22. NAVAL INTERCEPTION AND COMBAT
22.1 NAVAL INTERCEPTION
22.2 RESOLVING NAVAL INTERCEPTION
22.3 NAVAL COMBAT
22.4 NAVAL COMBAT SEGMENTS
22.5 FLEET COMBAT
22.6 WITHDRAWAL FROM NAVAL COMBAT
22.7 ADDITIONAL ROUNDS OF NAVAL COMBAT
22.8 EFFECTS OF NAVAL COMBAT
22.9 SUBMARINE ATTACKS

22.1 NAVAL INTERCEPTION:
22.11 GENERAL: When a player undertakes any naval activity, the opposing player may attempt to intercept with any of his own uncommitted, uninverted naval units. A naval unit is considered to be uncommitted if it is not engaged in another naval activity already announced during the same segment of the player turn. Interception is subject to the qualifications set out below:
A. IMMUNITY FROM INTERCEPTION: The following naval units may not be intercepted:
·        German naval units deploying to or from the Murmansk box (40.441).
·        Raiders raiding from or returning to the Murmansk box (21.533D, 21.538C).
·        Raiders returning after starting the game at sea (21.538C).
·        Naval units moving to an SW box to engage raiders (21.5342G).
·        ASW deploying to or from an SW box.
·        Western Allied transports deploying to or from an SW box (20.6321).
·        Submarines.
B. PROHIBITED FROM INTERCEPTING: The following naval units are prohibited from intercepting:
·        naval units in the U.S., South Africa and SW boxes.
·        CVEs.
C. NON-OPERATIONAL PORTS: Naval units in non‑operational ports may intercept, although at reduced effectiveness (22.232C).
D. MURMANSK: German naval units in the Murmansk box are restricted to intercepting Allied naval activities in or out of Bergen. Such interception is automatic and no interception dice roll is required.
E. RAIDERS: Raiders may be intercepted on the mapboard while moving to the Atlantic, Pacific or Indian Ocean SW boxes (21.533D); raiders which reach a SW box may be opposed in accordance with 21.534.
F. OFFENSIVE PATROLS: Naval units on offensive patrol may not intercept except by counter-intercepting in support of intercepted friendly naval units (21.4182).
22.111 NO BRP EXPENDITURE REQUIRED: Interceptions and counter-interceptions do not require any expenditure of BRPs.
22.112 Interceptions may not be attempted unless the countries involved are already at war; a player may not declare war during his opponent’s turn in order to intercept.
22.113 If the Western Allies and Russia both wish to intercept the same enemy naval activity, the Western Allies prevail.
22.114 Each submarine intercepts separately (22.915).
22.115 Naval units may be intercepted as they return to port.
22.116 Naval units which unsuccessfully attempted interceptions during a phase may not attempt to intercept returning naval units during that same phase (22.27).
22.12 SELECTING AN INTERCEPTION HEX: Once a player (the “attacker”) indicates a naval activity, the opposing player (the “defender”) may require the attacker to indicate the exact path of hexes taken by the his naval units. The defender then may select one hex in which he will attempt to intercept the attacker’s naval activity.
A. If the attacker's naval units begin their activity in port, the defender may select the hex in which the attacker’s naval units are based (since they enter the water portion of that hex as soon as they leave port), the destination hex or any hex in between.
B. If the attacker's naval units are already at sea (moving from their patrol hex, or returning to base, or continuing a interception attempt already underway), the defender may select any new hex the attacker's naval units enter, including the destination hex (The defender may not select the hex in which the naval units begin their new activity, as the defender has already had a chance to intercept in that hex).
22.13 ONLY ONE INTERCEPTION HEX PERMITTED: A naval force may be intercepted in only one hex along its route, subject to the following exceptions:
A. STRAITS: Naval activities which pass through straits (21.211) are treated as distinct naval activities for interception purposes on each side of the strait, and are thus subject to a single interception in different hexes on each side of the strait.
B. DIFFERENT NAVAL ACTIVITIES: Each time a naval force attempts to carry out a distinct naval activity, it may be intercepted, even if some or all of that force has been intercepted earlier in the same turn while carrying out a different naval activity.
C. COMBINING NAVAL FORCES: A naval force which joins with other naval units in the course of a single naval activity creates a new naval force, which is subject to naval interception even if some or all of its components were intercepted before they combined. However, when a naval force sails to a base containing a second naval force in order to combine into a new naval force in that base hex, the naval force which remained in its base until the first naval force arrived may not be intercepted separately. Naval forces may thus be picked up without being subject to interception until they have joined the combined force.
D. SPLITTING NAVAL FORCES: A naval force which splits from another naval force during the course of an activity is subject to naval interception even if the combined naval force was intercepted, provided the new naval force enters a difference sea hex from its parent naval force.
E. SUBMARINES: Submarines may intercept in a different hex from other naval units (22.915).
F. CONTINUED INTERCEPTION ATTEMPTS: Each time an intercepting naval force continues its interception attempt by making an additional die roll, it may be counter-intercepted (22.163C).
G. RETURNING NAVAL FORCES: A naval force may be intercepted a second time once it has completed or aborted its naval activity.
H. DISPLACED NAVAL UNITS: A displaced (21.23) or escaping (23.462) naval force may be intercepted in every hex along its route.
EXAMPLE: Japanese TFs sail independently from Manila, Okinawa and Tokyo, rendezvous south of Okinawa and proceed on their mission. The Americans could attempt three different interceptions against the three groups prior to their rendezvous, and one interception afterwards. Had the Japanese combined their TFs by sailing the Manila TF to Okinawa, then both TFs to Tokyo, then all three TFs on their mission, the Americans could have intercepted the Manila TF, the combined Manila and Okinawa TFs, and all three TFs, but the Okinawa and Tokyo TFs could not have been intercepted separately.
22.131 INTERCEPTION IN THE ACTIVITY HEX: If interception occurs in an activity hex, the interception is resolved before the naval force completes its activity.
22.132 AIR ATTACKS: Air attacks on naval activities are distinct from naval interceptions and may be made in any hex or hexes along the route of the naval activity (23.8), including a hex where naval interception occurs and hexes along the path taken by naval units returning to port. If air attacks and naval interception occur in the same hex, the attacking air units participate in the resulting naval combat and may not attack the intercepted activity outside of naval combat.
22.14 INTERCEPTION MECHANICS:
A. INTERCEPTIONS OF DIFFERENT ENEMY ACTIVITIES PERMITTED: Naval units based in the same port may attempt separate interceptions against different enemy naval targets, whether or not they are part of a TF, although each naval unit may attempt to intercept only one enemy naval target per phase.
B. TFs INTERCEPT SEPARATELY: Each TF, including those in the same port, intercepts separately, even against the same enemy target, making a separate interception dice roll. TFs may be reconstituted immediately before making interception and counter-interception attempts. This may result in the formation of new TFs so that more TFs attempt interception against the same enemy target.
C. NAVAL UNITS WHICH ARE NOT IN A TF: Up to nine non-TF naval factors in a given port may attempt a single interception of each enemy target. A TF and naval units which are not in a TF may both intercept from the same port.
D. HOLDING BACK NAVAL UNITS: Naval units may be held back from interception for any purpose, including to combat enemy counter-interceptions (22.16).
E. ONE INTERCEPTION HEX ONLY: If naval units from more than one base attempt to intercept the same enemy target, they must select a common interception hex (22.13).
F. INTERCEPTION BY DEFENSIVE PATROLS: Naval units on defensive patrol intercept and counter-intercept in the same manner as naval units in port.
22.141 Successful naval interception results in naval combat between the intercepting naval force and all enemy naval units passing through the interception hex, including submarines, subject to the following exceptions:
A. NAVAL ACTIVITIES WITH DISTINCT PATHS: Naval activities which cross paths in a single hex, other than a common hex of origin or a common destination hex, are considered to have passed through the hex at different times and are intercepted separately.
B. SEA SUPPLY: Sea supply lines to different supply zones are intercepted separately.
C. RAIDERS: Raiding groups moving to or from an SW box are intercepted separately.
D. SEA ESCORTS AND NRs: All sea escorts and NRs are intercepted separately unless the moving player has elected to combine sea escorts (28.32A) or NRs (28.32B) to the same destination. Combined sea escorts and NRs are intercepted together.
E. NON-COOPERATION: British and French naval forces while Anglo-French cooperation restrictions are in effect (53.253).
22.15 CONTEMPORANEOUS NAVAL ACTIVITES: The moving player must, at each stage of his player turn, announce all the contemporaneous naval activities he wishes to conduct before the defender decides whether and where to attempt interception:
A. During the movement phase the moving player must indicate all patrols, naval base changes and SW box redeployments before the defender makes any interception decisions; during the combat phase the moving player must announce all naval missions he will undertake, including the destination of each mission and which ground units, if any, are aboard his fleets, before the defender makes any interception decisions.
B. Sea supply, raiders and NRs are contemporaneous and are announced by the moving player simultaneously, although they may be made separately and carried out sequentially.
C. Naval units return to base contemporaneously once all contemporaneous activities are completed.
D. Naval units which abort an activity, withdraw from naval combat or are displaced during the opposing turn return to base immediately.
22.16 COUNTER-INTERCEPTIONS: The attacker may attempt to counter-intercept the defender's intercepting naval units. Counter-interception is treated as interception, with roles reversed. The mechanics set out in 22.161 to 22.163 apply specifically to counter-interceptions
22.161 MECHANICS: Counter-interception takes place before naval combat arising out of the defender’s original interceptions is resolved. Counter-interceptions are carried out in the same manner as interceptions. The manner in which naval combat is resolved depends on the location of the counter-interception hex:
A. INTERCEPTION HEXES: If an intercepting force is counter-intercepted in the same hex as it intercepted the moving player’s naval activity, a single naval battle is resolved in the interception hex between all naval forces in that hex. Other intercepting and counter-intercepting naval forces which did not reach the interception hex in their first attempt may also join in subsequent rounds of the naval combat (22.241).
B. NON-INTERCEPTION HEXES: If an intercepting naval force is counter-intercepted in a hex other than its interception hex, naval combat between the intercepting and counter-intercepting naval forces is first resolved in the counter-interception hex, without the participation of the naval force which was originally intercepted, to determine whether the intercepting naval force is able to complete its interception. If the intercepting naval force defeats the counter-intercepting naval force, it may either continue to the interception hex and engage in naval combat with the intercepted naval force or abort the interception and return to port, at the owning player’s option.
22.1611 COUNTER-INTERCEPTION OF MORE THAN ONE INTERCEPTING TF:
A. If two or more intercepting TFs traveling along the same path are counter-intercepted together (22.141), a single naval battle is resolved. If the intercepting TFs are defeated, they must all return to port. If the intercepting TFs are victorious, they adopt the interception status of the most successful intercepting TF, at the intercepting player’s option.
B. If two or more intercepting TFs traveling along the same path become separated because their interception die rolls differed (22.21), each TF may be counter-intercepted individually beyond the point at which it becomes separated.
22.162 OFFENSIVE PATROL SUPPORT FOR FRIENDLY NAVAL ACTIVITIES: Naval units on offensive patrols, including submarines, do not initially roll dice to counter-intercept. Instead:
A. Patrolling naval forces may only counter-intercept in the hex in which the intercepting enemy naval forces intercepted the original naval activity.
B. The patrolling naval force may move up to three hexes from its patrol hex to the interception hex to support a friendly naval force which has been intercepted by enemy naval forces.
C. If the patrol hex is more than three hexes from the interception hex, the patrolling force moves three hexes towards the interception hex along an announced path (which will usually, but not always, be the shortest distance) and may continue its efforts to counter-intercept after the first round of the interception naval combat is completed (22.241) (EXCEPTION: Patrolling submarines may not support friendly naval forces which are more than three hexes from their patrol hex).
D. Patrolling naval forces which succeed in counter-intercepting participate in the naval combat between the friendly naval force and the intercepting naval force, and adopt its mission once any naval combat is resolved, provided they are permitted to do so (21.4182B).
E. A patrolling force which fails in its attempt to support a friendly naval force returns to its patrol hex once the naval combat arising out of the initial interception is completed (21.4182C).
22.163 SEQUENCE OF INTERCEPTION AND COUNTER-INTERCEPTION ATTEMPTS: Where both players are intercepting and counter-intercepting naval forces, this sequence is followed:
A. INTERCEPTIONS: The defender announces all naval interception attempts (EXCEPTIONS: Interceptions of patrols - 21.416; interceptions of returning naval units - 22.18), then makes his naval interception dice rolls.
B. COUNTER-INTERCEPTIONS OF SUCCESSFUL INTERCEPTIONS: All naval counter-interceptions of successful interception attempts are then announced, before any naval combat resulting from successful interceptions is resolved.
C. COUNTER-INTERCEPTIONS OF FAILED INTERCEPTIONS:
·        Intercepting naval forces which fail to reach their interception hex in their initial interception attempt may be counter-intercepted, provided the naval force they are attempting to intercept was intercepted by at least one other naval force, thus making them eligible to continue their interception attempt (22.241D).
·        Counter-interceptions of failed interceptions may be deferred. Each time an initially unsuccessful intercepting naval force continues its interception attempt by making an additional die roll, uncommitted enemy forces may attempt to counter-intercept, although each naval force may only attempt to intercept or counter-intercept once during each phase.
·        If naval combat occurs as a result of a delayed counter-interception other than in the interception hex, the resulting naval combat is resolved immediately, before any ongoing naval combat resulting from successful interceptions is completed.
22.17 COUNTER-COUNTER-INTERCEPTIONS: A defender who has held back naval units may counter-counter-intercept the attacker’s counter-interceptors. No further levels of interceptions are permitted.

