Subject: WiF errata FINAL ~ 15 July 1997 Dear WiF Players, Thank you for your latest contributions. The following is the consolidated errata to date. It is the final errata prior to the reprint. I realise in length it is quite long, but this is due to the fact that even if only 1 word in a paragraph was changed, we put the entire paragraph in the errata. ********************************* World in Flames ~ Final Edition Consolidated Errata 15 July 1997 MAP ERRATA 1. The Mozambique Channel and the Azanian Sea (both on the Asian map) are connected. Treat hex dot 'O' as being connected to the hex dot south of hex 'U' by a blue communication line. 2. Formosa is a minor country. Its capital is Taihoku. [Note that this means that the Japanese home country stops in hex 3130.] 3. Rostov should be shown as a city. 4. The Don river runs along the south hexsides of the Rostov hex (i.e. along the hexsides adjacent to hexes 0929 and 1029). 5. The grey communication line between the Swedish off map hex and the Lapland off map hex should be a railway. It should join to the existing railway in the Swedish hex. It should also run through the Lapland hex to join to the grey communication line between Lapland , hex 'P' and hex 'R' (joining to the existing railway in the Finnsh hex). These lines too should be railways. The connection to hex 'S' should be removed. 6. There should be a grey communication line between the Lapland off map hex and the Narvik off map hex. 7. Hexes 0913 and 1012 on the Eastern European map should be Turkish, not Syrian. 8. Hexes 2429 and 2529 on the Eastern European map are Hungarian, not Czechoslovakian. 9. Hex 0949 on the Western European map is Norwegian. 10. The Soviet Union's partisan number is 30, not 25. 11. Czechoslovakia should be shown as German controlled. 12. Albania should be shown as Italian controlled. 13. The combat effect 'aircraft halved' for forest, jungle and swamp on the terrain effects chart only refers to aircraft tactical factors (see 14.5) and carpet bombing strategic factors. 14. Note 10 to the terrain effects chart should say "If any unit attacks a fort hex but not across a fort hexside, the choice of combat depends on the other terrain in the hex." CHARTS ERRATA 1. In the notes for the US entry options and US entry actions, 'less than #' should read 'less than or equal to #'. 2. The number in the Die column for US entry action 10 should be '4'. 3. US entry action 14. should read: "Axis conquers USSR (Ge/It)" 4. US entry action 19. should read: "Axis declare minor aligned ~ Siam (Ja); other (Ge/It)5" 5. US entry actions 20, 31 and 32: The first line should read "Poland, Spain, Turkey or any American country5" The last line should read "Other minor or Vichy France5" 6. US entry action 29 should read: "USSR declares war on Germany or Italy or both." 7. Add three new US entry actions: "34. Japan executes a search and seizure (Ja)9 2 "35. Other Axis major power executes a search and seizure (Ge/It)9 2 "36. Allied major power executes a search and seizure9 -2" 8. Replace US entry action note 3. with: "The USA picks 1 extra chit a turn for each action satisfied (except conquests by surrender). It must go into the marked entry pool." 9. Replace US entry action note 7. with: "Minimum of 4 Allied corps or armies (not units of the minor itself)" 10. Add a new note for US entry actions: "9 Rolled once for each search and seizure." 11. Replace US entry option 45 with: "45 CW reinforces Pacific (Ja) (13)" 12. Germany's production multiple is 0.75 in 1939 13. Replace production multiples note (a): "(a) +0.25 ~ US entry opt 28; +0.25 ~ US entry opt 43; +0.25 ~ war; +0.25 ~ total war; +0.25 each anniversary of total war." 14. Replace the 1st paragraph of production multiples note (b) with: "(b) +0.25 if enemy land attack in home country (not Siberia and only UK counts for the CW), and" 15. Add a new note (c) to USSR's 1940 production multiple: "(c) The USSR's production multiple during 1940 is 0.5 if any Axis unit controls any hex in France." 16. Increase Germany's air mission activities limits to 4 and 6 in land and combined actions respectively. Increase USA's air mission activities limits to 4 and 7 in land and combined actions respectively. 17. The '16-25' column of the sub & ASW row on the naval combat chart should be '20-25'. 18. 18. Replace the Tension numbers on the "It's War Chart" with '0', '1-3', '4-7', '8-13', '14-19', '20-26', '27-35', '36+' 19. Some entries on the factory and resources chart are wrong (remedial maths classes for us). They should be: Factories Resources Austria -/1 -/1 Canada 1/- 5/- Czechoslovakia 1/2 1/- Germany 13/6 8/1 Hungary -/1 1/- Japan 9/5 1/- Korea -/1 1/- Manchuria 1/1 3/- Poland 2/1 2/- USA 23/12 22/15 USSR 22/7 20/10 Yugoslavia 2/- 2/- Total 124/59 126/50 COUNTER ERRATA 1. The backs of 17 German aircraft on the 1996 Planes in Flames countersheets (CS 8) contained errors. (a) These aircraft should have these dates: 1938: Bf-109E1 1939: Bf-109E2, Bf-110C 1940: Bf-110D, Ju-87D (shown as 1941) 1941: Ju-87D (shown as 1940), Ju-88C 1942: Me-210 1943: Me-410, He-219, Ju-88G (shown as 1941) 1944: Ju-88G (shown as 1945), Ju-388J 1945: Do-335 (with air-to-air of '10'), He-162 (shown as 1943) (b) Both He-162 FTRs should take 2 turns to produce, the Ju-88C should take 3 turns to produce, and both the Me-323 and the BV-222 ATRs should take 4 turns. RULES ERRATA 2.2 Replace the last paragraph with: "Option 4: You need either an HQ or 2 other corps or army units in a hex to exert a ZOC into an adjacent hex on the Asian or Pacific map." 2.3.1 Replace the 2nd paragraph with: "Stacking limits are in effect only at the end of each stage and step of a game turn. You cannot voluntarily overstack but, if it happens (whether inadvertently or unavoidably), you must destroy enough of your overstacked units to comply with the stacking limits. You must destroy face-up units before face-down units." 2.4.2 Delete the 4th paragraph. Replace the original 5th paragraph (MiF option 6) with: "MiF option 6: An HQ is a primary supply source for the rest of the turn if you expend a supply unit it is stacked with (see 22.4.10)." Replace the original 11th (second last) paragraph with: "A city can only be a supply source for a unit if it has not been controlled by the other side at any time in the turn." 2.4.2, Railway supply paths Replace the 1st sentence of the 1st paragraph: "A hex a railway supply path enters, by moving along a railway or road, does not count against the 4 hex limit." 2.4.2, Overseas supply paths Replace the 2nd dot point in the 6th paragraph with: "* a surface naval unit, or aircraft unit with an air-to-sea factor, controlled by any major power at war with that enemy unit." Insert a new last paragraph: "You cannot trace an overseas supply path either out of or into an iced in port if the weather in that hex is snow or blizzard." 2.4.2, Limits on supply paths Replace the 3rd dot point with: "* into a hex controlled by a neutral country (exception: Vichy territory ~ see 17.4); or" 2.5, Initial control Replace the 1st sentence of the 3rd paragraph with: "Your major power also controls each aligned or conquered minor country." 2.5, Changing control Replace the 3rd dot point with: "* it is a communist Chinese-controlled city entered by a nationalist Chinese land unit or vice versa; or "* during the liberation step, you return control to the original owner (see 13.7.4, reversion)." Add a new last paragraph: "If you control a hex in a minor country aligned with your major power, that hex is controlled by that minor country. Otherwise, the hex is controlled by your major power." 2.6 Add a new last dot point to the 4th paragraph : "* spending oil (see 13.5.1) or build points." 2.8 Range Add a new rules section: "2.8 Range "When counting the distance from one hex to another, you count the final hex but not the starting hex. For example, it is 4 hexes from Berlin to Nuremberg." 3.1 Step E7.6 Vichy declaration becomes step E7.4. Present step E7.4 becomes E7.5 and step E7.5 becomes E7.6. 4.2, Where do reinforcements go? Replace 3rd paragraph with: "Put your on-map naval reinforcements into a port you control in the unit's home country. However, you can place 1 convoy point a turn in either a Commonwealth home country other than the United Kingdom or an aligned (not conquered) minor country [Note: this is only possible if you are playing with Ships in Flames]." Delete the 4th paragraph. Add a new paragraph after the original 5th paragraph: "Other on-map reinforcements must go into a city you control in the unit's home country (this can vary in a few situations - if the rules tell you to treat particular units like some other units (e.g. to treat Polish units like British units), they arrive in the home country of those other units)." Replace the 6th paragraph (AfA option 10) with: "SiF option 9: You can place a reinforcement carrier plane directly onto a CV in an eligible port city if the CV can accommodate it." Add a new sentence to the end of the 7th (2nd options) para: "You can't place fortification units in off map hexes." 5. Insert a new 2nd paragraph: "AfA option 48: If you are playing with the oil rule (see 13.5.1), you must also announce how many of them are oil resources." Replace the original 4th paragraph with: "Exceptions: the USA and USSR must give resources to Japan and Germany respectively even while neutral (see 5.1). The USA while neutral can choose US entry options that allow it to give resources (and/or build points) to other major powers (see 13.3.2). A major power that installs a Vichy government can always lend resources and build points to Vichy France (see 17.4)." Replace the original 6th paragraph with: "How you transport resources is described later (see 13.6.1, 13.6.4 and AfA option 31 ~ 13.5.1)." 5.1 Germany-USSR In the 2nd paragraph, replace "6 resources" with "7 resources". Replace the 3rd paragraph with: "Germany must supply the build points until the Nazi-Soviet pact is broken (see 9.5, 19.5.3)." Replace the first sentence of the 5th paragraph with: "The USSR must supply the resources until the Nazi-Soviet pact is broken but the number can change if circumstances vary." Replace the reference to 'Germany or Italy' in the 2nd sentence of the 5th paragraph with 'an Axis major power'. Replace the 6th paragraph with: "Reduce the number of resources by 1 from the turn that Finland allows a USSR claim on the Finnish borderlands (see 19.6.1) and by 1 from the turn that Rumania allows a USSR claim on Bessarabia (see 19.6.2)." 