VOLUME #7: U.S. NAVY PLAN RED



                         Alan R. Arvold


   The following errata and clarifications are 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

responses listed in the GREAT WAR AT SEA section on Consimworld.

However, all of the following material should be considered to be

unofficial. Note: Some of the new entries in this article were

taken directly off of the recently updated GWAS FAQ list and can

be considered official.





   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 whose

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 having 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






(Correction): On the British Cuckoo aircraft counter the circled

"2" should be on the lower left hand corner, not the lower right

hand corner. The same applies to the circled "1" on the reverse

side of the counter. It does indeed score torpedo hits with a die

roll of 5 or 6. (The Sopwith Cuckoo was a pure torpedo plane, it

did not have any bombing capability. The Cuckoo plane counters in

Operational Scenario 9 were specifically converted to carry bombs

for that particular mission.)

The British MS14 counter (Hunt-6) should have a speed of 1, not

1s. (A misprint)

(Clarification): There have been some questions of the absence of

some ships and the mislabeling of others in the American fleet in

the counter set. The following answers should settle this matter:

The cruiser C21 (Milwaukee) was lost due to grounding in 1917

while assisting in the salvage of a submarine.

The cruisers CL1, CL2, and CL3 (Chester, Birmingham, and Salem)

are in their final form during the time frame of the game. The

Birmingham was briefly converted to a destroyer leader and tender

in 1911 but was converted back to a cruiser in 1914. These ships

can also be found in the games U.S. NAVY PLAN BLACK (as DLs) and


The coastal defense ships CD7, CD8, CD9, and CD10 (Ozark,

Tonopah, Tallahassee and Cheyenne) were actually converted to

submarine tenders in 1913 and remained so until they were

scrapped or sold off in the early 1920's. In this game it is

presumed that they were not converted and retained as coastal

defense vessels. In addition, the 1s inside the circle on the

Ozark counter should be a 1. (A misprint, the Ozark still has a

speed of 1s.)

The battleship Long Island (originally the Ostfriesland) was

allowed to let its machinery and equipment deteriorate due to

neglect as a warprize because the U.S. Navy was going to use it

as a target ship. With the coming of hostilities between the U.S.

and Britain though, the Navy refurbished it but could not bring

it back up to full capacity. This is why it only has a movement

factor of 1 Slow compared to a movement factor of 1 while in

German service.

The numbering sequence of the battleships of the American Oregon

Class and the Long Island may seem strange. It was decided to

number them after the battleships built or planned during the

World War Two era. Logically, the Oregon class would have been

numbered as BB55-BB58 and the Long Island as BB59 as these hull

numbers were available for use during the time period of the


In addition, the Oregon class of battleships was probably the

most realistic of the 18" gun armed battleship designs in the

U.S. Navy at the time. There were even more grandiose designs,

the most notable being Plan IV-2, which was an 80,000 ton

battleship mounting fifteen 18" guns in five turrets. These

grandiose designs would have certainly exceeded the technological

capabilities of the ship building industry of that time period.

Armed Merchant counters should each have a tertiary gunnery value

of 2, not 1. (Use the AMC counters from the GREAT WAR AT SEA:






Victory Points: Destroyed airships are worth six victory points,

not five. (Airships that were designed and built after the end of

the First World War were more capable than those built during the



19.0 Air Operations

19.3 Takeoff and Landing (Clarification): The reason that

takeoffs are prohibited during night turns is because there are

no seaplanes in the game. Seaplanes are the only aircraft,

besides airships, that can fly at night during the time frame of

the game. If some future scenario includes seaplanes in this

game, the takeoff modifier for night turns is -2.


20.0 Air Combat

20.1 Air-to-Air Combat

Sixth Bullet (Clarification): The reason that strike aircraft can

not return fire is that they are single seat planes which had

their armament mounted on front and could not dogfight

effectively when carrying bombs or torpedoes due to the

additional weight slowing them down. These planes were also used

as search planes and secondary fighters. Airships are the

exception to this rule.

20.42 (Clarification): The reason that bombs do not penetrate the

armored decks of ships so marked is because they were dropped

from slow-flying aircraft and airships at low altitude. The bombs

just were not going fast enough when they hit to penetrate the

armored decks. (Dive bombing had not yet been developed.)


21.0 Airships

21.3 Attacking an Airship (Addition): Airships may return fire

when attacked by CAP or an aitstrike directed against them. This

is in exception to rule 20.31. (Airships are the only aircraft in

the game carrying defensive armament, thus they can shoot back,

even when carrying bombs.)


