CJ Harding - May 24, 2007 7:19 am (#11 Total: 14) Adelaide, Australia Hi Gang, the latest version of the consolidated errata I've been working on. I set the game up three weeks ago and found a couple of discrepancies. I got Nomonhan out of the library again and have tried to tidy up a couple of things. Any thoughts? regards Chris RED SUN/RED STAR (S&T 158) Counters Japanese  7/7 (2-15) Recon battalion should have a "+2" Light Armour indicator in the upper left corner, like that found on the Japanese 23 (2-15) cavalry battalion.  Assign an ID number (1, 2, 3) to the left of the unit type box of each 28th Infantry Regiment units (all 5-12). They should read 1/28, 2/28, and 3/28 on front and back.  1/12 AA unit (1-20) should have a proficiency rating of FIVE (5) in the top right corner.  1-3-15 unit of the 64th brigade should be artillery, not infantry.  26th Artillery unit (1-20) should be an AT company.  Mtr/2 unit (2-2-15) should be an artillery unit not an AT unit. Soviet  24th and 149th artillery companies (3-20) should be 2-6-20 on the front and 1-2-20 on the reverse side.  126th artillery battalion and the 297th artillery company are motorized. Additional Information counters  Soviet "Armour Repl/Armour Repl +10"  Japanese "Armour Repl"  Soviet "Repl x 10"  Japanese "Repl x 10" Charts Combat Effectiveness Chart (on map): In the 'Armour' column the 'Weapons Direct Fire' box should read 'x 1/2 (normal if adjacent)'. In the 'HQ' column, the cells for Leg, Weapons Direct Fire, and Weapons Indirect Fire should read: 'x2'. Terrain Chart (map): Change "Armour" to read "Tank" for Desert. Japan Reinforcements (p.41): 23 August - add 28 art (1-3-15). USSR/Mongolia Reinforcements: 3 July -change "3 x 5-18 armour (11th Tank Brigade)" to read "2 x 5-18 armour (1 and 2 Bn's) and 4-6-20 motorized artillery (11th Tank Brigade)." "Turn Record Track Explanation" box: the reference to "artillery support points" should read "support points," since these points can be used in ground combat as well (4.3). Rules 1.0 When halving movement allowances, drop fractions. When halving combat strengths retain fractions until total combat strength is determined, at which point any remaining fraction is dropped. 2.2 Rename the "Light Tank" symbol "Armoured Car." It is NOT considered a "tank" when moving in Desert. 3.2 Marker Adjustment Phase (#2): All fired markers are removed from friendly units, EXCEPT FOR ARTILLERY. All Fired markers on artillery units are removed during the Game Turn Completion Phase. 5.0 Artillery may never be reduced to less than HALF its printed strength. 5.1 (first bullet) - MAJOR CHANGE: Each artillery unit may fire once per GAME TURN (not once per player turn). 5.2 & 5.3 Use the Combat Effectiveness Chart to determine the strength of a unit providing Direct or Indirect Fire. 5.3 Any artillery unit in the target hex being fired upon may perform Defensive Support "for free", without expending a Support Point. All other units firing Defensive Support, including those adjacent to the target hex, must expend a Support Point. Note this is an exception to Rule 4.3 5.62 **(change)** The term "unit ID" should read "Formation ID" throughout the rule. 6.0 Only the attacker may declare a Prepared Attack, but once this is done both the attacker and defender can use artillery in the combat. Rule 5.3 details the requirements for the defender to expend Support Points for artillery firing Defensive Support. 6.1 In Prepared Combat, the attacker expends one Support Point for each HEX containing any attacking units. Exclude hexes containing only artillery. Hasty and Night Attacks cost no points. 6.21 Only an Armour or Leg unit may be selected as Lead Unit, unless the only units involved are Weapons and/or HQ class. 6.51 Proficiency is determined prior to any Fire Fights. Add the ratings of all units on a side and divide by the total number of units to determine average proficiency. The side with the higher proficiency receives the indicated number of column shifts to the RIGHT when its units fire during ANY Fire Fight during the combat. 6.53 A unit exerting a ZOC MUST be adjacent to the target hex. Otherwise, ignore it when determining Encirclement. 6.61 IMPORTANT: Do not apply excess step losses to units that are not the target of a Fire Fight. If the target unit is completely eliminated and there are unused step losses remaining, they are simply lost. 6.61 **(change)** The reference to "Morale Result number" should read "Step Loss number." 7.6 Reserves are created during the friendly Movement segment, not the Marker Adjustment segment. 7.61 (add) A unit entering Reserve status must not have moved more than HALF its adjusted Movement Allowance (drop fractions). 11.2 "Destruction": Only a DEPLOYED bridge unit is destroyed if a Soviet unit moves into the hex that contains the bridge across one of its hexsides. The presence of Japanese units in an adjacent hex does not protect the bridge from destruction. A bridge unit being carried by an engineer is destroyed when the carrying unit is eliminated and removed from the map. 12.0 Air Operations is optional. Delete all air units from the game when not using these rules. 