NAVAL UNIT CAPABILITIES
Naval Combat
Naval combat occurs when you move units in a sea zone occupied by enemy units. Exceptions: when the active player moves naval units into a sea zone and an enemy submarine decides not to attack, then those units can continue to move into other zones. No combat occurs in this case. In all other circumstances all movement must stop if you move into a zone containing enemy naval surface units and conduct search rolls.
Search rolls:
All surface naval units in the same sea zone prior to naval combat must first conduct a naval search roll. The phasing player can perform only one attempt per sea zone and rolls one d12 as follows:
- Active player is searching with ships: 4 or less
- Active player is searching with planes: 6 or less
- Active player is searching with ships and planes: 8 or less
Modifiers for Radar: (+2 on the above roll)
USA turn 3
UK At start
Japan turn 9
Evasion rolls:
The player who is under a successful search roll by the active player can also attempt to evade his pursuers and avoid naval combat in that sea zone. The defending player can perform only one attempt per sea zone and rolls one D12 to perform naval evasion as follows:
1-8= results in discovery of your fleet and ensuing naval attack.
9-12 = results in successful evasion and no naval combat in the sea zone.
Modifiers for evasion: (all modifiers are cumulative)
Monsoon Weather turn +2
All surface ships move at 4 or more = +1
All surface ships move at 5 = +1 additional (for a total of +2)
Once a successful roll was made the active player rolls one D4 and the result is the minimum number of naval combat rounds that the active player can engage the defender before a new search roll is required. At any time after the first combat round the active player can withdraw a portion of his forces from further combat while preventing the defender from doing the same until again the minimum number of naval combat rounds is met. Note: this “minimum†does not apply to surface naval combat (only between ships) that can be ended after any round following a successful withdrawal roll. Naval Combat then proceeds as follows:
Planes to ship combat:
If any side has a carrier (SCV, CV, CVL, or CVE) or Hybrid Battleship then they must conduct air attacks first before any surface naval combat can occur. Super Carriers have 8 planes, Fleet Carriers have 6 planes, Light Carriers have 4 planes, and Escort Carriers have 2 planes, while Japanese Hybrid Battleship/Carriers have only 1 plane. Next each player who has planes decides how to allocate them into the following combat missions as follows:
- Combat Air Patrol (CAP) defends first against fighter escorts, followed by remaining planes at 8
- Torpedo Bombers attacks naval targets at 6 defends against CAP at 4
- Dive Bombers attacks naval targets at 4 defends against CAP at 6
- Fighter Escorts attacks CAP only at 8
The selections are made and not disclosed to the other player. Both sides now reveal their airpower allocations and perform aerial combat missions before naval attacks can occur. All the active players’ planes must now engage any defending planes that were assigned to CAP duty and perform aerial combat. All combat is considered simultaneous so both sides get to roll, hits are assigned and loses are removed from play. This procedure of assigning planes and sending them into attacks is repeated until the minimum number of combat rounds (that was rolled on a D4) is reached. Planes assigned for combat missions must perform that duty that combat round. If any of planes survive from either player during that same round following aerial combat, then direct combat against naval units can occur. The active player allocates his torpedo bombers or dive-bombers and targets defending ships. If the defending player has any air units they too can elect to conduct bombing runs on the active players ships. Each plane selects a defending ship to “target†and rolls its attack factor adding any modifiers due to the type of plane performing the attack as follows:
Torpedo Bombers: +1 against Naval targets moving at 3
Torpedo Bombers and Dive Bombers: -1 against Naval targets moving at 5
All targeted ships defend only at a modified Anti-Aircraft factor against planes. Each ship that is targeted can now preemptively fire at every plane that’s attacking. Against Torpedo Bombers its 4 or less, while against Dive-bombers a hit is scored at a 2 or less. Additionally, each Cruiser class unit (both heavy and light cruisers) or Destroyer class unit (Destroyers and Destroyer escorts) can “screen†out any one ship that was targeted at a 1/1 basis so that the enemy planes hit has to go against these ships first instead before any other hits are assigned. Ships that are not targeted cannot fire at planes except that untargeted Cruiser class ships (Heavy and Light Cruisers) get one shot at 4 or less against any ship, while untargeted Destroyer class ships (Destroyer and Destroyer Escorts) get a 2 or less. Both these ships can fire at planes even if the ships themselves are not involved in targeted naval attacks. Note: it’s possible for planes to deliberately attack Cruisers and Destroyers (which voids their special duty in screening out other naval units), while any additional untargeted Cruisers and Destroyers then perform “screening†duty. Hits are assigned to both sides and effected units are removed from play. Combat rounds continue until the minimum number of combat rounds that were rolled on the D4 is reached. At the end of any naval combat round as long as both sides agree they can remain to fight additional naval combat rounds. When either side decides to withdraw a fleet from further actions after the minimum number of naval combat rounds was met (with the D4 roll), then both players roll one D12. The higher roll or a tie results in that player having the choice to continue combat or withdrawing to an adjacent friendly sea zone. Modifications that affect the roll are as follows:
Speed: total up the movement values of each group of naval units and the difference becomes a modifier for the roll.
Number of Carriers: each surviving Carrier with at least one plane acts as a +1 for the side that wants to continue naval combat.
Radar: The side that has radar has a +2 modifier to continue naval combat.
Kamikaze attacks:
Only Japan can assign planes for this type of attack. Kamikazes attack at 8 and defend against CAP at 4. Cruisers and Destroyers class units cannot screen out against this style of attack, so only the targeted ship can be hit. Each ship preemptively defends against these planes at 4.
Ship-to-Ship Combat:
When both players have no planes left, then surface naval action can commence. Every naval unit is assigned an enemy ship to target each combat round with the extra ships of either side being placed at that player’s discretion. Each naval unit rolls its preemptive attacks first and hits are assigned. If two opposing ships with preemptive attacks then combat is considered simultaneous. Only Super Battleships and Battleships have a preemptive primary attack factor. All ships then roll their regular primary and secondary gunnery factors and loses are again applied. In a similar fashion to Plane on Ship naval combat, Each Cruiser and Destroyer class naval unit can also screen out one ship of their choosing at a 1/1 basis. So hits can then go against these units instead of the screened unit. Note: Their are no minimum number of surface naval combat rounds. Naval withdrawals by either side after any surface naval combat round to an adjacent controlled sea zone can take place only with a successful withdrawal roll (use the same rule and modifiers as above). Otherwise combat continues until one side has left the sea zone, or one side’s naval units are sunk.
Submarine Combat:
This form of combat is always performed separately from normal naval combat. During the active players phase, submarines can make attacks on naval units or economic attacks on an enemy’s convoy zone. When used against naval units they can be moved or simply activated from an enemy occupied sea zone and select a target of their choosing roll and hitting on a four or less. Attacking subs have a 1st shot “surprise attack†against naval units, unless defending Cruisers, Destroyers or Destroyer Escorts are present. Losses are applied immediately; so lost units do not get to shoot back. If any ships remain then a search roll may then be performed. Exception: After the first combat round each Cruiser or Destroyer class naval unit can “screen†out one ship of their choosing at a 1/1 basis so that the submarine hit goes against these units instead. Only when the “screening†ship(s) are sunk can the “protected†ship be targeted. Every defending Cruiser or Destroyer class unit is then assigned two rolls to perform a search of each submarine that is attacking with success on any roll of four or less. If they fail to locate the submarine, then the sub can then end combat and remain in the sea zone, or it can conduct another round of combat. If it tries to make a second attack the defending ships have an automatic search success (no roll is needed). They can all defend against the submarine(s) hitting at a 4 or less. This is known as Anti- Submarine Warfare (ASW). No other types of ships can perform ASW rolls. Land or Carrier based planes cannot be involved in Anti- Submarine Warfare (ASW) except USA and UK starting from turn 4.
  Each roll is now done separately until the submarine is sighted. All additional rolls left for these ships can then go against attacking the submarines again hitting on a four or less. On turn 6 the USA and UK player has sufficient sonar capability, which modifies a hit to any roll of six or less. If the submarine is not sighted then another round of combat occurs until either all ships are sunk or either side withdraws from further combat (subs can remain in the sea zone while either side can also retreat to another sea zones).
When the active player decides he wants to attack enemy submarines with ASW warfare, each Cruiser or Destroyer class ship (CA, CL, DD, DE) can each participate in a similar manner to above. No other types of ships can perform ASW. If these units fail to find the submarine, it simply remains in the sea zone. Each roll is now done separately until each submarine is sighted. Each plane then has two rolls each with a successful search result of four or less (six or less on turn 6). Additional rolls are then applied as hits. Note: Bombers cannot actually attack enemy submarines but may be allocated to search for them.
Submarine Economic Attacks
Submarines can also conduct attacks on a nation’s ability to wage war. These are done against enemy Convoy Zones or Industrial Complexes. If enemy units are eliminated or vacated from a Convoy Zone each Submarine (not Kaiten) can conduct economic attack with a roll of one D12 and applies the result as shown below. When conducting direct attacks on a nation’s economy each submarine adjacent to any coastal territory that contains an originally controlled Industrial Complex rolls one D12 and applies the effect as follows:
1-4 = 1 IPC loss
5-8 = 2 IPC loss
9-12=3 IPC loss
Note: if the convoy box contains units then they must be sunk or withdraw before an economic attack can occur. All loses are subtracted from that nations current economic totals.
Planes vs. Ships at Port:
Only planes may attack ships docked in port. Attacks are commenced without use of a search roll. Every ship including ships that are not targeted defends at a modified aerial defense roll of three. Each plane selects which ships it wants to target and can assign their hits to those ships. No ship can “screen†out any other ship (e.g. Cruisers/Destroyers) in this form of attack. Combat is considered simultaneous so both sides get a shot before hits are assigned. All combat vessels take double the hits to sink the warship. The defender must now roll to determine if any degree of surprise was achieved by the attack as follows:
Roll:
1-4= No surprise- all ships defend at three
5-8= Moderate surprise- all ships defend at two
9-12= Complete surprise- all ships defend at one
Note: That all naval units defend at a minimum of one. Naval units that originally defend at values of three or lower defend at one in ports. The result of the die roll lasts for the initial combat round and the result is reduced by one level on each subsequent combat round. Artillery units in any territory that contains a port also get preemptive anti-aircraft fire at each plane.
Night Surface Actions
Japan had superior technique in night combat until turn 5. Following any successful naval search roll but before surface naval combat is performed the Japanese player rolls if it will take place at night. Note: After turn 5 discontinue the roll. Now roll one D12 and if the result is at night then the Japanese player’s naval units gain a +1 modifier. During evasion rolls (after the active player has successfully rolled for search), Japan also gets a +1 modifier. To determine if the surface action is at night roll one D12:
1-8=day
9-12=night
Naval Interception of Naval Units
All Defending naval units (including carrier-based fighters) may intercept moving naval units as the naval units leave their sea zone. The naval units are engaged in one round of naval interception combat in the sea zone. Intercepting naval units roll as the attacker, and the moving naval units roll as the defender. If enemy naval units end their movement in a sea zone containing defending naval units (including during amphibious assaults), the defending naval units may then also conduct combat. Note: That if the non- active player’s naval units allow enemy naval units (which have not withdrawn) to occupy their sea zone and not conduct naval interception, then the active players transports can load or unload ground units.
SUPER BATTLESHIP
(BBB)
30 cost
11/6 attack
11/6 defense
2 moves
Takes 3 hits to sink
–---------------------------------
BATTLESHIPÂ (BB)
24 cost
9/5 attack
9/5 defense
2 moves
Naval interception, one shot shore , takes 2 hits,
HYBRID BATTLESHIP/
CARRIER (BBAV)
One BB, plus 5 IP
8/2 attack
8/2 defense
2Â moves
Only Japan, Naval interception, one shot shore , takes 2 hits, one plane capacity
OLD BATTLESHIP (B)
N/A
7/3 attack
7/3 defense
2 moves
Naval interception, one shot shore, takes 2 hits
BATTLECRUISER (BC)
18 cost
8/4 attack
8/4 attack
3 moves
Naval interception, one shot shore, takes 2 hits
HEAVY
CRUISERÂ (CA)
10 costs
6 attack
6 defense
3Â Â moves
Naval interception, one shot shore
LIGHT CRUISER (CL)
8 cost
4 attack
4 defense
2 moves
Naval interception
DESTROYERÂ (DD)
6 cost
3 attack
3 defense
3Â moves
Naval interception ,negates submarines 1st shot, Japan can transport one infantry
DESTROYER ESCORTS
(DE)
4 costs
2 attack
2 defense
3 moves
Subs must engage them before attacking transports
PT BOATS (PT)
2Â cost
1Â Â attack
1 defense
3 moves
Surprise attack
SUPER CARRIER
(SCV)
60 cost
4 attack
8 defense
3 moves
8 plane capacity, takes three hits
CARRIER
(CV)
45Â costs
2Â attack
6Â defense
3 moves
6 plane capacity, takes two hits
LIGHT CARRIERÂ (CVL)
30 costs
1 attack
4 defense
2Â Â moves
4 plane capacity , takes one hit
ESCORT CARRIERÂ (CVE)
15 costs
0 attack
2 defends
2 moves
2 plane capacity, takes one hit
KAITEN SUBMARINE
(KSS)
3
2
1
1
Japan only, surprise attack
SUBMARINEÂ (SS)
6
4
4
2
Naval interception,1st shot surprise attack
LONG RANGE SUBMARINEÂ (SSL)
8
5
5
2
Naval interception, 1st shot surprise attack
4
LANDING CRAFT
(LSI)
5
1
1
Can carry two class 1 units
4
HEAVY TRANSPORT
(LST)
10
2
2
Can carry two class 1 or 2 units