|
|
Known Errata: Source: SPI Errata sheet
Date: Addenda as of July, 1975
Global War
As a result of post-publication playtesting, the
following errata and addenda have been assembled to clarify and correct
various errors and ambiguities in the game components. The errata follow in
sequence of the Global War rules booklet.
[5.52] (addition) An Amphibious Assault may not be conducted against any
coastal or small island hex that contains an Enemy naval unit other than MS,
SS or Amph.
[5.57] (change) If the invasion is to be conducted against an occupied hex,
the Amphibious units and the Land Strength Points are placed in the invasion
hex with the Enemy units (this is an exception to the prohibition upon
having opposing Land units in the same hex). The assaulting units must
attack only the Enemy units in the invaded hex during the following
Combat Phase (unless an overrun has taken place) and must eliminate or
retreat the Enemy units on the invasion hex, or else the Amphibious units
and the invading Land units are returned (intact) to the Friendly port(s)
they originated from.
[7.14] (addition) Fortifications on a coastal or small island hex must take
losses before any other type of Land unit in the hex. Thus, if all
fortification units in a hex were eliminated, the surviving Land units would
be forced to retreat.
[7.22] (addition) Fortifications are two-Strength-Point units. They may
never be voluntarily broken down. They may be broken down only as a result
of combat.
[7.36] (change) There may never be more than two Strength Points of
fortifications (that is, a single fortification unit) in a hex unless called
for by a scenario set up.
[12.24] (addition) Submarines may never be more than twenty hexes away from
a Friendly port in a Movement segment.
[12.41] (change) Merchant Ship counters are actually markers representing
500 ships "in the pipeline" rather than a specific ship or fleet as with
other naval counters. Generally speaking, Merchant Ships may move only
in the Third Naval Movement and Combat Phase; they may not move
in the first two Phases. They have a maximum Movement allowance of 75 hexes.
As this process actually represents a reallocation of shipping rather than
movement per se; Merchant Ships are not subject to Transit attacks during
the Third Movement and Combat Phase.
[12.51] (clarification) Amphibious units when moving during the Naval
Movement and Combat Phase function in certain ways like Merchant Ships. They
may be attacked from five hexes away and may remain at sea indefinitely.
However, they may move during all three Phases, a maximum of 25 hexes per
Phase. Note that they may not be used in the role of Merchant Ships.
[13.12] (change) Merchant Ships suffer Transit Attacks only when
transporting Land Strength Points.
[15.0] PROCEDURE (clarification) The instant the first naval unit moves
adjacent to a defending unit, the attacking Player must announce his
intention to attack or not attack the defending unit in that Phase. The
defender then has the option to either stand and fight or to retreat one hex
(assuming that the attacking Player has declared to attack) suffering a
Transit Attack, if applicable.Once a unit has either been attacked or
voluntarily retreated before combat, it may not be attacked again in the
same Phase.
It is suggested that once a defending unit has been
attacked or retreated before combat, that it be inverted as a reminder to
Players that it cannot be attacked again that Phase.
Combat situations are expressed as a difference
between the attacker's total Attack Strength minus the defender's total
Defense Strength in the hex under attack. During Transit Attacks, the
Defense Strength of the defender may be modified, in the case of submarines,
depending upon the mode they are traveling in.
[15.15] (addition) Losses are always determined by the defender (set 15.21)
for exception).
[15.21] (change) Submarines may never be attacked during the Naval
Movement and Combat Phase; they are subject only to Transit and
Counter-Attacks. If submarines are present in a hex with other defending
naval units (i.e., Surface-A), they do not add their Defense Strength
to that stack nor may submarines take any losses called for by the Combat
Results Table in such a situation. If the other naval units opt to retreat
before combat, the submarines do not retreat with them.
[15.35] (change) ASW units may escort Merchant Ships. This is done by having
a Merchant Ship Holding Area within the Zone of Control of the ASW unit.
When escorting Merchant Ships, ASW units may be "attacked" by submarines,
although they never take losses. The ASW unit adds its Defense Strength to
the Merchant Ship Holding Area. However, any losses called for by the Combat
Results Table must be taken from the units occupying the Merchant Ship
Holding Area. A given ASW unit can escort only one Merchant Ship Holding
Area per Phase (or defend one hex of naval units -- see 15.45)
[15.44] (change) ASW units based on all-Land hexes may be attacked (and
caused to suffer losses) only by Enemy ASW units. ASW units based on coastal
or small island hexes may be attacked by Surf-A and -B as well as ASW units.
