All undamaged German and Italian capital ships are fast. Japan and France have a handful of slow battleships, while most of the starting British and American capital ships are slow.
20.13 Fleets, carriers, submarines, ASW and transports are naval units. Submarines, ASW and transports are also SW units.The effect of 20.162F is that no more than half (rounded down) of the naval factors in a TF may be fast carriers, and a TF may never contain more than 12 fast carrier factors (as the maximum size of a TF is 25 naval factors).
20.163 A naval force retains its TF status while at sea even if combat losses result in it no longer meeting the conditions necessary to be a TF. When the naval force returns to port, its TF marker would be removed unless the port contained other naval units sufficient to bring the depleted TF up to the required strength.This is a rare instance where the game relies on the common sense of players to avoid abuse. Normally the Axis will be most interested in the disposition of Western Allied destroyers (as this relates to their invasion capabilities) and fast carriers. The Axis player is not entitled to a detailed census every turn, nor should the Allied player stand on ceremony and insist on a specific request from his opponent every turn.
20.17 RANGE: Naval operations are subject to various range restrictions as set out in 21.36. Naval interception depends on a dice roll (22.21).Destroyers or cruisers? Cruisers may not carry units and have no on-board ASW value, but can raid and are more robust in combat.
Escort carriers are worth building! They may not raid or patrol, and their air may not counterair or intercept defensive air support. However, they can assist in finding raiders, shift the submarine warfare modifier, may later be withdrawn if no longer needed (unlike ASW) and have an enhanced air defense value.
20.44 ESCORT CARRIER AIR:
AS |
FF |
Dice Roll |
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2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12+ |
||
- |
1 |
0 |
0 |
0 |
0 |
0 |
0 |
1 |
1 |
1 |
1 |
1 |
- |
2 |
0 |
0 |
0 |
0 |
0 |
1 |
1 |
1 |
1 |
1 |
2 |
1 |
3 |
0 |
0 |
0 |
0 |
1 |
1 |
1 |
1 |
1 |
2 |
2 |
- |
4 |
0 |
0 |
0 |
1 |
1 |
1 |
1 |
1 |
2 |
2 |
3 |
2 |
5-6 |
0 |
0 |
1 |
1 |
1 |
1 |
2 |
2 |
2 |
3 |
3 |
3 |
7-9 |
1 |
1 |
1 |
1 |
2 |
2 |
2 |
3 |
3 |
3 |
4 |
4 |
10-12 |
1 |
1 |
2 |
2 |
2 |
3 |
3 |
3 |
4 |
4 |
5 |
5 |
13-15 |
2 |
2 |
2 |
3 |
3 |
3 |
4 |
4 |
5 |
5 |
6 |
6 |
16-18 |
2 |
2 |
3 |
3 |
3 |
4 |
4 |
5 |
5 |
6 |
6 |
7 |
19-21 |
2 |
3 |
3 |
3 |
4 |
4 |
5 |
5 |
6 |
6 |
7 |
8 |
22-24 |
3 |
3 |
3 |
4 |
4 |
5 |
5 |
6 |
6 |
7 |
7 |
9 |
25 |
3 |
3 |
4 |
4 |
5 |
5 |
6 |
6 |
7 |
7 |
8 |
10 |
|
3 |
4 |
4 |
5 |
5 |
6 |
6 |
7 |
7 |
8 |
8 |
11 |
|
4 |
4 |
5 |
5 |
6 |
6 |
7 |
7 |
8 |
8 |
9 |
12 |
|
4 |
5 |
5 |
6 |
6 |
7 |
7 |
8 |
8 |
9 |
9 |
13 |
|
5 |
5 |
6 |
6 |
7 |
7 |
8 |
8 |
9 |
9 |
10 |
14 |
|
5 |
6 |
6 |
7 |
7 |
8 |
8 |
9 |
9 |
10 |
10 |
15 |
|
6 |
6 |
7 |
7 |
8 |
8 |
9 |
9 |
10 |
10 |
11 |
16 |
|
6 |
7 |
7 |
8 |
8 |
9 |
9 |
10 |
10 |
11 |
11 |
17 |
|
7 |
7 |
8 |
8 |
9 |
9 |
10 |
10 |
11 |
11 |
12 |
18 |
|
7 |
8 |
8 |
9 |
9 |
10 |
10 |
11 |
11 |
12 |
12 |
19 |
|
8 |
8 |
9 |
9 |
10 |
10 |
11 |
11 |
12 |
12 |
13 |
20 |
|
8 |
9 |
9 |
10 |
10 |
11 |
11 |
12 |
12 |
13 |
13 |
Modifiers - Air Attacks on Naval Units +# attacker’s Air Nationality DRM -# defender's Naval Nationality DRM +1 naval air units attacking ships at sea +1 if the attacker achieves a surprise level of 3 or greater |
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Modifiers - Fleet Attacks on Naval Units +/-# Naval Nationality DRMs (22.552A) +/-1 If one of the combat groups involved is carrying out a naval activity which reduces its effectiveness (22.552B) |
