23. AIR-NAVAL OPERATIONS
23.1 OVERVIEW
23.2 AIR COVER
23.3 COMBAT AIR PATROL
23.4 AIR ATTACKS ON NAVAL UNITS
23.5 LAND-BASED AIR ATTACKS ON NAVAL BASES
23.6 CARRIER ATTACKS ON ENEMY BASES
23.7 CARRIER ATTACKS ON ENEMY NAVAL UNITS AT SEA
23.8 LAND-BASED AIR ATTACKS ON ENEMY NAVAL UNITS AT SEA

23.1 OVERVIEW:
23.11 EMPLOYMENT OF AIR UNITS: Air and naval units interact in a variety of ways:
A. ASSIST NAVAL INTERCEPTION (search AAS and land-based NAS): Land-based search AAS and NAS may spot enemy naval activities and increase the number of dice rolled for naval interceptions (22.231A). Spotting does not invert the search AAS or NAS.
B. SEARCH (search AAS and land-based NAS): Land-based search AAS and NAS may increase the number of search die rolls made during naval combat and modify submarine attack dice rolls.
C. COMBAT AIR PATROL (carrier-based NAS): Carrier-based NAS may assist in defending friendly naval units against enemy air attack.
D. AIR COVER (cover AAS, land-based NAS): Land-based cover AAS and NAS assist in defending friendly naval units against enemy air attack.
E. ATTACKING NAVAL UNITS AT SEA (attack AAS, NAS and kamikazes): Land-based attack AAS and NAS, carrier-based NAS and kamikazes may attack enemy naval units at sea.
F. ATTACKING NAVAL UNITS IN PORT (AAF, NAS and kamikazes): Land-based AAF, land- or carrier-based NAS and kamikazes may attack enemy naval units in port.
23.12 TIMING: The timing of the air activities set out above is detailed in the rules dealing with each activity.
23.13 CONVERSION OF AAF TO AAS:
23.131 WHEN CONVERSION OF AAF TO AAS REQUIRED: Each AAF is converted to three AAS immediately prior to engaging in any of the following activities:
A. Engaging in air combat in conjunction with friendly NAS or against an enemy force containing NAS.
B. Assisting in naval interception (spotting).
C. Providing air cover for friendly naval units.
D. Searching during naval combat or submarine attacks.
E. Attacking enemy naval units at sea.
23.132 CONVERSION RATIO: Each AAF is converted into:
A. One search AAS.
B. One cover AAS.
C. One attack AAS.
23.133 MECHANICS: When an AAF is converted to AAS, the AAF is replaced by three AAS (one AAS of each type). The AAF is placed in the designated area on the owning major power’s force pool chart, in order to ensure that the conversion of AAF to AAS and the subsequent conversion of AAS back to AAF does not result in the owning major power inadvertently having too few or too many AAF in play.
23.14 CONVERSION OF AAS TO AAF:
23.141 WHEN CONVERSION OF AAS TO AAF REQUIRED: AAS are converted back into AAF:
A. Immediately prior to engaging in any of the following activities. Only the army air units participating in the activity are converted.
·        Undertaking an air operation (17.23) other than those that may be performed by AAS (23.151), or continuing such an operation after its interruption by air combat. Inverted AAF that result from conversion may not undertake or continue an offensive or defensive mission.
·        Being engaged in air combat as a result of an enemy attack on their base, other than in conjunction with friendly NAS or by an enemy force containing NAS. AAS are never converted to AAF between rounds of air combat, even if all the NAS involved have been eliminated.
B. During the owning player’s unit construction phase. Every three unbuilt AAS are converted to one AAF. A remnant of two unbuilt AAS is converted to an AAF and a third AAS, which will be in play, is removed from any location selected by the owning player; a remnant of one unbuilt AAS is disregarded. Only unbuilt AAS are converted.
C. At the end of each player turn, all remaining AAS are converted back into AAF.
23.142 CONVERSION RATIO:
A. When AAS are converted back into AAF, two AAS are converted to one AAF, and remnants of one AAS are eliminated. Thus one AAS is eliminated; two, three or four AAS convert to one AAF; five, six or seven AAS convert to two AAF; and so on.
B. Unbuilt AAS are converted first. This determines the number of unbuilt AAF. AAS on the board are then converted, with a separate determination being made for each air base or mapboard box containing AAS.
C. Once conversion is completed, the number of AAF in play may not exceed the number of AAF in the owning major power’s force pool.
23.143 MECHANICS OF CONVERSION: When AAS are converted to AAF, every three AAS are replaced by one AAF. The AAF are taken from the designated area on the owning major power’s force pool chart (23.133) to ensure that the overall number of AAF in play remains correct.
EXAMPLE: Britain uses five AAF (15 AAS) in a naval battle and loses nine AAS, leaving two AAS in each of three hexes. At the end of the turn, the two AAS in each hex are converted to one AAF. Since this results in the British having one more AAF than their force pool limit permits, one of the AAF (in any of the three hexes) is removed from play.
23.144 INVERSION OF AAF: When three AAS are converted to an AAF, the AAF created is inverted unless it results from the combination of one uninverted AAS of each type (search, cover and attack). If one or more of the combining AAS is inverted, or if the AAF is not formed from one of each of the three types of AAS, the AAF is inverted. Inverted AAF may not continue their mission and instead return to base.
23.15 AAS OPERATIONS:
23.151 AAS ACTIVITES: The activities which may be performed by each type of AAS are restricted as set out in 23.11.
23.152 COUNTERAIRS:
A. AAF which counterair enemy forces containing NAS are first broken down into AAS (23.131A).
B. The AAS must then be used to counterair one or more enemy air bases, each of which must contain at least one NAS. No AAS may be withheld from counterair combat.
C. AAS from a single AAF may counterair more than one enemy air base, provided each enemy air base contains at least one NAS.
D. Surviving AAS are recombined into AAF and inverted once all counterair attacks in that phase are completed.
23.153 AAS IN AIR COMBAT: All three types of AAS engage in air combat with equal effectiveness.
23.154 LOSSES: Army air units which have broken down into AAS take losses as squadrons. AAS of the same nationality are considered to be of the same type when taking losses (19.65).
23.16 USE OF LAND-BASED AIR:
23.161 INTERACTING WITH MULTIPLE NAVAL ACTIVITIES: Uninverted land-based air squadrons in operational bases may search, provide air cover or attack naval units at sea. They may conduct these air activities in relation to any or all naval activities that pass within range of their base during one phase of a player turn (EXCEPTION: Land-based air squadrons that participate in a round of naval combat by searching, attacking or flying air cover may not conduct any activities in relation to a reinforcing naval force during its movement towards the naval combat hex immediately following the round, nor with any interceptions, counter-interceptions or naval combat resulting from such movement - 22.411B). A land-based air unit may perform only one such role in each round of naval combat or in each hex entered by a naval force outside naval combat.
EXAMPLE: An Italian TF invades Malta. Axis air units in Sicily are held back to cover the invasion. The British intercept with a TF from Gibraltar and a TF from Alexandria. A second Italian TF counter-intercepts the British TF intercepting from Gibraltar before it reaches the invading Italian TF.
The Axis air units in Sicily may attack the British TF intercepting from Alexandria (one sortie per hex), then the surviving Axis air units may participate in the naval combat between the British TF intercepting from Gibraltar and the counter-intercepting Italian TF; or vice versa, at the Axis player's option. The only restrictions on the use of the Axis air units are: a) they may only attack British naval units within range of their bases; and b) air squadrons eliminated in attacks on one British TF are removed from play and may not attack the other British TF.

