Naval Interception Table - 22.21

Dice

Relevant Factors

2

Activities carrying cargo (sea supply, sea transports, seaborne invasions, sea escort), shore bombardment and fast carrier missions.

2

Patrols which attempt to remain in their patrol hex for the remainder of their player turn.

2

Counter-interception in an interception hex.

1

Each TF in the intercepted force.

1

Each ground factor defending against a seaborne invasion in the interception hex. Maximum +3.

1

Each air squadron which spots the naval activity. Maximum +3.

1

Each submarine that is on patrol or uninverted in a base within three hexes of the interception hex; surface forces only. Maximum +3.

1

Codebreaking. Maximum +1.

-1

The intercepting force contains slow ships or is a submarine.

Explanation: The number of dice rolled for naval interception is determined by the total for the applicable relevant factors. If none of the factors apply, no interception may take place. In the Pacific theater, the interception result is halved (round up).

Patrols: Naval units on offensive patrol, including patrolling submarines, do not roll dice to counter-intercept. Instead they immediately support a friendly naval force within three hexes of their patrol hex; their support is deferred by one combat round for every additional four (European) or two (Pacific) hexes to the interception hex (22.163).

Counter-interceptions: Counter-interceptions and counter-counter-interceptions are resolved in the same manner as interceptions.

Maximum Range: The maximum range for naval interception is 40 (European) or 20 (Pacific) hexes.