Joseph Miranda - Jul 23, 2004 5:07 pm (#527 Total: 548) USN DELUXE ERRATA AND CLARIFICATIONS 23 July 2004 MAP Christmas Island (1429) is a "10" airbase. Yenan (272) and Vladivostok (572) are Allied (not Japanese!) airbases. The label "Malaya" should be near hex 115, not in the Dutch East Indies. CRTs 3 and 4 (correction): Delete the line "A '1' neutralizes a Coastal Defense Unit." COUNTERS CV-2's movement factors on the reverse should be "5/3". TABLES AND CHARTS CRT 5 Explanation of Results (clarification): The last sentence says "In addition, if the target is an air base, the following schedule shows the effect of the combat result on air units in the base:" The schedule is on the same sheet as The Terrain Effects Chart. It is the one that says "% of air points destroyed…" MISSION CAPABILITIES CHART Mission: Naval Ground Support of Naval Units: The last line of the first paragraph should read "There is no limit to the amount of offensive naval support which may be used in a single attack." Mission: Anti-aircraft Defense of Naval Units. The last line should read: "This does not work in reverse…" (Why? Because naval bases also include extensive inland facilities out of the range of the naval units' AA guns.) Optional Mission: Air-Naval Transit Attacks (clarification): The first sentence is ambiguous. This kind of attack may occur, as noted in paragraph (A), only when moving from the Air ZOC of one air base to another air ZOC from that same base. RULES 3.0 GENERAL COURSE OF PLAY Detailed Sequence of Play Phase 2 Note (clarification): Naval units may in theory attack once each in E (Naval Bombardment), F (Naval Engagement), and G (Coastal Defense Bombardment) for a maximum of three attacks. In practice they may attack a maximum of two times since they may not conduct Naval Bombardment in the same hex as an enemy Coastal Defense Unit). Phase 5 (L2) (clarification): Anti-aircraft fire may target air units which are attacking any land units/CDUs/bases in the hex, not just the air base. Air base anti-aircraft fire may not be used to protect naval units in the same hex, unless the naval unit is protected by a CDU as per 18(H). 7.0 MOVEMENT (M) (Player's Note): Units can move directly from directly from one enemy occupied hex to another (unlike most wargames). Yes, this rule means you can move into the enemy "rear area". This makes a defense in depth critical, if you can scrape together the units. This is due to the scale of the hexes (75-300 kilometers). Rule 29.0 Infiltration modifies this somewhat. 12.0 SUPPLY 12(, (C), etc. (change): Land lines of supply may be a maximum of three (not five) hexes to an ultimate supply source or a friendly functional naval base that can trace a LOS back to an ultimate supply source. 12(D) (clarification): Engineer units used to trace a LOS across a mountain hexside can be used for other engineer functions at the same time. 12(G1), (G2), (H2) (Clarification): Cities used as supply sources do not themselves have to trace a LOS to other sources. 12(H1), (H3), (H4) (Clarification): The "edge" of the map means that if the map edge abuts a hex, the supply source is considered to be one hex off the appropriate map edge. If the Indian or West Coast zones, then the zone is considered one hex off the indicated map edge. (For ex: a unit in Calcutta (W-13) could trace one hex to (W-1) and then a second hex to the India Off-Map Area.) 12(K) (Clarification): Supply is determined at the instant an action is initiated. 12(K5) (Clarification): For movement, supply is determined at the instant that unit begins it movement. A unit may move into an unsupplied position. Supply Examples Diagram (clarification): The diagram assumes that Manchurian cities are not supply sources. Since cities in Manchuria are Japanese supply sources, the units could also trace supply to them. 16.0 ENTRENCHMENT (G) Optional. Units entrenching in certain cities they control succeed on a die roll of 4-6. This includes Japanese units, regardless of year. (This represents the benefits of defending in a city.) This rule applies only to the following cities: Oahu, Auckland, Hong Kong, Balikpapan, Brunei, Soerabaja, Batavia, Tilatjap, Palembang, Singapore, Kuala Lampur, Rangoon, Chittagon, Calcutta, and all cities in Australia, the Philippines, Japanese Home Islands, Korea, Manchuria, the Soviet Union, Formosa, China, Indochina, Siam and India. 