Naval Research Projects


Naval Nationality DRM
(European Axis, Western Allies, Japan)
Modifiers:
-#For the Naval Nationality DRM of the senior partner in the rolling alliance faction (-1 for a Naval Nationality DRM of 1; -2 for a Naval Nationality DRM of 2; and so on).

Results:
1-2No effect.
3[+1]
4[+2]
5[+3]
6[+4]
7[+5]
8[+6]
9[+7]
10+Increase Naval Nationality DRMs one level.


Anti-submarine Warfare
(European Axis, Western Allies, Japan)
ASW is a high technology project. Only one RP may be allocated in the first year in which research is done, two RPs in the next year in which research is done, and so on.

In classic A World at War, the Western Allies begin with a result of "3" [+1].


Restrictions:
Western Allied RPs may not be placed in ASW until the 1940 YSS. Japanese RPs may not be placed in ASW until the 1943 YSS.

Modifiers:
+1For each radar research result achieved.
-1For each ASW result achieved by the rolling alliance faction (-1 for one ASW result; -2 for two ASW results; and so on).

Results:
1-2No effect.
3[+1]
4[+2]
5[+3]
6-7Enemy submarine SW combat and submarine attack dice rolls are decreased by one; friendly ASW SW combat dice rolls are increased by one.
8+Enemy submarine SW combat and submarine attack dice rolls are decreased by two; friendly ASW SW combat dice rolls are increased by two.

Explanation:
Results for ASW are implemented gradually - see 41.84A.


Torpedoes
(European Axis, Western Allies, Japan)
Japan begins with one "7+" torpedo result and a result of "1-2" [+0].

In classic A World at War, the European Axis begins with a result of "4" [+2].


Restrictions:
European Axis RPs may not be placed in torpedoes until the 1940 YSS. Western Allied RPs may not be placed in torpedoes until the 1943 YSS.

Modifiers:
-1For each torpedo result achieved by the rolling alliance faction (-1 for one torpedo result, not including the initial Japanese result; -2 for two torpedo results; and so on).

Results:
1-2No effect.
3[+1]
4[+2]
5[+3]
6[+4]
7+Friendly submarine SW combat and submarine attack dice rolls are increased by one; enemy ASW SW combat dice rolls are decreased by one.


Advanced Submarines
(Germany)
Advanced submarines are a high technology project. Only one RP may be allocated in the first year in which research is done, two RPs in the next year in which research is done, and so on.

Restriction:
RPs may be allocated to advanced submarines as permitted by Gathering Storm and Storm Over Asia research results, and no earlier than the 1943 YSS.

In classic A World at War, the European Axis may not allocate RPs to advanced submarines until the 1943 YSS; Japan may not allocate RPs to advanced submarines.


Results:
1-3*Project cancelled.
4-5No effect
6-7[+1]
8[+2]
9One advanced submarine factor may be built. [+3]
10Two advanced submarine factors may be built. [+4]
11Three advanced submarine factors may be built. [+5]
12Four advanced submarine factors may be built. [+6]
13Five advanced submarine factors may be built. [+7]
14+*Six advanced submarine factors may be built.

Explanation:
After a successful result, one advanced submarine factor is added to the German force pool at no additional RP cost at the rate of one factor per turn.


Harbor Attack
(European Axis, Western Allies, Japan)
Results:
1-2No effect.
3[+1]
4[+2]
5[+3]
6One target in harbor may be attacked.
7Two targets in harbor may be attacked.
8+Three targets in harbor may be attacked.

Explanation:
Harbor attacks are resolved using the Harbor Attack Table.

In classic A World at War, Germany begins with a result of "6" , allowing it to make a harbor attack against one enemy target. This attack may be made in Fall 1939 or any subsequent turn, provided no other harbor attacks have been made. The execution of this attack does not modify subsequent harbor attacks.


Harbor Attack Table

Dice Roll

2

3

4

5

6

7

8

9

10

11

12

13

14+

Result

0

0

1

1

2

2

3

3

4

4

4

5

6

Modifiers

All harbor attacks:

-1

For each harbor attack previously conducted by any alliance faction in either theater, whether against one, two or three targets.