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If more than 20 air squadrons engage in combat, the result is determined by consulting the "20" row and whatever other row is required to equal the total number of air squadrons engaged. |
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Results Named ships and cruisers: A named ship or cruiser is damaged if it incurs naval attack effects one less than its size in factors and is sunk if it incurs naval attack effects equal to or greater than its size in factors. Cruiser groups: If a group of light ships consisting only of cruisers incurs an odd number of hits, the odd hit damages one cruiser. One-factor naval units: If a group of ships consists only of destroyers, CVEs, transports or a combination of the three, each hit sinks a destroyer, CVE, or transport factor. Mixed light forces: Naval attack effects incurred by a light force consisting of both cruisers and one-factor naval units are distributed evenly between the cruisers and one-factor naval units, subject to the proviso that the number of one-factor ship factors sunk may not exceed the number of cruiser factors sunk until all the cruisers in the force are sunk (20.551). |
EXAMPLE: The Nevada, a three-factor battleship, takes one hit in the first strike of the Japanese attack on Pearl Harbor. This hit is repaired immediately and the Nevada will have no hits on her if the Japanese return for a second strike.
20.5231 EFFECTS OF ACCUMULATED HITS:Before there is a chance at a critical hit, double sixes must be rolled. An “11” result with a +1 modifier is insufficient. Negative modifiers to a “12” dice roll are disregarded.
B. SUNK IN PORT: A named ship is sunk while in port (20.5224A).EXAMPLE: An American battleship sunk in port during Japan’s Pearl Harbor raid with a dice roll of “12” is subject to only one critical hit die roll.
20.526 EFFECTS OF CRITICAL HITS: A critical hit has the following effect, in addition to any effect of the combat roll which triggered the critical hit:In a mixed force, a cruiser is always damaged by the first, fifth, ninth, etc. hit, provided there is still a cruiser to be damaged.
20.552 DIFFERENT TYPES OF ONE-FACTOR NAVAL UNITS: Naval attack effects against different types of one-factor naval units are apportioned between the different types of one-factor naval units as per 20.57.Transports are versatile, but whenever they operate they are exposed to enemy attack. Damaged transports used as permitted by 20.636B are also at risk of being sunk if intercepted by Axis air or naval units.
20.631 INITIAL LEVELS: The initial number of transports are:In classic A World at War, the Western Allies achieved a Gathering Storm transport result and start with 15 Atlantic, 5 Indian Ocean, 10 Pacific, 5 at large and 5 unbuilt transports.
For the sake of convenience, all Western Allied transports are listed on the British force record sheets.
F. PACIFIC (JAPAN): 19 Japanese transports. The number of Japanese transports is increased by Japanese Storm Over Asia transport research (Storm Over Asia transition rule 6.412):In classic A World at War, Japan achieved a Storm Over Asia transport result and starts with 20 built transports.
20.632 OPTIMAL LEVELS:EXAMPLE: At the end of their Summer 1941 player turn, the Western Allies have 16 transports in the Atlantic SW box. The Western Allies will be able to use at least four Atlantic transports in their Fall 1941 player turn, unless German submarines and raiders sink more than 12 transports during the Axis Fall 1941 player turn, leaving the Western Allies with less than four damaged transports in the Atlantic SW box. The Western Allies will be able to use more than four transports in their Fall 1941 player turn if Germany sinks and damages fewer than 12 transports during the Axis Fall 1941 player turn.
20.64 FUNCTIONS: Each available transport (20.636) may be used once per turn for one of the following naval activities: