Alan R. Arvold


   The following errata and clarifications were based on a series

of questions put to, and answered by, Avalanche Press in a number

of phone calls. Also consulted were the numerous entries and

their responses listed in the GREAT WAR AT SEA section on

Consimworld. However, all errata and clarifications in this

article should be considered to be unofficial.





   The second edition is the current version of this game. The

first edition, which came out in 1996, is no longer valid. Every

component of the game was completely redone in the second






   There have been three different Series Rules Books in the game

series. The first version came in the first three games of the


PLAN ORANGE). The second version came in the fourth and fifth

games of the series (1904-1905: THE RUSSO-JAPANESE NAVAL WAR, and

U.S. NAVY PLAN BLACK) and was available as replacements for the

rule books in the first three games. These versions are now

obsolete. The third version came in the sixth and seventh games

of the series (1898: THE SPANISH AMERICAN WAR and U.S. NAVY PLAN

RED) and the second edition of the first game. This is the

current version of the Standard Rules for the game series.


8.5 Dead in the Water

8.51 Speed Loss (Add): If a ship which suffers a hit where the

printed damage result includes losing one movement, and from the

same hit has more than half of the number of hull boxes crossed

off, then that ship suffers the loss of two movement, not one. A

ship may not lose more than one movement due to have more than

half of its hull boxes crossed off in a game, no matter how many

additional hull boxes are crossed off later on. Additional

printed movement losses from damage results still apply though.

(This rule represents the reduction of a ship's speed due to the

gradual flooding in the damaged hull spaces. The printed movement

losses in the various damage tables represent engine room hits.)


8.6 Referred Pain

(Add): 8.63 If primary hits on primary and secondary armament

with light or no armor cause excess damage, the excess damage can

be taken as a hull hit if the original primary hit takes out the

last armament box of the required type. However, the excess

damage is ignored if the hull has heavy armor.


9.0 Multiple-Ship Counters

9.3 Combat (Clarification): A player can not place all hits on

one ship in the counter if there are more hits than the one ship

can possibly absorb. In addition, once a ship has taken enough

hull hits to sink, it is no longer eligible to receive any more






The British light cruiser Bristol (CL08) should have a speed of

2, not 1.

The British gunboat Pelorus (GB01) should have a speed of 1, not

2, and the torpedo symbol should be a circle, not triangle.


The Greek Kritl Class destroyers (DD7 and 8) should have a

tertiary value of 0, not 1.


The Turkish light cruisers Hamidieh (CL01) and Medjdieh (CL02)

each should a circle instead of a triangle as their torpedo

symbol. The Hit Record Chart is correct though. (These ships had

deck mounted torpedo tubes that did not swivel, thus they get the

hull mounted modifier.)





Special Rules


   There are several special rules listed here appear in later

games of the GREAT WAR AT SEA series. These are placed here to

update THE MEDITERRANEAN rules to their standard.


Victory Points (Add): Each destroyed airship is worth five

victory points, unless given another point value by the special

rules of a particular scenario. Each destroyed seaplane is worth

one victory point. (Players may wonder why seaplanes and airships

should be worth any victory points at all. Their destruction

denies a fleet of vital air reconnaissance, which is about all

they were good for during the war. Only as the war ended did they

start to become capable of other functions as noted in the other

games of this series.)


Combat Round (Addition): A "round of combat" (used to describe

the length of some battle scenarios) is one completion of the

tactical sequence (all 20 steps).


Crippled Ships (Addition): During tactical combat, a player may

separate an individual ship counter from a group once the ship

counter has lost at least half of its largest type of guns or

half of its hull boxes, or if it has suffered a reduction in



Carriers (Addition): In scenarios where seaplane carriers (CVS)

are called for, their seaplanes automatically come along with

them, unless the scenario special rules say otherwise. All have

only one seaplane counter. Seaplane counters are not assigned to

any particular carrier like in other games of the series. Thus,

they can be used in any carrier of their own nationality. Note

that the Russians have one extra seaplane counter and the British

are short one seaplane counter. If the British in a DYO scenario

need to use all of their seaplane carriers, they can borrow a

seaplane counter from another game in the series.




Mediterranean Scenarios: In Mediterranean Scenarios 11 and 12 the

French dreadnoughts Bretagne and Lorraine are both incorrectly

listed as BB05. They should be BB06 and BB07 respectively.





The French battleships Democratie (B09), Justice (B10), and

Verite (B11) each should have five secondary gunnery boxes, not

four. The counters are correct.


The Greek battleships Lemmos and Kilkis should be numbered as B01

and B02, not BB01 and BB02.


The Italian battleships Andrea Doria (BB05) and Caio Duilio

(BB06) each should have two tertiary gunnery boxes, not one.

The Italian destroyer leaders Racchia (DL04), Riboty (DL05), and

Mirabello (DL06) each should have two hull boxes, not one.

The Italian destroyer leaders Poerio (DL07), Pepe (DL08), and

Rossarol (DL09) each should have two tertiary gunnery boxes, not






   In the Eastern mapsheet, the Russian port of Taganrog should

have a Russian flag next to it, not a Turkish flag.