How does Naval Interception work in this game?
I am not sure that the manual is very helpful in this particular instance.
Ships are grouped by task forces. Task forces select a mission type: surface, bombardment, ASW, escort etc.
You may select a reaction range for some types of offensive task forces like surface. Usually 1 hex on out depending upon the type of task force it is. This is the reaction range.
The task force may or may not react to enemy shipping depending upon detection levels of enemy shipping, traits of the Captain/Commander, force disparity, ammo level, ship fuel, settings of the task force and probably 20 other things I am not listing like range and operations points and on and on.
It is quite possible to have an aggressive leader chase enemy ships for multiple movement phases of the turn, and even carry over into the next turn.
It is also possible for the task force to sit idly by while right next door a merchant convoy is getting savaged by an enemy task force...however good detection levels on enemy shipping and selecting the proper commanders can generally overcome this.
It is definitely a grey area of the game, and since the local commanders are making the decisions generally not used very much by players that want to have 100% control over their task forces.
I use it, and have been using it for many years and I certainly don't understand all of its ramifications/properties. The game constantly surprises me.
< Message edited by Lowpe -- 6/29/2019 1:33:41 PM >