ALL USN DELUXE ERRATA, CLARIFICATIONS & PLAYERS' NOTES

07 December 2004

Most of the errata listed below was in response to gamer questions and is in the form of (clarifications) to rules. Rules listed as (optional) represent post-publication developments and may be used at the players' discretion. There are also some (players' notes) to provide tips on game strategy and tactics.

MAP
Christmas Island (1429) is a "10" airbase.
Yenan (272) and Vladivostok (572) are Allied (not Japanese!) airbases.
The label "Malaya" should be near hex 115, not in the Dutch East Indies.
West Coast USA: The "1" box is missing from the map. (e.g., a naval unit in the "2" box would move into the (missing) "1" box and then into the "0" West Coast USA box).
Map: Nauru (959) is Japanese controlled at the beginning of Campaign Game 4.

COUNTERS
US CV-2's movement factors on the reverse should be "5/3".
The US CV-2 on the counter sheet is the Ranger. The US CV-4 on the counter sheet is the Lexington. The correct counters for the scenarios are listed in the Scenario errata, below. On row 12 of the Allied aircraft units, the five "10 LAC" units are actually NAC. Note the factors are correct for NAC.
Counter Section #2, row 11 (clarification): counters #4 through #9 use Roman numerals. Do not confuse them with the naval units marked "1" and "11". (e.g., BB-1 is the 15-8-6 units, while BB-I is the 22-10-6)

TABLES AND CHARTS

CRT No. 1: Retreat (clarification): Note that since Neutralized land units are treated as if they were out of supply, they are eliminated if forced to retreat.

CRTs 3 and 4, Numerical result (correction): Delete the line "A '1' neutralizes a Coastal Defense Unit."
CRTs 3 and 4, Explanation of Results (correction): A result of "X" inflicted on an already neutralized Naval Base does not destroy the base; it remains neutralized. (Optional) Whenever an "X" result is inflicted on a naval base, place a Damaged marker on it. This has the same effects, and is removed in the same way, as other damaged markers. There is no additional effect for more than one damaged marker.

CRT 5 Explanation of Results (clarification): The last sentence says "In addition, if the target is an air base, the following schedule shows the effect of the combat result on air units in the base:" The schedule referred to is on the same sheet as The Terrain Effects Chart; it is the one that says "% of air points destroyed÷"
CRT No. 5: Results (clarification): If an airbase is destroyed, then all air units based on it are also eliminated.

Unit Breakdown/Combine Summary (clarification): In the note at the bottom, there should be a period after "If using the Unit Resiliency rule". "breakdown means÷ etc.," is an explanation of the terms on the chart.

ENGINEERING & BASES CHART (omission): Damaged air bases have a "0" antiaircraft rating.

AIR MISSIONS ALLOCATION CHART (correction): The Ground Support Mission uses CRT 3, not 1.

MISSION CAPABILITIES CHART

NAVAL UNIT MISSIONS

Mission: Emergency Transport of Troops and Supplies (clarification): Naval units conducting this mission may not enter hexes containing enemy naval units. They are subject to Air-Naval Transit Attacks. A naval unit may transport either a land unit or emergency supply, but not both at the same time. Also, naval units conducting this mission may not conduct any other movement during the same phase.

Mission: Naval Ground Support of Naval Units (correction): The last line of the first paragraph should read "There is no limit to the amount of offensive naval support which may be used in a single attack."

Mission: Anti-aircraft Defense of Naval Units (correction): The last line should read: "This does not work in reverse÷"

Mission: Air Transfer (change): Change the first sentence to: "Any air unit may move up to two times its normal Range Allowance÷" (not "three times"). (Comment: owing to the scale of hexes on certain parts of the map, tripling of air transfer range allowed unrealistic air movements.)

Mission: Bomb Air or Naval Base and Strafing (clarification): Air units which abort and land on bases which are then subsequently attacked by Bombing or Strafing are subject to losses while on the ground.

Mission: Bombing of Coastal Defense Unit (change): This mission uses CRT No. 3 (not 4).

