Greetings Robert Lindsey, Sorry for the long delay, but I had to wait for the designer and developer to get back to me with explanations I could live with. The wait also allowed other players to mail and e-mail in their questions, so you get the additional benefits for that. Most of what follows will appear in S&T 165, but a few bits will wait for S&T 166 in early 1994. COPY BEGINS SAIPAN (S&T 162) Map US units land in the "beachhead" hexes marked with arrow symbols until the Japanese fortification in the beach hex at which the arrow is pointing is eliminated. From then on, US units land directly in the beach hex, not the beachhead hex. Units "2MarDiv" HQ should have a green ID box on its front side, the same as on its back side. (A replacement counter is provided in this issue.) Tables >>Combat Results Table<< (on map) Each time a Japanese unit actually loses a step for any reason, reduce JRL by 2, even when the "CRT Results" do not say to do so. Excess step losses over and above those required to eliminate a Japanese stack completely do **not** cause a reduction in JRL. Tank losses occur **only** on Japanese die rolls against a US stack containing tanks. US die rolls never cause tank losses. >>Japanese Resistance Track<< (on map) Japanese Fortifications that fire on US units use the multiplier number (e.g. x5) beneath resistance level number in the top row of the track covered by the "JRL 50" marker. >>Combat Support Summary<< (p.7) The "Defensive" column should be labeled "Reaction." It refers to the ability of a unit or abstract points to give support to defending units firing against an Assault or Banzai Charge triggered by Japanese Reaction (9.2). The "Tactical Action" column refers to the ability of a unit or abstract points to give support to defending units firing against an Assault, Coordinated Assault, or Banzai Charge occurring during a Japanese Tactical Actions Phase (9.3). "Regimental" and "Divisional" refer to HQs. The Regimental HQ line should read "No" under the "Reaction" column and "Yes" under the "Tactical Action" column. Delete the "USMC/USA ART" line. Artillery can only fire using its support strength; see the Combat Support Summary. Rules 2.2 Subtract the result from the Japanese Resistance Level. 2.31 Once all US units in a wave are placed, each stack undergoes one Coastal Defense Fire (7.0). If the beach landing hex contains an active Japanese fortification, place the units in the adjacent beachhead hex containing an arrow symbol pointing at the beach hex. 2.32 & 2.34 During its turn of landing, a US unit does not have to trace an LOC in order to move or attack (see 6.16). Japanese Fortifications attacked by units located in beachhead or beach hexes get first fire advantage (see 8.53). 2.33 Second-wave units land at the set of beach hexes used by the first wave of their division. They may not stack or overstack with units belonging to a different division. 3.0G Perform the following during the Recovery Phase: Reset the Air Support and Naval Support markers on the Status Track to the values listed for the next turn on the Turn Track. (Air points are to the left of the slash, naval points to the right.) Remove the "Engineers Deployed" marker. Unused points and undeployed engineers cannot be saved from turn to turn. Remove all "1" markers from beneath HQs. They may provide combat support in the following turn. Flip artillery back to their "in-battery" sides. Check to see if disrupted HQs recover. Rotate any units that moved during the turn right side up 5.0 Stacking **(addition)** Overstacking must be corrected at the conclusion of each Ground Segment or Japanese Action/Reaction. Excess units in an overstacked hex are displaced by the owner to an adjacent hex containing no enemy units, EZOCs, or prohibited terrain. If no such hex is available, each unit loses one step. Excess units may never fire, or be counted as part of the force being fired upon. 6.16 **(new)** Regimental artillery may provide fire support (8.83) to any firing unit belonging to its regiment, as long as the unit can trace a Regiment LOC (6.11) to the artillery unit. Divisional artillery may provide fire support to any firing unit belonging to its division, as long as the unit can trace a Division LOC (6.12) to the artillery unit. 6.17 **(new)** US units do not need an LOC on the turn that they land. They may move and attack exactly like units that can trace an LOC. 7.3 **(new)** An HQ can be disrupted (or a disrupted HQ can be eliminated) to satisfy one loss result, as long as loss priority (8.631) is obeyed. An undisrupted HQ **must** be disrupted if a "star" result is received and one is present in the target hex. (A disrupted HQ remains disrupted and is not eliminated.) If an HQ is not present, treat the result as "no effect." 8.5 An undisrupted HQ may always fire directly when any infantry and/or tanks in its stack also fire. Place a "1" marker beneath a firing HQ to indicate it may not provide support (8.8) this turn. Artillery and Disrupted HQs may never provide direct fire. The printed strength of an artillery unit is only used when it is fired on by Japanese combat units. 8.52 A Disrupted HQ still contributes "1" (not the usual 2) to the defense when fired upon by Japanese combat units. 8.53 Fortifications get the first fire advantage against a stack attacking out of a beachhead hex. 8.55 When US units are attacked by Japanese units placed directly in their hex, neither side may retreat unless all enemy units are forced to retreat during simultaneous combat. 8.56 Advancing units must pay the normal MP cost for advancing into the hex. If a unit cannot do so, it does not advance. Units that do not advance for any reason are considered dropped off from the stack. 8.62 Units with TWO or more step losses have a reduced strength side. 8.632 **(change)** If any Japanese units are in a fortification hex that receives an "R" result, the units retreat (or take a step loss if unable to retreat) and the fort is **not** destroyed. If one or more Japanese units stacked with a fort can only absorb one step loss required by a "D" result, reduce JRL by 2 for the step loss, destroy the fort, and further reduce JRL by twice the fort's strength. 8.8 An HQ with a "1" marker beneath it cannot provide support for the rest of the turn. 8.85 & 8.86 No more than one air strike point and one naval fire point may be used in each combat resolution. 9.227 (new) The "repeat symbol" (+): follow the same procedure outlined in (9.31). 9.32 Sniper, Mortar and Machine Gun Attacks **(rewritten)**: The listed number of attacks are executed. Each attack must be executed against a different U.S. stack, beginning with the weakest, then the second weakest, and so on. Count the number of steps in a stack; the one with the fewest total steps is considered the weakest. An HQ (normal or disrupted) counts as two steps, and an artillery unit (fired or in-battery) counts as one step when determining stack strength. No matter what a stack's strength is, it cannot be attacked if either of the following is true: (1) Every hex adjacent to the stack contains US units or US ZOCs. (2) There is no series of connected hexes free of US units or US ZOCs that can be traced from the stack to either hex 3501 or an active Japanese fortification. US ZOCs do not extend into active Japanese fortifications. If a stack is disqualified for either reason, then move on to the next weakest stack that is not disqualified. In case of a tie between stacks of equal strength, the player selects one of the stacks to receive the next attack. 9.34 The reference should be to 9.32, not 10.42. COPY ENDS