NAVAL SEARCH |
(A modified die roll of 7 or better is nedeed to intercept; a natural roll of 6 always suceeds; a natural roll of 1 always fails. Enemy naval units in ports are automatically found.) |
+1 | for each group (of 6 or more ships) made from the intercepting stack. |
+1 | if friendly air units can reach the area containing the target stack. |
+2 | if the interception occurs in a coastal hex. |
+1 | if the interceptation attempt is made by a submarine. |
-1 | if the target of the interception is a submarine. |
+2 | if the target units are perfoming an amphibious assault. |
+2 | if the target units are leaving a port and the intercepting units occupied the port hex before interception movement. |
-# | listed on the map in the target unit's sea area, if any. |
A search die roll of 6 allways finds the enemy stack, regardless of modifiers. A die roll of 1 always fails to find the enemy search. |
AIR SEARCH |
(Within eight hexes of the searching air unit's airbase (including a carrier) and within the searching air unit's range. If the die roll equals or exceeds the range in hexes from the airbase to the target hex, the enemy naval units are found. Enemy naval units in ports are automatically found.) |
+1 | if the targer stack occupies a coastal hex. |
+1 | 1 if friendly naval or land units occupy the coastal hex containing the target stack or if any friendly naval unit occupies the sea area containing the target stack. |
+1 | if the target stack was successfully found in a previous air search this phase. |