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Naval Combat Results Table Damage Results Charts & Tables: (For Japanese Player)

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0% found this document useful (0 votes)
46 views2 pages

Naval Combat Results Table Damage Results Charts & Tables: (For Japanese Player)

Uploaded by

ledaurora123
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Charts & Tables

(for Japanese Player) Copyright © 2002, Sunset Games Co.,Ltd.

Naval Combat Results Table Damage Results


(same for both players) Table
(Japanese player only)
Attack Anti-Air 0~6 7 ~ 14 15 ~ 24 25 ~ 34 35 ~ 44 45 ~ 54 55 ~ 64 65 ~ Die Damage
Strength
Die
Roll 10
Str.
( ~ 3) 5 (Surface
Battle) 20 30 40 50 60 70+ Roll Effect

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

Indirect CAP (see 10.16): 1 column shift (only). Application of Hits:


1) There are 4+ levels of LAC in the same megahex LAC: Reduce 1 level per Defense Strength (see 10.3)
2) There is any other friendly TF with 4+ levels of NAC in the same megahex Interfere of Airfield Construction: Reduce 1 level per each 6 hits (see 7.44)
Ground Units in Sea Movement: Lose 1 LSP per each hits equal to Naval Defense
Naval CRT for Surface Combat (see 10.46): Strength (see 10.62)
1) Ignore Airplane Reduce Level
2) All combat results are applied simultaneously (see 10.22) ASW Value Calculation (see 11.23)
3) Hits may be applied to any Naval Unit which participated in that combat ASW Value = Number of DD (+1 if TF contains any aircraft carrier)
● Maximum strength in the Surface Battle is 40 (see 10.47) Damage resolution: -1 DRM (see 11.25)
▪ During Turn 1 to 6, Allied Submarine Attacks use 10 Attack Strength and
50 Anti-Aircraft on Naval Combat Results Table (see 11.26)
½ Loss (see 10.21):
▪ During Turn 6 to 15, Allied ASW value is doubled (see 11.27)
Allies: If no Light Carrier or level ½ LRAC (level 3 LAC), ½ Loss is ignored
▪ Add 1 if there are 4+ levels of friendly LAC
Japanese: ½ Loss is applied as 1 Loss

Air Combat Strength Table Sub. Attack Table


(Japanese player only) (same for both players)

42W 42Sp 42Su 42F 43W 44S 45W


Time Die
Type Roll Results
Anti-Ship 6 6 5 5 3 5 3 1 May attack one Task Force
NAC Ground
Support 2 2 1 1 1 1 1 2 May attack two Task Forces
CAP 8 7 6 5 4 5 4 3~6 May not attack
Anti-Ship 3 3 3 2 2 3(7) 2(7)
LAC Ground
Support 2 2 2 2 2 2 1 ( ) = kamikaze strength (see 23.0)
CAP 6 6 5 4 3 4 4 W = Winter Sp = Spring

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.

Ground Support Table


(same for both players) (see 12.2)
GS 2 4 6 8~ 11~ 16~ 21~ 26~
Die
Roll 1 3 5 7 10 15 20 25 30+ x = Number of LSP to add to friendly (or subtract from enemy) Ground Units
1 1 1 1 1 2 2 2 2 3 Total of Ground Support Strength - Enemy Air Unit Level (except LRAC) in the megahex

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

Ground Combat Results Table


(same for both players)

1:2 1:1 2:1 3:1 4:1 5:1(+)


Odds
Die Result = to the Attacker (left) / to the Defender (right)
Roll
x = loss of LSP ⁄ E = Eliminated
−2 E 0 3 0 2 0 2 0 2 0 1 2
−1 4 0 2 0 2 0 1 0 1 1 1 2 Attacker Determination (see 13.11):
1) Ground Units
units with
with the
the greatest
greatest combat
combat strength
strength in
in the
the hex
hex
0 3 0 2 0 1 0 1 1 1 1 1 2 2) Ground Units
units with
with largest
largest LSP
LSP in
in the
the hex
hex
1 3 0 2 0 1 0 1 1 1 2 1 2 3) Roll a die

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

8 1 2 1 3 1 3 1 3 1 5 0 E Less than –2 is treated as –2


9 1 2 1 4 1 4 0 4 0 E 0 E More than 10 is treated as 10

10+ 0 3 0 4 0 4 0 E 0 E 0 E

Hidden Movement Chart Surface Battle Evasion Table


(same for both players) (see 9.13) (same for both players) (see 10.42)

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

† A Task Force with speed level 3 is automatically succeesful


Attack Determination:
There is any carrier in the same megahex: 1~2 is success
There is only LAC in the same megahex: 1 is success
Emerg. Departure Table
(same for both players) (see 10.5)

NSL Consumption Table Die Roll Result

(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

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