Sequence of Play

  1. Choose patrol hex.
  2. Pay BRPs.
  3. Move naval force toward patrol hex.
    1. Patrol force enters a new hex.
      1. Resolve any naval interception in that hex.
        1. If the patrol wins, it may continue on or abort.
        2. If the interceptor wins, it may remain in the hex as a defensive patrol.
      2. If no interception occurs, fast-carrier NAS may counterair from that hex.
      3. Land-based air units may attack the patrol in that hex.
  4. Patrol reaches its patrol hex.
      Patrol may follow this sequence as long as it inflicted some damage in the previous round:
    1. Resolve any naval interception.
    2. Patrol conducts one round of counterair attacks and/or air strikes against enemy bases.
  5. Patrol decides to stay in patrol hex or return to port.
  6. If patrol returns to base, it may be intercepted.
  7. If the patrol stays, it may be intercepted with eight dice.
  8. If unopposed it, (or if it is intercepted, then the victor) has the option of staying in the patrol hex during the ensuing combat phase.
      Offensive patrols:
    1. May do any one of the following with its surviving NAS:
      1. Ground support for movement-phase overruns or combat-phase ground combat.
      2. Intercept DAS provided against movement-phase overruns or combat-phase ground combat.
      3. Participate in naval battles arising out of combat-phase counter-interceptions.
    2. May counter-intercept in support of intercepted friendly force(s).
      1. If successful, the patrol may remain in the counter-interception hex and may provide GS or intercept DAS.
      2. If defeated, the patrol returns to base.
      3. If unable to intercept, the patrol returns to its patrol hex.
      Submarine patrols:
    1. Patrol independently.
    2. Remain in their hex until they attack, or until the end of the opposing player turn, whichever comes first.
    3. Are subject to a single-sortie air attack during the enemy's movement phase.
      Defensive patrols: (victorious interceptors or second-turn submarines)
    1. May, during the movement phase, intercept sea supply, sea transport or displaced naval units.
    2. May, during the combat phase, intercept naval missions, lingering patrols or displaced naval units.
  9. Patrol returns to base.