All good things must come to an end. The moving player may conduct naval activities and counter-intercept; the defender may intercept the moving player’s naval activities and (in rare cases) counter-counter-intercept the moving player’s counter-interceptions. Counter-counter-counter interceptions are prohibited, both because they almost never arise and because the word is too hard to say.

22.18 INTERCEPTION OF RETURNING NAVAL UNITS: Naval forces may be intercepted as they return to port.
A. Interceptions of returning naval units are not announced until the naval units in question attempt to return to port.
B. Naval forces returning to port may first be intercepted when they enter a sea hex adjacent to their activity hex.
C. Naval units returning to port may, subject to range restrictions (21.33), combine with other friendly naval units for mutual protection, in the same manner as naval units engaged in a naval activity (22.141).
D. If a naval force divides into two or more naval forces as it returns to port, the newly created naval forces are subject to interception even if the original force was also intercepted.
22.19 COMBINED AIR AND NAVAL INTERCEPTION: The moving player dictates the order in which air attacks and naval interceptions of concurrent naval activities is resolved, the intercepting player dictates the order in which air attacks and naval counter-interceptions of concurrent naval interceptions is resolved, and so on.
A. When naval interception occurs, the intercepting force first sails to the interception hex, possibly undergoing air attack en route.
B. The intercepted force then moves to the interception hex, and is also subject to air attacks en route.
C. Once both forces have reached the interception hex, naval combat, including air attacks in the interception hex itself, is resolved.

22.2 RESOLVING NAVAL INTERCEPTION:
22.21 DICE ROLLS USED: Naval interceptions are resolved by rolling one or more dice for each intercepting naval force, calculating the total dice roll, and moving the intercepting naval force, beginning with the hex adjacent to its naval base, that many hexes (Europe) or half that many hexes (Pacific - round up) along its chosen interception route to the interception hex.
22.22 NUMBER OF DICE ROLLED: Absent any of the special circumstances set out below, which modify the number of dice actually rolled:
A. ONE DIE: One die is rolled:
·        to intercept raiders moving to and returning from an SW box.
·        to counter-intercept enemy interceptions using naval forces in port or on defensive patrol (for counter-interceptions by offensive patrols, see 22.162).
B. TWO DICE: Two dice are rolled to intercept:
·        base changes.
·        patrols.
·        fast carriers missions.
·        NRs of naval units.
·        displaced naval units.
·        naval units returning to base.
C. FOUR DICE: Four dice are rolled to intercept:
·        sea supply.
·        sea transports.
·        seaborne invasions.
·        shore bombardment.
·        sea escort.
D. EIGHT DICE: Eight dice are rolled to intercept:
·        patrols which attempt to remain in their patrol hex for the combat phase.
22.221 EIGHT DICE MAXIMUM: No more than eight dice may be rolled for any naval interception attempt, regardless of the presence of favorable modifiers.
22.222 AUTOMATIC INTERCEPTION: If the intercepted force is in the hex in which the intercepting naval force is based, interception is automatic, without the need for a dice roll (22.242).
22.23 MODIFIERS: The number of dice rolled is increased or decreased as follows:
22.231 FAVORABLE MODIFIERS:
A. AIR: One additional die is rolled for each land-based search AAS or NAS which spots the enemy naval force en route to or in the interception hex, up to a maximum increase of three additional dice.
·       A naval force may only be spotted by operational air units which are based within range of the interception hex or any hex along the route to the interception hex. Search AAS and NAS are equivalent for this purpose.
·       Air units which spot an enemy naval activity are not inverted as a result and are not obliged to attack the enemy naval activity. A given air unit may simultaneously influence any number of interception attempts. An air unit which is already committed to another activity, such as ground support or defensive air support, is not eligible to assist naval interceptions.
·       Anglo-French cooperation restrictions do not prohibit either nation’s air units from assisting in the other’s interceptions; Russo-Allied cooperation restrictions do prohibit such cooperation.
B. CODEBREAKING: If the intercepting player plays more strategic cards than his opponent with respect to naval interceptions, he rolls one additional die for all naval interception dice rolls for that player turn.
·       The play of two or more strategic cards than his opponent does not allow a player to roll two or more additional dice. The maximum effect of a strategic codebreaking advantage is one additional die roll for interceptions.
·       Strategic cards may not reduce the number of dice rolled for naval interceptions.
C. INVASION HEXES: One additional die is rolled for interceptions of naval forces conducting seaborne invasions or shore bombardment in their invasion hex.
D. COUNTER-INTERCEPTION IN AN INTERCEPTION HEX: Two additional dice are rolled for counter-interceptions in an interception hex.
22.232 UNFAVORABLE MODIFIERS:
A. SLOW SHIPS WITHOUT A CARRIER: One fewer die is rolled if the intercepting naval force contains slow ships and does not contain an operational fast carrier.
B. SUBMARINES: Two fewer dice are rolled for interceptions by submarines (EXCEPTION: Submarines on offensive patrol counter-intercept without a die roll - 22.162).
C. NON-OPERATIONAL PORTS: Two fewer dice are rolled for naval units operating from a non-operational port. This does not apply to submarines based in fortified ports (32.248).
D. SMALL ENEMY FORCES: One fewer die is rolled if the intercepted naval force consists of fewer than 10 naval factors. For the purposes of naval interception:
·       The application of this modifier is determined by the total number of naval factors in the interception hex, unless one of the exceptions to 22.141 applies and a naval force is intercepted separately.
·       An unprotected sea supply line is considered to be a naval force consisting of fewer than 10 naval factors.

Interception Table - 22.23

Dice

Activity Being Intercepted

1

Raiders moving to and returning from an SW box; intercepting naval forces (counter-interceptions from port and by defensive patrols).

2

Base changes, patrols, fast carrier missions, NRs of naval units, displaced naval units, naval units returning to base.

4

Sea supply, sea transports, seaborne invasions, shore bombardment, sea escort.

8

Patrols which attempt to remain in their patrol hex for the combat phase.

Modifiers
Extrinsic factors:

+#

Each air squadron which spots the naval activity (22.231A). Maximum +3.

+1

Codebreaking (22.231B). Maximum +1

If the intercepting force:

-1

Contains slow ships and does not contain an operational fast carrier (22.232A).

-2

Consists of submarines (22.232B).

-2

Is based in a non-operational port (22.232C) (EXCEPTION: Submarines).

If the intercepted force:

-1

Consists of fewer than 10 naval factors (22.232D).

+1

Is conducting a seaborne invasion or shore bombardment in its invasion hex (22.231C).

+2

Is counter-intercepted in an interception hex (22.231D).

Explanation: The number of dice rolled for naval interception is determined by the applicable situation. In the Pacific theater, the result is halved (round up).

Patrols: Naval units on offensive patrol, including patrolling submarines, do not roll dice to counter-intercept. Instead they may move up to three hexes towards an interception hex to support a friendly naval force which has been intercepted by enemy naval forces (22.162, 22.232B).


