From Moves 16 World War II Additional Errata and Addenda (as of Oct 74) As a result of additional post-publication playtesting, the following errata has been assembled to clarify and correct various errors or ambiguities in the original World War 11 game components. This errata is in addition to the previous one and should therefore have a cumulative effect on the game. [5.85] The Allied Player may not conduct Amphibious Assault or even conduct Naval Transport operations into the Baltic Sea without the permission of the German Player or until the Allied Player controls all of Denmark. This also includes tracing supply by sea. [5.89] The Allies may not conduct an Amphibious Assault into any non-African Mediterranean coastal hex as long as rule 6.53 is in effect. This requirement is determined at the beginning of the Allied Player-Turn. [8.47] (further clarification). Units may only ignore the Zones of Control of Enemy units which they themselves are overrunning. Units may not enter an Enemy occupied hex from a hex which is in the Zone of Control of an Enemy unit which is not the object of that particular overrun. [9.74] (Addition) Supply Lines may not be traced through hexes which are not "friendly". A friendly hex is defined as a hex which the Player was the last to have had units enter or pass through or was the last to exert an uncontested Zone of Control upon. All home-country hexes are Friendly at start (to owning Player and his allies). [13.0] ALLIED VICTORY CONDITIONS (modification) Hexes 1614, 1714, and 1814 should not be considered part of Germany for victory purposes. The Player is also reminded that Russian units are considered Allied units for the calculation of victory. MAPSHEET MODIFICATIONS 1. Russian Atlantic Coast: Unlike the rest of the Atlantic coastline, not every hex on Russia's Atlantic coast is considered to be a port. Only Murmansk (1902) and Archangel (2104) are considered ports. 2. Additional Port hexes: 1207, 1508, 1902, 2007, 2104. and 1317 are considered to be port hexes. 3. Alteration of Denmark: The tip of Denmark in hex 1208 should be eliminated, making 1209 the northernmost Danish hex. 4. Traversable Sea Hexsides: The following hexsides are traversable by units and supply lines (but not rail movement): 1209/1309, and 2316/2415. There is no additional cost to traverse these hexsides and units may retreat through them. Treat 1209/1208 as a traversable "blocked" hexside.