The convention used for SW combat modifiers is that positive modifiers (“+”) favor the attacker, negative modifiers (“-”) favor the defender, and some modifiers, such as codebreaking or Air Nationality DRMs (“+/-”), can favor one side or the other. Once all modifiers are determined, the net modifier is calculated and applied. There are no SW combat modifiers which apply only to one side and not the other - a net +1 modifier for one side means there is a corresponding -1 modifier for the other side.
Strategic Warfare Combat Table - 24.62 |
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SW |
Dice Roll |
||||||||||
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12+ |
|
1 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0/1 |
0/1 |
0/2 |
1/1 |
2 |
0 |
0 |
0 |
0 |
0/1 |
0/1 |
0/1 |
0/2 |
0/2 |
1/1 |
1/2 |
3 |
0 |
0 |
0/1 |
0/1 |
0/2 |
0/2 |
0/2 |
1/1 |
1/1 |
1/2 |
1/3 |
4 |
0 |
0/1 |
0/2 |
0/2 |
1/1 |
1/1 |
1/1 |
1/2 |
1/2 |
1/3 |
1/4 |
5 |
0/1 |
0/2 |
1/1 |
1/1 |
1/2 |
1/2 |
1/2 |
1/3 |
1/3 |
1/4 |
1/5 |
6 |
0/2 |
1/1 |
1/2 |
1/2 |
1/3 |
1/3 |
1/3 |
1/4 |
1/4 |
1/5 |
1/6 |
7 |
1/1 |
1/2 |
1/3 |
1/3 |
1/4 |
1/4 |
1/4 |
1/5 |
1/5 |
1/6 |
2/5 |
8 |
1/2 |
1/3 |
1/4 |
1/4 |
1/5 |
1/5 |
1/5 |
1/6 |
1/6 |
2/5 |
2/6 |
9 |
1/3 |
1/4 |
1/5 |
1/5 |
1/6 |
1/6 |
1/6 |
2/5 |
2/5 |
2/6 |
2/7 |
10 |
1/4 |
1/5 |
1/6 |
1/6 |
2/5 |
2/5 |
2/5 |
2/6 |
2/6 |
2/7 |
2/8 |
DR |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12+ |
11 |
1/5 |
1/6 |
2/5 |
2/5 |
2/6 |
2/6 |
2/6 |
2/7 |
2/7 |
2/8 |
3/7 |
12 |
1/6 |
2/5 |
2/6 |
2/6 |
2/7 |
2/7 |
2/7 |
2/8 |
2/8 |
3/7 |
3/8 |
13 |
2/5 |
2/6 |
2/7 |
2/7 |
2/8 |
2/8 |
2/8 |
3/7 |
3/7 |
3/8 |
3/9 |
14 |
2/6 |
2/7 |
2/8 |
2/8 |
3/7 |
3/7 |
3/7 |
3/8 |
3/8 |
3/9 |
4/8 |
15 |
2/7 |
2/8 |
3/7 |
3/7 |
3/8 |
3/8 |
3/8 |
3/9 |
3/9 |
4/8 |
4/9 |
16 |
2/8 |
3/7 |
3/8 |
3/8 |
3/9 |
3/9 |
3/9 |
4/8 |
4/8 |
4/9 |
4/10 |
17 |
3/7 |
3/8 |
3/9 |
3/9 |
4/8 |
4/8 |
4/8 |
4/9 |
4/9 |
4/10 |
5/9 |
18 |
3/8 |
3/9 |
4/8 |
4/8 |
4/9 |
4/9 |
4/9 |
4/10 |
4/10 |
5/9 |
5/10 |
19 |
3/9 |
4/8 |
4/9 |
4/9 |
4/10 |
4/10 |
4/10 |
5/9 |
5/9 |
5/10 |
5/11 |
20 |
4/8 |
4/9 |
4/10 |
4/10 |
5/9 |
5/9 |
5/9 |
5/10 |
5/10 |
5/11 |
6/10 |
DR |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12+ |
21 |
4/9 |
4/10 |
5/9 |
5/9 |
5/10 |
5/10 |
5/10 |
5/11 |
5/11 |
6/10 |
6/11 |
22 |
4/10 |
5/9 |
5/10 |
5/10 |
5/11 |
5/11 |
5/11 |
6/10 |
6/10 |
6/11 |
6/12 |
23 |
5/9 |
5/10 |
5/11 |
5/11 |
6/10 |
6/10 |
6/10 |
6/11 |
6/11 |
6/12 |
7/11 |
24 |
5/10 |
5/11 |
6/10 |
6/10 |
6/11 |
6/11 |
6/11 |
6/12 |
6/12 |
7/11 |
7/12 |
25 |
5/11 |
6/10 |
6/11 |
6/11 |
6/12 |
6/12 |
6/12 |
7/11 |
7/11 |
7/12 |
7/13 |
26 |
6/10 |
6/11 |
6/12 |
6/12 |
7/11 |
7/11 |
7/11 |
7/12 |
7/12 |
7/13 |
8/12 |
27 |
6/11 |
6/12 |
7/11 |
7/11 |
7/12 |
7/12 |
7/12 |
7/13 |
7/13 |
8/12 |
8/13 |
28 |
6/12 |
7/11 |
7/12 |
7/12 |
7/13 |
7/13 |