22.24 SUCCESSFUL NAVAL INTERCEPTIONS: If the interception dice roll is equal to or greater than the distance in hexes from that naval force’s base to the interception hex along its previously announced path (which will usually, but not always, be the shortest distance) , the interception succeeds, subject to counter-interception, and the intercepting naval force engages the intercepted naval force in naval combat.
22.241 FAILED NAVAL INTERCEPTIONS:
A. INITIAL MOVEMENT: Naval forces which fail to reach the interception hex in their initial interception attempt move along their interception route a number of hexes equal to their interception result, provided at least one interception succeeded. If all interception attempts fail, the unsuccessful intercepting naval units remain in port and are not subject to counter-interception or air attack.
B. CONTINUED INTERCEPTION PERMITTED: If at least one interception attempt succeeded against an enemy naval force, naval forces which failed in their initial interception attempt may continue their interception attempt from the hexes they reach in their initial interception attempt after the first round of naval combat is resolved. Interception of an enemy naval force by submarines or attacks on an enemy naval force by air units alone do not permit the continuation of failed interception attempts by naval forces.
C. CONTINUED INTERCEPTION PROHIBITED: If all initial interception attempts fail, all naval forces which attempted interception are considered to have remained in port. Submarines may not continue their interception attempts (22.92B).
D. CONTINUING INTERCEPTION ATTEMPTS: A naval force continues its interception attempt by rolling one die after each round of naval combat, including rounds of naval combat in which the combat groups of both sides failed to locate and engage one another, and moving that many (Europe) or half that many (Pacific - round up: 1-2 = one hex; 3-4 = two hexes; 5‑6 = three hexes) additional hexes, provided the enemy naval force remains engaged in naval combat in the interception hex.
E. ABANDONING AN INTERCEPTION ATTEMPT: Any naval force may abandon its interception attempt at the end of a round of naval combat by voluntarily returning to its port of origin, and is deemed to have done so if the naval combat it is trying to join ends.
22.242 IF NO DICE ROLLED: Naval forces may attempt interceptions even if the number of dice they are entitled to roll for their initial interception is zero or less. Such intercepting naval forces are moved to the water portion of their base hex and automatically intercept any enemy naval force in their base hex. They may then attempt to join ongoing naval battles by rolling one die at the end of each round of naval combat (22.241).
22.243 FAILED COUNTER-INTERCEPTIONS: Naval forces which fail in their initial counter-interception attempt may continue their counter-interception attempt in accordance with 22.241 as follows:
A. INTERCEPTION HEXES: If the counter-interception took place in the hex in which the opponent intercepted the original naval activity, counter-interception attempts may continue provided the naval combat between the original naval activity and the intercepting naval forces continues.
B. NON-INTERCEPTION HEXES: If the counter-interception took place in a hex other than the hex in which the opponent intercepted the original naval activity, counter-interception attempts may continue only if at least one counter-intercepting naval force succeeded in its counter-interception against the intercepting enemy naval force and the resulting naval combat continues.
22.244 COUNTER-COUNTER INTERCEPTIONS: Counter-counter-interceptions (interceptions of counter-interceptions) are treated as counter-interceptions.
22.25 JOINING NAVAL BATTLES: Naval units which succeed in reaching an interception hex after the failure of their initial interception attempt join in the naval combat taking place in the interception hex. Naval forces which enter ongoing naval battles in this manner must form new combat groups (22.41A) distinct from the naval forces already engaged in naval combat. Reinforcement is not permitted if the naval forces already engaged consist of six combat groups (22.421C).
22.26 WHEN INTERCEPTING NAVAL UNITS INVERTED: Intercepting naval units are inverted when they return to base if they engage in naval combat with the intercepted naval force. Intercepting naval units are not inverted when they return to port if:
A. All interception attempts fail and there is no naval combat with the enemy naval force sought to be intercepted.
B. Other friendly naval forces intercept the enemy naval force, but the naval force in question fails in its initial interception attempt and never completes its interception attempt, either because it abandons its interception attempt or the interception naval combat ends before the naval force in question can reach the interception hex.
C. The naval force in question succeeds in its interception attempt, but the intercepted naval force is eliminated or aborts its activity before it reaches the interception hex because of another interception, air or submarine attacks.
D. The naval force in question succeeds in its interception attempt and is counter-intercepted, but elects to withhold some or all of its naval units from counter-interception naval combat.
·       The decision to withhold naval units from counter-interception naval combat is made on a round-by-round basis. Naval units which are withheld from counter-interception naval combat may be committed to combat in subsequent rounds.
·       Naval forces which are withheld from counter-interception naval combat remain part of the intercepting naval force, are considered to be screened (22.53) , and are vulnerable to and contribute to defense against air and submarine attacks. Intercepting naval units which are screened during all rounds of counter-interception naval combat are not inverted unless they are damaged by enemy attack.
·        Fast carriers which launch airstrikes and fleet units which fire are considered to have engaged in naval combat.
·        An intercepting naval force which engages in naval combat with an intercepted enemy naval force may not withhold naval units from interception naval combat and is therefore inverted when it returns to base.

This rule is required to eliminate a trick on the part of the opponent: if a player attempts to invert a large intercepting naval force which fails to reach its target in its initial attempt by counter-intercepting it with a token force, the intercepting player may choose to use only one or two named ships to eliminate the harassing force, so his remaining forces are eligible to intercept other enemy activities later in that player turn.

22.27 Naval units which fail to intercept or which abandon their interception attempt prior to reaching their interception hex return to their original base, are subject to attack or counter-interception by enemy air or naval units en route, and are not inverted once they reach their base unless they participate in naval combat while returning to base. They may not attempt additional interceptions until a subsequent phase.
22.28 INTERCEPTIONS NOT MUTUALLY SUPPORTING: Intercepting naval forces may not assist another intercepting naval force which is counter-intercepted.
22.29 ABORTING NAVAL ACTIVITIES: A naval force may abort its naval activity only if:
A. It is attacked by enemy air units or submarines or is engaged in naval combat by intercepting enemy naval units.
B. A friendly naval force with which it was to combine to carry out its naval activity aborted or was eliminated after being attacked by enemy air units or submarines or after engaging in naval combat with intercepting enemy naval units. A naval force is not compelled to abort its activity if a friendly force with which it was to combine aborted or was eliminated.
22.291 Naval forces which abort and return to base may be attacked by enemy air units or submarines or intercepted by uncommitted enemy naval forces which did not previously attempt interceptions during that phase. Naval forces which abort are inverted once they reach their base.
22.292 If a naval force containing transports aborts its naval activity, contemporaneous naval operations involving transports to the destination supply zone are unaffected, but no transports may be used for naval operations relating to the destination supply zone for the remainder of the player turn (21.315).

22.3 NAVAL COMBAT:
22.31 OVERVIEW: There are two forms of naval combat.
A. CARRIER COMBAT: Naval combat which involves fast carriers on one or both sides is referred to as carrier combat.
B. FLEET COMBAT: Naval combat between non-carrier naval units is referred to as fleet combat.
22.32 All naval forces engaged in a naval battle are placed in the interception hex, where all rounds of naval combat then take place (EXCEPTION: Submarine attacks - 22.915).
22.33 Naval combat is resolved in a series of combat rounds, each of which may consist of one or more of the following:
A. Carrier-based air strikes against land bases.
B. Carrier-based air strikes against enemy naval forces.
C. Land-based air strikes against naval forces.
D. Fleet combat.
22.34 The sequence of air strikes and fleet combat is repeated until one side or the other entirely withdraws or is completely eliminated. Withdrawal from a naval battle is not permitted until some form of combat occurs (22.62).
22.35 COUNTER-INTERCEPTIONS: If the moving player counter-intercepts an intercepting naval force, the intercepting and the counter-intercepting naval force are placed in the counter-interception hex and the procedure outlined above is followed. The naval force originally intercepted does not participate in this naval battle unless the counter-interception occurs in the interception hex (22.161).
22.36 LAND-BASED AIR:
22.361 Eligible land-based air units (22.433) within range of a naval battle may participate by:
A. Being attacked by carrier-based naval air units (all air units).
B. Providing air cover for a friendly naval force (cover AAS and NAS).
C. Searching (search AAS and NAS).
D. Attacking an enemy naval force (attack AAS and NAS).
22.362 Land‑based air units may not attack enemy air or naval bases in the course of naval combat.
22.363 Army air units participate in naval combat as squadrons (23.13).
22.37 SIMPLIFIED NAVAL COMBAT: Certain naval battles may be resolved without the need for combat groups, search and possible surprise:
22.371 ONE COMBAT GROUP: Fleet combat is immediate, without the need for search rolls, if each side has only one combat group, with no possibility of reinforcement (22.25), and neither side has any land-based air, fast carriers, or submarines involved in the battle.
22.372 RAIDERS: Naval combat involving raiders in an SW box is resolved as follows:
A. Each force forms a single combat group, regardless of size.
B. Each combat group is deemed to have found the other. Neither combat group is surprised.
C. Any carrier air strikes are resolved.
D. A single round of fleet combat is resolved.
E. Attacks against transports by raiders which did not engage in naval combat are resolved. This is not considered to be part of the first round of naval combat.
F. Slow ships which engaged the raiders in the first round of combat return to port. Hits to named ships which did not damage or sink them are automatically repaired at sea.
G. Any reinforcing naval units are added to the Western Allied combat group and a second round of air strikes and fleet combat is resolved.