Optional Mission: Air-Naval Transit Attacks (clarification): The first sentence is ambiguous. This kind of attack may occur, as noted in paragraph (A), only when moving from the Air ZOC of one air base to another air ZOC from that same base. optional Air-Naval Transit Attack (E) should read: An air unit may attempt only one Transit Attack per movement phase, and if it fails in one attempt may not make another in the same movement phase. Also, any air unit which attempts (successfully or not) to make a Transit Attack may not conduct any missions in the immediately following mutual air strike phase.

Optional Mission: Atom Bombing (clarification): A neutralized naval unit suffers the effects described following the note for 12(N) (attack strengths reduced to "0", etc.).

RULES

3.0 GENERAL COURSE OF PLAY
Detailed Sequence of Play
Phase 2 Air Transfer (change): Air units may move up to two times their normal range when conducting Air Transfer, not three times.
Phase 2 Note (clarification): Naval units may in theory attack once each in E (Naval Bombardment), F (Naval Engagement), and G (Coastal Defense Bombardment) for a maximum of three attacks. In practice they may attack a maximum of two times since they may not conduct Naval Bombardment in the same hex as an enemy Coastal Defense Unit).

Phase 5(A) Amphibious Assault (players' note): Players should note that while they have two naval movement phases per turn, their amphibious assault phase takes place only once (during their Land Attack Phase). So players will have to carefully coordinate their naval movements to ensure that their transports will be in the right hex at the right point in the turn for amphibious assaults.

Phase 5(E) "Alternative" (players' note): Another alternative to (E) when playing solitaire is that the phasing player first allocates all his air units. The player then rolls one die for each enemy airbase or carrier unit with aircraft. On a "1-2" they remain in the hex and perform Combat Air Patrol; on a "3-4" 50% of the air points perform CAP and the remainder launch an attack on enemy forces in range; on a "5-6" all units on the base launch an attack. This is especially useful in sorting out carrier versus carrier battles.

Phase 5H (clarification): Antiaircraft fire of each two-ship defensive group is the combined total of the two naval units' AA factors. Once the AA fire is resolved, the air units may attack one or both naval units. The defensive strength of the naval units is not combined. Each air unit may attack only one defending air unit, and the attacking player may designate the order in which the attacks will occur. And (obviously) more than one air unit may be combined in the same attack. See also Note 2 at the bottom of the section, and also the Mission Capability Chart: BOMBING OF NAVAL UNITS.

Phase 5 (J): There is no Phase 5(J).

Phase 5 (L2) (clarification): Anti-aircraft fire may target air units which are attacking any land units/CDUs/bases in the hex, not just the air base. Air base anti-aircraft fire may not be used to protect naval units in the same hex, unless the naval unit is protected by a CDU as per 18(H).

7.0 MOVEMENT (M) (Players' note): Units can move directly from one enemy occupied hex to another (unlike most wargames). Yes, this rule means you can move into the enemy "rear area". This makes a defense in depth critical, if you can scrape together the units. This is due to the scale of the hexes (75-300 kilometers). Rule 29.0 Infiltration modifies this somewhat.

Air unit movement (clarification): Air unit movement during the Mutual Air Strike Phase must be to a target hex in which they can conduct a valid mission. (For example, you could not assign air units to bombard an empty hex to ensure they will not be on the ground in anticipation of enemy air units attacking their base.)

12.0 SUPPLY
12(B), (C), etc. (change): Land lines of supply may be a maximum of three (not five) hexes to an ultimate supply source or a friendly functional naval base that can trace a LOS back to an ultimate supply source.
12(D) (clarification): Engineer units used to trace a LOS across a mountain hexside can be used for other engineer functions at the same time.
12(G1), (G2), (H2) (Clarification): Cities used as supply sources do not themselves have to trace a LOS to other sources.
12(H1), (H3), (H4) (Clarification): The "edge" of the map means that if the map edge abuts a hex, the supply source is considered to be one hex off the appropriate map edge. If the Indian or West Coast zones, then the zone is considered one hex off the indicated map edge. (For ex: a unit in Calcutta (W-13) could trace one hex to (W-1) and then a second "hex" to the India Off-Map Area.) 12(K) (Clarification): Generally, supply is determined at the instant an action is initiated.
12(K5) (Clarification): For movement, supply is determined at the instant that unit begins its movement, and the supply status remains in effect for the remainder of its movement. A unit may move into an unsupplied position.
Supply Examples Diagram (clarification): The diagram assumes that Manchurian cities are not supply sources. Since cities in Manchuria are Japanese supply sources, the units could also trace supply to them.
Additional example: The Japanese control Bangkok and have LAC on its base. The Allies have a land unit in Rangoon, with no air units. Rangoon is out of supply since Air ZOCs prevent lines of supply from being traced into as well as out of and through hexes (see [11(A)]).

