Enclosed in this archive you should find the following files: RS.Read.me (this message) Module directory: Rising Sun.GPF Rising Sun.GPD Savedgames directory: RS.Sorted RS.camp You must own a copy of Empire of the Rising Sun to be able to use this module. You can get information about how to order this game and many others by sending $2.00 for a catalogue to: The Avalon Hill Game Company 4517 Harford Rd. Baltimore MD 21214-9989 Or call to order: 1-800-999-3222 To install with your game processor, put the files in the appropriate directories under your game processor root directory. I have tried to be as accurate as possible with respect to the map. If an error has crept in, the published paper map overrides the WGP map. When naming the units, I have found it easier during play to use the combat factors than the actual unit designation; since there's no other way for the replay to detail how many factors were involved in a combat. There are six values on the right side of the screen. They are: Cmbt: Ground combat value Mvmt: Ground Movement factors (will show the lowest in the stack) Navl: Fleet Factor (FF) equivalent. NAF: Naval Air factors SW O: Offensive Strategic warfare value (subs & bombers) SW D: Defensive Strategic Warfare Value (Flak and ASW) I have named all air unit "AAF" (Army Air Force), to differentiate them from the NAF units. Map errata: Individual island nationality is shown by a colored band around the hex. Green is US, brown is British, and yellow is Japanese. Island groups are shown as light blue groupings on the darker ocean. I was very hard to discern many of the beaches as such, so I took the liberty of placing a blue arrow pointing at every beach hex. The border between nationalist and communist china is designated by a light blue dotted line. Unit errata: I have changed the colors of the US carriers to represent type, as there wasn't enough room on the counter for letters. CVE's are light green on dark green, CVL's are yellow on green, CV's are light blue on green, and CVB's are white on green. Australian units are differentiated from British by a yellow border. I've included a save position which is set up for a 1941 scenario, with the at start units placed in ocean areas near their countries and deployment limit units in position. I've also included a global war setup, with the Rising Sun Units also pulled out and sorted (mostly). I tried to keep the color schemes of the units true to the counter mix, except when they became completely unreadable. The extra units required for the variants in the lower left. The naval breakdown counters are off the edge of the board -- you can't miss them. I also have a year and season marker and the dated force pool additions at the left. I have supplied more than a dozen counters named "Supply Line." These can be used to designate naval supply routes graphically to your opponent. Simply place the counter on the source port and then move it hex by hex to the destination. One of the force pools is labelled "A3R/Research," and contains all the additional units which would be available on this map if the game is played in conjunction with Advanced Third Reich. The research units are in this forcepool as well. The graphics overhead is too high to do a module with both maps for Rising Sun and A3R. Please address comments to: S.Emerson@GEnie.COM Look for other modules covering Advanced Third Reich, D-Day, Victory in the Pacific and Global War!