22.4 NAVAL COMBAT SEGMENTS:
22.41 NAVAL COMBAT SEGMENTS: Naval combat consists of one or more combat rounds, each of which is divided into a number of segments:
A. FORMATION OF COMBAT GROUPS:
·       Each player secretly assigns his participating TFs combat group numbers. Naval forces which were not part of a TF form a single combat group (
22.421).
B. ATTACKS AGAINST ENEMY AIR BASES:
·       Each player allocates some, all or none of his carrier-based naval air units to counterair enemy land-based air units (
23.61C).
·       Each player then announces and carries out a single round of counterair attacks.
·       Land-based air units which are not eliminated or aborted by the counterair combat result may participate in the ensuing round of naval combat.
C. ALLOCATION OF CARRIER-BASED AIR UNITS:
·       Each player secretly assigns his unused carrier-based naval air units to offensive (air strikes) and defensive (combat air patrol) operations for that combat round (
22.44).
·       The assignment of naval air units to air strikes and combat air patrol is concealed.
D. ALLOCATION OF LAND-BASED AIR UNITS TO AIR COVER:
·       Each side announces air cover by land-based air units within range of the naval combat by secretly assigning them to a specific combat group.
·       Air units assigned to provide air cover may be used to defend that combat group against attacks by enemy carrier-based naval air units and, if unaffected by air combat, from subsequent attacks by land-based air units.
·       Land-based NAS committed to air cover may not be used to search or to attack enemy naval units in that combat round.
·       Search and attack AAS may not be used to fly air cover.
E. SEARCH: Each player rolls dice to determine his success in searching for his opponent’s combat groups (22.45).
F. REVEALING COMBAT GROUPS: Each player announces the composition of his naval combat groups as required by the opponent’s search results (22.452).
G. CARRIER-BASED AIR STRIKES:
·       Determining surprise levels: A surprise roll may be made by each attacking combat group which was not found by the opposing side and the Naval Surprise Table is consulted to see if that attacking combat group achieves a tactical advantage (
22.46).
·       Air cover: Air combat is resolved between the attacking air units and defending air cover by land-based air units.
·       Combat air patrol: Air combat is resolved between the attacking air units and defending combat air patrol by carrier-based naval air units.
·       Air defense: The defender makes an air defense dice roll for each attacked combat group.
·       Air strikes: The attacker selects his targets and resolves his air attacks against the defender’s naval units.
H. LAND-BASED AIR ATTACKS: Air attacks by land-based air units are announced and resolved, following the same sequence of air cover, combat air patrol, air defense and air attack resolution as for carrier-based air strikes. No surprise rolls are made and land-based air attacks may not be deferred until fleet combat.
I. FLEET COMBAT: Fleet combat is resolved (22.54).
J. SUBMARINE ATTACKS: Submarine attacks are resolved (22.9).
22.411 BETWEEN ROUNDS OF NAVAL COMBAT:
A. WITHDRAWAL: If some form of naval combat occurred, naval forces which wish to withdraw may do so (22.6) .
B. REINFORCEMENT AND ADDITIONAL ROUNDS OF NAVAL COMBAT: If both sides still have naval forces engaged in combat, naval forces which failed to reach the interception hex roll one die to move towards the interception hex (22.241). Combat groups which engaged in fleet combat may be recombined (22.423B), then another round of naval combat is resolved.
22.42 COMBAT GROUPS:
22.421 FORMATION: Naval forces engaged in naval combat secretly deploy into combat groups as follows:
A. Prior to the first round of naval combat:
·      Each TF unencumbered by cargo forms a separate combat group. Unencumbered TFs may not be broken down and may not combine with other unencumbered TFs to form combat groups.
·      Smaller naval forces unencumbered by cargo which were not part of a TF combine to form a combat group.
·      A naval force carrying cargo, including an unprotected sea supply line and transports carrying cargo, may be strengthened by combining with an unencumbered combat group.
·      Combat groups formed by combining small naval forces or the combination of encumbered and unencumbered naval forces:
       ·      May not contain more than 25 naval factors; any surplus forms a second, separate combat group, and so on. If a naval force carrying cargo combines with an unencumbered combat group, any surplus must come from the unencumbered combat group. Transports are not counted in determining the size of combat groups.
       ·      Must contain at least one fleet factor for each fast carrier factor. Surplus carriers may not voluntarily join in naval combat and must return to port.
B. Each TF which enters an ongoing naval battle after one or more rounds of naval combat have been completed forms a new combat group. Smaller forces which are not part of a TF which enter an ongoing naval battle in the same round combine to form a separate combat group, as set out in 22.421A.
C. No more than six friendly combat groups may take part in any one round of naval combat.
·          If a naval force consisting of more than six combat groups engages in naval combat, surplus combat groups do not take part in the first round naval combat and are not subject to attack by enemy air or naval units.
·          Combat groups to which cargo (21.35) has been assigned must participate in naval combat. Otherwise the owning player decides which combat groups engage in naval combat and which are surplus.
·          After the first round of naval combat is resolved, surplus combat groups may participate in the second round of naval combat only if one or more friendly combat groups withdraw, were eliminated, or combine after fleet combat into a single combat group, so that no more than six combat groups participate in the second round of naval combat. Combat groups may not rotate in and out of naval combat. This procedure is repeated until the naval battle is resolved.
22.422 MECHANICS:
A. ASSIGNING COMBAT GROUP NUMBERS: Each player assigns a combat group number to his participating naval forces by placing a numbered combat group counter by each TF on his Naval Status Board. If a player has one combat group, this is designated “CG1”; if he has two combat groups, they are designated “CG1” and “CG2”, in whatever order the player wishes, and so on, up to a possible six combat groups.
B. SECRECY: The numbering of each player’s combat groups is initially concealed from the opposing player and the ships in each combat group remain hidden on each player’s Naval Status Board until that combat group is discovered by enemy search and attacked.
22.423 REORGANIZING COMBAT GROUPS:
A. RENUMBERING: Combat groups may be renumbered between combat rounds, in order to keep the opponent guessing as to what naval forces are in which combat group.
B. RECOMBINING: Naval units in combat groups which combined to engage the same enemy combat group in fleet combat may recombine into one or more new combat groups at the end of that round of fleet combat, subject to the following restrictions:
·       Each new combat group must consist of no fewer than 10 naval factors and no more than 25 naval factors.
·       For each fast carrier factor in a new combat group, that combat group must also contain at least one fleet factor.
Combat groups may not be recombined or reconstituted if they did not engage in fleet combat or if they engaged in separate fleet actions against different enemy naval forces. Naval units may be withdrawn from combat rather than assigned to reconstituted combat groups. The reconstituted combat groups become TFs once the naval battle ends.
C. REINFORCEMENT: Naval units may only reinforce a naval battle involving six friendly combat groups if at least one friendly naval combat group is eliminated or withdraws in a previous round of naval combat.
22.424 CARGO: Cargo remains with the combat group to which it was originally assigned prior to the first round of naval combat (21.35). A combat group which is carrying cargo or protecting sea supply is considered to be slow (20.121E) and, if engaged in fleet combat, incurs a -1 modifier to its fleet combat dice roll, while the opposing force receives a +1 modifier to its fleet combat dice roll (22.552B).
22.425 EFFECT OF COMBAT GROUPS ON SEARCH: For each combat group consisting of ten or more undamaged naval factors, including those carrying cargo, one additional die is rolled for searches by that naval group (22.451A). Combat groups of less than ten naval factors and surplus combat groups (22.421C) do not generate search die rolls.
22.43 ATTACKS AGAINST ENEMY BASES:
22.431 COUNTERAIR RESOLVED BEFORE SEARCH: Once each naval force has been divided into combat groups as required, each player decides whether and which of his carrier-based naval air units will counterair enemy land-based air units within range of his naval force. Each player then announces the number of NAS counterairing each enemy base and resolves one round of counterair combat for each enemy air base, in whatever order he wishes.
22.432 SURVIVING CARRIER-BASED AIR UNITS: Naval air units which counterair enemy land-based air units may not conduct other air operations during that combat round, but may be used in subsequent rounds of the naval combat.
22.433 SURVIVING LAND-BASED AIR UNITS: Land-based air units which are not eliminated or forced to abort by the counterair combat result may participate in the round of naval combat in which they were counteraired by providing air cover, searching or later attacking enemy naval units. Surviving land-based air units, including those forced to abort in previous rounds of counterair combat, may be used in subsequent rounds of the naval combat.
22.434 THE FINAL ROUND OF COUNTERAIR COMBAT: The status of defending land-based air units for the remainder of the player turn is determined by the attacker’s final counterair combat result during naval combat (18.526A).

The combined effect of these rules is that the effect of counterair attacks by carrier-based naval air units is determined each round. All surviving land-based air is eligible for use in each subsequent round of naval combat, even if previously subject to an “abort” result, and must therefore be counteraired each round to be neutralized. Land-based air units subject to an “abort” result may participate in subsequent rounds of naval combat, even though they will be inverted at the end of the naval battle because of the earlier “abort” result.

22.44 ALLOCATION OF AVAILABLE AIR UNITS:
22.441 CARRIER-BASED NAVAL AIR UNITS: After counterair attacks are resolved, each player secretly allocates his remaining available carrier-based naval air units to either:
A. Air strikes against enemy naval units; or
B. Combat air patrol over their combat group.
22.442 ELIGIBLE LAND‑BASED AIR: Land‑based air units are eligible to participate in a naval battle if they:
A. Are uninverted in an operational base within range of the hex in which naval combat is taking place.
B. Have not already been committed to ground support, defensive air support, the interception of defensive air support or the interception or counter-interception of air transport missions.
C. Have not been forced to abort by a counterair attack by enemy carrier-based naval air units in the current round of naval combat (22.433).
22.4421 AIR COVER:
A. Land-based air units which fly air cover are secretly assigned to a specific friendly combat group.
B. The commitment of land-based air units to air cover is announced when made, although the combat group to which they are assigned is not revealed until an air strike against that combat group is made.
C. Land-based air units which provide air cover are may participate in subsequent rounds of naval combat in the same naval battle unless eliminated in air combat with enemy air units.
22.4422 AIR SEARCH:
A. Eligible search AAS and land‑based NAS which were not committed to air cover against enemy carrier attacks may help search for enemy naval forces (23.11B).
B. NAS used to search may not attack enemy naval forces later in the same combat round.
C. For each air squadron allocated to search, one additional die is rolled for search, to a maximum of three additional dice (22.451B).
22.45 SEARCH:
22.451 SEARCH ROLLS: After carrier-based air units have been assigned to offensive or defensive tasks, and land-based air units have been assigned to air cover against enemy carriers, each player determines how many search die rolls, if any, he may make to search for his opponent’s combat groups. The number of search rolls made is determined as follows:
A. COMBAT GROUPS: One die for each friendly combat group consisting of at least ten undamaged naval factors (22.425). (Maximum: +6).
B. AIR: One die for each air squadron assigned to search (22.4422). (Maximum: +3).
C. ADDITIONAL COMBAT ROUNDS: One additional die is rolled for each round of naval combat which has been resolved in that naval battle. (one die in the second round; two dice in the third round; and so on. There is no maximum).
D. CODEBREAKING: If either player obtained a search advantage from playing tactical codebreaking cards (48.32B) or from the tactical advantage associated with a Magic interception (48.62), that player rolls one additional search die and his opponent rolls one fewer search die.

Search Table - 22.45

Number of search die rolls

+1

For each friendly combat group consisting of at least ten undamaged naval factors (22.451A). (Maximum: +6).

+1

For each air squadron (22.4422). (Maximum: +3).

+1

For each previous round of naval combat. (No maximum).

+/-1

Codebreaking advantage (48.51A, 48.62).

Search results

No search result

The enemy combat group remains hidden and may not be attacked.

One search result

The enemy combat group is found and is eligible to be attacked. Whether the combat group consists of less than ten naval factors must be revealed.

Two search results

The number of carriers, including CVEs, but not the type of carriers, in the enemy combat group is revealed.

Three or more search results

The exact composition of the enemy combat group is revealed.