13.0 UNIT BREAKDOWN & BUILDING (clarification): Breakdown and building may also take place in the India and West Coast USA boxes.

16.0 ENTRENCHMENT
(G) (addition): Entrenched CDUs may fire on enemy ships (exception to (16A)) and perform all other CDU functions normally. Also note that naval and air units, and bases, can never entrench.
(H) Optional. Units entrenching in cities they control succeed on a die roll of 4-6. This includes Japanese units, regardless of year. (This represents the benefits of defending in a city.)

18.0 AIR AND NAVAL BASES
18.0 (S) (addition): The same provisions for holding and capturing bases apply to cities. For ex: a D1 result would cause the attacker to capture a city in a hex.

19.0 REPAIRING & BUILDING BASES
Procedure (clarification): In order to initiate base building/repair, during the friendly Base Building phase there must be a friendly engineer unit and an empty transport in the hex. The engineer must be disembarked.
19(A) (clarification): A damaged air base can not fire anti-aircraft.
19(A) (optional): A damaged air base of 10 or more strength is considered to have a capacity of 5 until it is repaired.
19(B) (clarification): A captured inland air base is repaired by having a friendly engineer unit in the base which can trace a land LOS to a naval base that contains a transport and an engineer.
19(F) and 19(G) Repairing & Building bases (clarification): there may never be more than one naval base and one air base (each) in a hex. Airbases can be built to higher capacity in increments of 5. A regular naval base may never be converted into a major naval base. 21.B JAPANESE CARRIER AIRCRAFT EMBARKATION
(clarification): NAC which begin the game embarked on a Japanese carrier are not affected by this rule.

21.F ARMORED UNITS
(A) (addition): Armored divisions and tank armies may also enter city hexes anywhere on the map.
(B) (clarification): The list of restrictions from "2" to "6" apply to all armored units.

22.0 REPLACEMENTS
22(B), (C), (D), (E): The rule for Assault Transports, Transports and Oilers should read: "÷replace [designated number of] GameTurns after elimination or sustaining 10 weeks or more in damage. To replace, move the unit to a friendly, functional Naval Base, remove the damaged unit from the map, and replace it [designated number of] turns later. A Transport or Oiler unit with less than 10 weeks damage is repaired via the normal repair rule. "

24.0 HOW THE GAME IS WON
Victory Conditions (correction): A Marginal Victory should be "At least 1.5:1 but less than 2:1".
Victory Points Schedule
(omission): Elimination of 30-50 and 30-40 Chinese armies gives the Japanese 15 victory points.
(optional): Eliminated/damaged BB and BC units give the enemy player a number of victory points equal to 4 times their defense strength. (This does not apply to B units.) (Comment: Naval commanders and governments at this time placed a considerable importance on their capital ships, and much of national prestige was tied up in preserving a fleet in being.)
(clarification): Players may accumulate fractional victory points. Do not round off fractions.

27.0 UNIT RESILIENCY
(clarification) Players receive a number of victory points for eliminating a higher echelon unit equal to the point value of the higher echelon unit minus the value of the unit with which it was replaced.

31.0 JAPANESE HOME ISLAND DEFENSE COMMAND
(A) (correction): In Games 1, 2, 3, 4 and 5 the Japanese player places the following additional units on the Home Islands themselves during initial setup:
six 20-40 divisions, 20 LAC, 17 NAC.
The 17 NAC are bound by the same restrictions as LAC under paragraph (B). They are released (and may be freely used) if either:
(1) the Sho-Go or Ketsu-Go events are triggered (as per paragraph (C); or
(2) if during any Reinforcement Phase the Japanese have lost four or more CVs or CVLs (any combination, may be on any prior turns, not necessarily all at once).
In Game 4, these 10 NAC are considered to have been triggered previously and are not available (do not deploy them). If not using this rule, then the Japanese player receives 17 NAC in Japan if either condition (1) or (2) occurs in any Reinforcement Phase of Games 1, 2, 3 or 5.

