Moments in History

Corrections and Clarifications

by Uli Blennemann


White Ensign/Rising Sun

  • There are no Task Force Markers; please use any Sighted TF Markers instead.
  • No sub can enter enemy ports.
  • You roll each turn on the Ship Raiding Table.
  • The 18th division in Rangoon has a 1/4 pt value.
  • Ships together in the same hex are a single force.
  • (Clarification) The Free Japan and Free Allied counters (1 each) are referred to in the optional rules.
  • AA for cides is just one roll on the AA Table.
  • (Clarification) Air Recon counters: In addihon to the actual Recon counters (with a Range number), the game includes Air Recon Markers which show how many Air Recon counters a Task Force has. E.g., the Kido Butai Task Force Air Recon marker says "4".
  • Ignore the 3 markers named "Allied Set Up"; use the 3 markers named "Allied Disposition" instead.
  • Ignore references to weather or hit counters - they were in earlier versions of the game.
  • Yes, having a night fighter (at Racecourse only) has no value, but the British had it out there!
  • At the end of five rounds of combat ramdomly roll one die to see what hex you move into.
  • Examples 6.1 and 7.2 are incorrect (The Prince of Wales and Kongo were switched).
  • (Clarification)The garbled sentence for9.1 should simplybe dropped.
  • On set-up, Tenedos is not marked off any DD flotilla.

    Special thanks to Zachary Waltz for helping on many of these clarifications.

    Hypothetical Scenario:

  • The Japanese have only three submarine counters available.

    Historical Scenario:

  • The Japanese Set Up Chits are named "Japanese Disposition" 1, 2, 3.
    Racecourse is at hex 2210.
    (Clarification) If Chit 2 has been pulled, the Cornwall and Dorsetshire set up at Colombo or Trincomalee. However, they may not set up in the same hex as the Hermes. That means, if the Hermes sets up at Colombo, the two cruisers have to set up at Trinco
    (Clarification) If the Set Up instruchons mention Chit B, Chit "2" is meant.
    (Clarification) One Lily, the Oscar, one Nate, the 38th Division, and the 48th Division are only in play if Japanese Goal Determinahon Chit 1 or 2 have been pulled.
    (Clarification) Japanese Division counters depict a Convoy.
    (Clarification) The Chokai and the Kate squadron of the Akagi have named leaders. The two submarine leaders are not used in this scenario.

    Iron Bottom Sound II

    3.0 Ship Log: The Aoba has 11 Hull Boxes, not 10.
    The flotation letter is across from the name, not primary battery.
    Torpedos are numbered, an earlier version had dashes.
    Note: In some scenarios (#1) the Aoba would have a flag and a different VP total -- see scenario # 10.
    6.11: The rule is correct -- you do not allocate all your gunfire. Ignore dorment fires under 6.3.
    6.3: When a ship sinks, it flips and becomes a wreck (not replaced) and will remain in the game, after moving the one hex for. ward as per the rule, for the remainder of the ga net
    8.9: Read "fire at each other." -- not fringe.
    Evasion is not noted in the rules. Basically you give up one MF and declare it. If affects your gunnery and the ability to be hit by the enemy. It is essentially "salvo chasing."
    Gunnery Hit Table: The hits resulting for a decimal die roll of "1-2" should be "1-3" on row 3.
    Myoko, Haguro, Atago, and Chokai have 8" guns, not 6."
    The Japanese battlecruisers Hiei, Kongo, and Kirishima are missing an aft 14" turret worth 13 attack factors.
    Gunnery Hit Table Modification to Dice Roll Table omittet a range of 12 hexes. It should read as "12-16,N not 1~16.
    Special Damage Table: a result of 55 is "1 Hull Hit, 1M."
    The first Mega-Hex after the hex you are are in when firing torpedoes does not have to include endre Mega-Hex--ignore individual hexes that could not be hit.
    Special thanks to Markus Stumptner, John Burtt and Lars Hellster.


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