5.1.1, Japan and the USA Replace the paragraph with: "Japan and the USA must establish a joint convoy chain. The USA must have enough convoy points in the West Coast, Mendocino and the Hawaiian Islands sea areas to transport the resources and build point to Japan and the USA respectively. Japan must have enough convoy points in the Japanese Coast and the Central Pacific sea areas. "If either side has not met its obligations in the production step and US entry option 41 has not been chosen: "* neither of them gets their promised resources or build point that turn; "* if Japan was in default, the USA may add 2 entry chits to the Japanese entry pool; and "* if the USA was in default, Japan must randomly remove 2 entry chits from the Japanese entry pool. If there aren't enough chits there, the USA can never declare war on Japan." 9.1 Replace the 2nd paragraph with: "Units controlled by a neutral major power can only enter hexes controlled by that major power, by a minor country aligned with it, or by a minor country it is at war with. They can also go to sea." 9.3 Replace the 1st paragraph with: "Germany must declare war on Poland in the first impulse of any game that starts in Sep/Oct 1939. No major power can make any other declaration of war in that impulse." 9.4 Add a new 4th paragraph: "If it attempts declarations of war against both Germany and Italy in the same step, resolve it as one attempt, rather than one for each. If the attempt succeeds, it would count as 2 declarations for US entry purposes (see 13.3.2)." 9.5, Other major powers Replace the paragraph with: "Major powers from opposing sides can agree to enter into a neutrality pact during any peace step before they go to war with each other. Both the nationalist and communist Chinese must agree before China can enter into a neutrality pact. major powers automatically enter into a neutrality pact when they choose to come to peace (see 13.7.3)." 9.5, Effect of neutrality pacts Replace the 4th paragraph with: "Your common border with another major power consists of every hex you (or your aligned minor countries) control within 3 hexes and/or hexdots of a hex controlled by the other major power (or its aligned minor countries). Hexes on the American, Asian or Pacific maps, and off-map hexes, still count as only 1 hex for this purpose." 9.5, Garrison values Replace the table in the 3rd paragraph with: any division (AsA & MiF option 2): 0.5 other HQA, ARM, MECH, MTN or SS unit: 2 carrier plane unit (SiF option 9): 0 other land or aircraft unit: 1 Replace the 4th paragraph with: "Double the defensive value of your units in the calendar year after the neutrality pact was made. The defensive garrison value is unmodified in the next year, halved in the year after that and thirded in all later years." 9.9, Land units and combats Replace the 1st, 2nd, 3rd and 4th paragraphs with: "Your land units can only enter a hex controlled by the other side (including advance after combat) if it is controlled by an enemy major power or minor country. "Your land units can only attack a hex controlled by the other side if it is either controlled by an enemy major power or minor country, or contains an enemy land unit. "In attacking such a hex, you must fight all units there, but both sides ignore the fact that you may not be at war with all of them. This means that each side could fly air missions to the hex and use shore bombardment etc. as if they were all at war." 9.9, Aircraft Replace the 1st paragraph with: "Your aircraft units can only enter a hex controlled by the other side if it is either controlled by an enemy major power or minor country, or your aircraft are flying a mission against enemy units in that hex." 11.1 Replace the reference to "action stage" in the 1st paragraph with "impulse". Replace the 3rd and 4th paragraphs with: "If every major power on your side (neutral and active) passes, subtract 2 from your die roll to end impulses when you get to the last impulse test (see 12.). You only subtract 1 if you are playing a 1 or 2 map game. "If every major power on your side passes, except one, subtract 1 from your die roll to end impulses. This does not apply to 1 or 2-map games." 11.2, The attack Replace the 3rd paragraph with: "Option 18: "Bottoming ships" - when applying results against units in a port, an 'X' result only destroys the target if you roll less than or equal to half its defence factor. If your roll lies between half and the full defence factor, put the unit in the construction pool instead of the force pool. A carrier plane (SiF option 9) on a bottomed CV (and its pilot) are still destroyed. Convoy points can never be bottomed - they are always destroyed." 11.4 Replace (b) of the 2nd paragraph with: "(b) move a task force of face-up surface naval units from one section directly to one lower section of the same sea-box; or" 11.4.2, How far can units move? Replace the 5th and 6th paragraphs (option 19) with: "Option 19: "In the presence of the enemy" ~ It costs a surface naval unit 2 points of its movement allowance (not range) to enter a sea area that contains a CV (with a carrier plane), SCS or aircraft unit controlled by an unsurprised (see 15.) major power it is at war with. This does not apply (i.e. you pay normal costs) if, at the start of the impulse, the sea area contained a friendly: * CV with a carrier plane; or * SCS; or * aircraft unit. It also doesn't apply to a naval unit returning to base." 11.4.4 Replace point 3 with: "3. You can't move naval units between the Eastern Mediterranean and the Black Sea (even via Panderma) unless Istanbul is friendly controlled." Replace point 4 with: "4. You can't move naval units between the Baltic Sea and the North Sea (even via Fredrikshavn or Kristiansand) if major powers you are at war with control at least 2 of these cities: * Oslo; * Copenhagen; and * Kiel." Replace point 5 with: "5. You can't move surface naval units (SUBs aren't restricted) between the Western Mediterranean and Cape St. Vincent (even via Tangier) if a major power you are at war with controls Gibraltar." 11.4.5, Transport Capacity Replace subparagraph (b) of the 1st paragraph with: "(b) 1 aircraft unit (or 2 carrier planes if playing with Ships in Flames); or" 11.4.6, How to intercept Replace the 4th paragraph with: "To find out if your interception succeeds, roll a die and compare it to the search number in the highest section containing units you committed to the interception. Some weather will modify the search numbers, as will the presence of carrier planes and NAVs (see 8.2.4 and SiF option 27 ~ 11.5.5)." 11.5.5 Replace the 3rd paragraph with: "Subtract 1 from your search roll for every 10 enemy convoy points (or part) in the sea area. This modifier does not apply to interceptions, port attacks or during storm or blizzard." Replace the 5th paragraph with: "The search numbers can be modified (see 8.2.4) by +1 if the weather in the sea area is fine, rain or snow, and the section contains one of your side's NAVs or CVs (SiF option 9: a CV must have a carrier plane on it if you are playing with Ships in Flames)." 11.5.8, Combat results Replace the ist sentence of the 2nd para of the 'D' result effect with: "A damaged unit has only half its printed attack, AA, and ASW factors; and its defence factor is 1 higher." Replace the 'A' result effect with: "Your unit aborts. At the end of the combat round, return it to the nearest friendly port (measured in sea areas) at which it (and any cargo) can stack. If several such ports are equally near, you can choose which. The abort follows the return to base rules (see 13.4.1). "Turn the aborted unit (and any cargo) face-down." Replace the 11th paragraph with: "However, you only implement 'A' results (including unsuccessful 'D' results and double '1/2A' results) at the end of this round of combat. All units aborting to the same port can abort together if you wish. If an aborting unit was damaged, put it into the damage pool after it successfully aborts. Put any cargo on a damaged and successfully aborted TRS, onto the production circle to arrive as a reinforcement in the next turn." 11.5.8, Combat results Replace the 2nd paragraph of the 'D' result with: "A damaged unit only has half its printed attack, AA and ASW factors. Its defence factor is 1 higher. Its range and speed are not affected. A damaged CV can not fly carrier planes (see 14.4)." 11.7, Target hexes Replace the 1st paragraph with: "A target hex can be any hex that contains an enemy controlled usable factory. A factory is usable if the controlling side could transport a resource to it and, if they did, it would produce a production point (see 13.6.1)." 11.7, The bombing Replace the 5th paragraph with: "You can't lose more production points in a turn than there are usable factories in the hex or more oil than there are oil resources there." Replace the first sentence in the last paragraph with: "Option 30: Each asterisk in the result destroys 1 usable factory." 11.8, The carpet bombing Replace the 2nd paragraph with: "For each asterisk result, destroy 1 land or aircraft unit (PiF option 28: with pilot) in the target hex (owner's choice). Ignore the number result. 11.10, How to rail move Delete the 2nd paragraph. Replace the original 3rd and 4th paragraphs with: "You can move the unit or factory from that station to any other station, over any distance. However, you can only move along railway lines (i.e. each hex you enter must be connected by a railway line to the hex you leave). Your side must control each hex you enter. "Your rail move can only enter or leave a hex in an enemy ZOC if there is a friendly land unit in that hex both before and after the rail move. Its move must stop when it enters an enemy ZOC." 11.11.2 Replace the 2nd paragraph with: "Option 34: Self propelled artillery units (see 22.4.2 ~ AsA option 3), supply units, (see 22.4.10 ~ MiF option 6), HQA, ARM, MECH and MOT use the motorised cost on the terrain effect chart to enter each hex. All other land units use leg movement costs." 11.11.4 Add a new 2nd dot point: "* a hex controlled by one of its aligned minor countries; or" 11.11.5 Replace the 2nd dot point in the 1st paragraph with: "* another active major power on the same side (or by its controlled minor countries); or" Replace the 2nd dot point in the 2nd paragraph with: "* minor country units can't enter a hex controlled by another minor country aligned with their side unless they satisfy the foreign troop commitment rules." 