Strategic Warfare Tables

Strategic Warfare Combat Table - 24.62

SW
Fac

Dice Roll

2

3

4

5

6

7

8

9

10

11

12+

1

0

0

0

0

0

0

0

0/1

0/1

0/2

1/1

2

0

0

0

0

0/1

0/1

0/1

0/2

0/2

1/1

1/2

3

0

0

0/1

0/1

0/2

0/2

0/2

1/1

1/1

1/2

1/3

4

0

0/1

0/2

0/2

1/1

1/1

1/1

1/2

1/2

1/3

1/4

5

0/1

0/2

1/1

1/1

1/2

1/2

1/2

1/3

1/3

1/4

1/5

6

0/2

1/1

1/2

1/2

1/3

1/3

1/3

1/4

1/4

1/5

1/6

7

1/1

1/2

1/3

1/3

1/4

1/4

1/4

1/5

1/5

1/6

2/5

8

1/2

1/3

1/4

1/4

1/5

1/5

1/5

1/6

1/6

2/5

2/6

9

1/3

1/4

1/5

1/5

1/6

1/6

1/6

2/5

2/5

2/6

2/7

10

1/4

1/5

1/6

1/6

2/5

2/5

2/5

2/6

2/6

2/7

2/8

DR

2

3

4

5

6

7

8

9

10

11

12+

11

1/5

1/6

2/5

2/5

2/6

2/6

2/6

2/7

2/7

2/8

3/7

12

1/6

2/5

2/6

2/6

2/7

2/7

2/7

2/8

2/8

3/7

3/8

13

2/5

2/6

2/7

2/7

2/8

2/8

2/8

3/7

3/7

3/8

3/9

14

2/6

2/7

2/8

2/8

3/7

3/7

3/7

3/8

3/8

3/9

4/8

15

2/7

2/8

3/7

3/7

3/8

3/8

3/8

3/9

3/9

4/8

4/9

16

2/8

3/7

3/8

3/8

3/9

3/9

3/9

4/8

4/8

4/9

4/10

17

3/7

3/8

3/9

3/9

4/8

4/8

4/8

4/9

4/9

4/10

5/9

18

3/8

3/9

4/8

4/8

4/9

4/9

4/9

4/10

4/10

5/9

5/10

19

3/9

4/8

4/9

4/9

4/10

4/10

4/10

5/9

5/9

5/10

5/11

20

4/8

4/9

4/10

4/10

5/9

5/9

5/9

5/10

5/10

5/11

6/10

DR

2

3

4

5

6

7

8

9

10

11

12+

21

4/9

4/10

5/9

5/9

5/10

5/10

5/10

5/11

5/11

6/10

6/11

22

4/10

5/9

5/10

5/10

5/11

5/11

5/11

6/10

6/10

6/11

6/12

23

5/9

5/10

5/11

5/11

6/10

6/10

6/10

6/11

6/11

6/12

7/11

24

5/10

5/11

6/10

6/10

6/11

6/11

6/11

6/12

6/12

7/11

7/12

25

5/11

6/10

6/11

6/11

6/12

6/12

6/12

7/11

7/11

7/12

7/13

26

6/10

6/11

6/12

6/12

7/11

7/11

7/11

7/12

7/12

7/13

8/12

27

6/11

6/12

7/11

7/11

7/12

7/12

7/12

7/13

7/13

8/12

8/13

28

6/12

7/11

7/12

7/12

7/13

7/13

7/13

8/12

8/12

8/13

8/14

29

7/11

7/12

7/13

7/13

8/12

8/12

8/12

8/13

8/13

8/14

9/13

30

7/12

7/13

8/12

8/12

8/13

8/13

8/13

8/14

8/14

9/13

9/14

If more than 30 SW factors engage in SW combat, the result is determined by applying the SW combat dice roll to the “30” row and whatever other row is required to equal the total number of SW factors engaged and combining the effects.


SW Combat Modifiers Table

Submarine warfare

General:

+/-#

Naval Nationality DRM (22.552A)

+/-#

air range research levels

+#

attacker torpedo research level

-#

defender ASW research level

Atlantic:

-1

for every 6 CVEs in the Atlantic SW box (round down): 0-5: 0; 6-11: -1; 12-17: -2; 18-23: -3; 24+: -4

+2

Axis control Brest, Lorient, St. Nazaire or La Rochelle

+1

Axis control La Coruna, Vigo, Lisbon or Cadiz

+1

Axis control Gibraltar

+1

Germany and the U.S. are at war

+#

Germany and the U.S. are at war: first turn: +2; second turn: +1 (25.66)

+1

a diplomatic result for Ireland of "7" or more

+/-1

Ultra codebreaking advantage

Indian Ocean:

-1

for every 3 CVEs in the Indian Ocean SW box (round down): 0-2: 0; 3-5: -1; 6-8: -2; 9-11: -3; 12+: -4

