From The Wargamer, Vol.2, no.1 3.2 GAME TURN CHARTS AND TABLES. The Bombardment Table, with Japanese dice roll modifiers, is printed on the map. The rest of the Bombard Results Key appears off map in the charts and tables section, page 15 of the rules. In the counter mix, units of Japanese 24th division and Japanese markers are black on buff, not blue on buff. 5.11 Japanese Base Boxes are actually shown on the north end of the map. 8.0 BOMBARDMENT/PROCEDURE. The last sentence should read: Placing the available markers on vacant or enemy occupied hexes, players conduct bombardment of occupied hexes, while waiting for enemy movement to resolve any possible interdiction. 9.21 Naha Bridge straddles hexes 1535 1536, as described in the rules. The Terrain Movement Key on the map incorrectly lists hexes 0636-0637. Since the counter mix omitted the blown bridge marker, players may use any convenient marker when the bridge is destroyed. 9.6 PREPARED POSITIONS. Six markers are deployed on Okinawa, one in Ie Shiga. The extra one in the counter mix is ignored, unless players agree to use it in the Free Variant/Campaign Game. 9.73 Coastal landings for each unit are optional until the Japanese player rolls the dice for the unit. He must send the unit when he has rolled and determined the destination hex. 10.13 (f) The example on line of sight accurately cites hex numbers, but the diagram is wrong. The pictured hexes should look like this: [no diagram in mag!] 14.0 COMBAT FATIGUE; 14.4 FATIGUE LEVELS. The two higher fatigue levels of the U.S. Combat Fatigue Track are spaced apart to alert players. They are not coded in red, as the rules describe them. 18.12 SET-UP AND REINFORCEMENT should read JAPANESE SET-UP AND REINFORCEMENTS. 18.12 (a) Two real minefield markers and one dummy have been left out of the counter mix. To compensate, the Japanese player can transfer eliminated markers from Okinawa to Ie Shiga, or make all new ones for Ie Shiga. 18.15 (c) U.S. REINFORCEMENTS. The southern beach of Ie Shiga was not shown on the inset map. The beach covers coast hexes 3935 through 4035. New Section: 18.16 U.S. marines can execute amphibious movement one time in June, in clear or in rain weather. They must be infantry and start the move in supply, good order and command control. To send them, the U.S. player picks a June Game Turn, announcing that he will embark one, two or three battalions. Each has to begin the U.S. Movement Phase in hex es along the same coastline, behind friendly lines and free of Japanese zones of control. The U.S. player can move battalions up to eight coastal hexes apiece; the hex count excludes the jump off hex and includes the landing hex. They may not land on top of Japanese units, but may land in enemy zones of control. After landing, a unit may move an additional hex and then stop, enemy units or tactics permitting. Landed units remain in supply and command control for the Game Turn, after which normal requirements apply. Marine coastal movement is prohibited in mud weather. New Section: 18.17 (e) U. S. Victory Points: see Victory Points Table. 18.321 (c) (1) The ridge line in hexes 4004 and 4005 should be colored green like other map ridges. New Section: 18.73 (d) U.S. marines may conduct coastal movement, as explained in the Campaign Game, Section 18.16 (i).