From F&M #54 Carrier Battles errata Thanks to Tom MacKay of Seattle and Chas Silverstein of Pittsburgh for their contributions to the following. Suggest optional rule (new) - 56.0 Near Misses Whenever an attack with gunnery or bombs (not torpedos) misses the target by a difference of 1 on the die roll (i.e. rolling a 4 when a 3 or less is required to hit), a near miss has been scored. Resolve damage using the same damage modifier as listed for the attack, except treat heavy damage as medium medium as light and substract -6 for the die roll for light damage. For example, a near miss from divebombing (H-4) would be resolved as an M-4. A near miss from an M+2 attack would be treated as an L+2, and a near miss from an L-1 would be treated as an L-7. Suggested optional rule (new) - 57.0 Closed Airbases Aircraft which land at an airbase which is closed due to damage are placed in the ABORTED box, not the JUST LANDED box. Page 4 Fliqht Deck Capacity counter basic qame side. - READY AND LAUNCH is the bottom number. HANGAR CAPACITY is the top number. Rule 18.0 Search (both basic and advanced) - If a ship or TF enters a coastal hex or moves through it during the turn, the ship or TF is searched and the enemy player must be informed of the unit and the direction it was moving during the aircraft movement/search phase. Page 12 Rule 26.62 Attacking bases and ground support - Explanation of the use of table A6 AIR TO SURFACE - VS AIRPOINTS AND FLAK. For each airpoint attacking an airpoint or flak counter, roll a single die and add any applicable modifiers. If the resulting number is less than or equal to the number to the left of the slash, then 1 airpoint or flak counter is destroyed, if less than or equal to the number to the right of the slash, 2 airpoints or flack counters are destroyed. For example: 3 airpoints of SBD's divebomb a hex containing 4 airpoints of Japanese aircraft. The US player rolls 1 die for each airpoint, yielding rolls of '3', '7', and '1'. The first roll is less than 5 but greater than 1, this results in 1 destroyed airpoint. The second roll, a '7', is a total miss, and the third roll, a '1', destroys 2 airpoints. Page 15 Rule 34.9 Torpedos - If launched from light or medium gunnery range, the torpedo target counter is placed '2' side up. Page 16 Rule 43.1 Transport - See rule 6.0. Embarking or debarking takes 1 hour per 2 pts. of troops. Page 17 Rule 55.0 Simultaneous strike contact and surface contact - When resolving a simultaneous surface and air combat, set up the task forces at opposite ends of the board with at least 1 hex separating each ship (as for air attack). Follow the tactical turn interphase as outlined on the Turn Sequence Chart. Use the impulse interphase, moving ships as during an air attack, executing ship movement on even phases only. Page 18 Rule 17.1 Night Time Spotting --The maximum range is 23, not 30. Page 18 add Rule 17.12 17.12 Gunfire Spotting A ship is always spotted by all enemy ships within 30 hexes whose line of sight is not blocked by smoke the turn after it fires its guns. It remains spotted until it moves beyond the 30 hex range. Page 18 Rule 17.21 Starshells - The range in the example should be 30 hexes. Page 19 Rule 21.0 Scenarios - Japanese forces enter the west edge of the game board on turn 1. US forces enter the east edge. Ships must move towards the opposite end of the board until enemy forces are spotted. Page 22 Scenario 8 - The US forces contain 2 ss11 and 3 ss12. Page 23 Scenario 9 1st night - The Pensacola should not be listed in the US forces for the 1st night scenario. The IJN DD6 Yugure was left out of the counter mix. Use a spare DD7. Page 23 Scenario 9 - The US forces contain 2 ss11 and 3 ss12. Not enough land-based TBF's were included in the counter mix. Use sea-based ones to make up the difference. Page 24 Scenario 9 - The IJN deployment instructions are wrong. Group 2 is deployed anywhere north and west of Guadalcanal, at least 10 hexes away. Group 1 is deployed north and west of Guadalcanal, at least 15 hexes away. Page 24 Scenario 9 - I have received several comments chastising me for leaving the Hiyo out of this scenario and the campaign game. Morison lists her as being present, but according to microfilms of the US intelligence reports and the Japanese official history, the Hiyo was undergoing repairs at Truk through November. Thus she does not appear in any Scenarios or the campaign game. See A Battle History of the Imperial Japanese Navy, Paul S. Dull. Page 366, note 11 to chapter 17. If players desire, they may make up their own counter for the Hiyo - she is a sister ship to the Junyo and has identical counter values - and use it as an optional reinforcement for the campaign game. Page 24 Scenario 10 - Japanese naval air includes 4 AP or Jakes, not 2 AP as listed. The US counter mix contains only 3 AO's, use AP's #20 and #21 for the missing AO's. Page 25 Campaign Game, rule 10.0 Reinforcements - Naval air reinforcements appear at a friendly base, from whence they may be flown to an aircraft carrier. Page 28 Aircraft Characteristics Chart - The A20C should be listed with the other US aircraft, instead of with the Japanese. Page 28 Ship Characteristics Chart - Ship characteristics which changed during the war, such as flack strength, are identified by a year code preceding the new value for that year. For example: The Yamato starts with a heavy flak strength of 1. In 1944, the heavy flak strength goes to 2. The light flak strength starts at 9. It becomes 14 in 1943, 18 in 1944, and 22 in 1945. Page 28 Ship Characteristics Chart - The light flak listed for the Essex class is incorrect. It should be /15,45-19. Log Sheet: The DD9 Duncan and McCalla entries were left off. Use other ships or mark your own entries using a fine point pen. Turn Sequence Chart On the Advanced Game side, turn 2000 is shaded as if it were a night turn. This is incorrect, turn 2000 is a day turn. Counter Sheet: One entire row of US P39's (only needed for the campaign game) has F4F values printed on the reverse side. Use a fine point pen to mark the correct P39 values on the reverse of these counters. The US BB8 Maryland has an advanced game light flak strength of 11-3-1, not 1-3-1 as shown on the counter. The CA4 Astoria's light flak strength is 3-1-1, not 3- -1. The US AP's #20 and #21 should have been AO's #4 and #5. Correct the counters with a fine point pen. Some of the Japanese ship counters used in Scenario #1 have 1943 flak values printed on them instead of the correct 1945 values. The correct values are listed below. Heavy Light Basic Game Name Type Flak Flak Flak Yamato BB4c 2 22-6-3 7 Yahagi CL7b 0 15-4-2 4 Hatsushimo DD6a 1 5-2-1 2 Kasumi DD8b 1 8-2-1 3 Isokaze DD9b 1 5-2-1 2 Hamakaze DD9b 1 5-2-1 2 Yukikaze DD9b 1 5-2-1 2 Fuyuzuki DD11c 2 11-3-1 4 Suzutsuki DD11c 2 11-3-1 4 When playing Scenario 1 using the corrected counters, allow the US one more wave of 12 APs of SBDs These planes actually participated, but they were left out of the scenario to make it more of a challenge.