1. On the Charts and Tables, the 14.9 Flak Point Determination fourth bullet should read "0 points (but DR is still allowed), if " 2. Delete the last sentence of 5.7g, there is no such restriction. 3. Add: 9.15g. Ground Units and Ships. When attack-capable ground units enter a hex containing a ship in port or in a coastal hex, the ships are destroyed. 4. 13.5c. Add "Air Replacements can also arrive at a friendly carrier provided its basing limit is not exceeded." 5. In 14.1c, subsection A, delete the sentence starting "Four air units (maximum) can move..." 6. In 14.10b, units being transported by air must be in Move 1 Mode. 7. 18.4: If a BA fails, the landing craft are destroyed with the units. 8. 18.4 Delete the sentence "Do not roll on the ALT for any 1 Beach Assault." Apply the following instead. Just before the execution of a BA Combat (in the Combat Phase), the defending player selects to use either the ALT or force a BA to occur (depending on which is seen as best for him). If the 1 player chooses BA, execute the BA normally. If he chooses the ALT, there is no combat or combat supply cost. Roll on the ALT (using the target unit as a ZOC for the modifier if 1 any). Regardless of the ALT result, the "defending unit" is automatically destroyed. The remaining landing units enter the coastal hex and cannot move further that phase. The defending player can choose either method, but the decision cannot be changed once made, it must be made before any dice are rolled or units exposed and each landing hex is handled independently. 9. 18.4. The player can choose to execute a landing using the ALT in the event that his pre-landing barrage destroys the target unit. In effect, the choice in #8 is mandated in this case to be the ALT. 10. 18.4. There is a hexside terrain that makes all units x1/2 when attacking in a BA. The defender can still choose the hex terrain, instead, for Special Modifiers should he so desire (the normal Special Modifier and the BA Special Modifier are not cumulative, select just one). 11. Change the last paragraph of 18.4a on page 41 to read: Do not make any ALT DRs for Landing Craft (any type) making use of a friendly operating Port with a capacity at least as large as the size of the Landing Craft. 12. In 18.0, Naval units can never enter a hex containing enemy land or naval units. Naval units cannot capture an enemy port (ground attack-capable units are needed to take control). 13. On table 9.15e (Air Base Capture & Air Unit Reduction Table), the table says to roll "dr" (one die), this should be "DR" (two dice). 14. When an enemy attack-capable unit is adjacent to a friendly supply source, that supply source is no longer functional and cannot supply any units. This effect cannot be negated by friendly units. 15. No friendly ground activity (unit movement, rail, trace of any sort) can be conducted in any enemy occupied hex (be it occupied by attack or non-attack capable units, trucks, SPs, airbases or what have you). This rule does not restrict Air unit movement nor does it inhibit the movement of units entering a hex to capture SPs, trucks, airbases as otherwise provided in the rules. Back to Table of Contents -- Operations #46 Back to Operations List of Issues Back to MagWeb Master List of Magazines © Copyright 2004 by MultiMan Publishing, LLC. This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |