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ErrataHow much we hate to admit it, we're not perfect. Occasional slip-ups do enter our designs. While we fix these on-the-fly, people with older editions of games may be unaware of the changes.MACARTHUR'S WARCHARTS (updated): * Permission is granted by the owner to print these files. COUNTERS (corrections): the China, Europe and Formosa should each show "+1" on one side and "-1" on the other. 7.4 Victory Costs (clarification): units previously committed, eliminated and rebuilt with replacements do not pay the cost again (see 9.1). 8.3 Air Power in Combat (clarification): the odds columns do not increase linearly but instead increase geometrically, approximately 50% with each column. Thus, a column shift increases odds from 1:1 to 1.5:1; or from 4:1 to 6:1. 9.1 Replacements (addition): replacement points used to replace destroyed units or increase to strength of reduced units cannot be used in hexes adjacent to enemy, non-geurilla units (even when contested). Units must be in supply. 10 STRATEGIC MOVEMENT (clarification): once able, units may be moved on the display without necessarily entering the conflict (e.g., mobilized US National Guards may be moved to Europe without entering the conflict). 12.0 OFF BOARD CONFLICTS (clarification): once initiated, rolling on an off board conflict chart is mandatary for both players each turn of the conflict until it is resolved or all units are withdrawn. 12.1 Formosa and China (change): the Communist player is limited to the number of divisions that can be transferred to and from the island per turn equal to the roll of two dice. The dice are re-rolled each strategic movement phase. 12.2.1 Procedure (addition for Europe): For every ten atomic bombs spent by the phasing player, a modifier of one is added for the roll in his favour. Before the roll, the opponent is allowed to respond with up to an equal number of atomic bombs. 15.0 ZONE OF CONTROL (clarification): zones of control do not extend across the current scope boundaries (i.e., from outside the current scope into the current cope and vice versa). 16.2 Supply Sources (change): KPA, ROK: unoccupied city or port (representing smaller cities) hexes within their respective nation, 17.1 Atomic Bombs in Combat (change): Atomic attacks are resolved by rolling a die for each A-bomb dropped on a target hex. Depending on the terrain in the target hex, a die roll of
18.0 COMBAT (clarification): the odds columns do not increase linearly but instead increase geometrically, approximately 50% with each column. Thus, a column shift increases odds from 1:1 to 1.5:1; or from 4:1 to 6:1. 18.5 Retreat (clarification): the owning player decides which hexes his units retreat into. 18.5 Retreat (addition): UN units can retreat from a port to sea but a step loss is incurred by the retreating stack. 18.8 Chinese Wave Attacks (clarification): The number of step losses are based on the defending steps prior to the application of results; the Chinese suffer these losses after the combat is resolved. 19.0 GUERRILLAS (change): gueurrillas can be placed in city or port hexes (but do not count for victory point or stalement calculations). 19.0 GUERRILLAS (addition): the Communist player is limited to placing one guerrilla unit per turn. 19.0 GUERRILLAS (addition): the Communist player gains one VP for every KPA unit that disbands in South Korea (excluding the Ongjin peninsula: 1008, 1009) during 1950 . 20.2 Automatic Victory (clarification): If a players eliminates all opposing ground units (excluding air points, Seventh Fleet, guerrillas, 8.0, 11.0, 19.0) within the current scope (excluding islands on the map, see 2.2, 19.0), the game ends immediately. Victory point levels are calculated in accordance with 20.5 with all victory point objectives in the scope going to the conquering player. 20.4 Stalemate (correction): To prove a stalemate does not exist, the challenged player must gain at least one victory point in the next two turns (regardless of any victory point gains by the challenging player). 20.5 Victory Points (addition): For each A-bomb successfully dropped and each hex contaminated with radioactive waste within a region, the Communist and UN players lose the printed number of victory points (see 17.4). 21.2 November 26, 1950 (revision) The November scenario begins the game at the time of the Chinese counterattack. 21.2.1 Set Up: The following units are placed in their historical locations. Units marked with an asterisk (*) begin at half strength. UN
All remaining US units and Nationalist Chinese set up according to the initial deployment. Remaining ROK are destroyed and are available to be rebuilt. Communists
The Communist player receives 6 guerrilla units, which can be deployed during the game (including initial set up). Remaining KPA are destroyed and are available to be rebuilt (less 3, 4, 5, 9, 10, 15 KPA divisions to account for the guerrillas). Soviet units set up according to the initial deployment. 21.2.2 Special Rules: The game begins with the Communist player turn (see 5.3). The escalation level is at Limited War (see 7.1). Victory point expenditures expended prior to the scenario’s start are -8 against the UN and -2 against the Communists (see 7.4). A summary of special rules for the November turn is as follows:
Note: this scenario is a useful starting point for those who wish to explore an Asian War.
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