From S&T#162 ZEPPELIN (S&T 159) Counters The 5 "E"and 5 "G" markers replace those misprinted in the original counter sheet. The "Cloud Ceiling" and "England Cloud Ceiling" markers should be used on the Cloud Ceiling track on the map. The British Short-184 (#15) counter should read 0-8-3, like all the others. Charts 1. North Sea Weather Table: add the following die roll modifiers North Sea Cloud Ceiling is... N -2 6-7 -1 2-3 +1 1 +2 2. Zeppelin Maneuver Table: "Radio Bearings" section The "5-6" die roll result should read "Failure; roll on Zeppelin Mission Abort Table" 3. Zeppelin Mission Abort Table: Add to the list under the "1" die roll result: - Radio Bearing Failure 4. Sighting Table: Delete the portion of the "***" note about Germans sighting British submarines in the Bight zone. (The Germans use the Offensive Patrol Table rather than the Sighting Table when attempting to spot enemy subs, and no such limitation applies.) Rules Changes 1.4 The number in the lower right corner of the sample aeroplane and airship counters should be labeled "Maximum Altitude," not "Max. Strength." Aeroplanes with pontoons protruding from under the wings are Seaplanes; those lacking pontoons are land planes. When in doubt, check the Aeroplane Characteristics chart. 3.2 The last sentence should read: "Thereafter, weather over England remains the same for the rest of the game." 4.3 All airships still in flight at the end of the game perform Malfunction Checks and Landing exactly like a Scout (6.2). 5.6 Offensive Patrol (3): Each aeroplane in the OP Squadron rolls once on the Offensive Patrol Table. 6.2 (bullet #6) A Scout returning to base makes one Malfunction cheek for each Zone boundary lying between its scouting station and the base at which it will land. Scouts roll on the Zeppelin Landing Table normally. 9.1 Abort Check also occurs the instant an airship receives a "failure" result on the "Radio Bearings" section of the Zeppelin Maneuver Table (p.43). Make one Abort Check each time an airship suffers any Combat Damage (i,e. at least one E or G hit). 10.0 Combat also occurs when a squadron performs Base Defense against a Base Attack (ABA or SBA); see (5.5) and (5.6). No sighting is needed prior to this combat. 12.1 Add to bullet #2 - Place the Seagoing Squadron in a port hex, if it is available. Bullet #7 should read - "British Squadrons never fly Active Missions not listed on the Solitaire Setup Table." (There are a mixture of Active and Reserve Missions listed on the Table.) 12.2 All "grounded" Squadrons consult the Solitaire Setup Table during each Day turn's Mission Assignment segment. 14.0 The mini-game simulates the last Zeppelin raid on 5 August 1918. Rules Questions Q: Where exactly should airships "on the ground" at airbases be placed? (2.3) A: Always keep them in the corresponding Airbase Box on the Airbase display sheet. Transfer them to the Airbase hex on the map the instant they "take off" and begin to move across the map. Airships are placed back in the Airbase Box the instant they land and are not destroyed. Q: When should the Cloud Ceiling be determined during the game? (2.10) A: Make the Cloud Ceiling die roll AFTER making the 2nd die roll for North Sea weather on Turn 1 (3.1). Use the "Cloud Ceiling" marker to record the level. Cloud Ceiling over England is always the same as the North Sea, unless it changes when Weather over England (3.2) is calculated. Use the "England Cloud Ceiling" marker to record any changes. Once set, Cloud Ceilings for the North Sea and England remain the same for the rest of the game, regardless of weather changes. Q: North Sea Weather changes can produce some strange results. If the weather is Dark and Cloud Ceiling 1, but later becomes Fair the Cloud Ceiling still remains at l! Is there a way to fix this? (3.1) A: Yes. The new die roll modifiers for the North Sea Weather Table insure that the cloud ceiling will have a major impact on weather changes. The chances of the weather becoming much better or much worse are greatly reduced. This is realistic within the one-day period covered by each game, particularly the key 7-hour period at night. In a situation so heavily based on chance, the developer wanted to avoid the risk of the game becoming too erratic. The Germans worked very hard on weather prediction to spot "windows of opportunity" for raids, and they were generally successful. There are still no firm gaurantees: a bad die roll will land the Zeps "in the soup," literally! Q: When in airship performs an Abort, it often ends up moving up to twice its normal movement allowance. Is this correct? (9.2) A: Yes. This generally reflects a Zeppelin's ability to move quickly, particularly after dropping its bomb load and ballast. Q: How exactly does the Solitaire set up procedure work? (12.1) A: All "London" Squadrons are automatically Home Defense, and do not use the Solitaire Setup Table (p.44). Under the "Squadron Placement" section of the table, a pure Seaplane squadron rolls on the first row marked "Seaplane"; a pure landplane squadron rolls on the second row marked "Landplane"; a mixed squadron rolls on the third row; and each Flying Boat unit rolls on the fourth row. After all units are placed on the map, proceed to the "Reserve Missions" section of the table. For each Flying Boat unit, regardless of its location, roll once for a Zone Chit and roll again for an Assignment Chit. (Ignore the references to Yarmouth and Felixstowe under "Location.") For each squadron, the row used for both die rolls will depend on the location of its base. If a unit is "Grounded" it loses its Zone Chit, but remains in play and operates as a Home Defense squadron. Example: A Landplane squadron rolls on the second line of the Squadron Placement section and receives a "5," which means it is placed at Felixstowe. When the time comes for the squadron to use the "Reserve Missions" section, it uses the last row marked "Felixstowe." The first die roll is "3," which means the squadron receives a CS (Convoy South) Zone Chit. The second die roll is "4," so it is "grounded": the squadron loses its CS chit and acts solely ON Home Defense. If the result had been "3," the squadron would have received an ASP (Anti-Sub Patrol) chit and retained the CS zone chit. 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)