In these cases, the ASW units do suffer the loss called for by the
Combat Results Table.
[15.45] (change) In the event that a fleet of Enemy Surface-A and -B units
attack a hex that contains Friendly naval units and the hex is in the Zone
of Control of a Friendly ASW unit, the ASW unit can add its Defense Strength
to the defending hex and can suffer a Depletion result for one of the losses
called for on the Naval Combat Results Table (of course, the losses may also
be extracted from the ships in the hex under attack). Only one hex can be so
defended per Phase (see also 15.35)
[15.63] (change) Submarines may never be attacked during the Naval Movement
and Combat Phase. They are subject only to Counter-Attack and Transit
Attacks. If submarines suffer a Transit Attack, all the submarines in
the attacked hex are attacked as a unit.
[15.73] (change) In a situation where Surface-B units Counter-Attack a hex
that is in the Zone of Control or contains ASW units as well as other naval
combat units, the entire Defense Strength of that hex including the ASW
units, must be attacked. If the defending Player elects to take losses in
ASW units, the losses are taken as depletion results.
[15.74] (change) Delete this rule.
[16.22] (omission) If the Friendly Port traces to a Supply Center, the fleet
in that port may only defend and Counter-Attack; in may not attack and it
loses its Zone of Control; Movement Allowance is unaffected.
[16.24] (clarification) Axis naval units that are attacked while in port or
escorting Merchant Ships during the Third Naval Movement and Combat Phase
have the option to decline combat without retreating one hex. In such a
case, they can suffer Transit Attacks just as if they had left the hex (or
the Merchant Ships in that hex can be attacked).
[18.94] (addition) The Game-Turn that the Axis first attacks the US (in the
Standard Scenario only) American naval units may not retreat before
combat. This does not apply if the US automatically enters the war and does
not apply to the Axis High Watermark Scenario.
[19.83] (addition) Axis Merchant Ships operating solely within the Baltic or
Adriatic Seas may not be attacked by Allied units, even if within
five hexes of the Axis Merchant Ship Holding Area.
[20.17] (clarification) The French possession of New Caledonia (hex E1116)
and any French land units based there, always become Free French when
France falls, regardless of the declaration of a Vichy government. French
naval units always follow the procedure outlined in 20.13.
[22.3] LAND COMBAT RESULTS TABLE (addition)
DIE |
+0 |
+1 |
+2 |
+3 |
+4 |
+5 |
+6 |
+7 |
+8 |
+9 |
+10 |
1 |
- |
- |
- |
- |
1 |
1 |
2 |
2 |
3 |
4 |
4 |
2 |
- |
- |
- |
1 |
1 |
3 |
3 |
3 |
4 |
4 |
5 |
3 |
- |
- |
- |
1 |
2 |
3 |
3 |
4 |
4 |
5 |
5 |
4 |
- |
- |
1 |
1 |
2 |
3 |
4 |
4 |
5 |
5 |
6 |
5 |
- |
1 |
1 |
2 |
3 |
4 |
4 |
5 |
5 |
6 |
6 |
6 |
1 |
1 |
2 |
3 |
4 |
4 |
5 |
5 |
6 |
6 |
7 |
(Note that this is simply an extension of the existing CRT.)
Differentials higher than "+10" are treated as "+10"
[23.1] (clarification) Each nation may start production of only one
unit of each type on Game-Turn One.
[23.2] German Set Up (correction) Hex W3420 should be W3422.
Map Errata:
In Canada, hexes 3001 through 3005 and hexes 2901
through 2905 should be in the Communications Area (not Undeveloped Area).
EXAMPLES OF COMBAT
#1. [1943] Naval
Japanese units: 4 SS, 3 Surf-A, 1 Surf-B in E3822.
US units: 2 MS, 1 Surf-A, 2 Surf-B in 2624 and 1 ASW in 2222.
The Japanese ships indicate an attack on the Merchant Ship Holding Area on
2624. The three US combat ships opt to retreat before combat to 2525. The
Japanese Player decides to make a Transit Attack on the US combat ships with
his Surf-A rather than have them attack the 2 MS. Only the Surf-A units can
make the Transit Attack (12 Strength Points). The Defense Strength of the US
ships is 6 plus 2 from the ASW unit on 2222. The Differential is +4. The die
roll is 2 ("d1"). One of the Japanese Surf-A becomes Depleted, and the US
Player chooses to lose one Surf-B fleet. There can be no Counter-Attack.