23.162 RESTRICTIONS ON AIR MISSIONS: Land-based air squadrons already committed to an offensive or defensive air mission may not interact with naval activities. Similarly, once a land-based air squadron is committed to support or oppose a naval activity, it may not be used for an offensive or defensive air mission later in the phase.
23.163 USE OF AAS IN DIFFERENT HEXES PERMITTED: AAS may search, fly air cover and attack enemy naval units in different hexes, subject to range and other applicable restrictions. There is no requirement that the search, cover and attack components of an AAF be used in the same hex or at the same time.
23.164 INVERSION AT END OF PHASE: Land-based air squadrons are inverted at the end of the phase in which they search, provide air cover or attack naval units at sea.
EXAMPLE: German attack AAS attack a British TF which tries to intercept Axis sea supply to a German-controlled port in Britain. Germany then sea transports units into Britain. Any surviving German attack AAS may also attack any British TFs which try to intercept the German sea transport to Britain, as both the sea supply and the sea transport occur during the German movement phase. All the surviving German attack AAS are inverted at the end of the German movement phase and may not be used to attack British naval forces during the German combat phase.
23.165 NO BRP COST: Searching, providing air cover and attacking enemy naval units at sea are not offensive operations and do not require any expenditure of BRPs.
23.17 JETS: Jets convert to jet squadrons and back to jet factors, and incur losses, in the same manner as AAF.
23.18 AIR TRANSPORTS: Air transport factors convert to air transport squadrons and back to air transport factors, and incur losses, in the same manner as AAF. An air combat result which eliminates two or more air transport squadrons eliminates the air transport factor; any lesser air combat result other than “0” forces the air transport to discontinue its mission by inverting the air transport factor.

23.2 AIR COVER:
23.21 AIR COVER: Air cover may be flown by land-based air units to protect friendly naval units engaged in any naval activity. Air cover may not be provided for naval units in port. Air cover may be flown over:
A. NAVAL COMBAT: A specific combat group during naval combat.
B. OUTSIDE OF NAVAL COMBAT: An entire naval force if attacked by enemy air units independent of naval combat.
C. AGAINST KAMIKAZES: Air cover flown over a naval force which is attacked by kamikazes is assigned on a prorated basis to each combat group in the naval force, rounding up in favor of combat groups which are selected as kamikaze targets.
EXAMPLE: Seven American air squadrons fly air cover over an American naval force containing three TFs. Each TF becomes a combat group. The Japanese launch a kamikaze attack against one of the combat groups in the naval force (
17.475A). Three air squadrons fly air cover over the attacked combat group and engage the attacking kamikazes; the other four air squadrons are considered to be flying air cover over the other two combat groups and do not participate in the defense of the attacked combat group.
23.22 AIR COVER AGAINST LAND-BASED AIR ATTACKS:
A. As a naval force enters each hex of its path while moving to its destination, the opposing player may attack that naval force with land-based air units and the defender may use some, all or none of his available eligible air units for air cover.
B. The decision to fly air cover outside of naval combat is made immediately after the opponent announces an air attack against a friendly naval force.
C. The defender is not required to commit his available air units to air cover against land-based air attacks before they are made, although he may not have used those air units for other purposes.
D. Once air combat is resolved, both sides’ surviving air units return to their bases and the naval force moves to the next hex along its previously announced path, unless it was destroyed or aborted its activity. The process in then repeated as the naval force enters each hex of its route.
23.23 AIR COVER DURING NAVAL COMBAT:
A. ASSIGNED BEFORE AIR STRIKES ANNOUNCED: Air cover during naval combat is assigned immediately after carrier-based naval air units are assigned to air strikes and combat air patrol (22.41D), before any air strikes are announced.
B. ROUND-BY-ROUND ASSIGNMENT: Each round, a player may use some, all or none of his available eligible land-based air units for air cover, regardless of how they were used in any previous round.
23.24 EFFECTS OF AIR COVER ON ATTACKING AIR UNITS: See 23.412.