22.0 Submarine Flotillas

(Add) 22.34: Each submarine may only attack once in the course of

a game unless it leaves the operational map. (Both sides are

using submarines built during World War One. The new ones which

incorporate the lessons learned during the war are not ready yet

during the time frame of the game.)

22.4 Submarine Movement (Addition): All of its submarine are

considered to be resupplied with torpedoes upon their return to

the map and may make one more attack per sub.




Battle Scenario 3

In the American forces the cruisers St. Louis (C20) and

Charleston (C22) are each listed twice. Ignore the second listing

of each.




In the haste to get the game out, the following tables were left

off of the back page where they would normally go. Here they are.


Air Search Table

Aircraft Steps            Roll to Locate

     1                          6+

    2-3                         5+

    4-5                         4+

    6-8                         3+

  9 or more                     2+


Weather Table

Weather condition changes on the weather die roll as follows:

November through June

Die Roll

1      Roll again; on 1-3 decrease one level.

5-6    Increase one level.

July through October

1      Decrease one level.

6      Increase one level.


Aircraft vs. Ships Die Roll Modifiers

+1 if target is capital ship or fast transport.

+1 if target has speed of 1 Slow.

+2 if target is dead in the water.


Gunnery Die Roll Modifiers

+1 if firing into the same or adjacent hex.

+1 if the target ship is dead in the water.

+1 if the target ship is towing or being towed (11.2).





British Capital Ships

The battlecruiser Invincible II should have six secondary boxes,

not three.

All battlecruisers should have a torpedo value of boxed 1.


British Light Ships

The minelayer Adventure (ML01) should have a speed of 2, not 2+.

All minesweepers (Hunt-3 through Hunt-6) should have a speed of

2, not 1sl (which in itself is a misprint of 1s).


American Capital Ships

The battleship Iowa is missing from the chart. Use the U.S. Hit

Record Sheet from U. S. NAVY PLAN BLACK for the Iowa.

The battleship Long Island should have a movement factor of 1s,

not 1, and it should also have Hull Mounted Torpedo factor of 2,

not 1.

The armored cruisers Charlotte (AC12) and Missoula (AC13) each

should have a seconday value of 2 and a teritary value of 3.

(These reflect the gunnery modifications made to these cruisers

as a result of war experiance during the First World War. The

gunnery values for these ships and their sister ACs in GREAT WAR

AT SEA: U.S. NAVY PLAN BLACK are their values before wartime

modifications which they would not of received, given the

fictional history behind that game. The gunnery values of their

sister ACs in GREAT WAR AT SEA: U.S. NAVY PLAN ORANGE reflect the

modifications these ships received during the 1920s to keep them

up to par, but by the time period of that game they were slated

to be replaced by the new 8" gun armed cruisers that were under

construction at the time. Still the war with Japan forced their

use in the game.) Also the point value of the armored cruiser

Charlotte should be 19, not 16.

The light cruisers Omaha, Milwaukee, Richmond, and Memphis should

have their fuel circles colored gray as these ships used oil for

fuel, not coal.


American Light Ships

Armed Merchant Cruiser #1 should have a tertiary gunnery value of

2, not 1.

Coast Guard cutter Modoc (CG04) should have speed of 1s, not 1sl

(a misprint).

Coast Guard destroyer group Paulding-2 should have a torpedo

value of 1 for each ship, not 4.



Transports TR S07 through TR SO10 should have a speed of 1s for

each ship, not 1.

Oilers 1, 2, and 3 should each have 15 gray filled circles in the

fuel column, not 15 extra hull boxes.

(No wonder these damn ships are so hard to sink.)


Deck Armor

The following ships should have their Hull Boxes enclosed by a

box to indicate the presence of deck armor.

American: South Dakota, Montana, North Carolina, Oregon,

          Kearsage, Maine, and Ohio. (The Iowa already has its

          Hull Boxes enclosed in a box on the U.S. NAVY PLAN

          BLACK Hit Record Sheets.)

British: Trafalger, Nile, Camperdown, and Barfleur.

Canadian: Quebec, Ontario, and Acadia.

(The reason that the British battleships Renown, Repulse, and

Resistance do not have their Hull Boxes enclosed by a box is

because they are mere copies of the Royal Oak class which had

rather thin deck armor upon completion. These ships would of been

laid down and built during the war and like their sister ships

would not get their deck armor increased until the late 1920's

during a series of refits that this class received. The reason

that the New York and Texas do not have their Hull Boxes

enclosed, as compared to their listings in U.S. NAVY PLAN BLACK

and GREAT WAR AT SEA Volume 2, is because these listings

represent a different design plan for these ships than the one

that they were historically built with. This different design

plan had thinner deck armor and more light guns of a smaller

caliber than what these ships historically had.)