FLIGHT OF THE GOEBEN ERRATA
STRATEGIC GAME:
Colliers: Colliers carry the same amount of coal as the other
German ships, 36 units. This includes both their own coal and the
coal that they are carrying in their holds. Colliers can use the
coal in their holds for themselves. When coaling a German ship
from a collier, the amount of coal taken on by the German ship
comes from the collier's Coaling Index. A collier may recoal more
than one German ship in a turn, but will have its coal supply
fast depleted if it does this. The German player may take all the
coal from a collier thus leaving it empty and dead in the water.
Colliers may recoal in the same manner as other German ships.
British Ultimatum: British and German ships can not fire on each
other until the 0300 Aug.5 turn, not the 1500 Aug.5 turn. The
reference on the Turn Record Chart is correct.
French 19th Corps: To get any points for getting this corps to
France, it must arrive at Toulon by the 1500 Aug.8 turn at the
latest. The 1500 Aug.7 turn reference in both the rules and on
the Turn Record Chart is incorrect.
TACTICAL GAME:
Scale: 1 foot = 500 yards, not years, in outdoor play.
Routine of Play: Each repetition of the four steps constitutes a
Battle Turn.
Routine of Play: Step 1 - Both side move their ships during this
step. Before moving each player rolls one die. The player with
the higher die roll moves his ships second. Ties are rerolled.
Routine of Play: Step 2 - Both players predesignate the target
ships that each of their ships is firing at before any firing is
done. Note that turrets may have one, two, or three guns in them.
Check the ship counter to see how many turrets they have. Some
ships have secondary guns in both one and two gun turrets. These
ships are the French Pre-Dreadnought Battleships Republique and
Patrie. These ships would have three single and three double gun
turrets when firing a broadside and two single and two double gun
turrets when firing ahead or astern. Those ships that have hull
mounted secondary batteries (BB and BC Class Ships) count each
secondary gun as a one gun turret.
Routine of Play: Step 3 - The die is rolled once for each heavy
gun (13.5" - 11") hit on the ship.
Routine of Play: Step 4 - All damage, including heavy damage from
the previous step, takes effect at the end of this step after all
damage on both sides has been determined.
Heavy Damage Table: All references to turns refer to Battle
Turns, not turns in the Strategic Game.
GOEBENLINK
1 - A Battle Turn takes three minutes, therefore there are 20
Battle Turns in an hour. After 60 Battle Turns any friendly or
allied ships in an adjacent hex on the strategic map may move
into the battle.
2 - Each ship may fire a maximum of 60 Battle Turns. For those
players who want to keep records, mark down on a sheet of scratch
paper each Battle Turn a ship fires.
2a - A ship may resupply 10 Battle Turns of ammo during each
strategic turn of recoaling.
2b - A ship expends 10 Battle Turns of ammo when it bombards a
port during a strategic turn.
GERMAN COUNTERSHEET
The Turkish Battleships Sultan Osman I and Reshadien are not part
of the Goeben game. These are just extra ships which were
included for players who wanted to try some hypothetical
engagements with the Turks.