23.3 COMBAT AIR PATROL:
23.31 COMBAT AIR PATROL: Combat air patrol may be flown by carrier-based naval air units over:
A. NAVAL COMBAT: Their own combat group during naval combat.
B. OUTSIDE OF NAVAL COMBAT: Their entire naval force if attacked by enemy air units independent of naval combat.
C. AGAINST KAMIKAZES: Naval air units in a naval force which is attacked by kamikazes may fly combat air patrol flown only over their own combat group (17.475E).
23.32 ONE-THIRD RESTRICTION: No more than one-third (round up) of the available carried-based NAS may be allocated to combat air patrol over their combat group (23.31A) or naval force (23.31B). This determination is made at the start of each round of naval combat or as each new hex is entered by a naval force.
EXAMPLE: A Japanese combat group contains four CVs, each of which has three NAS, for a total of 12 NAS. Four Japanese NAS may fly combat air patrol over the Japanese combat group in the first round of naval combat. If three of the Japanese NAS were eliminated in that combat round, either while defending against enemy air attacks or while attacking enemy air or naval units, the Japanese combat group would have nine NAS for the second combat round, of which three Japanese NAS could fly combat air patrol over the Japanese combat group.
23.33 COMBAT AIR PATROL AGAINST LAND-BASED AIR ATTACKS:
A. As a naval force enters each hex of its path while moving to its destination, the opposing player may attack that naval force with land-based air units and the defender may use some, all or none of his available eligible air units for combat air patrol
B. The decision to fly combat air patrol outside of naval combat is made immediately after the opponent announces an air attack against a friendly naval force.
C. The defender is not required to commit his available air units to combat air patrol against land-based air attacks before they are made, although he may not have used those air units for other purposes.
D. Once air combat is resolved, both sides’ surviving air units return to their bases and carriers and the naval force moves to the next hex along its previously announced path, unless it was destroyed or aborted its activity. The process in then repeated as the naval force enters each hex of its route.
23.34 COMBAT AIR PATROL DURING NAVAL COMBAT:
A. ASSIGNED BEFORE AIR STRIKES ANNOUNCED: Combat air patrol during naval combat is assigned at the same time as carrier-based naval air units are assigned to air strikes (22.41D), before any air strikes are announced.
B. ROUND-BY-ROUND ASSIGNMENT: Each round, a player may use some, all or none of his available eligible carrier-based naval air units for air cover, regardless of how they were used in any previous round.
23.35 CVEs: CVEs do not contribute to combat air patrol.
23.36 EFFECTS OF COMBAT AIR PATROL ON ATTACKING AIR UNITS: See 23.412.

