WORLD WAR 3 ERRATA
by
Alan R. Arvold
The following errata was sent into SPI
for consideration back in
the late 1970's but was never
published. The errata for the
scenarios were based on information
that available at that time
and on then future plans and
projections. That much of these
never occured in history should not
detract from authenticity of
the scenarios as they were considered
to be very real
possibilities at the time of their
creation.
[5.58] (Add) 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 of 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 and
overrun is taking place) and must
eliminate the Enemy units on
the invasion hex or force them to
retreat. If the invading units
fail to do this both the Amphibious
units and the Land units are
returned intact to the Friendly
port(s) from which they came
from.
[6.61] The Zones of Control of Self
Defence units do extend
across the borders of their home
country when the home country is
allied with one of the Blocs.
[8.15] Self Defence units may
participate in an attack only if
the Enemy units are in their home
country or in hexes adjacent to
their home country. Self Defence units
may also participate in
overruns under these same
restrictions.
[8.51] Self Defence units may advance
after combat only if the
hexes that they advance into are
either in their home country or
are adjacent to their home country.
Self Defence units may even
defend in hexes adjacent to their home
country.
[8.72] If Self Defence units are
forced to retreat out of their
home country they are eliminated.
[11.3] Self Defence units are also in
supply in hexes adjacent to
the home country. They may leave their
home country only under
circumstances listed in the combat
section. If they leave their
home country for any other reasons
they are eliminated.
[13.18] Certain naval units have an
extended Zone of Control with
reduced combat factors to reflect the
new cruise missiles that
are now coming into service. (Note
these are tactical cruise
missiles not the nuclear tipped
strategic ones.) American Surf-A
units (numbers 1-6 and all those in
production) have an extended
ZOC out to five hexes. American Surf-B
units (numbers 1-8 and all
those in production) have an extended
ZOC out to three hexes. In
hexes beyond their normal ZOC but
within their extended ZOC these
units may add up to 1/2 of their
attack and/or defence strength
to a naval unit in combat. Soviet
Surf-A units have an extended
ZOC out to three hexes. Soviet Surf-B
hexes have an extended ZOC
out to two hexes. In hexes beyond
their normal ZOC but within
their extended ZOC these units may add
up to 1/4 of their attack
and/or defence strength to a naval
unit in combat. These rules
also apply to transit attacks. Any
Western Alliance Surf-A or
Surf-B units that are rebuilt during
the course of the game are
considered to be equipped with
tactical cruise missiles and have
the extended ZOCs regardless whether
they originally had them or
not.
[17.20] Self Defence units may be
rebuilt at the same rate and
cost as Mobile units. Any country that
has Self Defence units in
it may rebuild lost ones if they have
an industrial hex inside
their boundaries or have the Bloc or
Alliance they are allied to
rebuild the lost ones for them if they
don't. No country may have
more Self Defence units then what they
started the game with.
When Self Defence units appear as
replacements they appear in
their home country if it has an
industrial hex or if that country
maintains a line of communicatios
between itself and an
industrial hex within the Bloc or
Alliance to which they are
allied with. If neither condition
exists the Self Defence unit
replacements are considered to be
lost. SS units may be rebuilt
at the same rate as SSN units.
[17.23] In order to prevent the loss
of unused Production Points,
players may apply them to any unit
that costs more Production
Points to build or rebuild than the
players have available. On a
future turn the players may then
supply the remaining Production
Points needed to complete production.
However it is from that
turn when the final Production Points
are added that the unit is
is placed on the turn-record
reinforcement track.
[18.14] Oil shipments may continue
from oil sources located in a
Neutral Country. If that Neutral
Country allies itself with an
opposing Bloc or Alliance then the oil
shipments are terminated.
[21.32] The North Korean Mobile unit
may also attack and move
into the USSR only if China is at war
with the USSR. North Viet
Nam now controls South Viet Nam and
hex 1637 (Cambodia). The
North Viet Nam Mobile and Self Defence
units may now set up in
any of those hexes. The old South Viet
Nam Defence unit is
removed from the game. The North Viet
Nam Mobile unit may attack
and move into South Asia.
[21.66] Soviet Naval units may now
move directly from hex 2526
through hexes 2527 and 2627 to hex
2728 and vice versa. (This
represents the new canal that the
Soviets built through these
hexes connecting these two naval
bases.) Any Naval units may pass
through these hexes as if they are at
sea at the rate of 1
movement point per hex. They may not
leave any Naval units on
hexes 2526 and 2627 at the end of the
movement phase. Naval units
in the canal may not make any type of
attacks. They may undergo
transit attacks if an enemy Naval unit
is close enough to perform
it. The canal hexes 2526 and 2627 are
treated as restricted
passage if any Naval units in them are
attacked. Western Alliace
Naval units may not use the canal
until their Land units control
all four hexes of the canal. Soviet
Naval units may not use the
canal if they do not have control of
all four hexes of the canal.
This rule cancels out special rule
21.11 (Baltic Fleet
Restrictions)
[21.75] The US Land strength point
unit in South Korea may remain
there or be redeployed to hex 2011 at
the Western Allaince
Player's option. Western Alliance
Naval units located in hex 1639
may be redeployed to any other
friendly port in the Pacific Ocean
at the Western Alliance Player's
option. Both of these options
may only be exercised before the
beginning of the game. If the
Naval units are redeployed the
Phillipines are considered to be
neutral, the normal rules of
neutrality applying.
[21.76] For game purposes hex 2022 is
considered to be part of
the Western Alliance. The rest of
Africa is considered to be
neutral.
[23.33] Add one ICBM and two long
range SAC bomber counters to
the USSR's Order of Battle. Add two
ICBMs to the Chinese Order of
Battle. These may be placed in any
non-industrial hex in China.
