From: "Darden, Elwyn" Subject: Errata for Siege of Port Arthur by Strife Games (absolutely neces sary to play) The purpose of an errata is three fold: 1) to correct existing errors in the rules; 2) to clarify any ambiguity in the rules; and 3) to compensate for omissions in the rules. We apologize for having had to resort to an errata; however, we feel that it is our responsibility to ours clients to make the product they have purchased as satisfactory as possible. Please understand that this is our first publication, and that hopefully our subsequent games will need no errata. We receive with appreciation any comments you may have: good, bad, or indifferent. Together they will help us to produce better games in the future. Strife Games Company Rule 9: KILLING ZONES When a defending unit has its KZ tied up, the hex it occupies may not be assaulted by hand-to-hand combat. In order for the defender to undergo this type of attack, it must first be assaulted in a KZ battle. If the RNT number is "7" or "8", the attacker may advance into hand-to-hand. This is the only way in which a defender with a KZ may be attacked by hand-to-hand combat. Rule 10: COMBAT An artillery unit with only one number printed on it has a defense factor of "1" Rule 11: MECHANICS OF ARTILLERY FIRE The range of Russian naval gunfire and Japanese siege guns is unlimited. Paragraph 3: If units without a LOS hit the target hex after consulting the scatter pattern, the units with LOS and without LOS must fire together at that hex. Paragraph 6: Ignore the statement about peak hexes. They do not exist. Rule 12: COUNTER-BATTERY FIRE The mechanics for firing counter-battery fire are these. The enemy offensive strength points in the target hex are cross-indexed against the attacker's offensive attack points. The resulting number is the number or higher that must be arrived at by a random number in order for neutralization to occur. Rule 21: INITIAL SET-UP The permanent Russian batteries are the hexes with the plain number in the bottom of the hex, not in the blue dot. The blue dots are the objective hexes. Also, these Russian batteries have a defense value of "1". Rule 25: JAPANESE SIEGE GUNS The "IND" siege gun has an indefinite range; its defense value is "6". When used against an infantry unit not in a fort, use the Artillery Support Table at two regiments as follows: Unit(s) that are on clear terrain, use the 1-3 column; if on rough terrain, use 1-2; if in fortified terrain of town, use 1-1 column. MORALE The bonus for the Russian applies only to units that will attack in the following turn. MAP Place the letter "U" for the Japanese Artillery one hex southeast of position "S". The blue dot five hexes south of Fort Cha Kua Tzu does not exist. The unnumbered Japanese battalion in the section with the 9th Division is part of the 9th.