Red Sky Morning [Ziplock Game] ============================== 2.0 Introduction/Game Scale (correction). Each game turn equals one month of real time. 4.4 (new rule) U.S. BBVs. Let's assume the USN went ahead with its "Phase II" conversion plans for the USS Missouri and Wisconsin. Substitute these two new ship counters (along with their accompanying aircraft) for the original units. (You'll need to make yourself a Ready/Readying display for each of them: a 3x5 card works well.)(Counters in Command #14). Note the Missouri still starts with a "1" damage marker on it, as given in rule 4.3. Also note the two BBV's aircraft units are only one-sided. (They are each only a light squadron.) The benefit is both may be replaced as many times as desired for only one repair point each time. Beyond that, no new rules are needed for the BBV's handling in the game - think of them as over gunned and under-aircrafted CVs. 4.5 (new rule) Japanese Tu95s. Add these two new land based aircraft counters to the initial Japanese set up at Toyama, Yokosuka or Okinawa (Japanese player's choice) (Counters in Command #14). We'll assume they were part of the original 1993 Japanese/Soviet buy-a-navy-cheap deal described in the introductory section of the RSM rules manual. These units have the same operational characteristics as U.S. B-52s (14.14). Likewise, they may not be replaced or used as Kamikazes. 11.5 Nuclear Powered Ships (new option). Those who feel the current rule for nuclear ships allows them to be too free-wheeling should substitute the following: Nuclear powered ships may never expend more than 8 movement points during any one move. The "N" now merely serves to indicate they do not suffer the movement constraints of conventionally powered ships when their supply line is blocked (they are, however, still subject to normal weapons depletion effects). 18.3 Random Event (correction). In Random Event 10, ignore the parenthetic statement which implies the U.S. can suppress a Philippine revolt with fewer than 5 RPs. If the U.S. player does not have 5 RPs available, he must get out of Subic Bay. U.S. Set-up (correction). The 11 SSNs need not be set up one per deep sea zone. They may be spread out or concentrated as the U.S. player wishes. 19.24 (clarification). The four F15 groups the U.S. receives here are configured differently to other F15 units in the game. These are F15E "Strike Eagles," set up for surface attack. Counters. The Japanese breakdown unit for that side's FFG2 should have 0-0-2 across the top (not 0-2-2). We'll figure out how to get you a reprinted 5/8" counter here in the magazine in the next two or three issues. Counters. This issue's (Command #13) countersheet includes a properly done replacement for the misprinted Japanese FFG-2. Make the substitution and throw the old one away. Counters. Despite the immense popularity with which RSM has been received (we sold and shipped over half the print run the first day we had it in the office - a new record for us), the one thing about it no one seems to like are the "Sad Sack" figures on the two ground units. O.K., here are two substitutes done up in a more high-tech-looking NATO symbol style (counters in Command #12).