11.11.6, Overrunning naval units Replace the 1st paragraph with: "If an enemy land unit moves into a port containing your naval units, roll a die for each of your naval units there. If the enemy land unit is surprising your naval units (see 15.), roll two dice for each unit instead. Your opponent chooses which of the 2 dice to use. "If you roll a '4' or higher, you keep control of the unit. If you roll a '1', the enemy major power takes control of it (option 46: partisans scuttle naval units instead of taking control). On a roll of '2' or '3', it is scuttled (destroyed). (Options 9 & 28: Any carrier plane (and its pilot) suffer the same fate as a CV it is on.)." Replace the 1st sentence of the 2nd paragraph with: "With the units from the overrun hex that you keep control of, you must immediately make a return to base naval move (see 13.4.1) to the nearest friendly port they can base at within stacking limits (see 2.3.1), and turn them face-down." 11.12 Replace the 1st paragraph with: "Air transport missions allow you to transport some land units by air, to a friendly hex." Insert a new 3rd paragraph: "An ATR flying an air transport mission can only pick up a unit to transport from the target hex if it could stack there." 11.12, The transport Replace the 3rd dot point in the 1st paragraph with: "* 1 division that is not CAV, MAR, MOT, MECH, ARM or artillery (AsA/MiF options 2 & 3)." In the 7th (option 36) paragraph, replace the second '(except MAR or MOT)' with '(except HQ, MAR or MOT)'. 11.14, Invasion combats Replace the 5th paragraph with these 2 paragraphs: "Each hex defends against an invasion with a notional land unit, in addition to any actual land unit in the hex. The notional unit is the same nationality as any major power or minor country with a real unit in the hex. If there are no real units, it is the same nationality as the major power or minor country that controls the hex. "The notional unit has 1 combat factor, modified by: * +1 if it is a city hex; * +1 if the hex is in any home country of the major power that controls the hex; * +1 if it is not stacked with a land unit, but is in the ZOC of a friendly land unit (but not territorials ~ AfA option 10); * + the shore bombardment modifier for each invading unit; * -1 if it is out of supply; and * -1 if surprised (see 15.)." Delete the second sentence from the last paragraph. 11.15, Paradrop combats Delete the second sentence from the last paragraph before the example. In the example, replace the reference to 'Paris' with 'Brussels' and the reference to 'Liege' with 'Saarbruecken'." 11.16 Replace the last sentence in the 3rd paragraph with: "Overruns are not land attacks." 11.16.1, Terrain Replace the 5th paragraph with: "Third the combat factors of a unit that attacks into a fort hex across a fort hexside. There is no effect when you attack out of a fort hex. A fort hex is destroyed permanently when control of the hex changes." In the example, replace the reference to 'ARM and 2 INF' with 'MECH, MOT and INF'." 11.16.4 Replace step 2 in the 2nd paragraph with: "2. the active side flies bombers, and fighters flying escort or combat air patrol, to the target hexes." 11.16.5, Choosing combat tables Delete the 4th paragraph (AfA/AsA option 1). 11.16.5, Advancing after combat Replace the 1st paragraph with: "If the combat leaves the target hex empty of enemy land units (MiF option 6: except supply units), you can advance any of your attacking units into the hex. Defending units can never advance." 12. Replace the 2nd and 3rd paragraphs with: "If every major power on your side (neutral and active) chose a pass action, subtract 2 from your die roll. You only subtract 1 if you are playing a 1 or 2 map game. "If every major power on your side chose a pass action, except one, subtract 1 from your die roll to end impulses. This does not apply to 1 or 2-map games." 13.1, Getting partisans Replace the table in the 7th paragraph with: any division (AsA & MiF option 2): 0.5 other HQA, ARM, MECH, MTN or SS unit: 2 carrier plane unit (SiF option 9): 0 other land or aircraft unit: 1 13.2 Replace the first sentence of the 5th paragraph with: "Before you place it, you must decide whether the chit will be offensive or defensive." 13.3.1, Regular entry chits Replace the 2nd paragraph with: "Some US entry actions give the US an extra chit draw. These are noted on the US entry actions chart. Draw one extra chit a turn for each of these that applies. The extra chit must go into the entry pool marked for that action (e.g. the extra chit for the Axis conquering the United Kingdom must go into the Germany/Italy pool)." 13.3.2 Delete the 4th paragraph: Replace the last paragraph with: "When the US goes to war with a major power, you are treated as having chosen every unchosen entry option aimed at that major power. You don't have to move any chits to the tension pool for these options (except for your declaration of war ~ see 9.4). When the US is at war with every unconquered Axis major power, you are treated as having chosen every entry option." 13.3.2, The entry options Replace entry option 18 with: "The US can give resources to the Commonwealth and France (up to 5 each a turn and no limit once the US is at war with Germany or Italy) in future turns. US convoy points can't be used to transport these resources while the US is a neutral major power." Replace entry option 22, first sentence with: "Each Allied major power can give up to 5 build points a turn to China (see 13.6.4)." Replace entry option 23 with: "The US can give up to 5 resources a turn to the USSR in future turns (no limit once the US is at war with Germany). You can only choose this option if the USSR and Germany are at war. US convoy points can't be used to transport these resources while the US is a neutral major power." Replace entry option 28 with: "The US production multiple increases by 0.25." Replace the 2nd paragraph of option 31 with: "To avoid the +2 modifier for declaring war on Japan, you need a fleet of at least 2 CV and 4 BB units (owner's choice) in Honolulu when you attempt to declare war." Replace the 4th paragraph of option 31 with: "SiF option 9: When playing with Ships in Flames, the fleet must be at least 8 SCS and 2 CV. A CV or SCS only counts if it is not the Langley and its first cycle cost is at least 2 build points." Replace entry option 33 with: "The US can give up to 5 build points a turn to each of the Commonwealth and France in future turns (see 13.6.4). You can only choose this option if you have already chosen entry option 18. US convoy points can't be used to transport these build points while the US is a neutral major power." Replace entry option 38 with: "The US can give up to 5 build points a turn to the USSR in future turns (see 13.6.4). You can only choose this option if you have already chosen entry option 23. US convoy points can't be used to transport these build points while the US is a neutral major power." Replace entry option 43 with: "The US production multiple increases by 0.25. You can only choose this option if you chose entry option 28 in a previous turn." Replace entry option 45 with: "CW reinforces the Pacific - Allied land and aircraft units can't enter Hong Kong or any CW controlled territory on the Pacific map until: * you have chosen this option; or * Japan is at war with the Commonwealth; or * an Axis land unit has entered Hong Kong or any CW Pacific map territory. "Thereafter, there is no restriction." Replace entry option 48 with: "Allied land and aircraft units can't enter Guam until either you have chosen this option or an Axis land unit has entered Guam first. Thereafter, there is no restriction. You can't choose this option until Japan has militarised the Marshalls (see 13.3.3)." Replace entry option 50 with: "You can't move Allied land and aircraft units to the Philippines until either you have chosen this option or an Axis land unit has entered the Philippines. Thereafter, there is no restriction." Replace the first paragraph of entry option 51 with: "You can't move Allied land and aircraft units to the Netherlands East Indies until: * you have chosen this option; or * Japan is at war with the Commonwealth; or * an Axis land unit has entered the Netherlands East Indies. "Thereafter, there is no restriction." 13.3.3, The entry actions Replace the 2nd paragraph of action 6 with: "If Japan does this, an Allied major power can't transport resources or build points to China via the Burma Road or French Indo-China until it is at war with Japan or the USA chooses entry option 27. China can still use the road to transport its own resources." In action 21, replace: "3 Allied land units" with "4 Allied corps or armies". Add new actions 34, 35 and 36: "34, 35 & 36 Search and seizure - these actions are rolled for each time they occur. They are explained in 13.6.1" 13.5 Replace the 2nd paragraph with: "Option 47: You can only turn a unit face-up if it can trace a path to a primary supply source for that unit." 13.5.1 Replace the entire rule with: "If you are playing with this option, you only automatically turn units face-up during the final reorganisation step if they are not oil dependent. To flip oil dependent units, you must spend oil resources. "Oil dependent units are shown on the Unit Costs chart (see 27). "You can only use your own oil to flip your units face-up. Even oil controlled by co-operating major powers can't help. However, communist and nationalist Chinese can use each other's oil. "You do not have to transport the oil anywhere. But you must be able to trace a path from the unit to the oil resource. This path is exactly like a basic supply path (including via overseas) (see 2.4.2) except that it can be of any length. "No more than 5 units can trace a path to the same oil resource. "Work out how many oil dependent units you want to flip face-up. Each HQI counts as 2 units and each HQA counts as 3. Divide the total by 5. This is the minimum number of oil resources (whether from the current turn or saved) that you must spend. This means that you can turn 2 units face-up for nothing (because 0.4 rounds to zero). "If 3 or more units trace a path to the same oil resource, you must spend that resource. This may mean that you will have to spend more oil resources than the minimum number. "Example: You have only 2 oil resources and 6 face-down oil dependent units. You will have to spend a minimum of 1 oil resource to flip them face-up because 6/5 = 1.2, which rounds to 1. You will only have to spend the minimum if 4 or 5 of the units can trace a path to the same resource. But suppose that 3 units can only trace to 1 of the resources and the other 3 can only trace to the second resource. In that case, you would have to spend both resources