Search & Destroy

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Known Errata:

Source: Alan Arvold.

SPI never put out an errata sheet for SEARCH & DESTROY. This compilation is based on rules questions sent to them by Alan Arvold, and the answers he received. Check under the variations section to see the new optional rules he offers.

Date: ?


[3.6] Game Scale ADD – The time scale is twelve minutes per turn. (This is based on the fact that the time scale was six minutes per turn in GRUNT and the doubling of the Movement Allowances in SEARCH & DESTROY doubles the time.)

[4.2] Sequence Outline [Standard Game]

C. Game Turn Record CLARIFICATION – There are still six Game-Turns in a complete game. This is true even in the Advanced Game. It is in the Optional Scenarios [27.0] where there are longer game times.

[6.23] Line of Sight ADD – Hexsides common to only one blocking terrain hex do not block the line of sight if the line of sight longitudinally bisects the hexside. If the line of sight bisects an intersection of hexsides common to both blocking terrain and non-blocking terrain hexes, then the line of sight is not blocked at that intersection.

[13.24] ADD – In the Standard Game where there is only the Company Commander unit in the company, if the Company Commander unit loses leadership, then the die must be rolled for each squad in the company to see if they lose leadership control.

[16.0] Improved Positions Procedure ADD – Units that start the game set up on the mapboard may not be considered to be in Improved Positions unless specifically allowed to by the scenario deployment instructions. If so allowed, the owning player may have all, some, or none of his units in Improved Positions.

 [16.4] Hidden Deployment of Improved Positions ADD –

Hidden units that are in Improved Positions need not have the Improved Position counter placed on top of them until they have been spotted in any manner by enemy units. Hidden units that are in Improved Positions must be recorded on a separate sheet of paper, in which case the unit and the hex number of the hex it is in is recorded. Hidden NLF units which improve their positions while in the line of sight of or adjacent to a US Personnel Unit are exposed and flipped over at the end of their turn. In the case of a Dummy unit, it is immediately removed from the game.

[19.21] Third sentence should read as follows: Once you are “out of ammo”, you can no longer fire, though NLF units reaching an NLF Ammunition Cache and US units reaching an Ammunition Supply Counter, may resupply.

[19.24] ADD – The US player may call in as many Ammunition Supply Counters as he desires per turn. (He has in game terms an unlimited supply.) Only one Supply Counter may be placed in a hex at any one time. The counter may be placed in any hex where a helicopter can land.

 [20.13] Personnel Unit Casualties ADD – All Squads and Leadership counters which have a printed Attack Strength on them are eliminated from the game when they have received six casualties (casualties in excess of six are ignored). All Leadership counters that have no printed Attack Strength on them are eliminated after they have received two casualties (casualties in excess of two are ignored). This will require record keeping for each unit that has received casualties.

[20.2] Transportation of Casualties ADD – [20.24] US Medic and NLF Porter units may carry up to a maximum of four WIA, two KIA, or one KIA and two WIA casualties. US and NLF squad size units may carry up to twelve KIA and/or WIA casualties in any combination.

[20.42] ADD – Additionally, the US player receives at the end of the game, twenty-five Victory Points for each captured NLF casualty (KIA or WIA) that he has a US unit stacked with (i.e. transporting). (For propaganda purposes.)

[20.43] Second sentence should read – Additionally, he receives at the end of the game sixty Victory Points for each captured US casualty (KIA or WIA) that he has an NLF unit stacked with (i.e. transporting), for each US casualty left alone on an Anti-Personnel counter, and for each US casualty left alone on the board with no US unit stacked with it. (Again, for propaganda purposes.)

ADD – [20.44] The NLF Player now only receives twenty Victory Points for each helicopter destroyed.

ADD – [20.45] For each peasant killed or wounded by enemy fire [10.2], the non-firing Player now receives fifteen Victory Points if he is NLF or ten Victory Points if he is US. Casualty markers are not placed on the board for civilian casualties, the points are just awarded. This includes fire of any kind (ground, artillery, airstrikes, etc.), but does not include casualties caused by interrogation [23.0].

[20.5] Casualty Victory Point Schedule

In the Type of Casualty Column, the third line should read “Each KIA or WIA captured/abandoned” and the fifth line should read “Each peasant killed or wounded by Enemy Fire”.

[20.61] ADD – MEDIVAC “helicopters” may land on hexes with personnel units with casualties on them. This is the only exception to rule [9.15].