22.452 SEARCH RESULTS: For each search die roll which matches the number of an enemy combat group, a search result is achieved against that combat group. Both players then reveal information relating to their combat groups as follows:
A. NO SEARCH RESULT: The enemy combat group remains hidden and may not be attacked.
B. ONE SEARCH RESULT: The enemy combat group is found and is eligible to be attacked. Whether the combat group consists of less than ten naval factors must be revealed.
C. TWO SEARCH RESULTS:
·       The owning player must reveal:
·       The number of carriers, including CVEs, but not the type of carriers, in that combat group; and
·       Whether that combat group is carrying cargo (
22.424).
·       The surprise die roll for air strikes by hidden combat groups against that combat group is modified by +1 (22.462A).
D. THREE OR MORE SEARCH RESULTS:
·       The owning player must reveal the exact composition of that combat group by placing it on the mapboard.
·       The surprise die roll for air strikes by hidden combat groups against that combat group is modified by +2 (22.462A).
22.453 ATTACKS ON ENEMY COMBAT GROUPS LIMITED BY SEARCH RESULTS:
A. For each search result relating to an enemy combat group, one friendly combat group may attack that enemy combat group by either launching an air strike (22.47) and/or engaging in fleet combat (22.5). One search result allows one combat group to engage the found enemy combat group; two search results allow two combat groups to engage the found enemy combat group; and so on.
B. Compulsory fleet combat between corresponding combat groups (22.511) counts towards this limit.
C. The number of search results has no effect on attacks by land-based air units (22.48), which may attack any found enemy combat groups.
EXAMPLE: An American naval force consisting of two combat groups engages a Japanese naval force in naval combat. Three American air squadrons assist in searching for the Japanese combat groups. In addition, the American player uses one tactical Magic card. The total number of search rolls made by the American player is 2 (combat groups) + 3 (air) + 1 (Magic) = 6.
The search rolls are “1”, “3”, “3”, “5”, “5” and “6”. The Japanese player reveals whether he has any combat groups corresponding to these search results. The result is illustrated in the following table:


American search rolls Japanese combat groups
One search result 1 1 Combat group
No effect - 2 Combat group
Two search results 3,3 3 Combat group
No effect - 4 -
No effect 5,5 5 -
No effect 6 6 -

22.46 AIR STRIKES:
22.461 AIR STRIKES SEQUENCE: Once all search die rolls are made, air strikes (22.47) are resolved in the following sequence:
22.4611 AIR STRIKES FROM HIDDEN COMBAT GROUPS:
A. FIRST PLAYER’S AIR STRIKES FROM HIDDEN GROUPS: The player with the greater number of search results (the intercepting player, if tied) may launch air strikes from hidden combat groups against any enemy combat groups found by his search.
·       The number of air strikes is limited by the number of search results relating to the target enemy combat group. Compulsory fleet combat with an enemy combat group counts against this limit (22.453).
·       The hidden combat group which is the source of each air strike is announced, as it cannot be attacked in that combat round.
·       Enemy combat groups which were not found may not be attacked.
B. AIR STRIKES RESOLVED SEQUENTIALLY:
·       Each hidden combat group carries out its air strike separately, in the sequence determined by the attacking player.
·       Each attack is resolved before the attacking player decides on the target of his next air strike.
C. SURPRISE:
·       When a hidden combat group consisting only of fast ships launches an air strike against an enemy combat group, the owning player may, at his option, make a die roll to determine the surprise level achieved by that air strike.
·       One die is rolled and the modifiers set out in 22.462 are applied. Once the surprise level is determined, the air strike is resolved, applying the effects set out in the Surprise Table.
·       If no surprise roll is made, the surprise level is zero and there are no surprise effects.
D. SECOND PLAYER’S AIR STRIKES FROM HIDDEN GROUPS: Once all air strikes by the first player’s hidden combat groups have been resolved, the second player resolves his air strikes from hidden combat groups in the same manner.
22.4612 AIR STRIKES FROM FOUND COMBAT GROUPS: Once all air strikes by both players’ hidden combat groups are resolved:
A. FIRST PLAYER’S AIR STRIKES FROM FOUND GROUPS: The player with the greater number of search results (the intercepting player, if tied) may launch air strikes from found combat groups against any enemy combat groups found by his search.
·        The number of air strikes is limited by the number of search results relating to the target enemy combat group. Air strikes from hidden combat groups (22.4611) and compulsory fleet combat with an enemy combat group count against this limit (22.453).
·       The found combat group which is the source of each air strike is not announced, as otherwise the opposing player would know to attack it.
·       Enemy combat groups which were not found may not be attacked.
B. AIR STRIKES RESOLVED SEQUENTIALLY: Air strikes are resolved sequentially, in the same manner as for air strikes from hidden combat groups.
C. NO SURPRISE: No surprise die roll is made for air strikes from found combat groups.
D. SECOND PLAYER’S AIR STRIKES FROM FOUND GROUPS: Once all air strikes by the first player’s found combat groups have been resolved, the second player resolves his air strikes from found combat groups in the same manner.
22.462 SURPRISE MODIFIERS: The following modifiers are applied to the surprise roll made for air strikes launched by hidden combat groups (22.4611C):
A. SEARCH RESULTS:
·        One result: No modifier.
·        Two results: +1.
·        Three or more results: +2.
B. RADAR: -1 for each radar research result achieved by the defender. Radar never increases the surprise level.
C. MULTIPLE ATTACKS: -1 for each previous air strike made against the defending combat group in that naval combat round.
22.463 SURPRISE EFFECTS: Surprise effects are set out in the Surprise Table. Surprise effects are cumulative, with each result including all lesser effects. Surprise effects apply only to air strikes, not fleet combat.

Surprise Table - 22.463

Surprise Level

Result

1

Surprise achieved. The defender does not receive a +1 DRM in air combat between attacking air units and air units flying combat air patrol.

2

Anti-aircraft defenses less effective. The defender’s air defense level is reduced by one.

3

Damage control problems. The attacker receives a +1 DRM on his air attack dice rolls against enemy naval units.

4

Only two-thirds (round up) of the defending air engages the attacking naval air before they attack their targets.

5

Only one-third (round up) of the defending air engages the attacking naval air before they attack their targets.

6

None of the defending air engages the attacking naval air before they attack their targets.

7+

Enemy defenses in disarray. No air defense dice rolls are made. All air attacks which damage a named ship trigger a critical hit die roll against the target (20.524).

Determining surprise: Roll one die and modify as follows:

+1

Two search results against the defending combat group.

+2

Three search results against the defending combat group.

-1

Each defender radar result.

-1

Each previous air strike against the defending combat group in that naval combat round.

Naval combat: Surprise effects are cumulative - each result includes all lesser effects.


22.464 AIR SURPRISE RESULTS OF “4” OR MORE:
A. Round up (in favor of the defender) when determining the number of defending air units which may initially engage the attacking naval air units.
B. Defending air units flying combat air patrol and air cover over naval forces at sea which are caught out of position and which are not eliminated or forced to abort by surplus air combat effects (23.4121E) engage in air combat with the attacking air factors after the attacker’s air strike is resolved.
22.47 MECHANICS OF AIR STRIKES:
22.471 AIR UNITS MUST COMPLETE AIR STRIKES:
A. AIR STRIKES RESOLVED SEQUENTIALLY: Air strikes against enemy naval units are resolved sequentially as set out in 23.71, with the player with the greater number of search results (the intercepting player, if tied) going first.
B. AIR STRIKES MUST BE COMPLETED: Naval air units allocated to air strikes against enemy naval units are not compelled to attack, but once the attacking player commits his attacking naval air units to a specific target combat group and the composition and air defenses of that combat group are revealed, the attacking naval air units must complete their air strike as best they can.
22.472 AIR STRIKES SIMULTANEOUS: All NAS which conduct air strikes is considered to be in the air simultaneously, so the results of air strikes against enemy carriers do not affect the ability of the attacked carriers to conduct their own air strikes.
22.473 RETURNING NAS AND MISSING CARRIERS:
A. TIMING: All naval air units return to their carriers after fleet combat is resolved, but before submarine attacks are made (22.66).
B. NAVAL AIR UNITS FLYING COMBAT AIR PATROL: Naval air units flying combat air patrol may land on:
·       any undamaged carrier in any combat group in their naval force.
·       at any air base, subject to stacking limits, within three hexes of the hex in which the naval battle is being fought, but are inverted for the remainder of their player turn if they do so.
C. NAVAL AIR UNITS RETURNING FROM AIR STRIKES: Naval air units returning from an air strike may land on any undamaged carrier in any combat group in their naval force. If there are not enough undamaged carriers to accommodate the return naval air units, any surplus is eliminated.
22.48 LAND-BASED AIR ATTACKS:
22.481 Once both sides have resolved air strikes from carriers, air attacks from land-based air units are resolved, as set out in 23.8. The player with the greater number of search results attacks first (the interceptor if tied).
A. DEFENDING AIR UNITS: Defending air units flying air cover and combat air patrol which were not eliminated or forced to abort in air combat with attacking carrier-based NAS earlier in that round engage the attacking land-based air units in air combat.
B. SEQUENCE OF AIR COMBAT: The attacking land-based air units first engage in air combat with defending air units flying air cover, then any attacking air units which were not eliminated or forced to abort engage in air combat with any defending units flying combat air patrol.
C. RESOLVING LAND-BASED AIR ATTACKS: Once all air combat is resolved, air defense dice rolls are made and the land-based air attacks are resolved. Land‑based air units may not attack other air bases or ports during a naval battle.
D. LAND-BASED AIR UNITS: Land-based air units may not change base, either to another air base or to a carrier, during a naval battle.

22.5 FLEET COMBAT:
22.51 FLEET COMBAT: Fleet combat is resolved after all carrier-based air strikes and land-based air attacks against naval units are resolved. Fleet combat occurs as follows:
22.511 CORRESPONDING COMBAT GROUPS:
A. If both sides have found combat groups with the same number, fleet combat between the corresponding combat groups is compulsory and neither side has the option of declining fleet combat.
B. Each corresponding pair of found combat groups engages in fleet combat separately, although hidden combat groups may join in their fleet combat (22.512).
C. If the enemy combat group corresponding to a found combat group is not found or does not exist, that found combat group does not engage in fleet combat unless engaged by a hidden enemy combat group.
22.512 HIDDEN COMBAT GROUPS: Fleet combat is not mandatory for hidden combat groups. A hidden combat group may, at the owning player’s option, engage a found enemy combat group in fleet combat if:
A. The hidden combat group is not carrying cargo.
B. The hidden combat group did not make a surprise roll if it launched an air strike (22.4611C).
22.513 RULES OF ENGAGEMENT FOR HIDDEN COMBAT GROUPS:
A. Combat groups which meet the criteria set out in 22.512 may engage in fleet combat against any found enemy combat group subject to the limit in 22.453 that the number of search results relating to the enemy combat group in question may not be exceeded by the number of friendly combat groups which:
·       have launched air strikes against the enemy combat group (22.47).
·       are committed to fleet combat with the enemy combat group (22.511).
·       are voluntarily entering into fleet combat with the enemy combat group (22.512).
B. Subject to this restriction:
·       a fast hidden combat group may engage any found enemy combat group in fleet combat.
·       a slow hidden combat group may engage a found enemy combat group with the corresponding number.
C. When two combat groups both engage the same enemy combat group in fleet combat in the same combat round, their forces are combined.
EXAMPLE: Japan has five combat groups and the U.S. has four combat groups. All combat groups except Japanese combat group 3 are fast. Japanese combat group 4 and U.S. combat group 2 contain fast carriers. The search die rolls are Japan: 1, 3, 3, 5, 5 and 6; U.S.: 1, 1, 2, 2 and 6.

Jap. CGs U.S. Search CG Jap. Search U.S. CGs
Fast 1,1 1 1 Fast
Fast 2,2 2
Fast, carriers
Slow
3 3,3 Fast
Fast, carriers
4
Fast
Fast
5 5,5

6 6 6
Found combat groups are in bold. Hidden combat groups are in italics.