to flip all 6 units face-up. "AsA/MiF option 2: If you are playing with divisions, each oil dependant division you turn face-up counts as half a unit. "SiF option 9: If you are playing with Ships in Flames, each naval unit and carrier plane you turn face-up counts as half a unit and each convoy point counts as a quarter of a unit. "If you are playing with Planes in Flames, each aircraft unit that takes 2 turns to build counts as half a unit. "Saved oil resources (AfA option 31) "You can save oil resources you used neither in production nor to reorganise units. A major power can only do that if the oil was transported to a city or major port it controls. Put oil resource markers on that city or port to indicate how many oil resources you are saving there. "You transport oil like any other resource (see 13.6.1) except that you can transport it to cities and major ports that are not factories. Of course, it still has to get to a factory to be used for production. "You can save 4 oil resources in each city or major port. "You can't save other resources. "You can use saved oil resources either to reorganise units or as resources for production. Treat them exactly like printed oil resources. "Neutral major powers can only save half their unused oil (including their previously saved oil). "Example: In Jan/Feb 1940, Jay's neutral USA has 1 unused oil resource that he saved from the previous turn and 4 unused resources from his printed oil resources. Only 3 of these can be saved (i.e. half of 5, rounding to 3), so Jay puts a '3' oil marker in Los Angeles and removes the 1 marker saved from the previous turn. "If one of your land units enters a hex containing saved enemy oil resources, they become your oil resources. "Saved oil resources can be destroyed by strategic bombardment (see 11.7). They are lost after you lose production points but before you lose saved build points (see 13.6.8)." 13.6.1 Resources Replace the last sentence of the 3rd paragraph with: "You can only use 1 resource per factory in the hex you transport it to (the rest can be saved there if they are oil resources and you are using AfA option 31)." 13.6.1, Transporting resources by rail Replace the 2nd sentence of the 1st paragraph with: "It must move along railway lines (roads count as railways for this purpose)." Replace the 4th paragraph with: "The resource's move can only enter or leave a hex in an enemy ZOC if there is a friendly land unit in the hex. Its move must stop when it enters an enemy ZOC. If the resource is in the same hex as the destination factory, it can be used there regardless of enemy ZOCs." 13.6.1, Transporting resources by sea Replace the 7th paragraph with: "A chain of convoy points across one or more sea areas doesn't all have to be from the same major power. "Neutral major powers can only contribute to convoy chains with other major powers if the rules specifically allow it (see 5.1.1 and 13.3.2, option 11). Neutral major powers' convoys can not transport resources or build points to other major powers unless the rules specifically allow it (see 5.1.1, 13.3.2, options 11, 18, 22, 23, 33 and 38)." 13.6.1, Search and seizure Add a new rules section immediately before Convoy points: "Search and seizure "You can stop major powers you are not at war with from transporting resources (and build points ~ see 13.6.4) overseas to major powers you are at war with. To do this: * you must have an SCS, CV or SUB in the sea area during the production step; * the major power you are not at war with must have convoy points there that are transporting resources (or build points) to a major power you are at war with; and * there must not be an SCS, CV or aircraft unit with an air-to-sea factor, controlled by a major power you are at war with, in the sea area (or a US unit that can escort there because of US entry options 13, 36 or 47). "You can then execute a search and seizure if you want to. If you do, those resources (or build points) are lost. Each search and seizure you execute is a US entry action (see 13.3.3). 13.6.3 Replace the 6th paragraph with: "The USA has a production multiple that rises if certain events happen: * Its multiple increases by 0.25 when the US chooses entry option 28. * Its multiple increases by 0.25 when the US chooses entry option 43. * Its multiple increases by 0.25 when the US is at war with any Axis major power. * Its multiple increases by 0.25 when the US is at war with every Axis major power that has not yet been completely conquered. * Its multiple increases by 0.25 on the anniversary (i.e. after every 6 turns) of the first turn it was at war with every Axis major power that was not completely conquered." Replace the last 2 paragraphs with: "Increase a major power's production multiple: "Increase a major power's production multiple: * by 0.25 if there is an in supply enemy land unit in its home country (Britain only in the case of the Commonwealth and not Siberia in the case of the USSR); and * by 0.25 if an enemy unit took part during the turn in a land attack (not overrun) against any friendly land unit (including partisans and notional units) in the major power's home country (Britain only in the case of the Commonwealth and not Siberia in the case of the USSR)." 13.6.4, The entry option references in the 5th paragraph should be 22, 33 and 38. 13.6.4, Transport Replace the 1st paragraph with: "During the production step, you transport the promised build points to any city or major port controlled by the recipient. You do this in exactly the same way as you transport resources (see 13.6.1), except that you can transport them to cities and major ports that are not factories. Promised build points that can't be transported are lost." Replace the 3rd paragraph with: "You can either transport: * 1 build point to each functioning factory controlled by the recipient; or * a maximum of 1 build point to any one city or major port it controls." 13.6.4, Foreign aircraft Replace the entire rule with: "Foreign aircraft "Some aircraft units have coloured horizontal stripes matching another major power's colour. "Don't add these aircraft to your force pools when they enter the game. Put them into the lend-lease pool instead. "At any time (including at set up), you can move a striped aircraft from the lend-lease pool to your force pool if: * the source major power agrees; and * an aircraft with the same designation is currently in either the source major power's force pool or its reserve pool. "Move that other aircraft from the force pool or reserve pool to the lend-lease pool. "The source major power can reverse this process any time the striped aircraft is in the force pools or reserve pool. Move it back to the lend lease pool and move the matching aircraft to the source major power's force pool. "Example: At the start of 1943, the Commonwealth is eligible to receive an F4U-1. Because it is striped, Jeremy must put it into the lend-lease pool. He asks Jay if he can add it to the Commonwealth FTR force pool. Jay, worried about German pressure, declines, arguing that he needs it himself. In Jul/Aug 1943, Jay realises that the Commonwealth probably needs this plane more than he does. Noting that the F4U-1 is still in his force pool, he tells Jeremy he can have it if he still wants it. Eagerly, Jeremy moves the Commonwealth F4U-1 from the lend-lease pool to his FTR force pool. The US F4U-1 goes into the lend-lease pool. "China may not place US sourced aircraft in its force pools until US entry option 1 (build Chinese aircraft) has been picked." 13.6.5 Add a new sentence to the end of the 7th (SiF option 9) paragraph: "SUBs from World in Flames (a first cycle cost of '2') cost 1 less build point for each cycle." 13.6.5, Building ahead Replace the 4th paragraph with: "When you build ahead, pick a unit randomly of the type and cost that you want (e.g. when you have run out of all FTRs in your force pools, you can choose whether to randomly pick a 4 or a 5 cost FTR from next year's units). If you are playing with Ships in Flames, you can not pick a replacement naval unit (see 4.1.4) from future years' units." 13.6.8 Replace the first 3 paragraphs with: "If you use this option, you can save build points you did not spend in the production step. Use build point markers to show how many build points are being saved. In each city or major port you control in your major power's home country (any Commonwealth home country), you can save up to 4 build points. "In a later production step, you can remove those build points from the map and add them to your build point total." 13.6.9, Force Pools Replace the 2nd paragraph with: "Before you build new units, you can remove your units from the force pools if the date on their back is at least 4 years ago (e.g. in Jan/Feb 1940, you could remove any units from your force pools with a date of 1936 or earlier)." Replace the 3rd sentence in the 5th paragraph with: "You have this choice every time one of your units with a date on its back is destroyed." 13.7.1, Entities Replace the 2nd paragraph with: "A home country consists of every hex that you could move a MAR unit to, from the home country's capital city, only entering hexes that: * the home country controlled in 1939; and * weren't in any other home country. "Germany's home country also includes East Prussia, and Austria in scenarios starting after 1938." 13.7.1, Incomplete conquest Replace the 6th paragraph with: "Now change the control of the conquered home country. The conqueror gets control of every hex in the home country not occupied by a land unit controlled by another major power. All other territory the conquered major power or minor controls remains under its control." Replace the 7th paragraph with: "Example: The US conquers Italy in Sep/Oct 1943 while Italy controls an aligned Yugoslavia. The US takes control of every hex in Italy not occupied by German or Commonweal land units. Italy keeps control of Yugoslavia." Replace the 9th and 10th paragraphs with: "Now choose a new home country for the units of the conquered home country. Conquered Commonwealth home countries can pick another Commonwealth home country (e.g. if Britain is conquered, you could pick Canada as the new home country for British units). Other conquered major power home countries (and Commonwealth if you want), can pick any aligned minor home country. Conquered minor countries can pick either any home country of their controlling major power or any home country that the minor country itself controls. "Example: Germany controls Brussels and Liege at the end of the Mar/Apr 1940 turn. Belgium (a Commonwealth aligned minor country) is conquered. Belgium is not completely conquered because the Belgian Congo is still aligned with Belgium. Belgium must pick a new home country. This can be the Belgian Congo or any Commonwealth home country. "If a unit's original home country is conquered and not yet liberated, remove it from the game if it is destroyed while out of supply. Roll a die if it is destroyed in supply ~ remove it from the game on an odd number; otherwise return it to the force pools. "Units from conquered major power home countries can still be built with whatever production the major power retains (minor countries, conquered or not, never build their own units ~ see 19.4). However, only 1 unit originally from each conquered home country can arrive as a reinforcement a turn. It arrives in its new home country. Any excess units stay on the production circle until the next turn. "When an original home country is liberated (see 13.7.4), it again becomes the home country for its units and the reinforcement restriction no longer applies." Delete the original 12th paragraph (the example). 