32.0 SUBMARINES (E) (omission): The two hex air base radius is increased to three hexes if the base has LBAC/LBAC-B-29 on it. All air bases mentioned in this rule must be functional in order to implement their effects.

GUERRILLAS (omission): The rules section should be "40.0".
40.(F) Communist Chinese Guerrillas(optional): In order for the Japanese to trace a line of Supply in a hex in the Communist Zone, the hex must be occupied by at least one Japanese land unit with an attack strength of 2 or more. (Comment: the Communists had a really strong rural resistance movement).

41.0 ASIA FOR THE ASIATICS
41(E) Defection (clarification): In the case of China, the Allies must capture a Chinese city which began the game on the Japanese side of the Occupation Line.

42.0 MONSOONS (change)
(A) Land lines of supply are reduced to two (not three) hexes.

45.0 GAME EXTENSION
45.A(D) (Clarification): Allied units other than Nationalist Chinese may enter the Communist Zone freely, even if the Communists are neutral. Allies may use bases in the Nationalist/Communist zones respectively if the Nationalists/Communists are Allied controlled. If the Nationalists/Communists are neutral, then the Allies may use bases in the Nationalist/Communist zones if they are occupied by non-Chinese Allied units.
45.A(E1) Nationalist Chinese Supply (clarification): Chinese, Burmese and Indian "ports" are functional, Allied controlled naval bases which can trace a LOS to an Allied ultimate supply source. All other land LOS requirements must be met.
45.A(E4) Nationalist Chinese Supply (addition): Additionally, each Chinese city can supply one Chinese army located in its hex. A line of supply may not otherwise be traced to these cities.
45.A(E4) Nationalist Chinese Supply (addition): Nationalist Chinese units tracing a land LOS may trace through mountain hexsides entirely within China without an engineer. (Comment: representing the massive mobilization of the Chinese populace to transport supplies.)
45.A(H2) Replacements (correction): Last line should read "Eliminated Chinese communist armies may be placed in any hex in the Communist zone not containing [delete "or adjacent to"] a Japanese land unit."
45.B (C) Soviet Supply (addition): Soviet units tracing a land LOS may trace through any mountain hexsides without an engineer. (Comment: representing organic Soviet army logistics.)

SCENARIOS

CAMPAIGN GAMES 1, 2 and 4:
Allied Coastal Defense Units (clarification): do not place 6-2 CDUs in the West Coast USA or India off map areas.
China Front (correction): References to Nationalist 30-50 armies should be to 30-40 armies.

CAMPAIGN GAME 1
Special Game 1 Rules Shock Effect (C) (clarification): Japanese land units move normally.
Special Game 1 Rules Shock Effect (D) (clarification): The Allies may not conduct any action which is a function of movement, such as entrenchment or base building. Allied naval units may not retreat if attacked.
Special Game 1 Rules Shock Effect (E) (clarification): Allied units may not be reduced lower than 1/3 of their defense factor, even if out of supply.
Special Game 1 Rules Shock Effect (H) (clarification): Allied air units have no ZOCs on turn 1. Allied airbases still prevent Japanese strategic movement within five hexes.
Special Game 1 Rules Philippine Fortification (clarification): Allied units which start the game deployed on hex (348) may be entrenched. Also, units do not have to entrench in that hex if the player does not desire.
Special Game 1 Rules Thailand (clarification): Allies can not set up units in Thailand.
Allied Variable Deployment (correction): On a die roll of 1-2, Allies receive CV-4, not CV-2.

CAMPAIGN GAME 2
Japanese Land Forces (correction): Japanese SNLF should be deployed as follows: one in Japan, one in the Dutch East Indies, one in Timor, one in Rabaul. The Japanese also have a SNLF airborne unit in Japan.
Allied Land Forces (clarification): The three 8-15 regiments in Transport-3 are placed with the Transport-3 listed as being on the U.S. West Coast. The 30-50 division in Transport-4 is placed with the Transport-4 listed as being in Brisbane.
Allied Naval Forces (correction): Allies receive the CV-4, not CV-2, at Pearl Harbor.
Allied Naval Forces (optional): Allied BB-3 begins the scenario in Pearl Harbor with 20 weeks of damage (representing battleships under repair from the December 7th 1941 attack).