[20.64] ADD – Personnel units in a hex where the MEDIVAC “helicopter” is shot down undergo an immediate 3-1 attack. Any resulting casualties are placed in the hex.

[21.0] Artillery, Air Strike, and Tank High Explosive Fire  Procedure: ADD – All enemy and friendly personnel units are attacked in the affected hexes.

[21.2] Patterns of Fire Diagrams CORRECTION The Artillery Strike Pattern diagram should have a North Arrow pointing up next to it and should have the Artillery Center of Impact in it. The Tank HE Fire diagram should have the Tank HE Center of Impact counter on it.

[21.24] ADD – The Artillery Strike Pattern is set up on the Game Map in relation to the North Arrow on the map, not to the point of view of the Forward Observer unit calling in the fire.

ADD – [21.25] Air Strike Patterns may be of any shape providing the hexes are in contact with each other on at least two hexsides (i.e. each hex is adjacent to at least two other strike hexes) and it is in a contiguous pattern (i.e. no unaffected hexes in the middle of the pattern).

[22.0] Tanks and Armored Personnel Carriers [APC's]

ADD – [22.35] When using the Fire and Movement Rule [17.0], an NLF Cadre unit may expend up to six Movement Points and still be able to fire the RPG-7. There are no modifiers to the Vehicle Defense Table for this.

ADD – [22.36] When using the Increased Fire Rate and Ammunition Supply Rule [19.0], a NLF Cadre unit that has fired its RPG-7 may when it resupplies with ammunition (Rule [19.22]) be resupplied with another RPG-7 round. This procedure may be repeated as many times in the game as the NLF Player desires.

[22.4] Vehicle Defense Table

[22.41] ADD – Successive Immobilized results have no additional effects on the vehicle. The NLF Player receives no Victory Points for immobilizing or destroying a vehicle. The only exception to this is if a scenario's victory conditions awards Victory Points for destroyed or immobilized vehicles in that particular scenario.

[23.14] Should read – If, in the second interrogation attempt, the US Player wounds a peasant being interrogated, the NLF Player is awarded ten Victory Points. If, in the third attempt at interrogation (possible only with ARVN units), the US Player kills a peasant being interrogated, the NLF Player is awarded twenty Victory Points.

[23.15] Third sentence should read – If the second result is “Peasant Wounded”, then the Porter can be considered to be eliminated (killed) by interrogation.

[23.16] Should read – In all interrogation by US units, the US Player has the option of stopping after the first attempt or die roll.

[23.2] How ARVN Interrogate  ADD – All three attempts are made in a single turn. A peasant that receives a “Peasant Wounded” result may still be interrogated a third time. (Note: If a Porter receives a Wounded result in the second attempt, he is eliminated and may not be interrogated a third time.)

[23.3] Interrogation Results Table Explanation of Results: A = Located one Ammunition Cache

[23.4] Combined US/ARVN Orders of Battle ADD In scenarios where the US Player has both US and ARVN units in his order of battle, he may make only one interrogation attempt with any one of his US units and may make as many interrogation attempts as he has ARVN units in a single Turn, in accordance with the rules in this section.

 [24.1] US Organization ADD – [24.11] The US Player may additionally receive Artillery and Air Strike assets as provided for by the scenario instructions.

[24.12] ADD – All fractions are rounded up (i.e. a “1” Attack Strength halved remains a “1”).

ADD – North Vietamese and Viet Cong Organization

ADD – There are three NLF Leader (Cadre) counters in a VC Company, not two.

[24.35] Command Control Chart (US Only) ADD – Although the Battalion Commander normally controls two Company Commanders in most scenarios, in those scenarios where the US Player has three or more companies in his order of battle, the Battalion Commander would control all of the Company Commanders.

 [26.0] Helicopter Gun Support ADD – Players may want to craft their own helicopter counters to mark the hexes where there are various type of helicopters on the mapboard.

[27.0] Optional Scenario

[27.14] Operation Clean House Scenario

US Player Forces ADD – Players will have to use counters from another game of SEACH & DESTROY or create their counters to make the third company. In either case the third company would be “C” Company.

[27.23] Kien Phoung Province Scenario

NLF Player Forces Deployment: enters anywhere on the east map edge on Game Turn One. Move first.

US Player Forces Deployment: helidrops on the first Game Turn in the normal manner. Move second.

Counter Sheet

There is a misprint on two the US units; there appears to be doubles of the mortar squads 1 / 4 /A and 2 / 4 /B. One of each should be 1 / 4 / B and 2 / 4 / A respectively.


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This site was last updated 06/02/21