From: Markus Stumptner Subject: Errata for VG's Pacific War Pacific War Errata as of 86-04-01 8-L-5 Fortifications (Clarification) When naval units engage fortifications in combat, it occurs during the Naval Combat Cycle. The fortification is treated as an unactivated naval unit, and range is bid by both sides as per naval combat procedure. The only difference is that naval units use their gunnery strength (not bombardment strength) but calculate the effect on the Bombardment versus Installation line of the Air/Naval CRT. 10-R-0 Strength and Damage (Clarification) Hit distribution for combat against naval targets is determined by the attacking player when he chooses the target for a naval unit or by establishing target priorites for air strikes. During combat against air targets the attacking player (the one rolling the die for that particular combat resolution) in both flak and air combat determines which target air units take the hits except the first hit in escort versus CAP combat must be taken by the air unit that conducts the combat procedure. Additional hits can be distributed without restriction by the attacking player. In ground combat the hits taken are based on the priorities in 32-R-4. 11-L-7 Airfield Interdiction (Clarification) Although an interdicted airfield may not search, launch or alert air units, CAP air units that are in the area when the airfield is interdicted, may still land but may not subsequently alert again, until the airfield is repaired. 23-R-0 Submarine Combat (Addition) Deactivated Submarines are treated as naval targets and do not participate in naval combat nor may they be the target of naval bombardment. In the Anti-Submarine Combat procedure it is implied that a submarine unit can take more than one hit from ASW combat, which is incorrect. A submarine unit will never take more than one hit from ASW combat although it may be attacked on successive Battle Cycles, which will ultimately achieve the same effect. 28-R-6 Air Unit Reorganization (Clarification) During play the players may not create new air units outside of the air replacement step procedure, 49-R-9, for any reason. During air reorganization the total number of air units will remain constant or decrease but the steps may be freely redistributed within the normal rules limitations. Steps may not be redistributed at any other time such as when alerting air units. The launch capacity of an airfield is the maximum number of air steps that may alert but steps may not be redistributed in order to launch the full amount. Air units on CAP landing on aircraft carriers may reorganize prior to landing. 32-L-7 Pursuit (Correction) Whenever one side retreats (whether by choice or force), the other side can attempt to pursue. If the non-retreating unit chooses not to pursue the retreating unit, the non retreating unit loses a number of steps equal to half (round up) the number of steps called for by the CRT. If the retreating unit is pursued, the pursuing unit makes a Troop Quality Check, If the unit fails the Check, it loses the full number of steps called for by the CRT, remains in the hex, and Deactivates. If... 32-R-2 Troop Quality (Correction) When it states, "When the Ground Combat Results Table calls for a Troop Quality Check..." should read, "When the Air/Naval Combat Results Table calls for a Troop Quality Check..." 34-R-7 Headquarters (Clarification) Headquarters are voluntarily disbanded during the Command Phase. It can be removed from the box and placed on the month track one month later as a reinforcement, at a cost of 10 command points during the Command Point Phase, and is returned to play during the Reinforcement Phase as a reinforcement. 45-R-8 (Add to Blocked Command Links) A Command Link can be traced into but not through a hex that contains an enemy ground unit. 49-L-3 Amphibious Transport Replacement (Correction) Amphibious Transport units purchase and receive replacment steps during the Naval Repair phase not the Replacement Phase as stated. Japanese Display Sheet/Japanese Command Point Table The heading should read: Lower Resource Level. The procedure for Determining Japanese Command Points in the rules (45-L-0) is correct. Operation Display/Naval Movement Track The Naval Movement Track has 22 spaces on it, this does not imply any limit to naval movement during a Contact Phase. When the marker is moved to what would be the 23 space, place the marker in the 2 space (skip the 0 and 1 space) and continue. Scenario booklet. Whenever a scenario calls for the entry of set up of a naval unit with a pennant number, type and class identical to one already in play, replace it with another naval unit of the same type and class but with a different pennant number. At the beginning of a scenario the air units that have multiple set up locations may be split up into smaller air units, as long the total number of air steps deployed are equal to the amount stated in the scenario instructions. Whenever a set up calls for a Large airfield to be placed in Hex 2432 (Truk), replace it with a Small airfield. Atolls may not have Large airfields. In Campaign Scenario 2 place the Japanese South Headquarters in Hex 4322 (Pescadores). Campaign Scenarios 4 and 6 ignore Special Rule #2 and the Japanese Nov 1942 reinforcement for CL9 Sendai. The Japanese air unit that starts in Hex 2432 (Truk) is a (6)1E-L1, not a (3)-1E-L1. In Campaign Scenario 3, the US air units in the initial set up are incorrect as listed but are (6)1E-L0, (6)1E-L0, (3)1E-L0, (2)4E-L0. In Campaign Scenario 3 and both Strategic Scenarios, Hex 4419 (Hong Kong) and Hex 4510 (Bangkok) have Ports, in addition to what is listed in the set up. In Campaign Scenario 6, the initial Command Points for August 1942 are Japanese (20) and Allies (34), not as stated. Also, make the following OB changes which are based on post publication research: In the initial set up in Hex 1427 (Buna) delete the 52 Division and replace it with the 41st and 144th Infantry regiments; also, in Hex 1626 (Lae) add 1 x Marine Battalion, 1 x Infantry Battalion, and 1 x Engineer Regiment to the already present units. Additionally, the (3)1E-L1 air unit that sets up in Hex 2432 (Truk) should be a (6)1E-L1. In the Japanese Reinforcement Schedule, delete the September 1942 reference to the 144th Infantry Regiment and add the 17th Division in August, 1943. In both Strategic Scenarios, when it states in Special Rule #1 that the "... Japanese player can spend whatever Command Points he wishes", it is only of those Command Points available for the December 1941 game turn, not an unlimited amount. Special Rule #3, the no-CAP restriction, also means no alert of air units. Special Rule #5 applies to the Japanese Carrier Strike Force, the KRS and STO submarines (they should all have a * designator). Special Rule #6 prohibits the activation of any air, ground, or naval units prior to the Activation/Deactivation Phase of the first Battle Cycle of the game in the target port hex only. In both Strategic Scenarios in the Control Marker Set-Up the last line of the section should be "....controls 10 Co-Prosperity Sphere Resource Points", not "Hexes". In both Strategic Scenarios, the following British air units in the following locations are changed as follows: Place in any British-controlled airfield a 2E-L1, not a 2E-L0. Place in any Indian city (not airfield) a 2E-L1, not 2E-L0, and the Jan '42 Reinforcement of the CV1 Indomitable and CV3 Formidable each start with a (3)1E-CV-L1, not a (3)1E-CV-L0. In both Strategic Scenarios, Hex 4927 (Tsingtao), delete the reference for the Japanese set up for 3 x Offensive Support Bases.