapidly. Higher or lower UN commitment is covered in the scenario options. 3. "Can the Communists really win this game?" Yes, but it is tough in today's AirLand Battle environment. It would take a special set of circumstances, and that is what the scenario options are there for. You can tinker with the possibilities to your heart's content! If anyone develops additional interesting options, send them in to GameFix. If we get enough of them, they will appear in a future issue. 4. "Can an Air Supply marker be used to restore a unit to effective status?" No, because Air Supply is a type of automatic supply (VI.A) that cannot establish the level of support needed to replenish and reorganize a depleted force. This explains why the last sentence of VII.B.1 is included in the rules. 5. "Since the Communists get to make an Air Defense die roll even when their AD level is zero, why can't the UN do the same for Air Superiority, Interdiction, and Ground Attack even when no air units are assigned to these missions?" Communist air defense systems are spread all over the country. Even when the system as a whole is neutralized, there is always the possibility of a "lucky shot." If the UN does not allocate its limited air resources to a mission, on the other hand, literally nothing happens.