Raider Table - 21.5342

One die is rolled for each raider group to determine how many defending naval units are able to engage that raider group. The die roll is modified as follows:

General modifiers:

-3

Automatic

+1

for each additional raider group operating in the SW box (+1 for the second group, +2 for the third group, etc.)

+1

if the raider group contains three ships

+1

for each defender air range research result

Additional Atlantic modifiers:

+1

the U.S. is at war with Germany

+1

for every 6 CVEs in the Atlantic SW box (round down): 0-5: 0; 6-11: +1; 12-17: +2; 18-23: +3; 24+: +4

Additional Indian Ocean modifier:

+1

Japanese raiders based in Singapore.

+1

for every 3 CVEs in the Indian Ocean SW box (round down): 0-2: 0; 3-5: +1; 6-8: +2; 9-11: +3; 12+: +4. Each operational search AAS and NAS in the India box is equivalent to one CVE.

Additional Pacific modifier:

+1

for every 3 CVEs in the Pacific SW box (round down): 0-2: 0; 3-5: +1; 6-8: +2; 9-11: +3; 12+: +4. Each operational search AAS and NAS in the Australia box is equivalent to one CVE with respect to Japanese raiders entering the Pacific SW box off the southern edge of the Pacific mapboard (only).

Additional modifier for German and Italian raiders:

+/-1

Ultra codebreaking advantage

Additional modifier for Japanese raiders:

+/-1

Magic codebreaking advantage

Modified results of 1 or greater permit defending ships to engage the raider group in question.

The types of defending ships which engage each raiding group is determined by rolling one die. The defender must choose a lesser die roll result if no eligible ship of the required type is available.
Only fast ships may engage raiders during the first engagement; slow ships may engage a returning raiding group containing damaged ships.

1

One destroyer factor

2

2-factor cruiser or 2-factor battlecruiser

3

3-factor battleship or battlecruiser

4

4-factor battleship

5

5-factor battleship

6

One fast carrier of any size and an equivalent number of light ship factors