23.4 RESOLVING AIR ATTACKS ON NAVAL UNITS:
23.41 The following mechanisms are used to resolve air attacks on naval units.
23.411 EFFECT OF DEFENDING AIR - PORTS:
23.4111 COUNTERAIR OPTIONAL: When air units attack an enemy port which contains both air and naval units, the attacker has the option of counterairing the defending air units with some, all or none of his attacking air factors. Carrier-based naval air units concealed by a TF marker are revealed when the attacker announces his attack on the carriers’ base.
23.4112 ALL ATTACKING AIR UNITS COUNTERAIR: If all the attacking air units counterair, the attack is resolved solely as a counterair attack (18.52), with each side making one air combat dice roll to resolve that round of air combat. No air defense dice roll is made for the base and no naval units in the target hex may be attacked in that combat round.
23.4113 SOME ATTACKING AIR UNITS COUNTERAIR: If some of the attacking air units carry out a counterair attack and the remainder attack the naval units in the enemy base, one round of air combat is resolved between the attacking and defending air units engaged in counterair combat. Attacking air units which engaged in counterair combat may not attack naval units in the enemy base in that combat round, regardless of the result of the counterair combat. Some or all of the remaining attacking air units may be able to carry out their attack on the naval units in the enemy base, depending on the defender’s air combat result (23.4115B).
23.4114 NO ATTACKING AIR UNITS COUNTERAIR: If all of the attacking air units attempt to attack the naval units in the enemy base, ignoring the defending air units, all uninverted defending air units make one air attack dice roll against the attacking air units (23.4115B).
23.4115 EFFECTS OF AIR COMBAT:
A. ATTACKER'S AIR COMBAT RESULT: Defending air units forced to abort by the attacker's air combat dice roll participate in subsequent rounds of combat against their hex. Defending air units forced to abort in the final round of attack against their hex are inverted for the remainder of the attacker's player turn (18.526).
B. DEFENDER’S AIR COMBAT RESULT: Attacking air units which are eliminated or forced to abort by the defender’s air combat dice roll may not attack the naval units in the enemy base in that round. If the effects of the defender’s air combat result exceed the number of attacking air units which counteraired the defending air units, the excess is taken from the air units which would have otherwise attacked the defender’s naval units. This will always occur if the attacker did not counterair the defender, as the defender’s uninverted air units still make an air combat dice roll. Apart from the defender’s air combat result, defending air has no effect on air attacks on naval units in port.
EXAMPLE: Fifteen American NAS attack a Japanese port containing two uninverted AAF, six uninverted NAS and eight factors of light ships.
The American player decides to counterair the Japanese air units in the first round of his attack. Counterair combat is resolved between the fifteen attacking American NAS and the six Japanese NAS and the six Japanese AAS (two search AAS, two cover AAS and two attack AAS - 23.131). The American air combat result is a “6/6”, which eliminates two Japanese NAS and four Japanese AAS (one AAS of each type and a fourth AAS of the Japanese player’s choosing). The Japanese air combat result is a “4/4”, which eliminates four American NAS. The aborted air squadrons are irrelevant.
In the second round, four of the remaining eleven American NAS counterair the remaining two Japanese AAS and four Japanese NAS, while the other seven American NAS attack the Japanese light ships. The American air combat result is a “2/2”, which eliminates two Japanese air squadrons and aborts two others. The six Japanese air squadrons achieve a “2/3” air combat result, which eliminates two of the counterairing American NAS, aborts the other two, and aborts one of the American NAS which was going to attack the Japanese naval units.
This leaves six American NAS to attack the Japanese naval units. After the Japanese air defense dice roll is made, the American player resolves his attack, then decides whether to make a third rounds of attacks. If he doesn’t, the Japanese would end the combat with one inverted AAS, one inverted NAS and two uninverted NAS, plus any naval units which survived the American attack.
23.4116 NEARBY DEFENDING AIR UNITS IGNORED: Defending air units based in hexes other than the hex under air attack may not assist in the air defense of that base. The attacker need only concern himself with air units based in the hex which is under attack.
23.4117 INVERTED AIR UNITS: Inverted air units do not make an air combat dice roll against the attacker’s air units unless the attacker elects to counterair them.
23.412 EFFECT OF DEFENDING AIR - AT SEA:
23.4121 AIR COMBAT WITH ATTACKING AIR UNITS:
A. DEFENDER’S PARTICIPATION OPTIONAL:
·       Air squadrons flying air cover or combat air patrol over a friendly naval force which is under air attack may engage in air combat with an equal number of attacking air squadrons.
·        Some or all of the defending air units flying air cover or combat air patrol over attacked naval units may be withheld from air combat. This is announced before the attacker chooses which air factors to assign to air combat.
·       Defending air units which do not engage the attacking air units do not incur casualties from any other air combat which may occur and have no effect on any ensuing air attacks on the defender’s naval units in that combat round.
B. ATTACKER’S PARTICIPATION MANDATORY:
·       If defending air units flying air cover or combat air patrol over an attacked naval force or combat group elect to engage attacking air units, air combat is resolved between the defending air squadrons and an equal number of attacking air squadrons.
·       If there are fewer attacking air squadrons than covering air squadrons, all the attacking air squadrons must engage in air combat with the defending air units.
·       If there are more attacking air squadrons than covering air squadrons, the attacker decides which of his air squadrons will engage in air combat with the defending air units. The attacker may not commit more air squadrons to air combat than the defender.

The defender determines how many attacking air squadrons he engages in air combat (the same number of squadrons as are flying air cover, unless there are more air squadrons flying air cover than are attacking or the defender wishes to withhold air units from combat). The attacker then decides which of his attacking air squadrons engage in air combat with the air squadrons flying air cover.

C. AIR COVER ENGAGES, THEN COMBAT AIR PATROL: Air combat against air units attacking a naval force is resolved in the following sequence:
·       Land-based air squadrons providing air cover engage an equal number of attacking air squadrons in a single round of air combat.
·       Carrier-based NAS flying combat air patrol engage an equal number of attacking air squadrons in a single round of air combat.
·       Each air combat is resolved separately.
·       Attacking air units which are eliminated or forced to abort as a result of air combat with defending air units providing air cover do not participate in the ensuing air combat with defending air units flying combat air patrol.
D. +/-1 DRM FOR COMBAT AIR PATROL: Naval air units flying combat air patrol receive a favorable +/-1 DRM unless the attacker achieves surprise. Air units flying air cover do not receive this modifier.
E. SURPRISE EFFECTS: If one side achieves a surprise in a naval battle, the effectiveness of defending air units flying air cover and combat air patrol may be reduced:
·       If the attacker achieves a surprise level of "1" or more, defending air squadrons flying combat air patrol lose their +1 air combat DRM.
·       If the attacker achieves a surprise level of "4", only two-thirds (round up) of the defender's air squadrons flying air cover or combat air patrol are considered to be in position, and they engage an equal number of attacking air squadrons in air combat. The remaining one-third of the defending air squadrons engage an equal number of surviving attacking air squadrons in air combat after all the attacker's air attacks are resolved, provided the defender's remaining air squadrons are not eliminated or damaged by surplus air combat effects.
·       If the attacker achieves a surprise level of "5", only one-third (round up) of the defender's air squadrons flying air cover or combat air patrol are considered to be in position, and they engage an equal number of attacking air squadrons in air combat. The remaining two-thirds of the defending air squadrons engage an equal number of surviving attacking air squadrons in air combat after all the attacker's air attacks are resolved, provided the defender's remaining air squadrons are not eliminated or damaged by surplus air combat effects.
·       If the attacker achieves a surprise level of "6", all of the defender's air squadrons flying air cover or combat air patrol are considered to be out of position, and they engage an equal number of attacking air squadrons in air combat only after all the attacker's air attacks are resolved.
23.4122 EFFECTS OF AIR COMBAT:
A. ATTACKER:
All attacking air squadrons which were not eliminated or forced to abort by the defender’s air combat dice roll, including those which engaged in air combat against the defender’s air units, may be used to attack the naval force being covered in that combat round. If the effects of the defender’s air combat result exceed the number of attacking air squadrons which engaged the defending air units, the excess is taken from the air squadrons which would have otherwise attacked the defender’s naval units.
B. DEFENDER: Air units providing air cover or combat air patrol which engage attacking air units and are not eliminated or forced to abort by the attacker’s air combat dice roll remain in position over their naval force for the remainder of the combat round and may engage in air combat against enemy air units which conduct subsequent carrier-based air strikes or land-based air attacks against that naval force in that combat round.
EXAMPLE: Ten attacking American air squadrons are engaged by three Japanese air squadrons flying air cover. If the Japanese air combat result is a “1/0”, nine American air squadrons may attack the Japanese naval force. If the Japanese air combat result is a “1/2” (the most likely result if there are no modifiers), seven American air squadrons may attack. If the Japanese air combat result is a “2/4”, only four American air squadrons may attack. In each case the number of American air squadrons which actually attack may be further reduced by the Japanese air defense roll.
If the American air combat result were “1/1”, one Japanese air squadron would remain over the Japanese naval force to defend against subsequent American air attacks in that combat round.

