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.