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.|
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). |
|
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.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:|
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 |
||
|
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. |
|
| 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 | - |
|
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. |
||
| 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. | ||||
|
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). |
||||||||||||
|
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. |
|
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:|
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 |
||||||||||||
|
+/-# |
||||||||||||
|
+/-# |
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). |
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