The number of search results against an enemy combat group limits the number of friendly combat groups that may engage that enemy combat group (
22.453). Thus, the U.S. may use two combat groups to engage each of Japanese combat groups 1 and 2, and Japan may use one combat group to engage U.S. combat group 1 and two combat groups to engage U.S. combat group 3.
Japanese combat group 4 launches a surprise air strike on U.S. combat group 3 (22.4611). This Japanese surprise air strike could not be directed at U.S. combat group 1 because Japan only rolled one “1” for search, and that single search result only allows Japanese combat group 1 to participate in mandatory fleet combat with U.S. combat group 1 (22.511). U.S. combat group 2 chooses to launch a surprise air strike on Japanese combat group 1 (because of the impending mandatory fleet combat between Japanese and U.S. combat groups 1). After these surprise air strikes, fleet combat occurs as follows:
Japanese and U.S. combat groups 1 pair off (22.511). No additional Japanese combat groups may join this fleet combat because Japan only rolled one “1” for search. And because U.S. combat group 2 already engaged Japanese combat group 1 (by launching a surprise air strike against it), no additional U.S. combat groups may engage Japanese combat group 1.
Japanese combat group 2 (which was found) does not engage in fleet combat unless engaged by U.S. combat group 4 (22.511).
Japanese combat group 3 (which is slow) may engage in fleet combat with U.S. combat group 3 (22.513B) or do nothing.
Japanese combat group 4 may not engage in fleet combat (because it launched a surprise air strike). If it had launched an air strike without making a surprise roll, it would have the option of engaging in a separate fleet combat with U.S. combat group 3 (22.513A).
Japanese combat group 5 may engage in a separate fleet combat with U.S. combat group 3 (22.513A) or do nothing. If Japanese combat groups 3 and 4 engaged U.S. combat group 3 in fleet combat, using both of the Japanese “3” search results, then Japanese combat group 5 could do nothing.
U.S. combat group 2 may not engage in fleet combat (because it launched a surprise air strike). If it had launched an air strike without making a surprise roll, it would have the option of joining in the fleet combat between combat groups 1 or engaging in a separate fleet combat with Japanese combat group 2 (22.513A).
U.S. combat group 3 (which was found) does not engage in fleet combat unless engaged by Japanese combat groups 3 or 5 (22.511).
U.S. combat group 4 may engage in a separate fleet combat with Japanese combat group 2 or do nothing.
22.514 SEQUENCE: The player with the greater number of search results (the intercepting player, if tied) announces which enemy combat groups, if any, his hidden combat groups will engage in fleet combat. The process is then repeated by the second player. A single round of fleet combat is then resolved.
22.52 RESOLVING FLEET COMBAT: When fleet combat occurs, each player commits all the naval units in the combat groups involved to the fleet combat. A player may not commit only part of a combat group to fleet combat, although naval units may be screened from combat (22.53).
22.53 SHIP CATEGORIES IN FLEET COMBAT: When fleet combat occurs, the fleet units of each side are divided into three categories:
A. HEAVY: Named capital ships;
B. LIGHT: Cruisers, destroyers which are not carrying cargo, and CVEs;
C. SCREENED:
·        Automatic screening: Damaged ships, fast carriers, destroyers carrying cargo and transports are automatically screened.
·        Voluntary screening: A player may elect to screen any other ships in a naval force. The decision to screen is made before naval units are revealed.
Effect: Naval units which are screened from enemy attack may not fire at enemy naval units and may only be fired upon by enemy heavy or light ships which have targeted them if all other friendly, unscreened naval units involved in the fleet combat have first been sunk in that or a previous naval combat round (EXCEPTION: Undamaged cruisers that are damaged by heavy fire are screened and need not be sunk in order to attack screened naval units - 22.54D).
22.54 FLEET COMBAT SEQUENCE: Each round of fleet combat follows the sequence set out below. The “attacker” is considered to be the side with more unscreened capital ships (screened capital ships and fast carriers are not counted). If both sides have the same number of such ships, the attacker is the side with more such ship factors. If both sides have the same number of such ship factors, the attacker is the side with more unscreened light ship factors (the intercepting player, if tied). The “defender” is the other side:
A. THE DEFENDER RANKS HIS SHIPS: The defender ranks his naval force in the following order:
·        heavy ships in order of size, from largest to smallest (five-factor battleships, four-factor battleships, three-factors battleships and battlecruisers, two-factor battlecruisers and pocket battleships). Heavy ships with hits which are not screened are ranked within their size group as the defender wishes;
·        light ships;
·        screened ships.
B. ATTACKER’S HEAVY SHIP TARGETS: The attacker selects targets for his heavy ships.
·        The attacker must target the first ranked (largest) unscreened enemy heavy ship with at least as many factors of his own heavy ships, if possible, before targeting the second (next largest) unscreened enemy ship, and so on.
·        Subject to this restriction, the attacker may concentrate his fire against enemy targets of his choice by assigning additional heavy ships to any enemy heavy ship already selected as a target.
         ·        The attacker may thus concentrate all his heavy fire on the largest enemy ship, or target the largest enemy ship with a number of heavy ship factors equal to the size of that ship, then concentrate all his remaining heavy fire on the second largest enemy ship, and so on.
         ·        Enemy light ships and screened enemy ships may only be targeted if all unscreened enemy heavy ships are targeted by an equal number of attacker heavy ship factors.
C. DEFENDER’S HEAVY SHIP TARGETS The defender selects targets for his heavy ships.
·        A defending heavy ship which is targeted by one or more of the attacker’s heavy ships must target one of the heavy ships which is firing at it.
·        Defending heavy ships which are not being fired upon may select their targets freely, without restriction, targeting any attacking heavy ship, the attacker’s light ships or screened enemy ships.
D. HEAVY SHIP FIRE AGAINST LIGHT SHIPS RESOLVED: Once all heavy ships have been assigned targets, heavy ship fire against light ships is resolved.
·        All enemy light ships are treated as a single target.
·        Light ships which are sunk by heavy fire are removed from the board.
·        Cruisers which are damaged from heavy fire are automatically screened and need not be sunk to permit fire on other screened ships (22.54H).
E. LIGHT SHIP TARGETS: Once heavy ship fire against light ships is resolved:
·        All remaining light ships for both sides automatically target each other, unless one side has more than three times as many light ship factors as the other.
·        Such “surplus” light ships may target enemy light ships, or instead may select enemy heavy ships as targets or may withhold their fire in the hope of attacking screened enemy ships (22.54H).
·        “Surplus” light ships may select enemy heavy ships as targets by:
         ·        Combining their fire with any friendly heavy ships which may have already targeted that enemy heavy ship; or by
         ·        Firing independently on one or more enemy heavy ships not targeted by friendly heavy ships. A second untargeted enemy heavy ship may be attacked by the remaining “surplus” light ship factors, provided the first enemy heavy ship is engaged by an equal number of "surplus" light ship factors (so seven “surplus” light ship factors could attack an enemy BB4 and a second enemy BB4, or could all attack the first enemy BB4).
F. LIGHT SHIP FIRE AGAINST LIGHT SHIPS RESOLVED: Once all light ships have been assigned targets, light ship fire against light ships is resolved.
·        All enemy light ships are treated as a single target.
·        One fleet combat dice roll is made for each target and the results implemented.
·        Light ships which are sunk by light fire are removed from the board.
G. FIRE AGAINST HEAVY SHIPS RESOLVED: Once light ship fire against other light ships is resolved, all fire against opposing heavy ships by friendly heavy and “surplus” light ships is resolved simultaneously.
·        One fleet combat dice roll is made for each target and the results implemented. Excess hits inflicted after sinking the initial targets are disregarded.
H. RESOLVING FIRE AGAINST SCREENED SHIPS: Fire is then resolved against any screened ships selected as targets by heavy and light ships.
·        Fire against screened ships is permitted only if all other enemy heavy and light units, other than cruisers damaged by heavy fire earlier in the round (22.54D), have been sunk by heavy and light fire.
·        Screened heavy ships are targeted individually; screened light ships are targeted as a group.
·        Heavy and light ships firing at the same screened ship or group of screened light ships combine their fire.
·        Screened ships do not fire back (22.53C).
I. AFTER FLEET COMBAT: After fleet combat is resolved for the round:
·        Submarines may attack.
·        Each side may withdraw some, all or none of its naval units from combat (22.6).
·        Naval units in combat groups which engaged the same enemy combat group in fleet combat may be recombined into new combat groups (22.423B).
·        Players may renumber their combat groups between combat rounds (22.423A).
22.55 NAVAL ATTACK TABLE: Fleet combat effects are determined by rolling two dice and consulting the Naval Attack Table. A dice roll of less than two is treated as a two.

Naval Attack Table - 20.51, 22.55, 23.44

AS

FF

Dice Roll

2

3

4

5

6

7

8

9

10

11

12+

1

1-2

0

0

0

0

1

1

1

1

2

2

2

-

3-4

0

0

0

1

1

1

1

2

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

25-27

3

3

4

4

5

5

6

6

7

7

8

10

28-30

3

4

4

5

5

6

6

7

7

8

8

11

31-33

4

4

5

5

6

6

7

7

8

8

9

12

34-36

4

5

5

6

6

7

7

8

8

9

9

13

37-39

5

5

6

6

7

7

8

8

9

9

10

14

40-42

5

6

6

7

7

8

8

9

9

10

10

15

43-45

6

6

7

7

8

8

9

9

10

10

11

16

46-48

6

7

7

8

8

9

9

10

10

11

11

17

49-51

7

7

8

8

9

9

10

10

11

11

12

18

52-54

7

8

8

9

9

10

10

11

11

12

12

19

55-57

8

8

9

9

10

10

11

11

12

12

13

20

58-60

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         if the attacker achieves a surprise level of 3 or greater

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)

If more than 20 air squadrons engage in combat, the result is deter-mined by consulting the "20" row and whatever other row is required to equal the total number of air squadrons engaged. If more than 60 fleet factors engage in combat, the result is determined by consulting the "58-60" row and whatever other row is required to equal the total number of fleet factors engaged.

Results

Named ships and cruisers: A named ship or cruiser is damaged if it incurs a naval attack effect one less than its size in factors and is sunk if it incurs a naval attack effect 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).


22.551 Each side’s fleet combat dice roll may be modified by the nationality and activity of the naval forces engaged. A favorable modifier for one side results in an equally unfavorable modifier for the other.
22.552 MODIFIERS: Fleet combat dice rolls are subject to the following modifiers:
A. NAVAL NATIONALITY DRMs: DRMs are applied to fleet combat according to the nationality of the respective combatants, as modified by any tactical codebreaking advantage (48.51B).
·       If several ships fire together at the same target, the Naval Nationality DRM used is that of the participating nationality with the lowest Naval Nationality DRM.
·       If a heavy ship is the target of enemy fire, its Naval Nationality DRM is used, regardless of what other ships are in its naval force.
·       If a group of light ships is the target of enemy fire, the group’s Naval Nationality DRM is that of the participating nationality with the lowest Naval Nationality DRM.
·       CVEs are counted as destroyer factors, with a lower Naval Nationality DRM (22.552A), when determining the strength of forces engaged in fleet combat.
·       Five-factor battleships receive a +1 Naval Nationality DRM; the Naval Nationality DRM of carriers is reduced.

