OK this rule is for the non-KISS crowd. If you want more drama, more complexity in your sea battles, have fun. If not, then you can stop right here.
Naval Battle Damage:
Roll for hits, assign hits (note b), then roll 1 die for damage (note a) …
Transports (note 1,4): 1= lose 2 loads (if <2, sunk), 2= lose primary load (if none, sunk), 3= cannot unload*, 4= unload 1 less unit*, 5= lose 1 movement factor**, 6= no effect.
Battleships (note 2): 1= if undamaged, damaged** and lose 2 attack factors*; if damaged, ship sunk, 2= if undamaged, damaged**; if damaged, lose 1 attack factor* and 1 movement factor**,
3= lose 2 attack factors*, 4= lose 1 attack factor*, 5= lose 1 movement factor**, 6= no effect.
Cruisers: 1= ship sunk, 2= lose 2 attack factors* and 1 movement factor**, 3= lose 1 attack factor*
and 1 movement factor**, 4= lose 1 attack factor*, 5= lose 1 movement factor**, 6= no effect.
Submarines: 1= sub lost, 2= lose 1 attack factor* and cannot submerge**, 3= lose 1 attack factor*,
4= cannot submerge**, 5= lose 1 movement factor**, 6= no effect.
Destroyers: 1= ship sunk, 2= lose 1 attack factor* and anti-sub capabilities**, 3= lose 1 attack factor*, 4= lose anti-sub capabilities**, 5= lose 1 movement factor**, 6= no effect.
Aircraft Carriers (note 2,3): 1= if undamaged, damaged** and lose air operations capability*; if damaged, ship sunk, 2= if undamaged, damaged**; if damaged, lose air operations capability* and 1 movement factor**, 3= lose air operations capability*, 4= air carry reduced by 1*, 5= lose 1 movement factor**, 6= no effect.
NOTES:
- in effect until next turn
** must be repaired in base
a if movement or attack reduced to 0, then sunk
b during a round of combat, defender chooses how many hits are absorbed by air units, then hits are allocated evenly to ships (including transports) by owner. If there are excess hits after all ships have at least 1 hit allocated, then the excess is assigned in any fashion (transports excluded) by the opponent.
1 If carrying 2 loads, must choose non-infantry first, otherwise lose 1 load.
2 If double damaged, then sunk.
3 Air operations not effected, unless specified in damage. Double loss, then lose 1 movement factor.
4 If unload capability lost, then use roll of 2.
Naval Retreat and Pursuit:
Defending naval forces have the option to retreat at the beginning of any round of combat.
Overview: All defending ships except subs retreat together to any adjacent friendly sea zone. Subs can retreat to any SZ. The retreat is done by expending a future movement point from their next turn.
Procedure: The attacker gets a free parting shot before the retreat occurs OR the attacker, except subs, can choose to pursue. The pursuit allows combat to continue from any ships or planes that have an unused MP. Attacking units act as a group and occurs in the original sea zone. This procedure continues until the pursuit can no longer continue. REMEMBER, attacking aircraft will need movement points to return to a territory or carrier. SO NOTE: FOR the pursuit no sea zones are traveled, it all occurs in the original sea zone. ALSO, the retreating ships get 1 less movement point per retreat in their next turn.