+1

Japan controls Colombo (Japanese submarines only)

+/-1

Ultra codebreaking advantage (German submarines only)

+/-1

Magic codebreaking advantage (Japanese submarines only)

Pacific:

-1

for every 3 CVEs in the Pacific SW box (round down): 0-2: 0; 3-5: -1; 6-8: -2; 9-11: -3; 12+: -4

+1

Japan controls Townsville, Noumea, Suva or any port in the Hawaiian Islands (Japanese submarines only)

+2

Allies control Manila (American submarines only)

+/-1

Magic codebreaking advantage

Strategic bombing

Strategic bomber forces v. defending air units (air combat):

+/-#

relative Air Nationality DRMs

+/-1

for each jet engaged

-#

defender's radar research level

Strategic bomber v. bombing targets:

+1

for each attacker strategic bomber research result beyond that needed to construct strategic bombers

+1

for every eight (Europe) or four (Pacific) hexes of excess bombing range

-#

defender's air defense research level

Bombing targets use the SW Combat Table row equal to the defensive strength of the target, which is the total of the following:

1

each flak factor, airbase counter, objective or anchor symbol

2

each city or port

1

each fortification level (+1 for each fortification; +2 for a fortress; beach defenses have no effect on air defense levels)

“+” modifiers favor the attacker and “-” modifiers favor the defender. The net modifier for both SW combat dice rolls is always the same, except one is positive and one is negative.


Air Range Effects Table

Air range results

Europe

Pacific

SW/
raiders

Bombers

Inter.

Bombers

Inter.

0

4

4

3

3

-

1

8

4

6

3

+/-1

2

16

8

12

6

+/-2

3

24

12

18

9

+/-3

“Air range results” refer to the number of “10+” air range research results achieved. Each major power coalition may increase its air range no more than three times per game.

The maximum ranges in hexes for strategic bombers and escorting interceptors for each theater are given for each level of air range achieved. Strategic bombers and escorting interceptors begin the game with a range of four hexes in Europe and three hexes in the Pacific.

For every eight (Europe) or four (Pacific) hexes of excess bombing range, friendly bomber SW combat dice rolls receive a favorable +/-1 DRM. This modifier is limited by the number of strategic bomber research results achieved by the bombing alliance faction (the initial Western Allies strategic bombing result counts towards this limit).


Raider Table - 21.5342

One die is rolled for each raider group to determine how many defending naval units are able to engage that raider group. The die roll is modified as follows:

General modifiers:

-3

Automatic

+1

for each additional raider group operating in the SW box (+1 for the second group, +2 for the third group, etc.)

+1

if the raider group contains three ships

+1

for each defender air range research result

Additional Atlantic modifiers:

+1

the U.S. is at war with Germany

+1

for every 6 CVEs in the Atlantic SW box (round down): 0-5: 0; 6-11: +1; 12-17: +2; 18-23: +3; 24+: +4

Additional Indian Ocean modifier:

+1

Japanese raiders based in Singapore.

+1

for every 3 CVEs in the Indian Ocean SW box (round down): 0-2: 0; 3-5: +1; 6-8: +2; 9-11: +3; 12+: +4. Each operational search AAS and NAS in the India box is equivalent to one CVE.

Additional Pacific modifier:

+1

for every 3 CVEs in the Pacific SW box (round down): 0-2: 0; 3-5: +1; 6-8: +2; 9-11: +3; 12+: +4. Each operational search AAS and NAS in the Australia box is equivalent to one CVE with respect to Japanese raiders entering the Pacific SW box off the southern edge of the Pacific mapboard (only).

Additional modifier for German and Italian raiders:

+/-1

Ultra codebreaking advantage

Additional modifier for Japanese raiders:

+/-1

Magic codebreaking advantage

Modified results of “1” or greater permit defending ships to engage the raider group in question.

The first defending ship to engage is always a cruiser. The type of additional defending ships which engage each raiding group is determined by rolling one die. If no ship of the required type is available, substitutions are not permitted:

1

Cruiser

2

Cruiser or 2-factor battlecruiser

3

3-factor battleship or battlecruiser

4

4-factor battleship

5

5-factor battleship or a fast carrier

6

Defender’s choice of any eligible ship


Carrier Effects Table

Number
of CVEs

Atlantic

Indian Ocean and Pacific

Submarine warfare

Raiders

Submarine warfare

Raiders

0-2

0

0

0

0

3-5

0

0

-1

+1

6-8

-1

+1

-2

+2

9-11

-1

+1

-3

+3

12-14

-2

+2

-4

+4

15-17

-2

+2

-4

+4

18-20

-3

+3

-4

+4

21-23

-3

+3

-4

+4

24+

-4

+4

-4

+4

Negative submarine warfare modifiers favor the defender; positive raider modifiers favor the defender.