13.7.1, Complete conquest Replace the 2nd paragraph with: "Remove all its land and aircraft units from the game (exception: special Polish units, see 19.5.1)." Replace the 3rd paragraph with: "Naval units of a minor country remain under the control of their major power. Treat them as units of that major power (British in the case of the Commonwealth)." Insert 2 new paragraphs after the 4th: "Each hex it controls in a territory or home country controlled by another major power or minor country reverts to the control of that other major power or minor country. "Change the control of the last home country conquered as under the incomplete conquest rules (exception: if the USSR has exercised its rights under the Nazi-Soviet Pact ~ see 19.5.1, it splits control of Poland along the partition line with the major power that conquered Poland)." 13.7.3 Replace the 1st paragraph with: "Two major powers at war can agree to come to peace on any terms mutually acceptable. Both the nationalist and communist Chinese must agree before China can come to peace. A neutrality pact is then in place between the parties." Replace the 4th paragraph with: "In either case, the new Russo-Japanese border is established by the hexes each controls. Any pocket of non-coastal hexes wholly surrounded by hexes controlled by the other major power becomes controlled by the major power whose hexes surround them." 13.7.4 Delete the 2nd paragraph. Add a new section, Reversion, at the end of the rule: "Reversion "You can return a hex you control to the major power that controlled it in 1939. You can also return control of a minor country hex to that minor country. You can only return hexes to a major power or minor country that is on your side and is not currently completely conquered." 13.7.4, Liberation effects Insert a new 3rd paragraph: "If you liberate the original home country of an incompletely conquered major power or minor country, it again becomes the home country for its units, replacing their alternative home country." 13.7.5 Replace the rule with: "During any peace step, you can surrender a home country of a major power that controls less than half the printed factory stacks in the home country. You can surrender a home country with no printed factories if there is an enemy land unit there. "Treat the surrender of a home country as if it had been conquered (see 13.7.1) by the major power that controls the most lost factory stacks (your choice if equal)." 13.8, Final victory Add a new sentence at the end of the 3rd paragraph: "If an objective is equidistant from 2 capital cities, count it as half an objective for each of them." 14.2, Mission eligibility Add a new sentence at the end of the 1st paragraph: "Each aircraft unit can only fly one mission a step." 14.3.2, Combat values Add a new sentence at the end of the 9th (option 55) paragraph: "This does not apply to back-up carrier planes if you are also playing with SiF option 56." Delete the 10th (SiF option 56) paragraph. 14.3.3, Example Replace the 3rd and 4th paragraphs with: "They calculate their combat values. Jeremy has an air-to-air strength of 6.5 (1/2 for the carrier plane) while Maria has an air-to-air strength of 4. Therefore, Jeremy has a combat value of "+3" (6.5 - 4, rounding to 3) and Maria has "-2" (4 - 6.5, rounding to -2). There are no shifts to apply in this combat (see 11.5.6). "Maria (being the inactive player) rolls first on the 2 column of the air-to-air combat table. She rolls a 6 with 2 dice, giving a result of 'DA'. Jeremy must immediately decide whether to abort his front fighter or front bomber. He decides to abort his front fighter and rebases it to Malta, turning it face-down. He then replies on the +2,3 column and rolls an 18, giving an 'AX' result. He chooses to destroy the Italian fighter." 14.4 Replace the 10th paragraph with: "A carrier plane can fly a mission to any hex in range. Measure the range from any hex-dot in the CV's sea area (it's usually best to pick the hex-dot closest to your target). A carrier plane can fly, and return from, a port attack mission that is out of range, if the port is the first hex entered." 14.4.1 Add a new section at the end: "Moving into port "When a CV ends its move in port, it turns face-down (see 11.4.1). Turn its carrier plane face-down if the CV moved into the port during the action segment and started the step at sea." 14.4.1, Values Replace the 2nd paragraph with: "The CV's air component does not increase if you are playing with Ships in Flames." 14.4.1, Values Replace the 1st and 2nd paragraphs with: "When a carrier plane that flew from a CV returns to base, it must return to a CV it can fit on in the same sea box section it flew from. It can't return to another major power's CV. If there is no CV it can return to, it is destroyed (PiF option 28: any pilot is destroyed too). "A carrier plane that aborts from an air-to-air combat returns immediately to a CV. "All other carrier planes that flew from a CV must return to base after all results against naval units are implemented but before aborting naval units return to base (see 11.5.8)." 14.4.1, Carrier planes as aircraft Replace the paragraph with: "A carrier plane can fly a mission from a hex just like any other aircraft. Treat it as a FTR if it flew as a fighter and as a LND if it flew as a bomber. If it hasn't yet decided its role (i.e. it is in a sea area), it has the effects of a LND." 14.5 Insert a new 2nd paragraph: "Option 32: Halve a side's strategic bombardment factors when it is carpet bombing a forest, jungle or swamp hex (see 11.8)." 14.6.4 Replace the first two dot points in the 1st paragraph with: "* in a sea area where that side has neither a naval unit nor a port; "* by an orange air-to-air combat result and the combat was over any sea area or enemy controlled hex;" Add a new last dot point to the 1st paragraph: "* by carpet bombing (option 32: see 11.8). Replace the 2nd paragraph with: "Option 58: (internment) A minor country aircraft unit can rebase into a neutral minor country. An aircraft unit that does that is destroyed (PiF option 28: but the pilot survives)." 15.1, Naval units Add a new 2nd and 3rd paragraph: "Overrun naval units are more likely to be captured or destroyed during the impulse of surprise (see 11.11.6). "Option 38: Surprised naval units can't provide defensive shore bombardment." 16.3 Replace the first dot point in the 1st paragraph with: "* you can double the combat factors of land units within range of the HQ when you calculate the final odds for the overrun or land combat. You can do this for as many units in the impulse as twice the HQ's reorganisation value. You can double the same unit in more than one overrun or land combat but it counts against the total each time. You can only double each unit once per overrun or land combat; and" 17.2 Change the die roll for Indo-China to "9-10". Replace the last administration group on the Free French Chart with: "All other territories and minor countries" Add a new paragraph before the last paragraph: "Each hex France controls in a territory or home country controlled by another major power or minor country reverts to the control of that other major power or minor country." 17.3, Non-French units Replace the 1st paragraph with: "The owning player moves every non-French land and aircraft unit in a Vichy French hex to the nearest hex controlled by its major power or a co-operating major power." 17.3, French units Delete the 1st paragraph. Replace the original 5th and 6th paragraphs with: "Move all French land and aircraft units on the production circle to Metropolitan Vichy France. If you are playing with option 28 (pilots), you can only move an aircraft for each French pilot on the production circle or the pilot track (Vichy player's choice). Any unpiloted aircraft on the circle, or unused pilots on the circle or track, are lost. "Now, remove half the French land and aircraft units (taken together) from each administration group controlled by Vichy France. The player running Vichy France can choose which to remove. If you are playing with option 28 (pilots), the pilot is lost with each removed aircraft. "If the French HQ 'De Gaulle' is neither in a hex controlled by Free France nor the French force pools, move it to the French force pools." 17.4, Using Vichy units Replace the 1st paragraph with: "Vichy France does not choose an action type. Instead, she takes the same action type as the major power that installed the Vichy government (even if Vichy France is neutral). Further, activities of Vichy French units count against the installing major power's activity limits." Replace the 2nd paragraph with: "Each Vichy French naval unit you move (not each task force) counts as 1 naval move unless Vichy France is hostile to an Allied major power. Vichy French naval and aircraft units at sea (except for convoy points) must always return to base during the return to base step unless Vichy France is hostile to an Allied major power." 17.4, Access to Vichy territory Add a new sentence to the end of the 1st paragraph: "These units can trace supply through Vichy territory even while it is neutral." 