23.42 AIR DEFENSE DICE ROLL: Once any air combat between attacking and defending air units is resolved, the defender rolls two dice and consults the Air Defense Table.

Air Defense Table - 23.42

Air

Dice Roll

DF

2

3

4

5

6

7

8

9

10

11

12+

1

0

0

0

0

0

0/1

0/1

1/0

1/0

1/1

1/1

2

0

0

0/1

0/1

1/0

1/0

1/1

1/1

1/2

1/2

2/1

3

0/1

0/1

1/0

1/0

1/1

1/1

1/2

1/2

2/1

2/1

2/2

4

1/0

1/0

1/1

1/1

1/2

1/2

2/1

2/1

2/2

2/2

2/3

5

1/0

1/1

1/1

1/2

1/2

2/1

2/1

2/2

2/2

2/3

2/3

6

1/1

1/1

1/2

1/2

2/1

2/1

2/2

2/2

2/3

2/3

3/2

7

1/1

1/2

1/2

2/1

2/1

2/2

2/2

2/3

2/3

3/2

3/2

8

1/2

1/2

2/1

2/1

2/2

2/2

2/3

2/3

3/2

3/2

3/3

9

1/2

2/1

2/1

2/2

2/2

2/3

2/3

3/2

3/2

3/3

3/3

10

2/1

2/1

2/2

2/2

2/3

2/3

3/2

3/2

3/3

3/3

3/4

Air Defense Level

+1

for every ten naval factors, including damaged naval factors (round fractions up). Ships sunk in port, submarines and transports are not counted. Each CVE is worth three naval factors.

+1

each air defense research result

+1

each flak factor, airbase counter, objective or anchor symbol

+2

each city or port

+1

each fortification level (+1 for a fortification; +2 for a fortress; beach defenses have no effect on air defense levels)

+1

for each five-factor battleship in the attacked naval force

-1

if the attacker achieves a surprise level of 2 or greater

If the air defense level is more than 10, the result is determined by consulting the "10" row and whatever other row is required to equal the total air defense level.

Results: The number before the slash is the number of attacking air squadrons or factors which are eliminated. The number after the slash is the number of attacking air squadrons or factors which abort their mission and return to base (EXCEPTIONS: Carrier-based NAS attacking ships at sea do not abort and ignore the number after the slash - 23.424). Air units which abort may take part in future air sorties during the current air attack.


23.421 AIR DEFENSE LEVEL OF NAVAL FORCES: The defensive strength of a naval force is determined as indicated on the Air Defense Table:
A. All attacked naval units, including damaged naval units and destroyers which are carrying cargo, are counted in determining the air defense level (EXCEPTIONS: 23.421C-E).
B. Each CVE is considered to be worth three naval factors for the purposes of air defense.

The air defense value of a CVE is three times that of other naval units to reflect its intrinsic NAS, which are not represented in the game.

