Alan, I was told to forward you these notes of errata for Korea (SPI 1971). -------------------------------------------------------------- Summary of notes/errata Korea: The Mobile War 1950-1951 (SPI 1971) This is based purely on my interpretation of Editor notes in the review article by Omar DeWitt for the game published in Moves #17. -Gary Christiansen Entrenchment: (Clarification) If a second unit joins a unit that is already entrenched, both units get the benefit of the entrenchment, but only the first unit must expend a turn to remove the entrenchment marker before moving. Air Supply: (Clarification) Air Supply is declared at the beginning of the UN player's first movement phase on the UN player's turn. This means on Turn 1 none of the UN units are able to receive Air Supply. Spelling of Seoul as Soul on the map: (Informational) This is an alternate spelling of the city name Dunnigan picked up while stationed in Korea. Inlet Hex extensions: (Correction) Where inlets cross a hex entirely without covering hex-sides, treat the hex as a river hex. (This is odd to me, so here is the discussion in the article: "The Terrain Effects Chart explains the situation where the inlet covers the hexside between two hexes. It does not explain the situation where an inlet cuts through a hex. Since nothing is said to the contrary, one might assume that a unit could move through the second hex, and do so with no movement penalty (although it costs one extra Movement Point to enter a hex containing a river). From appearances, these inlets must be at least two miles across, which would entail a fairly complicated transportation job. There are several of these inlet hexes on the board, and it is rather surprising that they were not mentioned in either edition of the game. The only solution to this phenomenon that makes sense is to allow a unit to move onto such a hex, but to forbid movement in any direction that would take it "over" the inlet. Unfortunately, this means that a fair amount must be remembered over, sometimes, several turns. [Treat them as river hexes, instead — Ed.]") Road Connectivity: (Clarification) Units can move through hexes on roads whether or not the roads actually connect within the hex. (for those instances roads don't connect within the hex, not for adjacent road hexes, the road still must cross the hex-side to use road rate to cross the hex-side) Victory Conditions & the 187th Airborne: (Correction) The paratroop unit, if dropped on the last turn, is not to be considered in evaluating the victory level. That is, the UN Player cannot on his last turn negate the victory level of 'no units north of the 37th Parallel' simply by paradrop.