17.4, Vichy production Replace both existing paragraphs with: "Vichy France can use its resources and factories to produce Vichy French units (these will always be naval units because French land and aircraft units in the force pool are Free French). Vichy France's basic production multiple is the same as France's. "AfA option 10: Vichy France can also build territorial units for minor countries it controls (see 22.4.5). "Vichy France can only give resources and build points to an Axis major power if she is hostile to an Allied major power. The Axis major power that installed the Vichy government can always lend resources and build points to Vichy France." 17.4, Vichy French collapse Replace the 4th paragraph with: "Move all Vichy land and aircraft units in Metropolitan Vichy France to the Free French force pools. All other Vichy land and aircraft units are now Free French. "All Vichy naval units on the production circle, construction pool and repair pool become controlled by the Axis major power that caused the collapse. "All on map Vichy naval units are now Free French. Any of them in a home country or territory now controlled by an Axis major power is treated as if it had been overrun during a surprise impulse (see 11.11.6)." 17.5 Add a new sentence at the end of the 1st paragraph: "Its basic production multiple is the same as France's." 18.1 Replace the 8th point with: "8. US and (non-Vichy) French units co-operate once the USA is at war with Germany and Italy." 18.2 Replace the 3rd and 4th points with: "3. be committed to any combat or mission that the other major power is, or will be, involved in. This doesn't apply to naval air or naval air interception missions. Example: Commonwealth land units are in French controlled Liege. Jeremy cannot fly combat air patrol or interception with his FTRs against Liege during the strategic bombardment step because the factory is French. French aircraft could fly those missions to that hex during that step. However, Commonwealth aircraft could fly ground support, combat air patrol, escort or interception missions to Liege during the Axis land combat step. French aircraft could not fly those missions because Commonwealth land units are involved." 18.2, Foreign troop commitments Replace the 1st paragraph with: "A major power or minor country unit can only end a step in the home country of a friendly major power it doesn't co-operate with if: * it started the step there; or * it started the step elsewhere and the unit satisfies the foreign troop commitment limit. "A minor country unit can only end a step in the home country of an aligned minor country on the same side if: * it started the step there; or * it started the step elsewhere and the unit satisfies the foreign troop commitment limit. "You satisfy the foreign troop commitment limit if there is at least one HQ from the unit's home country there (any Commonwealth HQ will do for Commonwealth units) and the total number of that country's non-HQ units there is less than or equal to the total printed reorganisation values of the HQs. 19.1 Replace the 3rd paragraph with: "Option 58: (internment) A minor country unit can move or rebase into a neutral minor country. A unit that does that is destroyed (PiF option 28: but any pilot survives). Other minor country units that are destroyed without being able to trace a supply path of any length to a primary supply source of their controlling major power (see 2.4.2) are removed from the game." 19.2 Replace the 3rd paragraph with: "If an Axis major power declares war on a minor country on the American map, it may only align with the USA. "Poland may only align with the Commonwealth. "In every other case, when a major power declares war on a minor country, choose an active major power on the other side to align with it. First, offer the minor to the eligible major power whose capital city is closest to the minor's capital. If it declines, offer it to the next closest, and so on. "If every eligible major power declines, the minor is conquered by the attacking major power (see 13.7.1)." 19.3 Replace the 3rd and 4th dot points in the 1st paragraph with: "* it is aligned with any active major power on your side and the unit entering is an active major power unit; or "* it is aligned with a neutral major power on your side and the unit entering is one of that major power's unit; or "* it is aligned with any active major power on your side and the minor country unit entering it satisfies the foreign troop commitment rules (see 18.2)." Delete the last paragraph. 19.4, Setting up Replace the 3rd paragraph with: "If you are playing with Planes in Flames or Mech in Flames, you don't set up any of the units from those kits. If you are playing with Ships in Flames, you don't set up the TRS or AMPHs from that kit. In each case, you can add these units to your force pools ~ see Production below)." 19.4, Restrictions on use In the 3rd paragraph, delete the exception in the parentheses. 19.5.1 Replace the 1st paragraph with: "The USSR can exercise its Nazi-Soviet Pact rights to occupy eastern Poland during any Allied land movement step. However, it can only exercise those rights if: * Poland is not aligned with the USSR (see 19.2); and * Poland has not been conquered." Insert a new last paragraph: "All the Polish units covered by this rule are treated as British for all purposes." 19.5.2 Replace the 1st paragraph with: "The USSR can exercise its Nazi-Soviet Pact rights to occupy the Baltic states (Latvia, Lithuania and Estonia) during any Allied land movement step after it has exercised its rights to eastern Poland. You can only exercise your rights over those states that are neutral." 19.6.1, USSR claims the Finnish border lands Replace the 3rd paragraph with: "If Finland denies the claim, the USSR must immediately declare war on Finland." Replace the 5th paragraph with: "If Finland and the USSR come to peace, Finland again becomes a neutral minor country. The USSR keeps control of the Finnish border lands, exactly as if Finland had allowed a claim to them, if there is a Soviet land unit anywhere in the border lands. Germany can declare Finland aligned with Germany during any later Axis declaration of war step." 19.6.2, Rumania allows the claim Replace the first paragraph with: "If Rumania allows the claim, it stays neutral and Bessarabia becomes part of the USSR for all purposes until the USSR controls no hex in Bessarabia. At that point, Bessarabia again becomes part of Rumania. The USSR can not declare war on Rumania until the USSR is at war with Germany." 19.6.2, Rumania denies the claim Replace the 1st paragraph with: "If Rumania denies the USSR's claim, the USSR must immediately declare war on Rumania." Add a new 1st dot point to the 3rd paragraph: "* Rumania again becomes a neutral minor country." Add a new 5th paragraph: "While Rumania and the USSR are at war: * Germany can declare Hungary aligned with Germany during any Axis declaration of war step; and * Bulgaria can not align with either Germany or the USSR." 19.7 After the first paragraph, add: "Argentina "Germany can declare that Argentina is aligning with it during any Axis declaration of war step if Argentina is neutral and an Allied major power has declared war on any minor country on the America map." 19.7, Persia and Iraq Replace the 1st paragraph with: "Germany can declare that Persia or Iraq is aligning with it during any Axis declaration of war step if that minor is neutral and there are a total of at least 4 German corps in any adjacent countries (excluding the USSR and Turkey)." Replace the 2nd paragraph with: "Italy can declare that Persia or Iraq is aligning with it during any Axis declaration of war step if that minor is neutral and there are a total of at least 4 Italian corps in any adjacent countries (excluding the USSR and Turkey)." 19.7, Siam Replace the paragraph with: "Japan can declare that Siam is aligning with Japan during any Axis declaration of war step if Siam is neutral." 19.7, Sweden Replace the paragraph with: "German units can move, and trace supply, into and through Sweden if Sweden is neutral and if there is at least 1 other German unit in each of Finland and Norway. If Sweden is neutral, no German unit can end a step in Sweden." 19.7, Turkey Replace the paragraph with: "Germany can declare that Turkey is aligning with it during any Axis declaration of war step if Turkey is neutral and at least 4 German corps in the USSR are in hexes adjacent to the Turkish border." 19.8, Yugoslavia Replace both paragraphs with: "The Commonwealth can declare that Yugoslavia is aligning with it during any Allied declaration of war step if Yugoslavia is neutral and there are a total of at least 4 Commonwealth corps in any adjacent countries. "France can declare that Yugoslavia is aligning with it during any Allied declaration of war step if Yugoslavia is neutral and there are a total of at least 4 French corps in any adjacent countries." 19.11 Add a new rule: "19.11 French African minors "If you are playing with the African map (option 1), Mauretania, French Sudan, Senegal, French Guinea, Ivory Coast, Upper Volta, Togo & Dahomey and Niger Colony are separate minor countries. If you aren't playing with the African map, all of those countries are treated as one minor country, French West Africa and all the units of those countries are treated as being from that one minor country. "Similarly, if you are not playing with the African map, Cameroons, Gabon, Middle Congo, Ubangi-Shari and Chad are treated as one minor country, French Equatorial Africa and their units as the units of that minor country." 21 Replace the last paragraph with: "He also counts as a secondary supply source for US units (and units that can co-operate with US units). These units are in supply through Stilwell if he can trace a railway supply path back to a nationalist Chinese supply source." 22.1, Getting intelligence points Add a new last paragraph: "In the peace step that a major power's home country (any of them for the Commonwealth) is conquered, or a Vichy government installed, that major power loses all accumulated intelligence points and the conquering major power gains half of them." 22.1, Spending intelligence points Insert a new 3rd paragraph: "If both sides want to spend intelligence points at the same time, the side with the initiative spends them first." On the table, the cost to add a unit to force pools from next year's builds should be 3, not 1. 22.1, Dice-roll modifiers Replace the 1st paragraph with: "If you want to modify a dice roll, you must announce this before the die/dice are rolled (active side decides first during impulses, side with the initiative at any other time in the turn). However, you can decide after rolling whether to add 1, subtract 1 or apply no modifier to the result." Replace the 5th paragraph with: "Both sides can spend points to modify the same roll. A net modifier of less than -1 is -1, and a net modifier of more than +1 is +1." 