Naval Combat Results Table Damage Results Charts & Tables: (For Japanese Player)
Naval Combat Results Table Damage Results Charts & Tables: (For Japanese Player)
1 1~2 3 1 0 ½ 0 ½ 0 ½ 0 1 0 1 0 2 0 Sunk
5 3~4 4 3 ½ 2 1 ½ 0 1 0 1 0 2 0 2 1 Sunk
6 5~6 5 3* 3 2 1 2 1 0 2 0 2 0 2 2 Sunk
3 Sunk
1 3 2 ½ 1 0 0 1 0 1 0 0
4 Sunk
2 4 3 2 2 0 2 0 1 0 0 1 5
7 4T
3 5 3 2 ½ 2 ½ 2 0 1 0 2 0 2 6 3T
10
4 6 5 3 3 1 3* 2 0 1 0 3 7 3T
14
5 7* 6* 4 3 4* 3* 2 3 2 0 4 8 2T
6 8 7 ½ 6* 1 4 1 4 1 4* 3* 3 2 3 9 1T
1 5 4 4 1 4 1 3 1 3 1 2 1 1 4 10 6Ph
2 7 6 ½ 4 ½ 4 1 3 ½ 3 ½ 2 3 2 4 11 5Ph
15
3 8 7* 6* 5 ½ 3* ½ 3 2 3 2 2 3 12 4Ph
20 13 NE
4 10 9 ½ 8 6 2 5* 1 4* 2 3 2 2 2
24
5 12*(½) 10 9* 1 7 1 5 2 4 3 4* 3 3 3 Sunk = Ship Lost
4T = N turns
6 15 11* 9 8* 1 6 3 6 2 4 3 3* 4 6Ph = N phases
25 1~2 10 (½) 8 7 6 1 5 1 4 2 4 3 3 3 NE = No Effect
30 3~4 18 12 ½ 10 8 1 7 2 6 2 5* 2 4* 3 Resolution:
34 5~6 25* 20 16 1 14* ½ 12 ½ 10 2 8 3 6* 4 3D6 – Distance to Port
in Megahexes
1~2 20 16 ½ 12 10* 1 9 2 6 2 5 2 3 4
35
3~4 28* 22* 18 16 12* 1 10 2 9 3 6 5 Modifiers (see 10.25):
40 Submarine –1
5~6 36 (½) 30 26* 1 22 1 18 16 2 12* 4 9* 6 Air Superiority –1
Empty = No Effect ⁄ * = Joint Application ⁄ Submarine Attack = Use 10 Anti-Air column across 10 Attack Strength rows Double Hits (1D6)
Surprise Attack = Use 5 Anti-Air column ⁄ Note: Ignore parenthesized Airplane Reduce Level if TF Anti-Air is 3 or less
LRAC
Anti-Ship 8 7 7 6 5 5(9) 4(9) Su = Summer F = Fall
Ground
Support 2 2 2 2 2 3 2 See also Game-Turn Record Track
Charts & Tables
(for Japanese Player) Copyright © 2002, Sunset Games Co.,Ltd.
2 1 1 1 1 2 2 2 2 Procedure:
3 1 1 1 1 2 2 2 Both players total the Ground Support Strength of their Naval and Air Units to determine
4 1 1 1 1 1 2 the column to use to resolve the Ground Support. According to that result, players add
LSP to his own Ground Unit or reduce LSP from targeted enemy Ground Units.
5 1 1 1 1 The Japanese player resolves his Ground Support first.
6 1 1
2 2 0 2 0 1 1 1 2 1 2 1 3 Combat Odds:
3 2 0 1 0 1 2 1 2 1 3 1 3 May never conduct less than 1:2
Attack with 5:1 or more is resolved as 5:1
4 2 1 1 1 1 2 1 3 1 3 1 3
5 2 1 1 2 1 3 1 3 1 3 1 4 Die Roll Modifiers:
Modifiers:
1) Terrain effects (Defender only)
6 2 2 1 2 1 3 1 3 1 4 1 4 2) LSP Difference
7 2 2 1 3 1 3 1 3 1 4 1 5 These modifiers are cumulative
10+ 0 3 0 4 0 4 0 E 0 E 0 E
Only one Japanese Task Force may be placed on the minimap, subject to the Speed Level † Die Roll Result
following rules:
Same Level 1~4 Successful
1) The expenditure of Navy Supply Level (NSL) is 1 or less 1 Level less 1~3 Successful
2) The Task Force contains only vessels with a speed level 3
3) No fleet carriers (CV) or light carriers (CVL) are included
2 Levels less 1~2 Successful
(Japanese player only) (see 16.0) 1~4 May execute Emergency Departure
NSP 4~7 8~12 13~17 18~22 23~27 28~34 5~6 May not execute Emergency Departure
3 5 10 15 20 25 30 35~40
Nr.
Phases
● May conduct automatically if any
1 0 0 0 1 1 1 2 2 friendly LAC is in that port
2 0 1 1 2 2 2 3 4 ● May never conduct if enemy air attack
3 1 1 1 2 3 4 4 5 is by LRAC only
4 1 1 2 3 3 4 5 6 ● Naval Unit that already have 3 sorties in
that turn may never conduct
Note: If the total NSP of TF exceeds 40, the extra must be consumed separately