C. Ships sunk in port, submarines and transports are not counted.
D. A naval force only makes an air defense roll if its air defense level is one or more. A naval force which would otherwise be unable to make an air defense roll, such as an unprotected sea supply line, makes an air defense roll if the owning player has achieved at least one air defense research result (EXCEPTION: Attacked submarines never make an air defense roll).
23.422 COMBAT GROUPS: Each combat group defends separately when attacked during naval combat or by kamikazes (17.475E).
23.423 PORTS: If the attacked naval force is in port, the air defense level is supplemented by the port defenses. Naval units attacked at sea do not receive the benefit of port defenses, even if they are moving through a hex which contains a port.
23.424 RESULTS: The number before the “/” indicates the number of attacking air units which are eliminated (normally squadrons; AAF for army air units attacking naval units in port). The number after the “/” indicates the number of attacking air squadrons or factors which must abort (EXCEPTIONS: Carrier-based NAS attacking ships at sea do not abort). Air units which abort return to their base without loss and do not take part in that air sortie, but may attack in subsequent sorties. Losses to mixed forces are apportioned as per 19.6.
23.425 NO OPTION TO CALL OFF ATTACK AFTER AIR COMBAT: Air units which are not eliminated or forced to abort by air combat must undergo an air defense dice roll. They may not abort.
23.426 CONTENTS OF TARGET REVEALED: The precise contents of a targeted enemy combat group (or the entire naval force for naval units not participating in naval combat) are revealed to the attacker if at least one attacking air factor survived the air defense dice roll without being eliminated or forced to abort.
23.43 TARGET SELECTION BY ATTACKING AIR UNITS: Once the air defense dice roll is made and the results implemented, the attacker selects targets for his attacking air units (EXCEPTION: Kamikazes select their targets randomly - 17.475F).
A. NAMED SHIPS: Named ships may be targeted separately by attacking air units.
B. LIGHT SHIPS: Light ships are attacked as a group. For the effect of air attacks on destroyers and transports carrying cargo, see 20.58B and 20.59.
C. Submarines may be attacked by air only if they remain on patrol during the opposing player turn (21.4184C).
D. Naval units undergoing repair or construction on a Naval Construction Chart may only be attacked by strategic bombing (26.31H). Damaged naval units in the “Waiting for Repair” box of a Naval Construction Chart are subject to normal air attack.
23.44 AIR ATTACK DICE ROLLS: After assigning his attacking air to specific targets, the attacker rolls two dice for each target and consults the Naval Attack Table. Only those air units which have not been eliminated or aborted are taken into account when making the air attack dice roll.

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).


23.441 MODIFIERS: Air attack dice rolls against naval units are subject to the following modifiers:
A. +/-# attacker’s Air Nationality DRM (19.31A).

Air Nationality Chart - 19.31A, 23.441A

DRM

Nationality

2

Germany, Japan, United States, Britain, Finland, Sweden, Australia

1

Italy, Russia, France

0

All minor countries except Finland, Sweden and Australia

Modifiers

+1

Elite Japanese naval air

+1

Defending interceptors

-1

British naval air

-1

Air units subject to a winter effect of 8 or more

-1

Air units in partial supply or subject to air oil effects


B. +/-# defender’s Naval Nationality DRM (22.552A). A positive Naval Nationality DRM reduces the air attack dice roll; a negative Naval Nationality DRM increases the air attack dice roll .

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.


C. + 1 if the attacker achieves a surprise level of 3 or greater.
23.442 RESULTS: For details of naval attack results, see 20.5.
23.443 EFFECT ON NAVAL UNITS: Eliminated naval units are immediately removed from the board. Damaged naval units are inverted and, if at sea, may, at the owning player's option, remain with their naval force or return to any eligible base at the end of the naval combat round (22.411A), with or without the protection of accompanying undamaged naval units, subject to interception by enemy naval units and attack by uncommitted air units. Naval factors which abort their activity similarly return to their base of origin, subject to the risk of interception by enemy naval units and attack by uncommitted air units.
23.444 WHEN AIR ATTACK EFFECTS CUMULATIVE: Effects of air attacks, fleet combat and submarine attacks against ships at sea are combined, provided they all occur in the same hex (20.512).
23.45 LOSSES FROM MIXED FORCES: Naval losses from a force of mixed types are distributed equally among the types involved (20.57).
23.46 ESCAPE OF AIR AND NAVAL UNITS: Air and naval units within range of enemy land-based or carrier-based air units may leave their base to avoid air attack after the resolution of at least one round of:
A. Air attacks against the defending air or naval units.
B. Air attacks from a patrolling enemy naval force in its patrol hex within range of their base against friendly air or naval units in a different base.
C. Naval combat against a patrolling enemy naval force in its patrol hex within range of their base.
23.461 AIR:
A. Defending air units may move to any controlled airbase or mapboard box within staging range with sufficient basing capacity that is not also being attacked and was not attacked earlier in the phase (18.523).
B. The defending air factors are inverted for the remainder of the player turn (18.523).
23.462 NAVAL:
A. Defending naval units, other than those sunk in port, may move to the nearest friendly base within range (21.3613) and able to receive them (21.112) which is out of air range of uninverted enemy land-based air units and patrolling naval forces, as if they had been displaced (21.23).
B. After the escaping naval units move into the sea hex portion of their base hex, land-based air units which initially attacked their base may continue to interact and attack (23.8), though they are performing an offensive mission (23.51) and may therefore not interact with any other naval activities (23.162).
C. Patrols, including those which launched air attacks on their base, may not intercept or attack the escaping naval units.

23.5 LAND-BASED AIR ATTACKS ON NAVAL BASES:
23.51 OFFENSIVE MISSION: Land-based air attacks on enemy naval units in bases are an offensive air mission and are resolved during the combat phase, immediately after the resolution of counterair missions, prior to any interception of naval missions by the attacked naval units. Land-based air units never combine with carrier-based air units to attack the same base.
23.52 MECHANICS: Land-based air attacks on enemy bases are resolved as a counterair attack, an air attack against enemy naval units, or both, as desired by the attacker.
23.53 RESOLVING ATTACKS: Each AAF or land-based NAS is considered to be one squadron when consulting the Naval Attack Table. Attacking AAF take losses as air factors from the air defense dice roll. Attacking forces consisting of both AAF and land-based NAS take losses according to 17.142B. Losses to the defending naval force from attacking air units are determined as set out in 23.44.
23.54 ADDITIONAL SORTIES: After the first air sortie is completed, the attacker may launch a second air sortie with his surviving air factors. Subsequent sorties are resolved in the same manner as the initial sortie.
23.55 DEFENDING AIR UNITS: For the effects of defending air units, see 23.411.
23.56 EFFECTS: Losses to the defending naval force from attacking air units are determined as set out in 23.44.