22.4.1 Replace the 3rd paragraph with: "Divisions only have a ZOC into their own hex." 22.4.1, Breaking down Replace the 1st paragraph with: "You build divisions in the usual way (see 13.6.5). Alternatively, you can break down a corps or army that isn't in an enemy ZOC into divisions at the start of the production step. Each corps or army breaks down into 1 division of the same type and 1 INF or MOT division (your choice). SS corps break down into 1 equivalent SS division and 1 SS or normal INF or MOT division." 22.4.1, Reforming Replace the 1st paragraph with: "Divisions can reform into a corps or army. If 2 divisions are stacked together outside of enemy ZOCs at the end of the production step, and 1 of them is a MOT division, you can reform a corps or army of the same type as the other division. If there are no corps or armies of that type available, you can reform them as an INF corps or army instead." 22.4.2, Anti-aircraft units Replace the 2nd, 3rd and 4th paragraphs with: "Each AA unit can fire up to 4 times a step. It can fire 4 times at one hex, three times at one hex and once at another, etc. If you fire twice at one hex, double the unit's AA value. If you fire 3 times at a hex, triple the unit's AA value. If you fire 4 times at a hex, quadruple the unit's AA value. You can add several AA units' values together. "Example: Your 3-factor AA unit fires twice at one hex and twice at another. Your 1-factor unit fires once at the first hex and three times at the second. Therefore, you fire 7 AA factors at the first hex and 9 at the second. "Halve the AA factors firing at an aircraft in rain or snow. "Halve the AA factors fired by light AA units at a hex containing only LND that took 4 or more turns to produce." Replace the original 5th paragraph with: "PiF option 52: If night and day missions are being flown to the same hex (see 14.2.3), treat them as separate hexes for anti-aircraft fire. Halve the AA factors firing at an aircraft flying a night mission." 22.4.2, Field artillery units Replace the 1st paragraph with: "You can use an ART unit exactly like any other land unit - its combat factors are circled in grey. However, a face-up ART unit can bombard instead. Bombardment does not count against any activity limit (see 10.2)." 22.4.4 Add a new sentence at the end of the paragraph: "The Queens can replace a TRS unit from the start of a scenario." 22.4.5 Replace the 4th paragraph with: "Territorials are controlled by the major power that controls their home country or territory when they arrive as reinforcements, even if they were built by a different major power. You return on map territorials to the force pools when their home country or territory is conquered. " 22.4.9 Replace the last sentence of the 5th paragraph with: "If every land unit attacks through a fortified hexside, the defender has the choice of combat table." 22.4.10 Replace the entire rule with: "Supply units are a new gearing limit class. "They are always in supply. "They stack as if they were a division (even if you aren't playing with the divisions option ~ see 22.4.1). "They can move normally, by rail, or be transported by sea (see 11.4.5) or by ATR (see 11.12). "They have no combat value and cannot attack. They are never affected by any combat result. "Your land units can enter a hex containing only an enemy supply unit without having to overrun it. You can then either destroy the supply unit or replace it with one of your own. "Face-down supply units can be reorganised like any other unit (If playing AfA option 48 ~ see 13.5.1, they do require oil to reorganise). "Supply benefits "At any time during a game turn (even during an opponent's impulse) you can remove a supply unit from the map if it is face-up and stacked with an HQ it co-operates with. For the rest of the turn, that HQ is a primary supply source. 23.1.2, Bidding Replace the 4th paragraph with: "European maps (32 in total): CW ~ 13, France ~ 4, USA ~ 3 and USSR ~ 12;" Replace the 6th paragraph with: "America map (8): CW ~ 2 and the USA ~ 6 (she would reduce that number to 5 for aligning with both Mexico and Brazil ~ see 19.8);" Replace the 7th paragraph with: "Total (67): Nat.China ~ 1, CW ~ 22, France ~ 5, Japan ~ 8, USA ~ 14 and USSR ~ 17." 23.1.5 Replace the 5th paragraph with: "SiF option 9: Sort out the Ships in Flames carrier plane and naval counters instead of those that came with World in Flames. The only exceptions are TRS, AMPH and SUBs, which you add to the World in Flames counters." Insert a new 1st dot point in the 9th paragraph: "* all Austrian and Czechoslovakian units (these are only used in games of Days of Decision);" Replace the 10th and 11th paragraphs with: "You can remove any of your other units from the force pools if they have a year on their back that is at least 4 years earlier than the game's starting year. For example, if you were playing the Waking Giant game, which starts in 1941, you could remove any unit that had '1937' or earlier on its back. These units can never return to the game, so be careful. "You can also remove any of your naval units from the game if they were sunk before the game began (see the red or white dates on the back of the counter)." 23.1.6, Administrative counters Replace the 5th paragraph with: "Put the entry chits into an opaque cup. The scenario will tell you where to set them up. Draw them randomly from the cup for each location (and facing)." 23.1.6, What units to set up Replace the 8th (2nd options) paragraph with: "Draw the indicated numbers of carrier planes randomly from all your available carrier planes. From these, set 1 up on the map (your choice) for each carrier pilot listed and set up those shown on the production circle. Put the remainder back in the force pools. If you are playing with pilots (see 14.6 ~ PiF option 28), put them back into the reserve pool instead." Replace the 11th (5th options) paragraph with: "If you are playing with Planes in Flames, for each location draw aircraft from your force pools equal to the totals listed in both the WiF column and the PiF column. Go through those and select enough (i.e. you can choose which) to set up just those listed in the WiF column. Put the rest back into your force pools. If you are also playing with pilots (PiF option 28), you use up a pilot for each aircraft you set up. For each spare pilot, set up any one of the unused aircraft from that location. Put any spare aircraft into the reserve pool." Insert a new 13th (7th options) paragraph: "AfA/MiF option 5: Set up as many fort hexsides as are shown in the Other column. You can decide the mix so long as you don't exceed that many hexsides." Delete the original 14th (2nd last options) paragraph. Insert a new last paragraph: "All Chinese units are nationalist unless otherwise indicated." 23.1.6, Where to set up Replace the 8th (1st options) paragraph with: "AfA/MiF option 5: You can only set up forts in hexes you control that aren't off-map hexes." 23.2.1 In Special victory conditions, change '8' to '9'. In Historical objectives, change '18' to '20'. 23.2.2 Insert a new last paragraph under Control "The Commonwealth has conquered Italian Somaliland." 23.3.1 Insert a new 3rd paragraph under War status: "The US is at war with Japan from the first Axis impulse of Nov/Dec 1941." Replace the 3rd, 4th and 5th paragraphs under Off-map production: "Furthermore, the Commonwealth has 1 extra resource point for each 2 French and/or Commonwealth convoy points in the 0 box of the "transfer pool" (see below) during the production step, to a maximum of 3 oil and 7 non-oil (AfA option 1: 3 oil and 4 non-oil) resources, so long as they are transported through the Red Sea. "She can instead transport them through the Cape Basin sea area but, in that case, only gets 1 resource point for every 3 convoy points in the transfer pool. "France ~ has 1 non-oil resource point available to be transported through the Red Sea if there are 3 French and/or Commonwealth convoy points in the transfer pool not being used to transport Commonwealth resources. She needs 5 such convoy points to transport it through the Cape Basin sea area instead." Insert a new 3rd and 4th paragraph under Special rules: "Commonwealth and USA activities limits are halved after 1941. "Allied units that trace a supply path into the transfer pool can then trace them into the Red Sea or the Cape Basin." Replace the 8th paragraph (SiF option 9) under Transfer pool: "SiF option 9: If playing with Ships in Flames, the Axis player must randomly draw a carrier plane for each Japanese CV from the largest that can fit onto it. Carrier planes that are 5 or more years old can not be chosen. All Japanese naval units double their surface factors." 23.3.2 Insert a new 2nd paragraph under War status: "The US is at war with Germany and Italy in the same impulse that it and Japan come to war." Replace the 4th paragraph of US Entry with: "You can choose an undesignated entry option if you have sufficient chits in the Ja entry pool (e.g. you could close the Panama canal if you had chits totalling at least 20 in the Ja entry pool)." Replace the 5th paragraph of Control with: "The Commonwealth has conquered Italian Somaliland and is aligned with the Netherlands East Indies." Replace the 3rd paragraph of Production with: "CW ~ the Commonwealth gains 1 extra production point for each resource transported to the Mozambique Channel or the Arabian sea. Resources transported this way are not also available for use on the maps." Replace Special rules with: "After sorting out the counters (see 23.1.5), randomly remove from the game half the British and Canadian units (taken together) from each aircraft unit (SiF option 9: except carrier planes) and land force pool (not sub-force pool). Remove all the British and Canadian MIL units from the game. "There are no British or Canadian land or aircraft unit force pool additions in this game (SiF option 9: except for carrier planes)." "British reinforcements arriving on the map appear in South Africa, Aden or Quebec. If these are all Axis controlled, the units remain on the production circle until one of these places is Allied controlled. "The Netherlands East Indies is the new home country of Netherlands units. "Soviet activities limits are halved. Commonwealth and USA activities limits are halved after they are at war with Japan." Replace the 2nd paragraph of Transfer Pool with: "British naval units (SiF option 9: and carrier planes) arriving as on-map reinforcements appear in the transfer pool. If you are playing with pilots (PiF option 28), you can add reinforcement pilots to the transfer pool if you choose. You would need a pilot to take each carrier plane out of the transfer pool." 23.4.1 Replace the 2nd sentence of Actions with: "Entry actions 1, 2, 6, 7, 8, 25, 26 and 27 have been rolled for." Replace the 2nd paragraph of Control with: "Japan has conquered China (E of the 1941 start line) and is aligned with French Indo-China, Korea and Manchuria." Replace the 5th paragraph of Control with: "The Commonwealth has conquered Ethiopia, Italian Somaliland and Tobruk and is aligned with Belgian Congo, Crete, Greenland, Iceland and the Netherlands East Indies." Replace Special rules with: "Britain is the new home country of Belgian units. The Netherlands East Indies is the new home country of Netherlands units." 