[24.1] Standard Scenario
Western Alliance Order of Battle
Land Forces - Delete South Viet Nam,
South Africa, and Iran from
the Alliance. Add to South America one
(1) in hex 1709.
Eastern Bloc Coalition Order of Battle
Naval Forces - Add one Amph to hex
2827, one Surf-A to hex 2227,
and one Amph to hex 2240.
Add one ICBM and two SAC to Optional
Rule Forces.
Neutral Countries Orders of Battles
Land Forces - (Add)
South Africa: One (1) in 0626.
Africa: One (1) in 0926, 0927, and
1422.
Iran: One (1) in 2030 and 1930.
Saudi Arabia: One (1) in 1829.
Finland: One (1) in 2626.
Afganistan: One (1) in 2301.
Mongolia: One (1) in 2237.
South Asia: One (1) in 1836 and 1636.
Naval Forces - (Add)
South Africa: One CD in 0625.
China: One CD and one SS in 2039.
Add two ICBMs to Optional Rules Forces
in China.
Eastern Bloc Turn Record/Reinforcement
Track - (Add)
Turn 1 Block - Chinese: One SS, one
CD, one Land Strength Point.
Turn 2 Block - Chinese: One SS, one
ICBM,
one Land Strength Point.
Turn 3 Block - Chinese: One CD, one
Land Strength Point.
Turn 5 Block - Soviet: One Surf-A.
[24.2] Limited War Scenario
Neutral or Possible US Allies
Delete South Viet Nam, Iraq, and
Syria.
Add Turkey: 0-6 means Neutrality, 7-9
means US Bloc.
Add South Asia: 0-5 means Neutrality,
6-9 means US Bloc.
Neutral or Possible Soviet Allies
Add Africa: 0-8 means Neutrality, 9
means Soviet Bloc.
Add Iraq: 0-6 means Neutrality, 7-9
means Soviet Bloc.
Add Syria: 0-6 means Neutrality, 7-9
means Soviet Bloc.
[24.5] Russia vs China vs US Scenario
Neutral or Possible US Allies
Delete South Viet Nam.
Add South Asia: 0-4 means Neutrality,
5-9 means US Bloc.
Change India: 0-3 means Neutrality,
4-7 means US Bloc.
Neutral or Possible Soviet Allies
Add Saudi Arabia: 0-8 means
Neutrality, 9 means Soviet Bloc.
Add Afganistan: 0-8 means Neutrality,
9 means Soviet Bloc.
Add Mongolia: 0-3 means Neutrality,
4-9 means Soviet Bloc.
Add Finland: 0-7 means Neutrality, 8-9
means Soviet Bloc.
Add Africa: 0-6 means Neutrality, 7-8
means Soviet Bloc.
Add India: 8-9 means Soviet Bloc.
Neutral or Possible Chinese Allies
Add Africa: 9 means Chinese Bloc.
[24.6] 1984 Scenario
First Player: Eastern Bloc
Add Mongolia, Finland, Iraq, Syria,
Saudi Arabia, and Afganistan.
Second Player: Asian Bloc
Add South Asia.
Third Player: Western Bloc
Delete Iraq and Syria.
Eastern Bloc Turn Record/Reinforcement
Track - (Add)
Turn 1 Block - Chinese: One MS, two
ICBM,
one Land Strength Point.
Turn 2 Block - Chinese: One Surf-B,
one Land Strength Point,
one ICBM, one Supply.
Soviet: One Surf-A.
Turn 3 Block - Chinese: Two Land
Strength Points.
Turn 4 Block - Chinese: One Surf-A,
one Surf-B,
two Land Strength Points.
Turn 5 Block - Chinese: One SSN, two
Land Strength Points.
Turn 6 Block - Chinese: One Surf-A,
two Land Strength Points.
Soviet: One Surf-A.
Eastern Bloc Coalition Order of Battle
Naval Forces - Add one Amph and one
Surf-A to hex 2827. Add one
Surf-A to hex 2526. Add one Surf-A to hex 2227.
Add one Amph and one
Surf-A to hex 2240.
Asian Bloc Coalition Order of Battle
Land Forces - Add four Chinese Land
Strength Points to any
friendly hex.
Naval Forces - Add seven CD, two ASW,
three SS, 3 Surf-B, and
seven MS in any friendly port hex. Add six ICBM
to Optional Rule Force in any non-industrial hex
in China.
All Western Alliance and Neutral Force
counters are removed from
South Korea, South Asia, Formosa, and
Japan.
Special Rules: Hexes 1837 and 1735 are
now considered to be
industrial hexes. Hex 1837 is part of
the Asian Bloc and hex 1735
is part of the Western Bloc. Two of
the industrial hexes in Japan
require oil from Singapore and the
other industrial hex in Japan
requires oil from China. Two Merchant
Strength Points are
required for the pipeline from hex
1538 to Japan. The rest of the
pipeline is overland from hex 1538 to
Singapore through South
Asia. One Merchant Strength Point is
required for the pipeline
from 2039 to Japan. All Western
Alliance Merchant Strength Points
that were formally used to maintain
pipelines to Japan may be
redeployed elsewhere. The one
industrial hex in India requires
oil from Iran in order to operate. One
Merchant Strength Point or
one Supply Point is required for a
pipeline from hex 1930 to
India. All other pipelines are still
in effect. China has enoungh
oil for all three of her industrial
hexes and one industrial hex
in Japan. Any further industrial hexes
captured by the Asian Bloc
will have to be supplied with oil from
a source other than China
and Singapore. The US Land Strength
Point which was formally in
South Korea is redeployed to either
hex 2011 or hex 1702, Western
Alliance Player's choice.