23.6 CARRIER ATTACKS ON ENEMY BASES:
23.61 PERMITTED ATTACKS: Naval air units based on carriers may attack enemy air or naval bases in only three situations:
A. While in their patrol hex. Patrols may counterair enemy air bases while moving to their patrol hex, but may not attack enemy naval units in port until they have reached their patrol hex (21.416I).
B. While on a fast carrier mission, either independently or in combination with another naval mission, from their mission hex (21.556).
C. During naval combat, naval forces may counterair enemy air bases, but may not attack enemy naval units in port (22.43).
23.62 PROHIBITED ATTACKS: Carriers which are attacked by enemy land-based air units while engaged in other naval activities may not attack the hex in which the attacking enemy air units are based other than as set out above.
23.63 MECHANICS: Carrier attacks on enemy bases are resolved as a counterair attack, an air attack against enemy naval units, or both, as desired by the attacker.
23.64 TIMING DURING NAVAL COMBAT: Carrier attacks against enemy bases during naval combat are resolved at the start of each combat round, after combat groups are formed and before unused naval air units are allocated to air strikes against enemy naval units or combat air patrol (22.41B).
23.65 DEFENDING AIR UNITS: For the effects of defending air units, see 23.411.
23.66 EFFECTS: Losses to the defending naval force from attacking air squadrons are determined as set out in 23.44.

23.7 CARRIER ATTACKS ON ENEMY NAVAL UNITS AT SEA
23.71 RESTRICTIONS:
A. NAVAL COMBAT: Enemy naval units at sea may only be attacked by carrier-based naval air units during naval combat.
B. SEARCH RESULT REQUIRED: Only enemy combat groups which were located during search may be attacked. Air strikes may not be launched against a hidden enemy combat group, even from carriers in a combat group which is engaged in fleet combat by the hidden combat group.
C. COMBAT GROUPS ATTACK SEPARATELY: Naval air units based on carriers in different combat groups may not combine in a single attack against the same enemy combat group; each air strike is resolved separately in a sequence determined by the attacker.
D. AIR STRIKES AGAINST DIFFERENT TARGETS: Subject to the limits in 23.71E, naval air units based on carriers in the same combat group may combine into one air strike against one found enemy combat group or may split into two or more air strikes to attack different found enemy combat groups.
E. SIZE OF AIR STRIKES: The number of NAS which may carry out air strikes from a combat group against one or more enemy combat groups during naval combat is limited by the Air Nationality DRM of the attacking NAS, as follows:
·        NAS with an Air Nationality DRM of one: up to four NAS.
·        NAS with an Air Nationality DRM of two: up to eight NAS.
·        NAS with an Air Nationality DRM of three or more: up to 12 NAS.
·        This limit applies separately to forces containing NAS with different Air Nationality DRMs:
·        The first four NAS conducting air strikes may have an Air Nationality DRM of one;
·        The next four must have an Air Nationality DRM of at least two;
·        The final four must have an Air Nationality DRM of at least three.
F. ONE ATTACK PER COMBAT ROUND: Each attacking NAS may only attack once during each combat round. NAS which were unable to attack because of the limits in 23.71E may attack in subsequent combat rounds, if otherwise permitted to do so.
23.72 RAIDERS: Air strikes in naval combat with raiders are subject to the limits on the size of air strikes set out in 23.71E.
23.73 DEFENDING AIR UNITS: For the effects of defending air units flying air cover and combat air patrol, see 23.412.
23.74 AIR DEFENSE EFFECTS: Carrier-based naval air units attacking ships at sea do not abort as a result of air defense dice rolls and ignore the number after the slash in air defense results (23.424).
23.75 TARGETING: After naval air defense dice rolls are made, the attacker decides how to carry out his air attacks. Only enemy naval units in the attacked combat group may be targeted for air attack. Each named ship in an attacked combat group is a potential target, as are any enemy light ships, which must be attacked as a group. The attacker must announce how many of his air squadrons are attacking each enemy target. Once the attacker has announced his attacks he may not change his mind and switch targets, nor may any attacking air squadron be used against more than one target.
23.76 AIR ATTACK DICE ROLLS: A separate air attack dice roll is made for each named ship and each group of light ships which are attacked.
23.77 SUBSEQUENT AIR STRIKES AGAINST THE SAME TARGET: If more than one air strike is made against the same combat group, the procedure outlined above (air cover, combat air patrol, air defense, targeting) is followed for each subsequent air strike.