CAMPAIGN GAME 4
Allied Naval Forces (addition): Allied BB-3 begins the scenario in Pearl Harbor.
Allied Bases (addition): Allies also have a 10 point airbase on Espiritu Santo (930) and a 5 point airbase on Efate (931).

CORAL SEA
Allied Naval Forces (correction): Allies receive the CV-4, not CV-2, at Noumea.

EASTERN SOLOMONS (clarification): Japanese Forces - "DD-" should be "DD-1". Rabaul "DD-2" should be "DD-3".

CBI (correction): Reference to Communist 30-60 army should be to 30-50 army.

MANCHURIAN CAMPAIGN
Manchuria Japanese Order of Battle, Land Forces (correction)
Two 80-120 Armies / (538), (N-40)
Two 30-50 Armies / (N-22), (505)
One 40-20 Armored Division / Manchuria 505
One 20-40 Division / Dairen (406)
One 30-50 Army / Korea 539

CAMPAIGN GAME WPO
The references to "OD-1" should be "D-1".
The reference to "OC-2" should be to "C-2".
Allied Naval Forces, Scenarios 1, 2 and 3 initial deployment (correction): Americans receive the CV-4 (with 9 NAC), not CV-2.
American Aircraft Carrier Table (correction): Under Bomber Generals, change "CV-4" to "CV-2".
Battleship Admirals' War (correction): change "CV-2" to "CV-4", and "CV-4" to "CV-2".
American Reinforcements (correction): On turn 6 receive CV-2 (with 7 NAC), not CV-4.

THE CARRIERS (correction)
Japanese CV-2 is named the Kaga

TURN RECORD AND REINFORCEMENT CHART (player's note): Players are encouraged to photocopy this chart and check off turns as they occur, and reinforcements as they are deployed.

Turn 2 (correction): Allies receive the CV-4 (with 8 NAC), not the CV-2.
Turn 26 (clarification): the Marine regiment is a 10-15 unit.
Turns 43 and 173 call for 8-15 Airborne Regiments. Turn 125 calls for a 30-50 Airborne Division. The counters are 10-15 and 40-50 respectively. The counters are correct.
Japanese Reinforcements (additional): The Japanese receive the following additional air units in 1942 (on top of other air units they may receive on the indicated turns):
Turns 8, 11, 14, 17, 20, 23, 28, 31, 33, 35, 38, 40, 42, 44, 46, 48, 50, 52, 54: +1 LAC Turns 16, 32, 39, 47, 51: +1 NAC
(Comment: while these air units were not in the original Japanese reinforcement schedule, post-publication research indicates that this would be a more realistic rate. The Japanese maintained a considerable pool of reserve aircraft at the start of the war to replace losses. Furthermore, Japanese pilot training in 1942 still was good, and they were able to challenge the Allies in the air until at least early-1943. While Japanese aircraft production increased greatly in 1943+, poor pilot training and lack of fuel rendered numerous aircraft non-operational, as reflected in the 1943-45 reinforcement rates).

Allied carriers: All Allied carriers enter the game with a full complement of NAC already embarked (if not already indicated on the Turn Record/Reinforcement Chart).
Allied unit placement (clarification): Allied NAC may be embarked on transports, but only on the hex portion of the map. Their transit from the USA West Coast to the hexagon portion of the map must be on a carrier.
Allied LAC and NAC (change): Depending on the turn, the Allied player is restricted in the number of LAC and NAC he may embark on the West Coast USA each Allied Naval Movement Phase:
12/2 1941 - 3/4 1942: 6 LAC, 5 NAC.
4/1 1942 - 12/4 1942: 18 LAC, 10 NAC.
1/1 1943 + : 36 LAC, 20 NAC.

And finally--
÷many thanks to Steven Cabral, Michael Myers, and the folks on CONSIMWORLD who provided helpful questions and well researched input into USN Deluxe.