From S&T #163 RED SUN/RED STAR (S&T 158) Counters 1. The Japanese 7/7 (2-15) Recon battalion should have a "+2" Light Armor indicator in the upper left corner, like that found on the Japanese 23 (2-15) cavalry batallion. The "24" and " 149" errata counters in issue # 162 should have green ID boxes on both sides, not blue ones. (These will be printed in S&T 165.) 2. Assign an ID number ( 1, 2, 3 ) to the left of the unit type box of each 28th Infantry Regiment units (all 5-12). They should read 1/28, 2/28, and 3/28 on front and back. All Soviet artillery with a white ID box are motorized; add the wheels. Charts Combat Effectiveness (map): Weapons Direct in the "Armor'' column should read "xl/2." Armor, Leg, and Weapons Direct in the "HQ" column should read "x2". Terrain Chart (map): Change "Armor" to read "Tank" for Desert. Japan Reinforcements (p.41): 23 August - add 28 art (1-3-15). Rules 1.0 When halving movement allowances, drop fractions. When halving combat strengths retain fractions until total combat strength is determined, at which point any remaining fraction is dropped. 2.2 Rename the "Light Tank" symbol "Armored Car." It is NOT considered a "tank" when moving in Desert. 3.2 Marker Adjustment Phase (#2): All fired markers are removed from friendly units, EXCEPT FOR ARTILLERY. All Fired markers on artillery units are removed during the Game Turn Completion Phase. 5.0 Artillery may never be reduced to less than HALF its printed strength. 5.1 (first bullet) - MAJOR CHANGE: Each artillery unit may fire once per GAME TURN (not once per player turn). 5.2 The printed strength of an artillery unit using Indirect Fire is HALVED. 5.3 The printed strength of an artillery unit using Direct Fire against a non-adjacent target hex is HALVED. 6.0 Only the attacker may declare a Prepared Attack, but once this is done both the attacker and defender can use artillery in the combat. The defender NEVER expends Support Points when firing artillery. 6.1 In Prepared Combat, the attacker expends one Support Point for each HEX containing any attacking units. Exclude hexes containing only artillery. Hasty and Night Attacks cost no points. 6.21 Only an Armor or Leg unit may be selected as Lead Unit, unless the only units involved are Weapons and/or HQ class. 6.51 Proficiency is determined prior to any Firefights. Add the ratings of all units on a side and divide by the total number of units to determine average proficiency. The side with the higher proficiency receives the indicated number of column shitts to the RIGHT when its units fire during ANY Firefight during the combat. 6.53 A unit exerting a ZOC MUST be adjacent to the target hex. Otherwise, ignore it when determining Encirclement. 6.61 IMPORTANT: Do not apply excess step losses to units that are not the target of a firefight. If the target unit is completely eliminated and there are unused step losses remaining. they are simply lost. 7.6 Reserves are created during the friendly Movement segment. not the Marker Adjustment segment. 7.61 (add) A unit entering Reserve status must not have moved more than HALF its adjusted Movement Allowance (drop fractions). 11.2 "Destruction": Only a DEPLOYED bridge unit is destroyed if a Soviet unit moves into the hex that contains the bridge across one of its hexsides. The presence of Japanese units in an adjacent hex does not protect the bridge from destruction. A bridge unit being carried by an engineer is destroyed when the carrying unit is eliminated and removed from the map. 12.0 Air Operations is optional. Delete all air units from the game when not using these rules. 13.1 Japan - Add to "Yasuoka Force": 28 Infantry Regiment, less l/28 and 3/28 [NOT3/38] battalions (1x5-12,1-3-15,1-15). Add to "Kobayashi Force'': 25 and 27 Regiment artillery companies (2x1-3-15). Soviet - The Mongolian 23/8 cavalry regiment begins next to the bridge in hex 3250, not 2948. The 2/11 tank unit does not begin on the map: it enters on 3 July. 13.2 Soviet - The 24 mot artillery (2-6-20) sets up with 24 Mot Inf Regt. The 6 mot artillery (4-6-20) sets up with 6 Tank Bde.The 3/185 mot art (4-9-20) starts in 2847: the 1/185 and 2/185 set up with the Central Force Artillery Group. Victory Conditions--Award 15 points for hex 2535, not 5 points .