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.