From F&M 8 The picture of the front of a typical combat unit is incorrect. The first number is the Combat Strength. The second number is the Command Value, not the Combat Value. The third number is the Movement Allowance [7.0] (addition) Japanese Merchant fleets that do not begin the Game-Turn in a Japanese Home Port may not move during the first round of a Naval Movement Stage. Japanese Merchant fleets that do start the Game-Turn in a Japanese Home Port may move in the first and subsequent rounds of the Naval Movement Stage. On the second and subsequent rounds of Naval Movement, all Japanese Merchant fleets may move according to the rules of Naval Movement. [7.2] (addition) If a fleet has a morale of zero, it may not participate in raiding, even if it fulfills the requisite conditions (see case 8.76 addition). [7.44] (addition) Japanese units may be trans ported and disembarked without being activated. [7.45] (clarification) Land units may never be disembarked in a hex occupied by Enemy land units . [7.71] (clarification) Ships may never sail individually; they must always be contained within a fleet led by an admiral. [7.72] (addition) A fleet must always sail with all available ships (exception: see Case 7.73). [7.73] (addition) A fleet may leave ships behind when it sorties if the ships being left behind in port are disabled and being repaired. [8.24] (Naval CRT addition) If the die roll is reduced below I, the result is no effect. [8.76] (addition) When a fleet's morale reaches zero through naval combat, and the fleet breaks off the action, it must move to the nearest Friendly port by the shortest path possible and may not engage in raiding (see Case 7.2 addition) . [8.77] (exception) The Baltic fleet commanded by Rozhestvansky, upon reaching a morale of zero, must always open the range, but it may open the range only 5 instead ot the usual 6. [18.4] (addition) A unit does not have to be activated to use rail movement, but the unit must begin the Game-Turn on a rail hex and fulfill the conditions of Case 18.4 Initial Set Up [19.1] (addition) Kuroki-Hex 27 [19.21 (addition) Alexiev-Hex 0801 Note (Counter Errata) Russian Des Flot 8 erroneously reads 8 D 5; it should read instead 1 D 5. [18.43] (addition) Hex 3116 and Hex 3337 are connected by rail line off the map. There is no additional Movement Point cost to move from one of these hexes to the other as long as the unit doing so is using rail movement. [18-85] (addition) Chinampo and Chemulpo are considered Friendly Japanese Ports on Game Turn 1. (addition) No fleet may move into or out of Vladivostok during Winter Game-Turns. [19.3] (correction) This case replaces the original Case in the rules. If an admiral dies, depending on whose side he is on, the following procedures are instituted. [19.31] Japanese If a Japanese admiral dies, he is replaced by Shinamura. If another Japanese admiral dies, he is replaced by an incompetent with an Initiative Rating 1. [19.32] If a Russian admiral dies, he is replaced by the next admiral to arrive on the Turn Record Track unless that admiral is Rozhestvansky. If no other admirals are scheduled to arrive except Rozhestvansky, then the last living admiral to leave the game is in command. If all else fails, then Vitgeft is in command. If another admiral dies, then an incompetent with the same Initiative Rating as Vitgeft is in command.