From S&T#162 RED SUN/RED STAR (S&T 158) CHARTS Morale Option Table: see below under rule 6.62. RULES 5.62 (change) The term "unit ID" should read "Formation ID" throughout the rule. 6.61 (change) The reference to "Morale Result number" should read "Step Loss number." Q: How do you figure the number and type of terrain shifts for combat? (6.52) A: Select the one type of terrain located along a hexside of the target hex that causes the FEWEST shifts in the target's favor. Then add to that shifts caused by all other terrain features in the defender's hex. Example: a unit in hex 4235 firing on hex 4314 gets only one shift (not two) for the hexside 4235/4314. Since both "up-slope" and "stream" cause one shift, the firing player chooses either as the one with the "fewest" shifts. Q: Can motorized units conduct combat across an unbridged Halha River hexside? (6.52) A: Yes, since bullets and shells can traverse rivers, However, no units can advance after combat across an unbridged river hexside. Q: How should Armor Replacements be kept track of? (6.61) A: Each side uses An "Armor Repl" marker (included in S&T 162 counter sheet) to keep track of Armor Replacement points on the friendly Record Track located on the map. When the marker must be moved past the "9" space, flip it to its "+10" side and place it in the appropriate space. Example: if the Soviet marker is in the '8' space and must add 3 more Armor Replacement points, flip the marker over to its "+10" side and place it in the "1" space to record 11 points available. Q: The Morale Check procedure described in the rules and the Morale Option Table do not always agree. Which is correct? (6.62) A: If no Morale Check occurs, follow the instructions on the Morale Option Table under "No Morale Check Made." Under the 'Fail Morale Check" section of the rules, delete the reference to placing a "2" marker on surviving defenders. On the "Attacking Player" row under the "No Morale Check Made" column of the table, change the reference from "target unit" to "ALL target units." Otherwise, the Morale Option Table is correct, and should be followed if a conflict arises between the rules and the table. Q: During Night combat, does a Japanese unit with a "2" disruption marker receive another "2" marker at the end of combat? (6.93) A: No. A unit with a "1" marker exchanges it for a "2" marker. No unit can ever have more than one "2" marker. Q: How exactly are Japanese reserves released? (7.64) A: Regardless of the date, always keep track of how marry Soviet stacks, or individual units alone in a hex, have moved thus far during the Soviet player turn. The number of moving Soviet units and stacks determines the proper die roll range on the Japanese Reserve Release table. Only ONE Japanese reserve unit may check for release each time a Soviet unit or stack completes its movement. During a July turn, once ANY Japanese reserve unit is released, all reserve units that have not yet moved (including those that failed Release Table cheeks earlier in the turn) may move freely per rule 7.63. Q: Can destroyed bridges be rebuilt? (11.1) A: No. Q: Are the "Examples of Play" entirely correct? (p. 19-20) A: Under "Hasty Attack," the lone attacking Japanese tank unit (5-16) performs a firefight with 10 factors (not 5) because it is doubled against infantry. The attack is shifted 1 column right for proficiency to "12' on the CRT. The remainder of the example is correct. 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)