IRON BOTTOM SOUND II ERRATA 1.3
by
Alan R. Arvold
The following errata was sent into Moments in History which
publishes Iron Bottom Sound II shortly after the game came out.
Although MiH has released errata sets 1.1 and 1.2, they still can
not seem to get all the mistakes out of the game. This unofficial
errata contains all the errata put out by MiH plus errata that I
have found but is not recognized by MiH.
2.0 Components of Play
Although the lists says that there are 5 Player Aid Cards
there are only four different kinds of cards provided with an
extra one of the other four making the fifth card.
3.0 Ship Log
Yes, the Aoba has 11 hull boxes, not 10.
The flotation letter is across from the ship's name, not
the primary battery.
Torpedoes have circled numbers, the earlier version had
circled dashes.
The speed boxes, also called Movement Factors, are arranged
in three rows. The first row represents the ship's maximum
number of MFs in the first turn of the three turn movement
cycle, the second row represents the maximum number of MFs in
the second turn, and the third row represents the maximum
number of MFs in the third turn. When marking off MFs which
are lost due to damage, start with the left most column and
lowest box in the column. Mark all the boxes going up in the
column then go the lowest box of the next column to the right
repeating the process until the required number of MFs have
been marked off. MFs that are recovered during the game are
unmarked in the reverse order of which they are lost.
Example: In the second turn of the game the Aoba has taken
damage, among which it loses 6 MFs. The Japanese player
crosses out the single 6 MF box in the left most column, all
three 5 MF boxes in the next column to the right, and the
bottom and middle 4 MF boxes of the following column. Thus
the Aoba will have 3 MF on Turn 3, 4 MF on Turn 4, and 3 MF
on Turn 5.
Note that in some scenarios (#1) the Aoba would have a flag
and a different VP total - see #10 scenario.
6.2 Example should read: The Aoba hits the Helena, a "C"
flotation vessel. Rolling two dice, you get a "6". A +1 to
the dice sum is applied as it is a 24" torpedo. The resulting
"7" causes four hull boxes to be destroyed and a loss of 6
MFs.
6.3 When a ship sinks, it is flipped over and becomes a wreck (it
is not replaced) and will remain in the game, after moving
one hex forward as per rule.
6.4 The torpedo example at the top of page 12 should be 44-58-57,
not 44-60-75. Check each megahex a torpedo moves through to
see if it hits.
8.3 Ignore the -5 values listed in the rule and use the values on
the CRT - this is a legacy from the old IBS game. +10 is
correct, if you shine your lights on another ship, that ship
gets a +10 modifier as it is blinded.
8.9 Second and third sentances should read "They will block any
ships from firing at each other if they lie between them or
if one or both ships are in the smokescreen. Radar allows a
ship to fire at a target ship that is in a smokescreen and it
also allows a ship in a smokesceen to fire out.
8.10 Evasion (New Rule)
Ships that are performing evasion (also called "salvo chasing")
are weaving back and forth along their set course. While this has
the effect of decreasing the enemy's chances of hitting your ship
with gunnery, it also decreases your ship's chances of hitting
with its gunnery.
Procedure:
Using evasion costs one MF. When plotting your move of your ships
deduct one MF from each one performing evasion that turn, note it
on the log, and declare it for those ships when executing their
moves. This is done each turn you want to perform evasion.
Evasion causes a +15 modifier to the Gunnery Hit dice roll if
either the firing ship or target ship is performing it. It causes
a +30 modifier if both the firing ship and target ship are
performing it.
8.11 Bow and Stern Mounted Secondary Armament (New Rule)
Certain ships have part of their secondary armament mounted in
bow and stern boxes. These boxes will have the same firing arcs
as the likewise mounted primary armament. Hits on the Secondary
Guns is still marked off from left to right starting with the bow
mounted boxes. If the target's bow or stern is directly facing
the firing ship then the respective bow or stern boxes are hit
first then the other Secondary Gun hits are randomly determined
as to which boxes are affected.
Scenario 2: The correct date of the battle is July 6, 1943.
Scenario 5: Kolombangara is on map A.
Scenario 8: The logs for the German destroyers are on the
American scenario 9 roster sheets.
Scenario 10: Savo Island is on map A.
Set Up - The Japanese ships may face in direction
1 or 6.
Allied Surprise Rule, third paragraph should read -
No one may fire torpedoes in this scenario unless
see an enemy ship in the mega-hex being fired at.
This rule applies to both the Japanese and the
Allied sides.
The Eastern force enters between hexes BB7 and
BB30, if dieroll alerted.
Ship Logs
The Japanese cruisers Myoko, Haguro, Atago, Chokai, and Takao
have 8" guns, not 6".
The Japanese battlecruisers Hiei and Kirishima are missing an aft
14" turret worth 13 gunnery factors. Ignore the reference to the
Kongo as it is not in any scenarios.
The Japanese cruisers Atago, Myoko, and Chokai are 16 VP each
respectively in scenarios 4, 9, and 10 as they are flagships.
The Japanese destroyer Niizuki is 6 VP as it is the flagship in
scenario 2.
