Fire and Movement 46 East Wind Rain Clarifications and Revisions Page 4. V.B.2.c. Replace the word "operation" at the top of column two with "initiative including an immediate second strike..." Also, add at the end of the paragraph: "The friendly economic marker must be in the area in which a base, TF, or ground force sights and launches an attack. In the case of an airstrike, the target may be in another area." Page 5. V.C.2.a. On the chart change "Other Major Instal" to "Major Bases." Page 5. V.C.2.b. Change "... submarines are available on the turn they are built." to "...submarines are available on the turn AFTER they are built." Page 5. V.C.2.c. Add "The total damage to be repaired is equal to the ship's armor factor for each damage marker on the ship." Page 6. V.C.5.f Add "Damaged cities cost 2 ERs to repair." Page 6 V.C.5.g. Add "If no base markers are available a player may voluntarily remove one of his own in play and use it, but all costs must be paid for at full rate for a new base. No ERs are received for the base being removed. Page 6. V.C.6.a. Add "All units constructed in Kenya are delayed in arrival for one turn." Page 6. V.C.6.b. Add "Reinforcement ships and new construction ships due to arrive on the West Coast or Panama may arrive at Pearl Harbor if it has a friendly supplied major base." Page 6. VI.B.3. Change "unsuccessful" to "successful". Page 6 VI.B. Add "5. The MAGIC chit begins the long and short games off the chart. The first time it is used the chit is placed on the box labeled 2." Page 7. VI.F.2. Add 1f the "If the TF contains submarines, the Japanese player must reveal that the TF contains submarines, but not the number of factors. This activity occurs at the end of the naval staging phase." Page 7. VIII.A.3. Delete "...and 10 strength points of transports..." Page 8. VIII.C.6. Change "TWO" to "ONE". Page 8. VIII.D. Add "6. Except for refueling TFs and TFs in port in the December 1941 turn, all TFs are always at sea. TFs and ships not in TFs in port cannot be engaged in surface or ASW warfare. Ship counters not assigned to a TF MUST be placed in a part box on the TF card. These are considered to be in port, cannot move or intercept at all and are attacked as for TFs in port." Page 8. IX.A.2. Add "d. Allied bases are considered to be US or Commonwealth depending on the majority of ground troops present or the majority of TFs based there if a major base. If no garrison or TF is there, or no clear majority, all bases WEST of and including New Guinea and Australia are Commonwealth of ER payment purposes." Page 9. X.D.4. Add at the end "This does not count as an operation; it occurs free during the strategic deployment phase." Page 9. X.D.5. Change "Unlimited loadings/unloadings at friendly ports/bases in the same area are performed at a total cost of one ER and count as a single initiative." to "Unlimited loadings and unloadings at friendly ports/bases in one or two areas are performed at a cost of one ER, count as one initiative, but not as combat initiating. Hence, a second initiative does not cost double ERs." Page 9. X.1.4. Change "The costs for the second initiative are DOUBLED IF the first initiative resulted in an expenditure of ERs by the moving TF." to "The costs for ihe second initiative are DOUBLED IF the first initiative resulted in at least one round of combat." Page 11. X.N.3.c. Delete "...or adjacent..." and "...in terms of Strategic movement points per area, not hexagons)" Page 11. X.N.3.d. Change the end of the second sentence from "...supplied enemy base or TF." to "...supplied enemy base or within one hex of a supplied enemy TF." Page 11. X.N.3.f Add "Such a TF may be attacked." Page 11. X.N.3.g. Add "Once a TF begins to retreat it cannot perform any operations unless it refuels." Page 11. SI.E.I. Change "out" to "in". Page 12. XI.F.1. Add "This counts as an initiative and costs a normal one ER per 10 asps. It is non-combat causing." Page 12. Xl.H.l.c. Add after "If the sighting is successful," the following "the defending player must declare, if the target is a TF, whether the TF has main, screen, and/or reserve components (submarines must be identified as such), and..." Page 13. XI.J.3.c. Change "Add two to "Add one...". Page 13. XI.M.5. Add "c. If the attacker flew to a base or TF other than the original launch point, the return strike may be against any base/TF involved in launching or landing." Page 13. XI.M.6.b. Change "...is resolved before..." to "...is resolved after..." Page 14. XI.N.2.f. (4). Change "1941-42" to "1944-45". Page 15. XI.R.2. Add "Economic markers in zones cannot be attacked." Page 15. XI.R.6.a. Delete the third sentence. Add "A 1-3 misses: a 4-6 eliminates one ground strength point." Page 17. XII.B.1. change "...carriers, submarines or other types of surface ships... to "main, screen, and/or reserve components. Page 17. XII.B.3. Change 'If the sighted TF AND the sighting TF contain carriers, the sighted TF rolls to countersight." to "The sighted TF rolls to countersight after the sighting TF sets up any airstrike." Page 17. XII.B.3.b. Change "...before the initial..." to "...after the initial...". Page 19. XIII.H.5.d. Replate "(torpedo)" with "(bomb)". Page 20. XIII.M.6.a. Delete "Subtract one if the TF has carriers, escort carriers, or transports (which it would be trying to protect)." Page 20. XIII.M.6. Add "c. Subtract one from the TF morale if the TF has any ships in the reserve component." Page 22. XV.A.2. Replace "or less" with "or as". Page 22. XV.B.2.a. Add "Economic markers in zones cannot be attacked." Page 22. XVI.A.4.c. Add "If all attackers are eliminated, or an assault is wiped off the beach, but the attackers did eliminate the garrison, the base is eliminated." Page 22. XVII.A.l. Add "Ground units are not limited in initiatives like TFs, but only by movement points." Page 23. XVII.A.3. Add after subparagraph a, "b. It costs two MPs to enter a jungle, swamp, or rough terrain hex. An atoll costs one MP to enter", followed by "B. ENEMY HELD HEXES. 1. In order to enter a hex containing enemy ground units the moving ground units must first sight the enemy hex." Page 23. XXII.B.2. Add "The ground units may move elsewhere and attempt to sight other." Page 23. XVIII.C.2.(g). Add "... or across a water barrier." Page 23. XVIII.D.2.a. Add "until all ground unit/base garrison factors have been eliminated. Note that air factors cannot defend alone, but may only support ground troops or garrisons." Page 23. XVIII.G.1. Add "The player must also sight the hex to be entered." Page 26. XXIV. Add "C. Special note concerning the Australia zone. TFs may move directly between the Australia zone and the New Hebrides area at a cost of 2 MPs." Page 26. XXV.A.2.a. Delete the final period (.) and add after "...TF" the following "...if by water or does not pass through a hex containing a supplied enemy installation or ground unit if by land. A supply line may combine land and water supply lines. Note: installations exert no influence on land supply lines other than their own hex." Page 27. XXV.A.2.a. Add "Rangers and Chindits are always in supply." Page 27. XXV.B.2. Add "An unsupplied TF that manages to redeploy to a major base (because of enemy TF redeployment first) remains unsupplied unless during the next economic phase 10 ERs are paid to supply it." Page 27. XXVIII.B.6. Change "FIVE VICTORY POINTS" to "victory points equal to the total of one die roll." Page 28. XXXII.C.I. Change "(3-8) equal to two more than the number" to "... equal to the number..." Page 28. XXXII.C.3. Add 'If the Japanese home islands are invaded, the Japanese player immediately (before combat is resolved) receives 20 free factors of infantry strength points in any one Japanese city in each subsequent economic phase that Allied troops or bases are supplied and in the home islands." Page 31. XXXVI.C.4.f. Change 8 to 16. Page 31. XXXVI.C.4.g. Change 8 to 6. Page 31. XXXVI.C.6.a. Delete "... 5 US submarine factors and..." Page 31. XXXVI.D.I. Add to the first sentence "...Yokohama, Sasebo, Kure." Page 31. XXXVI.D.4.b. Delete "Hiyo," and change "23" to "20" (average) naval air strength points. Page 31. XXXVI.D.4.f Change 14 to 27. Page 31. XXXVI.E.I. Delete "Sakhalin". Page 31. XXXVI.F.3. Change 175 to 75 victory points. Page 31. XXXVI.D.4.f Change 14 to 27. NB submitted by John Kula (kula@telus.net) on behalf of the Strategy Gaming Society (http://www.boardgamegeek.com/~sgs), originally collected by Andrew Webber (gbm@wwwebbers.com)