Naval Nationality Chart - 22.552A, 23.441B

DRM

Nationality

3

Germany, Japan

2

Britain, United States, Sweden, Australia

1

Italy, France

0

Russia, Greece, Rumania, Spain, Turkey, Dutch East Indies

Modifiers

+1

Five-factor battleships

-2

Japanese and American CVBs, CVs, CVLs; all CVEs

-1

German, Italian and British CVLs

-1

Naval units in partial supply or subject to naval oil effects.

Explanation: When fleets with different DRMs engage in fleet combat, the two DRMs are compared. The higher ranking side adds the difference to its fleet combat dice roll, and the lower ranked side subtracts the difference from its fleet combat dice roll. Air attack dice rolls against naval units are reduced by the DRM of the attacked naval units.


B. NAVAL ACTIVITIES: DRMs are applied to fleet combat according to the activity being carried out by the respective combatants.
·       If a combat group involved in fleet combat is protecting sea supply or contains destroyers or transports which are conducting sea transport, seaborne invasion or sea escort, ships in that combat group receive a 1 DRM on their fleet combat dice rolls and the opposing force receives a +1 DRM on fleet combat dice rolls directed against ships in that combat group.
·       Ships in combat groups which meet more than one of the above criteria still only receive a maximum +/-1 DRM.
·       This modifier applies even if the mission is intercepted before it has reached the base of embarkation or if it is intercepted while returning to port after it completes its mission.
·       This modifier does not apply when raiding naval units attack transports (
21.5362C).
·       The presence of fast carriers or damaged ships does not modify fleet combat dice rolls.
22.56 FLEET COMBAT EFFECTS: For the effects of fleet combat, see 20.5. Fleet combat effects are combined with the effects of air attacks earlier in the same naval combat round (22.41G, H) and with the effects of submarine attacks later in the same naval combat round (22.41J).

22.6 WITHDRAWAL FROM NAVAL COMBAT:
22.61 WITHDRAWAL PROHIBITED IF NO COMBAT: Neither side may withdraw from naval combat following a round of naval combat in which neither side launched an air strike or land-based air attack against opposing naval forces engaged in that battle and no fleet combat took place. In this situation, the opposing naval forces failed to make contact and another round of naval combat must occur. Because each side makes one additional search die roll each round, naval battles not involving carrier- or land-based air strikes will inevitably involve at least one round of fleet combat (see 22.37 for special situations involving naval combat without the need for search).
22.62 WITHDRAWAL PERMITTED AFTER COMBAT: Either side may withdraw some or all of its naval forces from a naval battle at the end of any round of naval combat in which an air strike or land-based air attack was launched against opposing naval forces engaged in that battle or fleet combat took place.
A. Submarine attacks are not sufficient.
B. The loser of the previous round of naval combat announces his intention first (the loser is the player who lost more naval factors in the previous round of naval combat; if tied, the player who had more naval factors damaged; if still tied, the intercepting player).
C. Damaged naval units may withdraw without additional protection, or together with undamaged naval units to increase their defense against enemy attack.
D. Naval units which voluntarily withdraw from naval combat are considered to have been “defeated” and abort their mission, regardless of the ultimate outcome of the naval combat in which they participated.
22.63 COMPULSORY WITHDRAWAL: Both sides must withdraw from naval combat if three consecutive rounds of naval combat take place in which neither side has a naval unit damaged or sunk, even though air strikes or land-based air attacks were conducted against opposing naval forces engaged in that battle or fleet combat occurred.
A. Rounds in which no air strikes or land-based air attacks were conducted against a combat group and no fleet combat occurred are not counted when making this determination.
B. Both sides are then considered to have lost the naval battle.
C. Damaged naval units are not compelled to withdraw from naval combat and return to port.
D. Sea supply lines, whether protected or not, are only withdrawn if disrupted (30.38).
22.64 INTERCEPTION OF WITHDRAWING NAVAL UNITS: Withdrawing naval units may be attacked by enemy air units or intercepted by enemy naval units in any hex along their route back to base (22.18).
22.65 RETURN TO BASE: At the conclusion of naval combat, naval units may, subject to stacking limits, return to their base of origin or any base within 20 (Europe) or 10 (Pacific) hexes from the hex in which naval combat occurred, subject to the following exceptions:
A. Naval units defeated in naval combat while attempting a base change or NR return to their original base (21.33).
B. Destroyers carrying units being sea transported, conducting a seaborne invasion or being sea escorted must return to their base of origin; the units they were carrying must return to their base of origin.
C. During the combat phase, naval units may not return to a base which is the target of a seaborne invasion unless it is the only base available.
D. If overstacking of any type of unit results from a return to base, that overstacking must be remedied by the end of the player’s movement or redeployment phase, whichever occurs first. If the player is unable to remedy the overstacking, excess units of his choice are eliminated (12.15, 18.15) .
E. Overstacking of naval units resulting from a failed NR results in the elimination of the excess naval units, as they may not attempt a second NR during that redeployment phase (21.112, 21.222, 28.523) .
22.66 SUBMARINE ATTACKS: Submarine attacks are carried out after fleet combat is resolved, before naval units withdraw from combat (22.41J, 22.9).

22.7 ADDITIONAL ROUNDS OF NAVAL COMBAT:
22.71 MULTIPLE ROUNDS OF NAVAL COMBAT: If a naval battle continues past the first combat round, a second round of combat takes place. A naval battle ends when at least one force is completely eliminated or withdraws.
22.72 COMBAT GROUPS: The numbering of combat groups on the Naval Status Board may be changed before each combat round (22.423A), combat groups which combined to engage in fleet combat may be reconstituted before they are returned to their Naval Status Board (22.423B), and naval forces may be reinforced (22.25, 22.423C) . Otherwise the composition of combat groups may not be altered between naval combat rounds except by the withdrawal of naval units.
22.73 CARRIER-BASED NAVAL AIR UNITS: Carrier-based naval air units may be used repeatedly during each round of carrier combat, as well as for subsequent offensive missions, and may always be used against intercepting enemy air and naval units.
EXAMPLE: Three Japanese fleet carriers, with their complement of nine NAS, set sail to bomb an American naval base. They are intercepted and win the ensuing naval combat. The surviving naval air units complete their mission. The carriers, now inverted, are then NRed and subsequently intercepted by other American forces. The Japanese naval air units may participate in the ensuing naval combat (assuming there are any left).

22.8 EFFECTS OF NAVAL COMBAT:
22.81 After naval combat is resolved:
A. NAVAL FORCES CONDUCTING AN ACTIVITY:
·       A victorious force may continue its naval activity or choose to abort that activity and return to its base(s).
·       A defeated naval force must abort its activity, return to port as per 22.65 and is inverted for the remainder of the player turn (EXCEPTION: Naval units in an SW box - 25.36).
B. INTERCEPTING NAVAL FORCES: After the resolution of naval combat, surviving intercepting naval forces return to base and are inverted for the remainder of the player turn (EXCEPTION: Patrols).
C. COUNTER-INTERCEPTING NAVAL FORCES: Counter-intercepting naval forces which supported the victorious intercepted force adopt the mission of that force, if otherwise permitted to do so.
D. Counter-counter-intercepting forces which supported a victorious intercepting force adopt the interception mission.
22.82 EFFECTS ON CARGO:
A. If combat losses reduce the number of destroyer factors or transports involved in sea transport, seaborne invasion or the sea escort of units or BRP grants below the number required, the excess units or BRPs are immediately eliminated, as necessary, to reflect the naval force’s reduced carrying capacity.
·       Cargo may not be saved by aborting the activity after the naval losses have been incurred;
·       Cargo is lost even if the naval losses occurred in a port of embarkation or a destination hex.
·       Air units may be broken down to accept losses.
B. If such losses occur in naval combat, or from submarine or kamikaze attack, cargo assigned to a combat group may be lost if the carrying capacity of that combat group reduced during naval combat, even if the carrying capacity of a naval force as a whole is sufficient.
C. If such losses occur as a result of non-kamikaze air attacks against a multi-TF naval force, the losses may be taken from any TF but cargo assigned to a TF may be lost if the carrying capacity of that TF is reduced.
D. Surviving destroyers freed from cargo duty by the sinking of their cargo are eligible to provide shore bombardment in conjunction with the same mission.

