From: "Michael Tapner" Subject: Re: Glory errata Alan, The following is *NOT OFFICIAL* it is however a compilation of answers and clarifications of questions that have been asked by myself and others over the last 2 years. It is however reasonably accepted errata as it is being used to compile the official errata, which is now being bought up to date after the untimely death of Winston Hamilton and the acquisition of GRD by Carl T. Kliehege. The list includes errata, suggested rules modifications and at the bottom some crafty tips for play from some veterans! A quick thought: I'll email the official rules person and see if he has anything on file to add to this. The difference between his and mine is that mine covers OOB changes and rules Clarifications... ERRATA (1) the PT boats have an armor rating of G. The gunnery charts start at F. Treat these units as having an armor rating of 'F' for all combat purposes. (2) The number of naval movement points (NMP's) in each naval movement step is 4. This is not explicitly stated in Rule 28A, but can be inferred from the example in the last paragraph. (3) Rule 37 C2 - movement of units from Holding Boxes to onboard hexes. The rule states divide the number of hexes by 2 to give the number of NMP's required to enter the map. This is incorrect. The number should be divided by 5. Each sea zone is 5 hexes by 5 hexes. If one divides by 2 then it takes months for some units to arrive on map! (4) Rules Booklet, page 11/12. Look at the Header. It is marked Storm over Scandinavia and Scenario rules. Something has gone astray here as I'm sure the rule book didn't get individual headers for each page... (5) Attack supply. One step of attack supply places an unlimited number of REs that may trace an overland supply path to it in attack supply, although this *may* change to 10 REs to reflect system wide consistency. The following is a list of rules Clarifications: (1) When tracing a route for naval bombing, there is a negative modifier for flying over sea zones. 5 hexes of land does not equate to 1 sea zone. The reason is one of navigation. Flying over land is easy to get good bearings. Flying over water for extended distances increases the likelihood of missing the target. (2) The Rules as written for the Allied fighters in the opening turn are correct. The Allies were in a bind in terms of taking aggressive action. They could not intercept Japanese forces for fear of 'provoking' a war. They could however bomb them if the Japanese player has launched an invasion. Thus it is possible to avoid being bombed on the ground at Clarke airfield. The following is a list of modifications to the rules that have been found 'post publication': (1) The Japanese invasion force that begins at Palau may begin embarked (up to the capacity of the transports) and is only 3 NMP's from the edge of the map. This allows the historical landing at Legaspi to occur. (2) The Japanese aircraft that start on the Chitose at Palau are listed as being an E13A1 (a Jake). Recent research would seem to indicate that it actually was an F1M2 (Pete) (3) ADD to Imperial Japanese Navy, Palau Holding Box: Nagara 5/DC/1 0-2/M/9 Kage-4 17/DD/A 6-16/9 Shirat-2 14/DD/B 5-16/9 You will need to make up these counters yourself. The following suggestions are based on play experience only. Implementing these rules should serve to add some flavor to the game: (1) Elimination from lack of supply. This rule (elimination when the units go U-4) has been copied almost completely from 'Europa'. The one deletion was the '-1' bonus for units in a fortress (such as Corregidor). Giving this bonus actually gives the units in Corregidor a chance to survive for a while. Furthermore I would recommend reducing the elimination dice roll to the friendly intiial phase only. This too will slow down the rate of elimiation. (Under RAW there is roughly a 50% chance of surrendering for each unit each turn. Now with 4 turns/month that means garrisons won't hold out long and that there is little need to attack anything. (2) Rule 37 E Bombardment: This rule is designed to reflect the Japanese bombardment of Corregidor. However all the hits (disruptions) are withdrawn at the start of the Allied player turn thus nullifying any effect. Add the following rule: Locations that are bombarded only have the disruption hits removed if they are in supply during the initial phase. This will help simulate the build up of damage to Corregidor and its defenses. (3) This one is for the 'Bataan' one map scenario: The American player starts the scenario with an aborted Kittyhawk (a P-40E) however they have no way or repairing this aircraft as they are not allowed to buy ARPs. Therefore, introduce the rule from 'Second Front' allowing air units to be repaired on a roll of '1'. (4) Allow the USN to start their ships at 'dedicated reaction' status. Without this they can be sitting ducks on the first turn. The attack at Pearl Harbor served to place these ships on alert Rules that need to be tidied up: (1) Optional naval rule: 'Slow Movers'. Using this rule will serve to give the player a headache as they calculate fractions. Don't bother. (2) Submarines. The rules wording is a little loose and needs to be tightened up a little. The rules however do work when a rules lawyer is not present. (3) NT 'scatter'. There is no rule allowing fleets to scatter. This is not a problem in TDDH due to relatively little fleet interaction. It will be a problem later in the series. (4) Naval Reaction. This rule is just a bit too generous. Task Forces are too easily caught and it is impossible to outrun a determined enemy, even for a faster fleet. Effect on TDDH is however again minor. Brief solution is to add 1 to reaction dice rolls, and add another 1 if there is a carrier (of any sort) in the group with aircraft (in any state - active, inactive, aborted) onboard (5) Victory conditions. I've toyed with a better version for those that only want to play the game once: Score 1 point for each major island controlled by your side. (A major island is any island that has combat units mobilizing on it at some point in time. Controlled means that you are the only side or were the last side to have units on that island). 3 Points for Luzon and 3 Points for Corregidor. Major Victory: other side has 0 points Substantial Victory: Greater than 2:1 Points ratio Minor Victory: >1:1 ratio and <2:1 Points ratio Draw: Same Point score (6) The Introductory scenario 'Luzon' needs to be tidied up. The game can be over before the game starts if the Japanese player is unlucky with his troop deployment. Some good reported tactics so far: Allied: (1) 'Buy' some NRP's in your first turn in the Northern Australia Box and convert them to mines. Send the subs to Darwin to pick them up and drop them in the Japanese landing zones. Very nasty. Note the harsh VP penalty applied. This represents the Americans having to go cap in hand and ask the Australians for help ;-) (2) Spend the first few months buying ARPs. Have a very large airforce by mid January. This really helps when the IJN air force gets withdrawn. (3) Use the air transport to move Filipino battalions from island to island, allowing you to build up bigger units. Japanese: (1) Keep on the move. Don't rest on your early successes (2) Buy Inf RPs in the first month. You will need them before the campaign is over. I'll get back to you with any further information in the next day or so! Cheers, Mike