GAME #6 MISSILE BOAT Tactical Combat On, Over and Beneath the Sea,1964-84 published November, 1974 A tactical (individual ship, sub,airplane, helicopter level) simulation of modern naval fighting. COMPONENTS: Mapboard, Rules Folder, Chart Folder, 72 Unit Counters. GAME SYSTEMS: Hex Grid Movement System. Different CCCs to resolve combat. Optional Simultaneous Movement System. Nine historical and virtually limitless future scenarios. Complete solitaire rules. RULE MODIFICATIONS 1. Scenario 2: There is no positional displacement in this scenario. 2. Section IV, paragraph E3, add: Land is displace in the same manner, so that the relative positions between ships and land is maintained. This is made easier by marking the land hexes with counters not being used in the scenario. 3. Addition to Solitaire Rules: In addition to the solitaire scenario provided players may play both sides in any of the other scenarios by moving both side's units. When doing this, the player should select the TAC CARDS for one or both sides missile firing in a random manner, as is done for the Russians in the solitaire scenario. 4. Addition to Section IX, C1: An "approximate location counter" is the same as a "Suspected Submarine Position" counter. Such counters are also used to represent surfaced submarines. If one side has no surface ships, they may use ship counters to represent these counters, if they find themselves running short. Additions to SHIP CHARACTERISTIC TABLE (SCT) The column to the right of the SAM column is for Torpedoes. The one to the right of that (and directly to the left of the "Nations" column) is for Number of Helicopters. The Fletcher class DD should have an EW rating of 2, not 3. Clarification to Solitaire Scenario, Special Rule 1. If the "mechanical" move of a Russian ship requires it to end the turn in the same hex as another Russian ship, it does not do so, but rather halts in the last hex it could enter without ending a turn in the same hex as another Russian ship. There is no limitation to moving through boxes containing friendly units. 2. If there are Russian ships unable to leave the mapboard, the game must continue until they are sunk. If the "live" player lacks any weapons to sink them, they are not considered sunk and the game ends. Clarification Section IX, Para. D.5, 4th sentence. "Foward HS" should read "Foward GS". Clarification to Section X, Para. E.2. Helicopters may reload SRAMs on their parent ship, however. They may not reload in flight. Add to Section XIII, Para.9. j. No battery may have a range of more than 15. The range of the B battery must always be at least three hexes less than the range of A battery. NB submitted by John Kula (kula@telus.net) on behalf of the Strategy Gaming Society (http://www.boardgamegeek.com/~sgs), originally collected by Andrew Webber (gbm@wwwebbers.com)