The Japanese battleship Yamato should have the following
secondary armament, one bow turret, one stern turret, and two
side turrets each marked 6. The tertiary armament is correct.
(The Yamato Class had a secondary armament of twelve 6.1"/L60
guns in four turrets, one bow, one port, one starboard, and one
stern. In 1943-44 the two side turrets were removed in favor of
more light AA guns.)
The American battleship Washington should have the following
secondary armament, five port turrets and five starboard turrets,
each side marked 4, 3, 3, 3, and 4. (The Washington had a
secondary armament of twenty 5"/L38 guns in ten turrets, five on
each side.)
The American battleship South Dakota should have the following
secondary armament, four port turrets and four starboard turrets,
each side marked 4, 3, 3, and 3. (The South Dakota had a
secondary armament of sixteen 5"/L38 guns in eight turrets, four
on each side.)
The American cruisers Salt Lake City, Pensacola, Northhampton,
and Chicago should have two secondary positions on each side
marked 3 and 2, not 2 and 1 as printed on the logs. (These ships
had a secondary armament of eight 5"/L25 guns, four on each side,
by the beginning of the Guadalcanal campaign. The original
numbers represented four 5"/L25 guns, two on each side, which was
their pre-war secondary armament.)
The American cruisers Atlanta, Juneau, and San Juan each should
three bow boxes marked 4, 3, and 3, three stern boxes marked 3,
3, and 4, and two secondary boxes (one on each side) marked 3.
(During the Guadalcanal Campaign these ships had sixteen 5"/L38
guns in eight turrets. In 1944 the surviving ships of the class
had the two side turrets removed in favor of more light AA guns.)
The American cruisers Helena and St.Louis should have two
secondary positions on each side marked 3 and 3, not 3 and 2 as
printed on the logs. (These two ships had a secondary armament of
eight 5"/L38 guns, four on each side. The other ships of their
class still had eight 5"/L25 guns as secondary armament.)
The American cruisers Montpelier, Cleveland, Columbia, and Denver
should each have the following secondary armament, one bow turret
and one stern turret each marked 4 and four side turrets (two
each side) each marked 3. (The Cleveland Class cruisers had a
secondary armament of twelve 5"/L38 guns in six turrets, one bow,
two port, two starboard, and one stern.)
The American cruiser San Juan should be 7 VP, not 8 as printed in
scenario 10.
The American cruiser Atlanta is worth 8 VP in scenario 7 despite
the fact it is not a flagship because it did have a admiral on
board during that battle.
The American destroyers Buchanan in scenario 1, the Maury in
scenario 3, and the Sterrett in scenario 7, are each missing a
circle around one of their torpedo mounts.
The American destroyer Hull in scenario 10 is missing numbers out
of its torpedo mounts on purpose, she had no torpedoes loaded in
them during this battle.
Gunnery Hit Table
The left and right outer columns on the table contain the Gunfire
Factors for the individual rows in the table. The other columns,
marked 8 through 0, contain the dice roll results of each row for
scoring a given number of hits on a target ship.
Example: Aoba has 16 primary gunnery factors. This means that it
will have to use the 14-17 row on the table. This row gives the
following dice roll results for scoring hit; 1-3 score 4 hits,
4-8 scores 3 hits, 9-15 scores 2 hits, 16-25 scores 1 hit, and
26-97 score 0 hits. These dice rolls are the base roll before any
modifers are applied.
On the 2 GF row the dice roll needed to score 1 hit is 3-6, not
2-6 as printed. On the 3 GF row the dice roll needed to score 2
hits is 1-3, not 1-2 as printed.
Special Damage Table
A Dice Roll of 55 results in Belt Hit, 1 Hull Hit, 1 M.
Gunnery Hit Table Modifications to Dice Rolls
On the Range & Target Aspect Modifiers Table in the Range in
Hexes row the seventh column should read 12-16, not 13-16 as
printed.
On the Optional Modifiers Table, when using the Firing at
Gunflashes Only modifier for firing at gun flashes, the ship
being fired upon must have already fired during the same turn.
This modifier only applies to the player who does not have
initiative during the turn.
Gunnery Breakdown Table
A dice roll result of 2 = Electronics out, no gunfire for (roll
one die) 1-2 = 1 turn
3 = 2 turns
4 = 3 turns
5 = 4 turns
6 = 7 turns
* Roll randomly to determine which gun position is knocked out
for all types of guns on the ship.
** Roll randomly to determine which gun position is knocked out
for the gun type which fired.
Special Damage Table
Results 61-65 should have two astericks, not one as printed.
Results 73-76 should have one asterick, not two as printed.
Results 92-95 should have 2 Secondary in the Additional Damage
column and two astericks.
Collision & Torpedo Hit Damage Table
Dice Sum result of 3 should DUD/MISS in all Flotation Type
columns. (Dud if hit was a torpedo, miss if hit was collision.)
Armor and Penetration Table
Note at bottom should read: If the armor thickness present on the
target ship is equal to or greater than the pentration listed
above for the stated range and gun, then the shell will have NO
EFFECT.