7/13 |
8/12 |
8/12 |
8/13 |
8/14 |
29 |
7/11 |
7/12 |
7/13 |
7/13 |
8/12 |
8/12 |
8/12 |
8/13 |
8/13 |
8/14 |
9/13 |
30 |
7/12 |
7/13 |
8/12 |
8/12 |
8/13 |
8/13 |
8/13 |
8/14 |
8/14 |
9/13 |
9/14 |
If more than 30 SW factors engage in SW combat, the result is determined by applying the SW combat dice roll to the “30” row and whatever other row is required to equal the total number of SW factors engaged and combining the effects. |
SW Combat Modifiers Table |
|
Submarine warfare |
|
General: |
|
+/-# |
Naval Nationality DRM (22.552A) |
+/-# |
air range research levels |
+# |
attacker torpedo research level |
-# |
defender ASW research level |
Atlantic: |
|
-1 |
for every 6 CVEs in the Atlantic SW box (round down): 0-5: 0; 6-11: -1; 12-17: -2; 18-23: -3; 24+: -4 |
+2 |
Axis control Brest, Lorient, St. Nazaire or La Rochelle |
+1 |
Axis control La Coruna, Vigo, Lisbon or Cadiz |
+1 |
Axis control Gibraltar |
+1 |
Germany and the U.S. are at war |
+# |
Germany and the U.S. are at war: first turn: +2; second turn: +1 (25.66) |
+1 |
a diplomatic result for Ireland of "7" or more |
+/-1 |
Ultra codebreaking advantage |
Indian Ocean: |
|
-1 |
for every 3 CVEs in the Indian Ocean SW box (round down): 0-2: 0; 3-5: -1; 6-8: -2; 9-11: -3; 12+: -4 |
+1 |
Japan controls Colombo (Japanese submarines only) |
+/-1 |
Ultra codebreaking advantage (German submarines only) |
+/-1 |
Magic codebreaking advantage (Japanese submarines only) |
Pacific: |
|
-1 |
for every 3 CVEs in the Pacific SW box (round down): 0-2: 0; 3-5: -1; 6-8: -2; 9-11: -3; 12+: -4 |
+1 |
Japan controls Townsville, Noumea, Suva or any port in the Hawaiian Islands (Japanese submarines only) |
+2 |
Allies control Manila (American submarines only) |
+/-1 |
Magic codebreaking advantage |
Strategic bombing |
|
Strategic bomber forces v. defending air units (air combat): |
|
+/-# |
relative Air Nationality DRMs |
+/-1 |
for each jet engaged |
-# |
defender's radar research level |
Strategic bomber v. bombing targets: |
|
+1 |
for each attacker strategic bomber research result beyond that needed to construct strategic bombers |
+1 |
for every eight (Europe) or four (Pacific) hexes of excess bombing range (as limited by the number of strategic bomber research results - 26.461B) |
-# |
defender's air defense research level |
Bombing targets use the SW Combat Table row equal to the defensive strength of the target, which is the total of the following: |
|
1 |
each flak factor, airbase counter, objective or anchor symbol |
2 |
each city or port |
1 |
each fortification level (+1 for each fortification; +2 for a fortress; beach defenses have no effect on air defense levels) |
“+” modifiers favor the attacker and “-” modifiers favor the defender. The net modifier for both SW combat dice rolls is always the same, except one is positive and one is negative. |