13.1 Japanese Set Up - Add to "Yasuoka Force": 28 Infantry Regiment, less l/28 and 3/28 battalions (5-12,1-3-15,1-15). Add to "Kobayashi Force'': 25 and 27 Regiment artillery companies (2 x 1-3-15). Note - Use the 2nd Bn 13 Art Regt (not 2nd Coy) 72 Regt has a 1-15 anti tank Coy (not an AA Coy) Soviet Set Up - The Mongolian 23/8 cavalry regiment begins next to the bridge in hex 3250, not 2948. Soviet Reinforcements July 3 - 11 Tank arrives with 2 x 5-l8 tank Bn and 1 x 4-6-20 artillery Bn. 13.2 Soviet - The 24 mot artillery (2-6-20) sets up with 24 Mot Inf Regt. The 6 mot artillery (4-6-20) sets up with 6 Tank Bde. The 3/185 mot art (4-9-20) starts in 2847: the 1/185 and 2/185 set up with the Central Force Artillery Group. Victory Conditions--Award 15 points for hex 2535, not 5 points. RULES QUESTIONS Q: Can Soviet and Mongolian reinforcements enter north of the Halha River in hexes 1308-1314? (4.1) A: Yes; the entire western map edge is a Soviet/Mongolian supply source (10.1), and any hex along that edge can receive reinforcements. Q: What happens if the net CRT column shifts in a fire attack require movement to the right of the "35+" column or the left of the "1" column? (6.5) A: Resolve the attack on the "35+" or "1" column respectively. Q: How do you figure the number and type of terrain shifts for combat? (6.52) A: Select the one type of terrain located along a hexside of the target hex that causes the FEWEST shifts in the target's favour. Then add to that shifts caused by all other terrain features in the defender's hex. Example: a unit in hex 4235 firing on hex 4314 gets only one shift (not two) for the hexside 4235/4314. Since both "up-slope" and "stream" cause one shift, the firing player chooses either as the one with the "fewest" shifts. Q: Can motorized units conduct combat across an unbridged Halha River hexside? (6.52) A: Yes, since bullets and shells can traverse rivers. However, no units can advance after combat across an unbridged river hexside. Q: Does retreat occur immediately after a target fails a Morale Check, or are all fire fights resolved before the target retreats? (6.62) A: Retreats occur immediately, even if this moves retreating enemy units out of range of friendly units planning to attack them in the hex they previously occupied. Q: How should Armour Replacements be kept track of? (6.61) A: Each side uses an "Armour Repl" marker (included in S&T 162 counter sheet) to keep track of Armour Replacement points on the friendly Record Track located on the map. When the marker must be moved past the "9" space, flip it to its "+10" side and place it in the appropriate space. Example: if the Soviet marker is in the "8" space and must add 3 more Armour Replacement points, flip the marker over to its "+10" side and place it in the "1" space to record 11 points available. Q: The Morale Check procedure described in the rules and the Morale Option Table do not always agree. Which is correct? (6.62) A: If no Morale Check occurs, follow the instructions on the Morale Option Table under "No Morale Check Made." Under the "Fail Morale Check" section of the rules, delete the reference to placing a "2" marker on surviving defenders. On the "Attacking Player" row under the "No Morale Check Made" column of the table, change the reference from "target unit" to "ALL target units." Otherwise, the Morale Option Table is correct, and should be followed if a conflict arises between the rules and the table. Q: During Night combat, does a Japanese unit with a "2" disruption marker receive another "2" marker at the end of combat? (6.93) A: No. A unit with a "1" marker exchanges it for a "2" marker. No unit can ever have more than one "2" marker. Q: How exactly are Japanese reserves released? (7.64) A: Regardless of the date, always keep track of how many Soviet stacks, or individual units alone in a hex, have moved thus far during the Soviet player turn. The number of moving Soviet units and stacks determines the proper die roll range on the Japanese Reserve Release table. Only ONE Japanese reserve unit may check for release each time a Soviet unit or stack completes its movement. During a July turn, once ANY Japanese reserve unit is released, all reserve units that have not yet moved (including those that failed Release Table checks earlier in the turn) may move freely per rule 7.63. Q: Can destroyed bridges be rebuilt? (11.1) A: No. Q: In Rear Area Bombing, how can the modifiers listed on the Interdiction Table be applied when the target is the enemy's off-map Support Point total? (12.5) A: Apply no modifiers to Rear Area Bombing. Q: Are the "Examples of Play" entirely correct? (p.19-20) A: Under "Hasty Attack," the lone attacking Japanese tank unit (5-16) performs a Fire Fight with 10 factors (not 5) because it is doubled against infantry. The attack is shifted 1 column right for proficiency to "12" on the CRT. The remainder of the example is correct.