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ADVANCED RULES ASW THREAT -1 Torpedo attack for each enemy Aircraft that made ASW attack against

t that Submarine during the Air Attack phase -1 Torpedo attack for each Enemy ship with an ASW value of 1 or better that is local or adjacent to the Submarine during the Submarine Attack phase If Torpedo attacks are reduced to 0 or less, it can make 1 Torpedo attack Threats stack to increase impact, but Special abilities apply normally and may offset penalties SMALL SHIP EVASION Destroyers and Torpedo Boats are immune to all Gunnery attacks at range 4 or greater Battleship Main Gunnery attacks against Destroyers and Torpedo Boats take penalty of -2 per attack die (only hit on 6s, but counts as two successes STRAFING Aircraft must declare strafing in Air Mission phase to use Gunnery attack Strafing Aircraft can't use Antiair Attack or Escort ability -2 penalty to Armor and Vital Armor DARKNESS Air Mission Phase Search check for each Aircraft placed Patrol Bomber: Search succeeds 3+ All Others: Search succeeds 5+ Failure=Abort Success=Normal placement Air Defense Phase All Ships and Aircraft -1 per die on Antiair attacks Air Attack Phase All Aircraft -1 per die on Gunnery, Bomb and ASW attacks Each Aircraft rolls one less die on Torpedo attacks Surface Attack Phase ASW and Torpedo attacked unaffected Gunnery Attacks Range 0 and crippled targets: Unaffected Range 1-3: -1 penalty per die Improved Radar, Radar Fire Control or Radar Solution ships ignore penalty Range 4: Attack not permitted Air Return Phase All non-Patrol Bomber Aircraft take Recovery Check--Destroyed on roll of 1 TWILIGHT Flip a coin Heads: Normal until Darkness on Turn 4 Tails: Darkness until Normal on Turn 4 WEATHER Determining by dice roll 1-3: Clear 4: Place one squall marker 5: Place two squall markers 6: Place three squall markers Placing Weather First: One of two center sectors Second: Other center sector Third: One of two ends of center row (random) Changing Weather During end of turn, roll dice for movement Squalls exiting board rebound one sector in opposite direction

MOVEMENT AND STACKING


Aircraft move directly to any sector Ships/Units Can move through enemy-occupied sectors freely Stacking limits per sector: 2 ships 1 submarine 4 Aircraft (can exceed in Air Return if basing limits allow Enemy ships don't count against limits

BATTLE MAP FEATURES


Islands Unless Special Ability permits, Ships and Submarines can't move into sector containing an island. Islands interfere with LOS, draw lines from sector center to sector center to determine blockage. Units that can enter Island sectorsLOS blocked in and out. Shoals Same as Islands for movement. Don't block LOS. Fog, Squalls and Smoke No effect on movement. Impact LOS. Units can fire in and out of sector without penalty to LOS, but unit in sector is permitted concealment roll which negates effect of attack. Not in same sectorroll of 5 or 6 misses In same sectorroll of 6 misses

EFFECTS OF BEING CRIPPLED -1 to Armor, Vital Armor and Speed (to minimum of 1) -1 attack die for Torpedo attacks (to minimum of 1) -1 to attack die (4s become misses) Lose their Flagship bonuses

DESTROYED CARRIERS Roll 1 die for each Aircraft unit assigned. Roll of 1 results in that unit being destroyed. Surviving Aircraft may return to another carrier or land airbase during Air Return phase.

LONG RANGE BATTLES Air Mission Phase Determine whether the sector contains spotted Enemy units: Friendly Ships spot all Enemy ships within range 8 to which they have LOS Friendly Ships spot all Enemy Submarines within range 4 to which they have LOS Ships and Submarines remain spotted only for the current turn If sector contains any spotted Enemy ships, place Aircraft normally. If not, make a long-range check: Patrol Bomber: Succeeds on 3+ All other Aircraft: Succeeds on 4+ In empty sector more than 4 sectors from Friendly ship, complete check. +1 bonus for any check where successful search completed by Aircraft within 4 sectors. Unsuccessful checks result in Aborted placement. Air Defense Phase First Turn: When none of your ships have been spotted: Enemy Antiair attacks suffer -1 penalty per die Air Return Phase Carrier-Based: More than 10 sectors from operation, gain 1 Rearming marker. Rearming carrier aircraft are automatically destroyed if on carrier it is destroyed. Land-Based: If operations on opponent's side of map, gain +1 Rearming markers

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