22.9 SUBMARINE ATTACKS:
22.91 INTERCEPTION BY SUBMARINES:
22.911 Submarines based on the board intercept enemy naval activities and enemy naval units returning to base in the same manner as other naval units (22.2). Submarines in an SW box may not intercept. For restrictions on the ability to intercept enemy transports, see 25.71 and 25.94.
22.912 On-board submarine attacks are resolved using the Submarine Attack Table (22.94). Submarines operating against enemy transports in an SW box resolve their attacks using the SW Combat Table (24.62).
22.913 SUBMARINE PATROLS: Submarines may patrol in the same manner as other naval units (21.41), subject to the same restrictions as other patrols. Submarines patrol independent of other naval forces. Submarine patrols may remain at sea throughout the opposing turn, but are subject to air attack by enemy land-based air units if they do so (21.4184C).
22.914 SUBMARINES ATTACKS DURING NAVAL COMBAT: Submarines accompanying a naval force which was intercepted by enemy naval units, or which intercept enemy naval units in a hex in which naval combat occurs, may attack the enemy naval units, provided the enemy naval units were found during naval combat or revealed their location by engaging in fleet combat with a friendly naval force.
22.915 SUBMARINE INTERCEPTION INDEPENDENT OF OTHER NAVAL UNITS: Each submarine factor rolls for interception separately, independent of interception by other naval units, including other submarines. Submarines may intercept eligible enemy naval forces in a different hex from other intercepting naval units, including other intercepting submarines.
22.916 RESOLVING SUBMARINE INTERCEPTIONS:
A. SUBMARINES IN PORT AND ON DEFENSIVE PATROLS: Submarines based in port and on defensive patrols intercept in the same manner as other naval units, although they roll two fewer dice than fast ships (22.232B).
B. OFFENSIVE PATROLS: Submarines on offensive patrols may support friendly naval forces which are intercepted by moving up to three hexes towards the interception hex. Patrolling submarines which are further than three hexes away from an interception hex may not continue their movement towards the interception hex (22.162C).
22.917 ATTACKS AGAINST INTERCEPTING SUBMARINES PROHIBITED: Intercepting submarines are not subject to counter-interception by enemy naval units or attack by enemy air units as they leave port or move to their interception hex.
22.918 MURMANSK CONVOYS: For submarine attacks against Murmansk convoys, see 40.444 and 40.46.
22.92 EFFECT OF INTERCEPTION ATTEMPTS:
A. SUCCESS: Submarines which succeed in their interception attempts must attack the enemy naval force they intercepted. After such attacks are resolved, surviving submarine factors return to base and are inverted for the remainder of the current player turn, in the same manner as other intercepting naval units. German submarine interception of Murmansk convoys is automatic (40.444).
B. FAILURE: Submarines which fail in an interception attempt may not attack the enemy naval force they failed to intercept and return to the hex from which they attempted the interception. Submarines may not attempt to join naval combat by continuing a failed interception attempt (22.241). Submarines which fail in an interception attempt may attempt interceptions in subsequent phases of the current player turn.
C TIMING OF SUBMARINE ATTACKS: Submarine attacks are resolved after fleet combat during any round of naval combat, at the option of the attacker. If no naval combat occurs in relation to a naval activity, submarine attacks are resolved immediately upon interception, after the resolution of any air attacks on the intercepted naval force.
22.93 SUBMARINE TARGETS:
A. AGAINST SINGLE ENEMY COMBAT GROUPS: Whenever submarines attack a naval force, that force deploys into combat groups, following the procedure set out in 22.42 (EXCEPTION: A naval force attacked by submarines outside of naval combat may contain more than six combat groups). Submarine attacks are made against single enemy combat groups, whether the enemy naval units are engaged in naval combat or not. Submarines never attack a multi-TF naval force as a whole.
B. ONLY REVEALED COMBAT GROUPS MAY BE ATTACKED: Submarines attacking during naval combat may only attack found enemy combat groups and hidden enemy combat groups which revealed their location by engaging in fleet combat .
C. SUBMARINES ATTACK ALONE: Submarines may not attack in conjunction with other naval units.
D. ATTACKS RESOLVED SEPARATELY: If more than one submarine attacks an enemy combat group, each attack is resolved separately .
E. SELECTING TARGETS: The precise target of each submarine is determined as follows:
·       The defender reveals the contents of his attacked combat group and arranges his naval units in the following order: his fast carriers, largest to smallest; his capital ships, largest to smallest (slower ships first for ships of the same size); and lastly his light ships (as a group). Damaged ships are ranked before undamaged ships of the same type and speed.
·       The attacker then rolls one die to determine what his submarine attacks: on a “1” the submarine attacks the first defending ship (the largest fast carrier, if the defending naval force contains any fast carriers); on a “2” the submarine attacks the second defending ship, and so on.
·       A “6” targeting roll always attacks the light ships in the combat group. If a targeting die roll is greater than the number of heavy ships in the attacked combat group, that submarine attacks the light ships in the combat group.
·       If there are no light ships in the combat group being attacked, the lowest ranked heavy ship is treated as light ships for targeting purposes.
·       Submarines may not select specific targets, even light ships. Their specific targets are always determined by their targeting die roll.
EXAMPLE: Two American submarines attack a Japanese TF containing two CVs, one CVL, one 5-factor battleship, one 4-factor battleship and several cruisers and destroyers. The Japanese naval units are ranked as follows: 1 (CV); 2 (CV); 3 (CVL); 4 (5-factor battleship); 5 (four-factor battleship); 6 (all light ships). The American player then rolls one die for his first submarine to determine its target. He rolls a “2” and attacks the second CV; once the result of that attack is determined, he repeats the procedure for his second submarine.

Think ahead! Organizing your TFs in order (fast carriers, largest to smallest, capital ships largest to smallest, light ships) prepares them for submarine attack.

22.94 RESOLVING SUBMARINE ATTACKS:
Once the target of an attacking submarine is determined, the attack is resolved by rolling two dice on the Submarine Attack Table. Each submarine factor attacks separately and may attack only once per player turn.

Submarine Attack Table - 22.94

DR

2

3

4

5

6

7

8

9

10

11

12+

Sub

*

0

0

1

1

2

2

3

3

4

5

Modifiers

+/-#

Naval Nationality DRM (22.552A, 22.9411)

+/-#

Relative torpedo and ASW research levels (22.9412)

+/-#

Every three land-based air squadrons used for search in the submarine attack hex, operational fast carriers and CVEs in the attacked naval force (round down) (22.9413)

+/-#

Every three destroyer factors in the attacked naval force, including destroyers which are carrying units or BRPs (round down) (22.9414)

-#

Every three ASW factors in the relevant SW box in excess of the corresponding number of enemy submarines (round down) (22.9415)

-1

For each previous submarine attack made against the defending naval force in that naval combat round (22.9416)

+1

If the attacked naval unit is damaged or involved in carrying out a naval activity which reduces its effectiveness (22.9417)

+/-#

Submarine or ASW codebreaking advantage (22.9418)

One dice roll is made for each attack. On a “*” result, the attacking submarine factor is eliminated.

The maximum effect from each modifier in italics is +/-2.

The maximum overall modifier for a submarine attack cannot exceed +/-4.

Advanced submarines always attack at net +1.

One die is rolled to determine the target of each submarine attack (22.93E).


22.941 SUBMARINE ATTACK MODIFIERS: The overall net modifier for each submarine attack dice roll may never be greater than +/-4. This net modifier is determined as follows (EXCEPTION: Advanced submarines always attack at a net +1 modifier):
22.9411 NAVAL NATIONALITY DRMs: The submarine attack dice roll is increased or decreased by the difference between the attacker's and the defender's Naval Nationality DRMs, as modified by any tactical codebreaking advantage (48.51B).
22.9412 TORPEDO AND ASW RESEARCH RESULTS:
A. The submarine attack dice roll is increased or decreased by the difference between the attacker’s torpedo and the defender’s ASW research results.
B. The maximum effect of this modifier for each submarine attack is +/-2.
22.9413 SEARCHING LAND-BASED AIR AND CARRIERS:
A. The submarine attack dice roll is:
·        Increased by one for every three attacking land-based air squadrons used for search (23.11B) in the submarine attack hex (round down).
·        Reduced by one for every three defending land-based air squadrons used for search (23.11B) in the submarine attack hex, operational fast carriers (regardless of their size) and CVEs in the attacked naval force (round down). Land-based air and carriers are combined, so one searching land-based air squadron, one operational fast carrier and one CVE would reduce the submarine attack dice roll by one.
B. Air units which participated in naval combat by searching during a naval combat round also modify submarine attacks against naval forces which withdraw at the end of that naval combat round.
C. The attacker assigns air squadrons to search, then the defender assigns air squadrons to search, then the net modifier is determined.
D. Air units in non-operational bases have no effect on submarine attacks.
E. The maximum net increase or reduction from this modifier for each submarine attack is +/-2.
22.9414 DESTROYERS:
A. The submarine attack dice roll is reduced by one for every three destroyer factors in the attacked naval force, including destroyers which are carrying units or BRPs (round down).
B. The maximum reduction from this modifier for each submarine attack is -2.
22.9415 EXCESS ASW:
A. The submarine attack dice roll is reduced by one for every three ASW factors (round down) in the relevant SW box in excess of the number of enemy submarines eligible to conduct submarine warfare in that SW box (25.4).
B. Submarines are considered to be “eligible to conduct submarine warfare” for the purposes of this rule during either player's turn. All ASW factors in the relevant SW box are counted. The modifier for ASW applies to all enemy submarine attacks for the turn in question, subject to the following restrictions:
·        ATLANTIC SW BOX: Excess Western Allied ASW in the Atlantic SW box only modify Axis submarine attacks in western front hexes. Excess Atlantic ASW have no effect on German submarine attacks on Murmansk convoys.
·        PACIFIC AND INDIAN OCEAN SW BOXES (Western Allies): Excess Western Allied ASW in the Pacific and Indian Ocean SW boxes are combined and modify Japanese submarine attacks anywhere on the Pacific mapboard.
·        PACIFIC SW BOX (Japan): Excess Japanese ASW in the Pacific SW box modify American submarine attacks anywhere on the Pacific mapboard.
C. The maximum reduction from excess ASW for each submarine attack is -2.
22.9416 MULTIPLE ATTACKS:
A. The attacker incurs a -1 modifier on his submarine attack dice roll f or each previous submarine attack made against the defending combat group in that naval combat round.
B. This modifier applies when submarines attack different targets (such as different named ships) in the same TF or combat group.
C. For the purpose of this modifier, submarine attacks independent of naval combat are considered to take place in the same round of naval combat if they occur in the same hex.
D. The first submarine factor which attacks does not incur this modifier; the second incurs a -1 modifier; the third incurs a -2 modifier; and so on.
E. There is no limit to this modifier other than the number of submarines attacking.
22.9417 ADDITIONAL MODIFIERS:
A. DAMAGED SHIPS: The attacker receives a +1 modifier on his submarine attack dice roll when attacking a damaged named ship or a group of light ships containing a damaged cruiser. The damage may have been caused by previous submarine attacks in that combat round.
B. NAVAL ACTIVITIES: The attacker receives a +1 modifier on his submarine attack dice roll when attacking any naval unit in a TF or combat group containing destroyers or transports conducting sea transport, seaborne invasion, sea supply or the sea escort of units or BRPs; or when attacking an undefended sea supply line. This modifier applies even if the mission is intercepted before it has reached the base of embarkation or if it is intercepted while returning to port after it completes its mission.
C. The modifiers for damage and naval activities are not cumulative; a submarine attack on a damaged naval unit in a naval force which is protecting sea supply or carrying cargo receives a +1, not a +2, modifier, in addition to whatever other modifiers may apply.
22.9418 CODEBREAKING: If the attacker achieves a submarine warfare codebreaking advantage for on-board submarine attacks, a +1 modifier is applied to the submarine attack; if the defender achieves an ASW codebreaking advantage for on-board submarine attacks, a -1 modifier is applied (48.41B).
22.9419 COMPOSITION OF TARGETS: Each TF or combat group in a naval force defends against submarine attacks separately.
22.942 Cruisers, named heavy ships, fast carriers which do not have their full complement of naval air, damaged fast carriers and undefended sea supply lines have no submarine defense value.
22.943 EFFECTS OF SUBMARINE ATTACKS:
22.9431 GENERAL: For the effects of submarine attacks, see 20.5.
22.9432 DESTROYER LOSSES: If an attacked TF or combat group contains destroyers, all, some or none of the losses inflicted by submarines on those destroyers may, at the defender’s option, be taken from uninverted destroyers in the base of origin of the defending TF or combat group, a port through which a sea supply line passed (sea supply only), or from uncommitted destroyers in the SW box through which the naval activity passed.
22.9433 OTHER LOSSES: Losses inflicted by submarines on CVEs, cruisers and named ships must be taken from the attacked naval force and may not be taken by naval units in an SW box.
22.9434 SEA SUPPLY LINES: Undefended sea supply lines are disrupted if successfully attacked by submarines (30.381). If one or more destroyer factors are assigned to the protection of a sea supply line, submarine losses to the protecting destroyers may be taken from uncommitted destroyers as per 22.9432.
22.9435 DESTROYERS AND TRANSPORTS CARRYING CARGO: For the effect of submarine attacks on destroyers and transports carrying cargo, see 20.58B and 20.59.
22.945 SUBMARINE ATTACKS AGAINST MURMANSK CONVOYS: For the timing, resolution and effects of submarine attacks against Murmansk convoys, see 40.46.