23.4.2 Add a new sentence to the end of the 1st paragraph of War status: "Vichy France is at war with (but not hostile to) the Commonwealth and Free France." Replace the 6th paragraph of Control with: "The Commonwealth has conquered Ethiopia, Iraq, Italian Somaliland, Tobruk and Syria and is aligned with Belgian Congo and Netherlands East Indies." Replace Special rules with: "Britain is the new home country of Belgian units. The Netherlands East Indies is the new home country of Netherlands units." 23.4.3 Add a new sentence to the end of the 1st paragraph of War status: "Vichy France is at war with (but not hostile to) the Commonwealth and Free France." Replace the 6th paragraph of Control with: "The Commonwealth has conquered Ethiopia, Iraq, Italian Somaliland, Libya (E of the 1942 start line) and Syria and is aligned with Belgian Congo." Replace Special rules with: "Britain is the new home country of Belgian units." 23.4.4 Replace the 6th paragraph of Control with: "The Commonwealth has conquered Ethiopia, Iraq, Italian Somaliland and Libya and is aligned with Belgian Congo." Replace Special rules with: "Britain is the new home country of Belgian units." 23.4.5 Replace the 2nd paragraph of Control with: "USA has conquered Sardinia, Sicily, and the 5 Marshall Islands hexes and is aligned with Iceland, Greenland, Corsica, Admiralty Islands, New Britain (W of the 1944 start line), Dutch New Guinea (E of the 1944 start line), Guadalcanal, the 3 Gilbert Islands hexes and Pacific hexes 1915, 1916 and 2016. In the 3rd paragraph of Control add 'Nauru' to the list of territory conquered by Japan. Replace the 6th paragraph of Control with: "The Commonwealth has conquered Ethiopia, Iraq, Italian Somaliland, Italy (S of the 1944 start line) and Libya and is aligned with Belgian Congo." Replace Special rules with: "Britain is the new home country of Belgian units." 23.4.6 Replace the 1st sentence of Entry Chits with: "The US has 3 entry chits." 27. Replace the 'NA' in Supply units' 'Oil needed' box with '1/5'. Replace the words "Repair Synth oil plant" to "repair oil resource". Set up charts (pp 102 ~ 118) 1. Due to a font conversion error, some of the 2 digit numbers in the pilots column turned into a '#'. They should be: Scenario Major Place Pilots power Barbarossa Germany East Prussia etc. 13 Fascist Tide Germany Europe 12 Lebensraum Germany East Prussia etc. 13 Waking Giant Germany Russia etc. 11 Brute Force Germany Russia etc. 10 Dark bt Dawn USSR Europe 12 Decline & Fall USSR Europe 13 USA US east coast etc. 17 Pacific map 10 Global War Germany Europe 12 2. In the USSR set up of the Barbarossa scenario (23.2.1), the 'Europe' line should have '5CP' in the WiF naval column, '-1CP' in the SiF naval column and '3' in the Oil column. 3. In the Commonwealth set up of the Guadalcanal scenario (23.2.2), replace the reference to 'Ethiopia' with 'Italian Somaliland'. Add '1CP' to the "WiF Naval" column of each of the Italian Somaliland, Australia and India/Burma rows. Add '2CP' to the South Africa row. 4. In the USA set up of the Guadalcanal scenario (23.2.2), add '10CP' to Note 1. Notes 3 and 4 should read: "Note 3: CA ~ Louisville, Salt Lake City, San Francisco; 4CVP, 2P "Note 4: BB ~ Colorado, Idaho, New Mexico; CA ~ Astoria, Chester, Indianapolis, Minneapolis, Northampton; Sub; 2CVP, 1P" The 2 oil on the 'Honolulu' line should be on the 'Pacific map' line. 5. In the USSR set up of the Fascist tide scenario (23.3.1), the 'Europe' line should have 'Trs; Sub; 5 CP' in the WiF naval column, '4' in the Pilots column and '-2CP' in the SiF naval column. The 'Nov/Dec' line should have a '1' in the Pilots column. 6. In the Italy set up of the Fascist tide (23.3.1) and Global war (23.4.6) scenarios, the 'Europe' line should have a '1' in the Oil column. 7. In the France set up of the Fascist tide scenario (23.3.1), the 'Europe' line should have a '0' in the Oil column. 8. In the Germany set up of the Fascist tide scenario (23.3.1), the 'Europe' line should have a '10' in the Inf column, and an Eng instead of an ARM in the Divs column. The 'Nov/Dec' line should have a 'Sub[fd]' in the WiF naval column, a 'Sub[fd]' in the SiF naval column, and an ARM in the Divs column. 9. In the USA set up of the Day of Infamy scenario (23.3.2), the 'USA or Pacific' line should have a '4' in the Oil column. The ships mentioned in note 6 are all '[fd]'. 10. In the USA set up of the Lebensraum scenario (23.4.1), the 'USA or Pacific' line should have a '2' in the Oil column. The 'Jan/Feb' line should have "CV~Essex; BB~Iowa [fd]" added to the WiF naval column. 11. In the USSR set up of the Lebensraum (23.4.1) scenario, the 'Any maps' line should have '5CP' in the WiF naval column, '1CP' in the SiF naval column and '4' in the Oil column. 12. In the USA set up of the Waking giant scenario (23.4.2), the 'US east coast' line should have '4 CVP, 3P' in the SiF naval column, the 'US west coast or Pacific' line should have a '2' in the Oil column and the 'USA' line should have a '6' in the Oil column. Note 6 should list only '6 CVP, 4P'. The ships mentioned in note 7 are '[fd]'. 13. In the USSR set ups of the Waking giant (23.4.2), and Brute force (23.4.3) scenarios, the 'Any maps' line should have '5CP' in the WiF naval column and '-1CP' in the SiF naval column. 14. In the USSR set ups of the Darkness before the dawn (23.4.4) and Decline and fall (23.4.5) scenarios, the 'Any maps' line should have a '-1CP' in the SiF naval column. 15. In the USSR set up of the Global War scenario (23.4.6), the 'Europe' line should have a '4' in the Pilots column. The 'Any maps' line should have a '-2CP' in the SiF naval column. 16. In the France set up of the Global war scenario (23.4.6), the 'Any maps' line should have a '0' in the Oil column. 17. In the Japan set up of the Global war scenario (23.4.6), add a new row, 'Jan/Feb', after 'Nov/Dec' and insert a '1' in the offensive chit column for that row. Delete the '1' in the offensive chit column of the 'Asia/Pacific' row. Delete "Kako" from Note 2. 18. In the Germany set up of the Global War (23.4.6) scenario, the 'Europe' line should have a '10' in the Inf column. The 'Nov/Dec' line should have a 'Sub[fd]' in the WiF naval column, and a 'Sub[fd]' in the SiF naval column. Index Add a new entry under the 'Activity limits' heading: "artillery bombardment 22.4.2" Add a new heading after 'Allies': "Aligned [a minor home country or territory you control now and also controlled in 1939 (in brackets after the minor country's name), or a minor country that chooses your major power to run it after someone declares war on it, or a minor country you bring onto your side (see 19.7, 19.8)]" Add a new entry under the 'Anti-aircraft fire' heading: "pilot deaths 14.6.4" Add a new entry under the 'Artillery' heading: "self-propelled movement 11.11.2" Add a new heading after 'ATR units, large': "Austria 19.10" Replace the entry 'Burma road' with: "Burma road opening 13.3.2 closing 13.3.3 resources 13.3.2, 13.6.1" Add a new entry under the 'Carpet bombing' heading: "pilot deaths 14.6.4" Add a new entry under the 'Carrier planes' heading: "garrison values 9.5, 13.1" Add a new heading after 'Commonwealth': "Commonwealth home country [Australia, Canada, India, New Zealand, South Africa and the United Kingdom]" Add a new entry under the 'Control' heading: "reversion 13.7.4" Add a new heading after 'Control': "Controlled [a minor country or territory that is either aligned with your major power or conquered by it]" Add a new heading after 'Copenhagen': "Corps or army [includes HQ sized units]" Add a new heading after 'End of turn': "Enemy [a major power or minor country you are at war with]" Replace the heading 'French Equatorial Africa' with: "French Equatorial Africa [Mauretania, French Sudan, Senegal, French Guinea, Ivory Coast, Upper Volta, Togo & Dahomey and Niger Colony] 19.11" Replace the heading 'French West Africa' with: "French West Africa [Cameroons, Gabon, Middle Congo, Ubangi-Shari and Chad] 19.11" Add a new heading before 'Frogmen': "Friendly [a major power or minor country on your side]" Replace the heading 'Home country' with: "Home country [every hex you could move a MAR unit to, from the home country's capital city, only entering hexes that the home country controlled in 1939 and that weren't in any other home country. Germany's home country also includes East Prussia, and Austria in scenarios starting after 1938.]" "new home countries 13.7.1" "amending home countries 17.1, 19.6.1, 19.6.2, 19.7" Add a new entry under the 'Iced-in ports' heading: "supply 2.4.2" Add a new heading after 'Interception, naval': "Internment 14.6.4, 19.1" Add a new entry under the 'Partisans' heading: "overruns 11.11.6" Add 2 new entries under the 'Pilots' heading: "carpet bombing 11.8" "Vichy French 17.3" Replace the heading 'Range' with: "Range [see also naval movement, aircraft movement, supply] 2.8" Delete the entries under the heading 'Reference towns'. Replace the heading with: "Reference towns on the African and Scandinavian maps are cities for all purposes" Add a new heading after 'Return to base': "Reversion 13.7.4" Add a new heading after 'River hexsides': "Roads [see also Burma road] "railway supply path 2.4.2" "resource transportation 13.6.1" Add a new heading after 'Scrapping': "SCS [a surface combat ship ~ BBs, CAs and CLs]" Add a new heading after 'Sea boxes': "Search and seizure 13.3.3, 13.6.1" Add a new entry under the 'Shore bombardment' heading: "surprise 15.1" Replace the heading 'Siberia' with: "Siberia [all hexes in the Soviet Union on the Asian and Pacific maps]" Add a new heading after 'Surface combat': "Surface naval unit [any naval unit except a sub or frogman]" (C) 1997, Australian Design Group See, not much! Regards Harry Rowland ADG