From: cjs@phy.duke.edu (Carl Schnurr)
Newsgroups: rec.games.board
Subject: Latest WiF Errata and some Rambling
Date: 11 Sep 92 16:29:04 GMT
Organization: Duke University Physics Dept.; Durham, N.C.

I just received the issue #32 of The Canadian Wargamer's Journal.  It
contains additional errata as well as correcting a few mistakes in the
previous errata.  Yes, the US entry modifiers regarding Japan were
supposed to be pluses, not minuses as many here suggested.  

It also contains an article on The Spanish Civil War in Wif, and an
article discussing some apparent problems by Edward E. Ericson III.
His problems?
	(1) Coup cells in Turkey and Spain are too powerful/unbalancing/
unhistoric.  Suggested solution:  treat Turkey and Spain as like Sweden
and Switzerland are.  
	(2)  The US enters the war much to early (on average) if the
historical options and builds are followed.  Suggested solution: shift
the US production effect over by one or two columns in favor of the Axis.
	(3)  There's no provision for the US entering the war only in
the pacific, or only in Europe.  What if Hitler hadn't declared war on 
the US?  Suggested solutions:  None, except for a complete revision of 
the US entry table to have two columns--one for each theatre.  

*** Warning: Unabashed Plug Follows ***

The Canadian Wargamer's Journal is an excellent little magazine.  Each issue 
has a wide variety of articles (reviews, variants, strategy, etc.).  Even
though I don't play that many "serious" wargames, I've managed to find
something of interest in every issue.  It's particularly refreshing to
read reviews by people who have played the game *several* times. 
Additionally, they usually suggest playtested "fixes" for games they 
review and consider "broken".  Give it a try.  It's only $12.50 a year
for four issues.

*****

Product News:
The WiF annual is supposed to come out on Oct.15.  Also, their variant
of WWI WiF, "Fatal Alliances" is now available.  The Annual costs $15,
Fatal Alliances $22, or $32 (US) for both.  Shipping is free for orders
over $20, $3 otherwise.    
Order from :
	Canadian Wargmers Group
	207 Bernard Drive NW
	Calgary, Alberta 
	T3K 2B6

*****

Without further ado, here's the errata.  Enjoy.

-Carl

*****

4.4.1 3rd para; There is no limit to the number of sea areas which may
be crossed when tracing a supply path *so long as they are consecutive*.
None of them may contain an enemy CV, HS, LS or aircraft unit with air-to-
sea factors greater than zero unless it also contains a friendly CV, HS, 
LS, TRS, or FTR.

4.3  A supply source is:
(a) any city in the unit's or port's home country (unless that country
has been counquered and is not yet liberated),
(b) any such city in the home country of a Major Power with which the
unit may cooperate (see 19.1),
(c) the *capital* city of any controlled or conquered minor country, or
conquered Major Power (see 14.0) controlled by a Major Power the unit can
cooperate with,
(d) any city in occupied China if the unit is Chinese, or
(e) a co-operating HQ which can trace a path (of any length) to a city
supply source.  

10.5.5.1 para 2; The SUB selects a target class (TRS, LS, HS or CV) to
attack.  The target within that class is chosen randomly.

10.5.6.1 replace paras 4-6 with:
If *either side* rolls less than or equal to the search number, then 
naval combat *will* occur, subject to surprise.  If a side's (modified)
die roll equals or exceeds the surprise number in the highest numbered
section its surface naval or aircraft units occupy, it is *surprised*
in that combat round.  Each side (phasing side first) may fly aircraft
units into the sea area.  They may fly even if their Major Power chose
a Land Action.  Only aircraft capable of flying a Naval Air mission can
fly.  They fly as if it were such a mission (see 10.3.3) but it *doesn't
count against activities limits*.  They may be placed into any sea-box 
section(s), even those not containing any friendly units.
	Then, if one side has been *surprised*, the other side has the
*option* not to fight that naval combat round.
	If combat does occur, include those non-SUB units which occupy
sections of the sea box with search numbers equal to or higher than
their side's (modified) die roll.

10.7.6.4  Cleared through bombers Return to Base after combat resolutions
but before Advance after Combat.

11.1  2nd para; A specified country is eligible if it has been declared
war on (even prior to conquest).  The Major Power declaring war is the
aggressor.  

11.1  Change the word "conquering" to "aggressor" everywhere it appears
(i.e. Partisans affect aggressor Major Powers both before and after 
conquest).

11.5.2  new US entry modifier; each time the Japanese roll an unmodified 
'6' in land combat (even attacks at greater than 10:1 odds), the modifier
is 1939: +5, 1940: +4, 1941: +3, 1942+: +2.

11.6.2.2 2nd Para; China's production multiple starts at 1.  It goes to 2
*either* after the Japanese have launched a major assault or after the 
Japanese have rolled their first unmodified '6' in a land combat (even
attacks at greater than 10:1 odds).

11.7  Aircraft and Naval units (and, in the case of TRS, their cargoes)
returning to base are turned face-down.

13  Each major power may only play 1 offensive chit per *turn*.  Each 
offensive chit costs 15 build points for both sides.

13.3  If played at the start of a Land Action, the Major Power which played
it specifies any of its HQ's to receive both of the following benefits
*for that impulse only*:

(a) overruns and attacks on the Blitzkrieg CRT made *exclusively* by the 
Major Power's units in supply range to the Blitzkrieg HQ, are increased
a total number of odds levels equal to the HQ's reorganization value 
(e.g. Manstein can increase one attack/overrun by 5 odds levels, or 5 
attacks by 1 level or any combination not exceeding his reorganization
value).  The odds of an attack/overrun may not be enhanced if the attack/
overrun involves any minor coutnry's or other Major Power's units.
(b) aircraft units of that Major Power that conduct a Ground Strike mission
(see 10.7.1) within the supply range of the Blitzkrieg HQ do not halve their
tactical factors.  
Minor country units do not receive these benefits.
After recieving these benefits, the Blitzkrieg HQ is turned face
down.  

14.1 Major Power Conquest. 3rd para; Roll a die for each of its on-map
*land, aircraft* and naval units.

14.2  3rd para; While conquered, its units that are destroyed while out of
supply are removed from the game.  If its units are destroyed while in 
supply, roll a die.  On a 1 or 2, the unit is removed from the game.  
Otherwise the unit is returned to the controlling Major Power's force pool.

18.5  last para; The Polish INF and ARM added to the Commonwealth force pool
are treated as CW Government-in-exile units when destroyed (see 14.2).

22 At the commencement of any Production Phase in which an enemy land unit
occupies a hex or land section in its home country, *or an adjacent country*,
a Major Power may declare...

28.3.3 & 28.7.3:  Japan does not commence either of these campaigns with 
an offensive chit.  


-- 
	Carl J. Schnurr					1-919-684-8256
	Duke University Dept. of Physics        	cjs@phy.duke.edu
	Durham, N.C.      27706			
Newsgroups: rec.games.board