23.8 LAND-BASED AIR ATTACKS ON ENEMY NAVAL UNITS AT SEA
23.81 NO BRP COST: Naval units are subject to air attack whenever they move within range of operational air units during a naval activity (EXCEPTIONS: Submarines which are not in a patrol hex - 20.77; Western Allied transports and ASW moving to or from port - 20.6321) . Air attacks against enemy naval units at sea may be made by either side, are not an offensive operation and do not require any expenditure of BRPs.
23.811 ONE AIR SORTIE PER HEX: During any naval activity, the naval force involved moves along a specified path of hexes to its destination hex, then back to port. If a naval force moves within range of eligible enemy land-based air units, that naval force is subject to an air attack consisting of a single air sortie in that hex (EXCEPTION: Kamikazes may attack the same hex as other land-based air units). After the results of the sortie are determined, the surviving attacking air units return to base, are not yet inverted, and the naval force moves to the next hex along its chosen path. Only one air sortie is permitted in each hex, including the destination hex of the naval activity (EXCEPTION: Naval forces engaged in naval combat may be subject to repeated sorties - 23.84).
23.812 ADDITIONAL AIR SORTIES IN EACH HEX: After the naval force moves to its next hex, all eligible land-based air units within range of the new hex, including survivors of previous attacks against the same naval force, may then make another air sortie against the naval force. This process continues until the attacker runs out of air units or calls off his attack, or until the naval force moves out of range or is eliminated. The attacking air units then return to base.
23.813 CONTINUOUS AIR ATTACKS NOT MANDATORY: Land-based air units need not attack an enemy naval force at every opportunity. They may fly an air sortie against the enemy naval force, decline to fly a sortie as it enters the next hex, then resume their attacks as the naval force enters a third hex. Similarly, a naval force which comes within range of air units, passes out of range, then again comes within range may be attacked as it enters each hex within range of the air units.
EXAMPLE: Japan has ground units in Rabaul it wishes to use in an invasion of New Guinea. A Japanese naval force based in the Philippines base changes to Rabaul during the movement phase. It may be attacked by an uninverted American air unit based within range of Rabaul as it moves within range, one air sortie per hex. The American air unit would be inverted at the end of the movement phase in which the base change occurred.
If the American air unit did not attack during the movement phase, it could attack the Japanese naval force during the combat phase as it carried out its invasion mission. The American air unit would then be inverted at the end of the combat phase in which the invasion occurred.
Finally, if the American air unit had not previously attacked the Japanese naval force during the Japanese movement or combat phases, it could attack the Japanese naval force as it NRed back to the Philippines. The American air unit would then be inverted at the end of the Japanese redeployment phase.
During each phase in which the Japanese naval force carried out a naval activity, the American air unit would have an opportun­ity to attack the Japanese naval force, but the air unit could only attack the naval force during one of its naval activities.

23.814 The definitions of what constitutes a distinct naval force for the purposes of naval interception (22.141) also apply to air interception of naval units moving at sea.
23.82 AIR MAY ATTACK MORE THAN ONE NAVAL FORCE: Each land-based attack AAS or NAS may attack any or all enemy naval forces that pass within range during one phase of a player turn, subject to 23.161.
23.83 AIR ATTACKS AFTER NAVAL INTERCEPTIONS: Air attacks begin only after all naval interception and counter‑interception attempts are announced and resolved. The moving player dictates the order in which air interceptions of concurrent naval activities is resolved, the intercepting player dictates the order in which air counter-interceptions of concurrent naval interceptions is resolved, and so on (22.19).
23.84 LAND-BASED AIR ATTACKS DURING NAVAL COMBAT: If a naval force engages in naval combat in a hex in which it is also subject to air attack from land-based air units, those land-based air units may participate in the naval battle by flying one sortie against defending naval units in found combat groups in each round of naval combat (EXCEPTION: Kamikazes may attack the same combat group as other land-based air units). This reflects the fact that the movement of the naval force through the exposed hexes is impeded because of the naval combat. This is the only situation, other than air attacks against naval units in port, in which naval units may be subject to more than one land-based air sortie in the same hex.
23.85 ELIGIBLE AIR UNITS: The only types of air units which may attack naval units at sea are attack AAS, NAS and kamikazes (23.11E).
23.86 RESOLUTION OF LAND-BASED AIR ATTACKS AGAINST NAVAL UNITS AT SEA: The following procedure is used to resolve all land-based air attacks against naval units at sea, whether or not they occur in conjunction with a naval battle.
A. Air attacks by land-based air units during naval battles are resolved after the resol­ution of air strikes by carrier-based naval air units and before the resolution of fleet combat (22.41H). No surprise is achieved by the attacker.
B. Air squadrons assigned to air cover and combat air patrol must be engaged by an equal number of attacking air squadrons, if possible, whether or not the defending air also engaged attacking enemy naval air units earlier that round. Defending air squadrons which were eliminated or forced to abort by earlier air combat results are ignored.
C. Air combat involving the attacking air units engaged by the defend­er’s air cover and combat air patrol is resolved separately (23.4121C). An air defense dice roll is then made by the defending naval force. Attacking air units which are not eliminated or forced to abort must attack the defending naval units.
D. If the naval force is attacked during a naval battle, eligible land-based air units may attack any enemy combat group which was located during that combat round; kamikazes attacking outside of naval combat may attack any combat group (17.475). Only air cover and combat air patrol assigned to that combat group may engage the attacking land-based air units and only the naval units in that combat group may make air defense dice rolls. If the naval force is not attacked during a naval battle or by kamikazes, a single air defense dice roll is made for the entire attacked naval force, based on the total number of naval factors in the attacked force.
E. After losses from air defense have been removed, an air attack dice roll is made for each target of the attacking air factors.
23.87 AIR ATTACKS AGAINST SEA SUPPLY LINES: Air attacks against enemy sea supply lines (30.374) are carried out in the same manner as air attacks against enemy naval units. One air sortie may be flown against each hex of the sea supply line.
23.88 PREVENTING NAVAL ACTIVITIES: Air attacks alone cannot prevent the completion of a naval activity unless the losses inflicted on the naval force reduce its size below that required for the activity.