-2

Defender applies a counter-intelligence result

+/-1

Tactical codebreaking advantage (48.51C)

Submarine attacks:

+#

Attacker’s Naval Nationality DRM

-#

Defender’s Naval Nationality DRM

+/-#

Net torpedo and ASW modifier

Carrier attacks:

+#

Attacker’s Air Nationality DRM

-#

Defender’s Naval Nationality DRM

-#

Air defense level of the target hex (naval units are not counted)

-1

Each uninverted AAF or naval air equivalent in the target hex

Explanation

Harbor attacks are resolved during the movement phase, immediately after patrols are resolved. Each harbor attack result must be used against a single hex - a “7” or “8+” result may not be split between two or more hexes. Harbor attacks may not be made against hexes which have been the target of counterair attacks in the current player turn or against mapboard boxes.

The attacking player may conduct the harbor attack by submarine or carrier.

Submarine attacks require one uninverted submarine factor to be based on the board in an operational port within 20 (Europe) or 10 (Pacific) hexes of the attacked port. In addition, a German submarine in the Atlantic SW box permits attacks on western front ports; Japanese and American submarines in the Pacific box permit attacks on Pacific front ports. This submarine factor is not actually used in the attack and may be used for other purposes.

Once the attacking player has announced the target port he wishes to attack by submarine, the defender deploys into combat groups (22.93A). The attacker must select one combat group in that port as a target. The contents of that combat group are revealed. Targets are then selected from the naval units in the targeted combat group by following the targeting procedure set out in 22.93E.

Submarine attacks are resolved by rolling two dice for each attack and applying the modifiers set out in the Harbor Attack Table (EXCEPTION: Advanced submarines always attack at a +1 modifier).

Carrier attacks require one uninverted operational fast carrier to be based on the board in an operational port within 20 (Europe) or 10 (Pacific) hexes of a hex within air range of the attacked port. This fast carrier may not be intercepted, but is inverted when the attack is made.

Once the attacking player has announced the target port he wishes to attack by carrier, all the defending ships in that hex are revealed. The attacker then selects one or more defending named ships or light ships as targets. One target may be selected for each level of Harbor Attack research result achieved, up to a maximum of three targets per harbor attack (after an "8+" result). The same named ship may not be targeted more than once in the same harbor attack.

Carrier attacks are resolved by rolling three dice for each target and applying the modifiers set out in the Harbor Attack Table. On a modified result of "2" or less on any of the dice rolls, the fast carrier used in the attack is eliminated.

Harbor attack research results may be held for future use, and may be accumulated, but two results may not be combined in a single attack against the same port.

A result of less than “2” is treated as a “2” result; a result of more than “14” is treated as a “14+” result.

Initial German harbor attack: Germany begins the game with the ability to make a harbor attack against one enemy target. This attack may be made in Fall 1939 or any subsequent turn, provided no other harbor attacks have been made. The execution of this attack does not modify subsequent harbor attacks.



Naval Production Projects


42.23 NAVAL:
A. SUBMARINES:
B. ASW: 2, 3, 4, 5... Each result allows an eligible major power to add one ASW factor to its force pool. Japan, Britain and the U.S. only.
C. TRANSPORTS: 1 transport for each RP, no limit. Japan, Britain and the U.S. only.
D. NAVAL AIR TRAINING: 3, 4, 5, 6 for each level of naval air training, to a maximum increase of four per year, at the rate of one increase per turn.

In classic A World at War, the Western Allies may not produce Australian naval air training.

E. SHIPBUILDING: 2, 3, 4, 5 for each shipbuilding increase, to a maximum increase of four per year, at the rate of one increase per turn. All major powers except Russia and China.

The last bullet of rule 42.23E applies in classic A World at War, as written, although in classic A World at War there is no Indian shipbuilding.

F. PORTS: 3 per port, for no more than two port counters each year, at the rate of one port counter per turn. Japan and the U.S. only.

42.334 NAVAL UNITS: Fleet (destroyer, cruiser, named capital ships) and carrier (CVE, CVL, CV, CVB) units do not have force pools and may be constructed and repaired without any investment of RPs. Heavy and light ship construction is restricted only by the constructing major power’s shipbuilding rate and shipyard capacity. There is no limit to the extent of submarine, ASW and transport force pool additions.
42.3341 SUBMARINE FORCE POOL INCREASES: Western Allied and Japanese RPs may not be assigned to submarine production until the 1942 YSS.
42.3342 JAPANESE ASW FORCE POOL INCREASES: Japanese RPs may not be assigned to ASW production until the 1943 YSS.
42.3343 JAPANESE TRANSPORT FORCE POOL INCREASES: Japanese RPs may not be assigned to transport production until the 1943 YSS.
42.3344 PORT PRODUCTION: Western Allied and Japanese RPs may not be assigned to port production until the 1942 YSS.