Naval Tables

Naval Attack Table - 20.51, 22.55, 23.44

AS

FF

Dice Roll

2

3

4

5

6

7

8

9

10

11

12+

-

1

0

0

0

0

0

0

1

1

1

1

1

-

2

0

0

0

0

0

1

1

1

1

1

2

1

3

0

0

0

0

1

1

1

1

1

2

2

-

4

0

0

0

1

1

1

1

1

2

2

3

2

5-6

0

0

1

1

1

1

2

2

2

3

3

3

7-9

1

1

1

1

2

2

2

3

3

3

4

4

10-12

1

1

2

2

2

3

3

3

4

4

5

5

13-15

2

2

2

3

3

3

4

4

5

5

6

6

16-18

2

2

3

3

3

4

4

5

5

6

6

7

19-21

2

3

3

3

4

4

5

5

6

6

7

8

22-24

3

3

3

4

4

5

5

6

6

7

7

9

25

3

3

4

4

5

5

6

6

7

7

8

10

 

3

4

4

5

5

6

6

7

7

8

8

11

 

4

4

5

5

6

6

7

7

8

8

9

12

 

4

5

5

6

6

7

7

8

8

9

9

13

 

5

5

6

6

7

7

8

8

9

9

10

14

 

5

6

6

7

7

8

8

9

9

10

10

15

 

6

6

7

7

8

8

9

9

10

10

11

16

 

6

7

7

8

8

9

9

10

10

11

11

17

 

7

7

8

8

9

9

10

10

11

11

12

18

 

7

8

8

9

9

10

10

11

11

12

12

19

 

8

8

9

9

10

10

11

11

12

12

13

20

 

8

9

9

10

10

11

11

12

12

13

13

Modifiers - Air Attacks on Naval Units

   +#         attacker’s Air Nationality DRM

   -#         defender's Naval Nationality DRM

   +1         naval air units attacking ships at sea

   +1         if the attacker achieves a surprise level of 3 or greater

Modifiers - Fleet Attacks on Naval Units

   +/-#      Naval Nationality DRMs (22.552A)

   +/-1      If one of the combat groups involved is carrying out a naval activity which reduces its effectiveness (22.552B)

If more than 20 air squadrons engage in combat, the result is determined by consulting the "20" row and whatever other row is required to equal the total number of air squadrons engaged.

Results

Named ships and cruisers: A named ship or cruiser is damaged if it incurs naval attack effects one less than its size in factors and is sunk if it incurs naval attack effects equal to or greater than its size in factors.

Cruiser groups: If a group of light ships consisting only of cruisers incurs an odd number of hits, the odd hit damages one cruiser.

One-factor naval units: If a group of ships consists only of destroyers, CVEs, transports or a combination of the three, each hit sinks a destroyer, CVE, or transport factor.

Mixed light forces: Naval attack effects incurred by a light force consisting of both cruisers and one-factor naval units are distributed evenly between the cruisers and one-factor naval units, subject to the proviso that the number of one-factor ship factors sunk may not exceed the number of cruiser factors sunk until all the cruisers in the force are sunk (20.551).


Naval Nationality Chart - 22.552A, 23.441B

DRM

Nationality

3

Japan

2

Germany, Britain, United States, Sweden, Australia

1

Italy, France

0

Russia, Greece, Rumania, Spain, Turkey, Dutch East Indies

Modifiers

+1

Five-factor battleships

+1

German submarines

-2

Japanese and American CVLs; all CVs and CVEs

-1

German, Italian and British CVLs; all CVBs

-1

Naval units in partial supply or subject to naval oil effects.

Explanation: When fleets with different DRMs engage in fleet combat, the two DRMs are compared. The higher ranking side adds the difference to its fleet combat dice roll, and the lower ranked side subtracts the difference from its fleet combat dice roll. Air attack dice rolls against naval units are reduced by the DRM of the attacked naval units.


