Open main menu
Home
Random
Recent changes
Special pages
Community portal
Preferences
About Wikipedia
Disclaimers
Incubator escapee wiki
Search
User menu
Talk
Dark mode
Contributions
Create account
Log in
Editing
Advanced Third Reich
(section)
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
== Naval warfare == Naval combat now features a new, much more dynamic table. Some naval factors may be damaged in combat (factors damaged twice before they can withdraw are deemed to be sunk). Naval combat is now much more common, as strategic redeployment and sea escort of Strategic Redeployment (only 2 naval factors are now needed to sea escort each factor rather than an entire 9-factor fleet per unit) may now be intercepted. Naval interception is now automatic within 4 hexes, the range at which aircraft can be deemed to be active. There are quite complex rules for naval interception, as intercepting forces may themselves be intercepted, and so on almost ''ad infinitum''. Air attacks on naval units are now much more effective, and also use a new attack table. Air factors may attack a moving fleet once for each hex it traverses in range, or attack a fleet in combat once before each round of combat (British and German naval factors may stay for a second round of combat after losing the first). Nearby air factors may give air cover (with a +1 DRM as they engage the attacking air factors). Before each round of air attack, the naval units make a defence roll, which may destroy some attacking air factors or cause others to abort (those factors may still attack on the next round of combat). Attacks by small numbers of air factors are thus unlikely to be effective, but a full-sized 5-factor air unit can do lethal damage to a passing fleet. Air attacks on naval bases must first counterair any air factors present in the hex, the survivors then being added to the defence strength of the hex prior to the defence roll. Naval reconstruction now takes place each turn without any delay, but each major power is limited as to how many factors she can rebuild in her shipyards (Britain may rebuild 1 factor in Canada each turn and 2 in Rosyth), so a steady stream of naval reconstruction is usual. Invasions more than 6 hexes beyond the nearest friendly air base now require twice as many naval factors, making far-fetched Allied invasions up the Adriatic less feasible. Murmansk Convoys are now covered in much more detail, with mini battles raging between air, surface factors and German submarines in the off-map box. Britain has 5 submarine factors in Malta, which operate as if they were naval factors.
Edit summary
(Briefly describe your changes)
By publishing changes, you agree to the
Terms of Use
, and you irrevocably agree to release your contribution under the
CC BY-SA 4.0 License
and the
GFDL
. You agree that a hyperlink or URL is sufficient attribution under the Creative Commons license.
Cancel
Editing help
(opens in new window)