Naval Interception
Sequence of Play

  1. Moving player designates missions and accompanying naval forces.
  2. Defender requests exact routes of desired naval forces.
  3. Defender selects a single interception hex.
      Additional hexes may be chosen as follows:
    1. By submarines.
    2. After failed interceptions continue with another interception die roll.
    3. After completing or aborting a naval activity.
    4. After passing through certain straits.
    5. After combining with or separating from other naval units.
  4. Separate TFs and naval units from different ports intercept separately.
  5. Determine the number of interception dice to roll.
      Base dice:
    1. One dice: to intercept raiders or to counter-intercept from port.
    2. Two die: to intercept base changes, patrols, carriers on missions, naval NRs, displaced naval units and naval units returning to base.
    3. Four die: to intercept sea supply, sea transport, seaborne invasions, shore bombardment, sea escort and convoy routes.
    4. Eight die: to intercept patrols remaining in their patrol hex for the combat phase.
    5. Maximum: eight dice.
    6. Patrols: automatically move up to three hexes during the first round.
      Favorable modifiers:
    7. Spotting: for each land-based search AAS or NAS which spots, one more die for each factor, up to three dice.
    8. Codebreaking: one more die if intercepting player uses more strategic cards.
    9. In the mission hex: one more die if intercepting seaborne invasions or shore bombardment.
    10. Counter-interception in interception hex: two more dice.
      Unfavorable modifiers:
    11. Slow Ships: one less die if intercepting with any slow ships.
    12. Submarines: two less dice (Exception: submarine patrols).
    13. Non-operational port: two less dice. NA to submarines.
    14. Small enemy force: one less die if intercepting fewer than 10 naval factors.
      Zero dice:
    15. Intercepting naval units that roll zero dice automatically intercept in their base hex.
  6. Halve results in the Pacific (round up).
  7. Move resulting number of spaces toward interception hex.
    1. If at least one non-submarine naval interception attempt against that naval force reaches the interception hex, those that fail may abort or move as far as possible.
  8. Once all initial interception rolls are made for all interception hexes, counter-interception attempts occur.
    1. Counter-interception takes place before naval combat arising from interceptions occurs.
    2. If the counter-interception hex is the same as the interception hex, all involved naval units take part in a combined naval combat.
      1. Patrols may only counter-intercept at interception hexes.
  9. Counter-interceptions proceed following steps "B" through "G" above.
    1. Once step "H" is reached, counter-counter-interceptions are permitted, and so on.
  10. All interceptions and counter-interceptions, etc., are then resolved in reverse order.
    1. Following the "last to intercept--first to sail" order:
      1. The "intercepting" naval force sails to the interception hex (subject to air attacks en route).
      2. The "intercepted" naval force sails to the interception hex (subject to air attacks en route).
    2. Naval forces which were intercepting the same enemy naval force, and which were not themselves counter-intercepted, may defer their interception to join in the counter-interception naval combat:
      1. If having traced the same path through the counter-interception hex, they immediately join the counter-interception naval combat.
      2. Otherwise, they may be placed any where along their path that they could have reached with their interception die roll, and after the first round of naval combat may roll a single die and move toward the counter-interception hex (as in step "J3").
        1. If they reach the counter-interception hex before naval combat ends, they take on the same status as the naval force they joined.
        2. If they fail to reach the counter-interception hex before naval combat ends, they may then move toward the initial interception hex from their present location.
    3. After every round of naval combat, failed attempts (even those that roll zero dice) may continue to move toward the interception hex by rolling one die (halved in the Pacific), or abandon the attempt.
      1. These delayed interceptions may be counter-intercepted after every die roll, with the resulting naval combat occurring immediately.
  11. If victorious in naval combat, naval forces may continue on with their indicated purpose.
  12. If defeated in naval combat or if aborting, naval forces return to base, subject to air and naval interception on the way.
  13. After returning to port, naval units are inverted if they engaged in naval combat, or if they reached their interception hex but the force they were attempting to intercept turned back.
    1. Exception: those naval units that were withheld.
    2. If not inverted, naval units may not attempt further interceptions until a subsequent phase.