Air Defense Table - 23.42

Air

Dice Roll

DF

2

3

4

5

6

7

8

9

10

11

12+

1

0

0

0

0

0

0/1

0/1

1/0

1/0

1/1

1/1

2

0

0

0/1

0/1

1/0

1/0

1/1

1/1

1/2

1/2

2/1

3

0/1

0/1

1/0

1/0

1/1

1/1

1/2

1/2

2/1

2/1

2/2

4

1/0

1/0

1/1

1/1

1/2

1/2

2/1

2/1

2/2

2/2

2/3

5

1/0

1/1

1/1

1/2

1/2

2/1

2/1

2/2

2/2

2/3

2/3

6

1/1

1/1

1/2

1/2

2/1

2/1

2/2

2/2

2/3

2/3

3/2

7

1/1

1/2

1/2

2/1

2/1

2/2

2/2

2/3

2/3

3/2

3/2

8

1/2

1/2

2/1

2/1

2/2

2/2

2/3

2/3

3/2

3/2

3/3

9

1/2

2/1

2/1

2/2

2/2

2/3

2/3

3/2

3/2

3/3

3/3

10

2/1

2/1

2/2

2/2

2/3

2/3

3/2

3/2

3/3

3/3

3/4

Air Defense Level

+1

for every ten naval factors, including damaged naval factors (round fractions up). Ships sunk in port, submarines and transports are not counted. Each CVE is worth three naval factors.

+1

each air defense research result

+1

each flak factor, airbase counter, objective or anchor symbol

+2

each city or port

+1

each fortification level (+1 for a fortification; +2 for a fortress; beach defenses have no effect on air defense levels)

+1

for each five-factor battleship in the attacked naval force

+1

for each CVB in the attacked naval force

-1

if the attacker achieves a surprise level of 2 or greater

If the air defense level is more than 10, the result is determined by consulting the "10" row and whatever other row is required to equal the total air defense level.

Results: The number before the slash is the number of attacking air squadrons or factors which are eliminated. The number after the slash is the number of attacking air squadrons or factors which abort their mission and return to base (EXCEPTION: Kamikazes do not abort and ignore the number after the slash - 23.423). Air units which abort may take part in future air sorties during the current air attack.


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

An intercepting force containing only cruisers and destroyers is intercepting an activity carrying cargo.

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.

-#

If more than one interception of the same naval activity is attempted, other than by submarines, fewer dice are rolled for each interception attempt: -1 for two interception attempts; -2 for three interception attempts; and so on.

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).

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.

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).


Surprise Table - 23.7413

Surprise Level

Result

1

Surprise achieved. The defender does not receive a +1 DRM in air combat between attacking air units and air units flying combat air patrol.

2

Anti-aircraft defenses less effective. The defender’s air defense level is reduced by one.

3

Damage control problems. The attacker receives a +1 DRM on his air attack dice rolls against enemy naval units.

4

One fewer defending air squadron engages the attacking naval air.

5

Two fewer defending air squadrons engage the attacking naval air.

6

Three fewer defending air squadrons engage the attacking naval air.

7+

Four fewer defending air squadrons engage the attacking naval air. Air attacks which damage a named ship trigger a critical hit die roll against the target (20.524).

Determining surprise: Roll one die and modify as follows:

+1

Two search results against the defending combat group.

+2

Three search results against the defending combat group.

-1

Each defender radar result.

Naval combat: Surprise effects are cumulative - each result includes all lesser effects.


Submarine Attack Table - 22.94

DR

2

3

4

5

6

7

8

9

10+

Sub

*

0

0

1

1

2

2

3

3

Modifiers

+/-#

Naval Nationality DRM (22.552A, 22.9411)

+/-#

Relative torpedo and ASW research levels (22.9412)

+/-#

Every three land-based air squadrons used for search in the submarine attack hex, fully operational fast carriers and CVEs in the attacked naval force (round down) (22.9413)

-#

Every three destroyer factors in the attacked naval force, including destroyers which are carrying units (round down) (22.9414)

-#

Every three ASW factors in the relevant SW box in excess of the corresponding number of enemy submarines (round down) (22.9415)

-1

For each previous submarine attack made against the defending naval force in that naval combat round (22.9416)

+1

If the attacked naval unit is damaged or involved in carrying out a naval activity which reduces its effectiveness (22.9417)

+/-1

Submarine or ASW codebreaking advantage (22.9418)

One dice roll is made for each attack. On a “*” result, the attacking submarine factor is eliminated.

Determine the net modifier for each category, then determine the overall net modifier. The maximum effect from each modifier in italics is +/-2.

The maximum overall modifier for a submarine attack cannot exceed +/-4.

Advanced submarines always attack at net +1.

One die is rolled to determine the target of each submarine attack (22.93E).