The two MS on 2624 can now be attacked by the 1 Surf-B plus 4 SS. Since the
submarines are attacking with a surface ship, there is not combat adjustment
for distance to a Friendly Port. The Differential is 8 minus 0 or +8
(although the ASW is in range, it can be used only once per Phase for
defense). A die roll of 6 ("3") eliminates both the Merchant Ships.
#2. [1943] Naval
German units: 5 SS on W2919
CW units: 1 ASW on 3118; 2 ASW on 3218; 1 Surf-B, 5 MS on 3014; 1
Surf-A, 2 MS on 2612; 3 MS on 2617.
The 5 SS move to 2614. Since they moved through the Zone of Control of the 3
ASW, the CW Player decides to make a Transit Attack. The ASW have 12
Strength Points, and the submarines have a Defense Strength Point total of
10; the Differential is +2. The die roll is 4 ("d1"). One submarine fleet is
eliminated, but, since there is no Depletion against submarines, the ASW
units are unaffected. The remaining 4 SS are within 5 hexes of three
Merchant Ship Holding Areas, and the German Player decides to attack them in
turn. First they attack the 3 on 2617. The 1 ASW on 3118 has a
range of 5 hexes; a 5-hex path can be traced through the coastal hex of
neutral Portugal to 2617. There are four German Strength Points to two for
the CW, for a Differential of +2. A die roll of 5 adjusted to 4 because of
the range to nearest Friendly Port) indicates 1 MS is sunk. Even though the
ASW Attack Strength is less than the submarines' Defense Strength, the ASW
can Counter-Attack on the +0 column. A roll of 3 shows no effect.
Next, the 4 SS attack the Merchant Ship Holding Area on 2612. With the
Surf-A Defense of 2, the Differential is again +2. The die roll is 1,
adjusted to 0 (a "roll" of less than 1 means no effect). The Surf-A
Counter-Attacks, using the +0 column, as did the ASW in the first attack. A
roll of 6 eliminates one submarine fleet, but does not Deplete the
Surf-A.
The last attack, against 3014, is impossible since the two unused ASW on
3218 plus the Surf-B have a Defense of 6.
#3 [1944] Naval
Japanese units: 1 ASW on E2611; 2 Surf-A, 2 Surf-B, 1 Surf-A
(Depleted) on 2413.
US units: 5 Surf-A, 2 Surf-B on 2414.
The Japanese attack with 20 Strength Points; US defends with 14. The
differential is +6. A die roll of 5 ("2") means the US will lose two fleets
(the two Surf-B fleets are removed immediately).
Now 20 US Strength Points Counter-Attack 12 Japanese Strength Points (the
ASW and Depleted Surf-A are counted in). The Differential is +8. The
Japanese Player does not have the option to retreat before combat. The die
roll is 6 ("3"). The Japanese Player decides to deplete the ASW and lose two
Surf-B units. He cannot take a loss by depleting either of the unDepleted
Surf-A units.
#4 [Any year] Naval
Japanese units: 1 Surf-A, 1 Surf-B, 2 SS on 1724.
US units: 1 Surf-A, 1 Surf-B, 1 SS on 1824
The US attacks with a total of nine Strength Points. Submarines cannot be
attacked; so the Japanese Defense Strength is 4. The Differential is +5. The
die roll is 2 ("1"). The Japanese Player removes the Surf-B unit.
If the Japanese Counter-Attack, the US submarine strength is added on. The
Strengths are 4 (Japanese) to 6 (US) for a Differential of -2. Since the
Japanese submarines were not attacked, they cannot Counter-Attack. If the
Japanese Counter-Attack, they would have to use the +0 column, and that
would mean automatic Depletion of the Surf-A.
#5 [1944] Air
German units: 5 AD on 3020.
CW units: 3 LRB on 3020.
US UNIT: 1 LRB on 3020.
First Table 22.21 is used. The AD Strength (20) minus the LRB Defense
Strength (16) equals +4. Under the +4 column a die roll of 4 gives "1/A."
One AD Strength Points is eliminated, and 1 LRB returns immediately to base.
Now Table 22.22 is used. The surviving LRB Strength is +6. A die roll of 3
means that the Industrial Center on 3020 will produce 8 Production Points
less than normal for that Game-Turn.
#6 [1944]
German units: 3 Inf, 2 Fortification Strength Points on 2919.
CW units: 10 Amph, 10 Inf on 2919.
The CW units must attack the Germans on 2919. The Differential is +5. The
die roll is 4 ("3"). Both fortification Strength Points must be eliminated
first, then one infantry Strength Point. The remaining two Strength Points
are retreated one hex, allowing the invading units to remain on the coastal
hex.

Return to Home Page |