18.0 AIR AND NAVAL BASES 18.0 (S) (addition): The same provisions for holding and capturing bases apply to cities. For ex: a D1 result would cause the attacker to capture a city in a hex. 19.0 REPAIRING & BUILDING BASES 19(A) (clarification): A damaged air base can not fire anti-aircraft. 19(A) (optional): A damaged air base is considered to have a capacity of 5 until it is repaired. 19( (clarification): A captured inland air base is repaired by having a friendly engineer unit in the base which can trace a land LOS to a naval base that contains a transport and an engineer. 21.B JAPANESE CARRIER AIRCRAFT EMBARKATION (clarification): NAC which begin the game embarked on a Japanese carrier are not affected by this rule. 22.0 REPLACEMENTS 22(, (C), (D), (E): The rule for Assault Transports, Transports and Oilers should read: "…replace [designated number of] Game Turns after elimination or sustaining 10 weeks or more in damage. To replace, move the unit to a friendly, functional Naval Base, remove the damaged unit from the map, and replace it [designated number of] turns later. A Transport or Oiler unit with less than 10 weeks damage is repaired via the normal repair rule. " 24.0 HOW THE GAME IS WON Victory Conditions (correction): A Marginal Victory should be "At least 1.5:1 but less than 2:1". Victory Points Schedule (omission): Elimination of 30-50 and 30-40 Chinese armies gives the Japanese 15 victory points. (optional): Eliminated BB and BC units give the enemy player a number of victory points equal to 4 times their defense strength. (Comment: Naval commanders and governments at this time placed a considerable importance on their capital ships, and much of national prestige was tied up in preserving a fleet in being.) (clarification): Players may accumulate fractional victory points. Do not round off fractions. 31.0 JAPANESE HOME ISLAND DEFENSE COMMAND 31(A) (correction): In Games 1, 2, 3, 4 and 5 the Japanese player places the following additional units on the Home Islands themselves during initial setup: six 20-40 divisions, 20 LAC [drop the "10 NAC"] GUERRILLAS (omission): The rules section should be "40.0". 40.(F) (optional): Communist Chinese Guerrillas. In order for the Japanese to trace a line of Supply in a hex in the Communist Zone, the hex must be occupied by at least one land unit with an attack strength of 2 or more. 41.0 ASIA FOR THE ASIATICS 41(E) Defection (clarification): In the case of China, the Allies must retake a Chinese city which began the game on the Japanese side of the Occupation Line. 45.0 GAME EXTENSION 45.A(D) (Clarification): Allied units other than Nationalist Chinese may enter the Communist Zone freely. Allied units may use bases in the Communist Zone but they must be occupied by non-Communist Allied land units. 45.A(E1) Nationalist Chinese Supply (clarification): Chinese, Burmese and Indian "ports" are functional, Allied controlled naval bases which can trace a LOS to an Allied ultimate supply source. All other land LOS requirements must be met. 45.A(E4) Nationalist Chinese Supply (addition): Nationalist Chinese units tracing a land LOS may trace through mountain hexsides entirely within China. (Comment: representing the massive mobilization of the Chinese populace to transport supplies.) 45.A(H2) Replacements (correction): Last line should read "Eliminated Chinese communist armies may be placed in any hex in the Communist zone not containing [delete "or adjacent to"] a Japanese land unit." Chinese Civil War Table (addition): add +1 to the die roll if Japanese land units did not enter any hex on the Chinese side of Occupation Line in China during the prior year. [I'm still thinking about this one.] 45.B (C) Soviet Supply (addition): Soviet units tracing a land LOS may trace through any mountain hexsides. (Comment: representing organic Soviet army logistics.) SCENARIOS CAMPAIGN GAMES 1, 2 and 4: Allied Coastal Defense Units (clarification): do not place 6-2 CDUs in the West Coast USA or India off map areas. China Front (correction): References to Nationalist 30-50 armies should be to 30-40 armies. EASTERN SOLOMONS (clarification): Japanese Forces - "DD-" should be "DD-1". Rabaul "DD-2" should be "DD-3". CBI (correction): Reference to Communist 30-60 army should be to 30-50 army. MANCHURIAN CAMPAIGN Manchuria Japanese Order of Battle, Land Forces (correction) Two 80-120 Armies / (538), (N-40) Two 30-50 Armies / (N-22), (505) One 40-20 Armored Division / Manchuria 505 One 20-40 Division / Dairen (406) One 30-50 Army / Korea 539 THE CARRIERS (correction) Japanese CV-2 is the Kaga