All die rolls are based on d12's)
ENR: During the collect income phase of a players turn he is subject to an Economic Naval Raid. These raids are conducted by submarines that are considered to be attacking his convoys. Each sub in a convoy zone (convoy zones located throughout the map) can roll one die.
a die roll of 1 to 3 does 0 IPC's of damage
a die roll of 4 to 6 does 1 IPC's of damage
a die roll of 7 to 9 does 2 IPC's of damage
a die roll of 10 to 12 does 3 IPC's of damage
...from the turn players collection of income.
No more than the total IPC value of the convoy zone can be lost per attack. Understand that more than one convoy zone can be attacked during this phase and each convoy zone can be attacked independently by more than one submarine.
Each defensive destroyer and/or Cruiser in a convoy zone can roll two dice. These rolls can both be to sink the submarine. This is done by rolling a 4 or less. However, the destroyer and/or cruiser player cannot roll to sink the submarine until he rolls a successful “hunt” die. A successful hunt die is a roll of 4 or less. In other words the submarine must be detected (located) before it can be attacked. In the perfect world the destroyer or cruiser rolls a 4 on its first roll. This locates the sub. It than can roll a “Kill” die. If it is a 4 or less it has eliminated a submarine. If there are two hunters, they have a total of 4 die rolls between themselves. They could use their first 3 rolls just trying to locate the sub and their final 4th roll to sink it.
A submarine may be moved into a convoy zone that is occupied by enemy ships (destroyers and/or cruisers). This will not cause a battle. Combat in a convoy zone only occurs if a submarine attacks the convoy and attempts to do IPC damage. Submarines may be moved into a convoy zone either during the combat of non-combat phase.
Submarines cannot fire at enemy ships (destroyers and/or cruisers) in a convoy zone during this ENR attack. This is limited to producing IPC damage to convoy zones. Once the subs have all fired and the defensive force have all fired the ENR phase is over.
In a convoy zone defending destroyers and cruisers can also hunt and attack a submarine that does not attack them. If a submarine elects to not conduct an ENR attack during the Collect Income phase of the surface ships turn, the surface ships can begin a sub hunt. However a lower "find" number is required in order to locate the non-attacking sub(s). To find a sub that has not attacked, you must roll a 1 or 2. Normally a sub can be located by rolling a 4 or less.
Submarine-Strikes: When one or more enemy ships move into a sea zone occupied by one or more enemy submarines, “on station,” a submarine attack can occur. This can happen during the taskforce players’ non-combat movement or combat movement phase. Each submarine present in these sea or convoy zones can roll 2 times. Each roll is against a designated target.
A sub can attack enemy surface ships if they are in the sea zone where the sub(s) is "on station." This would happen during the turn of the sub's controlling player and during the combat phase of that turn. Let's be clear here: Subs cannot move to a sea zone and then attack. They can only attack enemy ships that move into their "on station" sea zone - or attack enemy ships that are already in the "on station" sea zone.
Note: If a submarine indicates that it is shooting at a particular ship – a carrier for example, and providing the defender has a destroyer or cruiser with his taskforce, the taskforce controlling player can declare that the destroyer or cruiser is screening the carrier and thus the sub must select another designated target. Each destroyer present can screen one other ship. If all the ships in a taskforce are screened than no particular ship can be designated as a target. If the sub hits, it then becomes up to the taskforce controlling player to select which ship takes the hit. To be clear: each destroyer and or cruiser can screen only one other ship.
A submarine cannot designate an aircraft as its’ target. A roll of 2 or less is a hit and THE ship shot at (the designated target) must be immediately removed. After each submarine has rolled 2 dice and casualties have been removed, the submarine attack is over. Note: A submarine could possibly sink two enemy ships one with each of its’ two die rolls.
Once all the submarines in the sea or convoy zone have rolled the “Hunt and Destroy” phase begins. Each destroyer, cruiser and in this case (Submarine-Strikes), aircraft (fighters and bombers) can also roll up to two dice each. These dice are rolled one at a time until either someone rolls a 4 or less or they run out of rolls. The first die roll of 4 or less signifies that a sub has been located and its location communicated to all. A second roll of 4 or less immediately sinks the located sub.
Once both sides have fired the submarine-strike is over. The taskforce can either end its turn in that sea zone or if it still has movement left it can move to the next sea zone.
A submarine may be moved into a sea zones - in fact subs can move up to 2 positions per turn (sea zones or convoy zones). A sub can move into sea zones that are occupied by enemy ships. This will not cause a battle. Subs can move through a sea zone or convoy zone occuped by enemy ships.
Sub Hunting: Surface ships can attack subs even if the sub(s) have not fired first. This can occur when a taskforce moves into a sea zone where the sub(s) already is. The surface ship controlling player must ask the sub player if he intends to attack or not. If the sub does not want to attack the surface ships can begin a sub hunt anyway. The sub can be attacked if a successful "find" die is rolled. However a lower "find" number is required in order to locate the non-attacking sub(s). To find a sub that has not attacked, you must roll a 1 or 2. Normally a sub can be located by rolling a 4 or less.
Note: taskforces do not move to convoy zones. They move from sea zone to sea zone. A destroyer and/or cruiser however can be moved to a convoy zone.
Submarines cannot “block” a sea zone. Ships entering into a sea with submarines present must deal with them for one round of combat (if the sub attacks) but once all participants have rolled the Submarine-Strike is over and the taskforce goes back to its otherwise interrupted activities.
Any ships that were involved in the “hunt and destroy” phase of a Submarine-Strike can still participate in follow up naval battles. Aircraft however are considered “used” and must return to a base following the sub hunt. They cannot be used for any other battles that may occur that turn.
Wolf Packs – During a Submarine-Strike if there are 3 or more subs present their individual hit number goes from 2 to 3 or less.
During an ENR attack if there are 3 or more subs present on a convoy zone their individual hit numbers for IPC damage are:
a die roll of 1 to 2 does 0 IPC's of damage
a die roll of 3 to 5 does 1 IPC's of damage
a die roll of 6 to 8 does 2 IPC's of damage
a die roll of 9 to 12 does 3 IPC's of damage
...from the turn players collection of income.
In the case of a battleship –it must be hit successfully again (a second time) but not necessarily by the same submarine, to be sunk.
Damaged Aircraft carriers cannot launch or retrieve aircraft. Aircraft on damaged carriers cannot search for subs in a sea zone.
Submarines cannot attack other submarines.
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