Pearl Harbor Surprise Table - 51.31

 

USJT Level + Magic Draw

DR

0-33

34-35

36-37

38-39

40+

2

Pearl

Pearl

Pearl

Pearl

Pacific

3

Pearl

Pearl

Pearl

Pacific

Pacific

4

Pearl

Pearl

Pacific

Pacific

Pacific

5

Pearl

Pacific

Pacific

Pacific

6

6

Pacific

Pacific

Pacific

6

5

7

Pacific

Pacific

6

5

4

8

Pacific

6

5

4

3

9

6

5

4

3

2

10

5

4

3

2

Auto

11

4

3

2

Auto

Auto

12

3

2

Auto

Auto

Auto

DRM

+6

+6

+5

+4

+3

Pearl:

Pacific:

Number:

Auto:

Carrier TF in Pearl Harbor.

Carrier TF in the Pacific U.S. box.

Distance of carrier TF from Japanese patrol hex

Interception of Japanese patrol automatic.

Explanation: Consult the appropriate column and roll two dice for each American carrier TF. The column used is determined by the USJT level at the moment Japan declares war on the U.S., less all strategic Magic cards played by Japan and plus all strategic Magic cards (secretly) applied by the U.S. in the turn in which Japan attacks (48.71).

The result indicates the location of each American carrier TF at the time of the Japanese attack. A numerical result means the American carrier TF is at sea (the larger the number, the farther the distance from the Japanese striking force).

If the Japanese striking force launches a second air strike against Pearl Harbor, the U.S. player may try to intercept it. American carrier TFs in Pearl Harbor or a U.S. box may not attempt interceptions; American carrier TFs which achieved an Auto result intercept automatically; otherwise one die is rolled for each American carrier TF. The interception attempt succeeds if the result is equal to or greater than the numerical result for that American carrier TF.

“DRM” indicates the modifier applied to the die roll made by the Japanese to determine the level of surprise achieved against Pearl Harbor in the first round of their attack.

In all cases, apart from any other modifiers, American air defense dice level is reduced by one and Japanese air attack dice rolls against enemy naval units and surprised air units receive a +1 DRM.

American air units which are surprised on the ground are attacked as naval units (One AAF and three NAS are the equivalent to one naval factor). Army and naval air units are attacked separately.

Surprise Level

Result

4

One fewer defending air squadron engages the attacking naval air.

5

Two fewer defending air squadrons engage the attacking naval air.

6

Three fewer defending air squadrons engage the attacking naval air.

7+

No defending air squadrons engage the attacking naval air. No air defense dice roll is made. All air attacks which damage a named ship trigger a critical hit die roll against the target (20.5241C).


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

For each tactical codebreaking card played

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 Activities Table - 20.18, 21.31

Operation

DD

CA

BB

CV

CVE

Sub

Patrol

m

m

m

m

 

m

Carry sea supply

m, pc

 

 

 

 

 

Protect sea supply

m, pc

m, pc

m, pc

m, pc

m, pc

m, pc

Protect BRP grants by sea

m, pc

m, pc

m, pc

m, pc

m, pc

m, pc

Protect oil shipments by sea

m, pc

m, pc

m, pc

m, pc

m, pc

m, pc

Attack naval units in port

 

 

 

m, c

 

 

Attack bases

 

 

 

m, c

 

 

Accompany carriers during attacks on bases

m, c

m, c

m, c

 

 

m, c

Carry ground or air units during sea transport

m

 

 

 

 

 

Protect sea transport

m

m

m

m

m

m

Carry ground units during seaborne invasion

c

 

 

 

 

 

Accompany seaborne invasion

c

c

c

c

c

c

Conduct shore bombardment

c

c

c

 

 

 

Protect fleets conducting shore bombardment

 

 

 

c

 

 

Accompany shore bombardment missions

 

 

 

 

c

c

Raid

 

c

c

c

 

 

Counterair

 

 

 

m, c

 

 

Provide ground support

 

 

 

m, c

c*

 

Intercept enemy defensive air support

 

 

 

m, c

 

 

Sea escort ground or air units (naval redeployments)

r

 

 

 

 

 

Protect sea escorted units (naval redeployments)

r

r

r

r

r

r

Carry out ASW duties in the SW box

 

 

 

 

opp

 

Intercept enemy naval activities

opp

opp

opp

opp

 

opp

Engage enemy raiders

 

opp

opp

opp

 

 

* CVEs may only provide ground support for seaborne invasions.

Explanation: An entry in the table means the indicated activity may be performed by that naval unit at the following times:

m = movement phase

c = combat phase

pc = post-combat phase

uc = unit construction phase

r = redeployment phase

opp = during opponent’s player turn