ORIGINAL: Orm
And since 7m had the same rule (16.2) as RAC I reasoned that 7m might be the latest version. [:(]
Here is 16.2 from RAC version 20 from 13 April 2009 (the latest) :
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16.2 Naval action
If you play an offensive chit at the start of a naval action, specify one of your organized HQs that is in a port hex. Any naval or aircraft unit stacked in that hex that initiates a naval combat (see 11.5.2) may require one or both sides to re-roll dice in any round of naval combat this impulse. The number of re-rolls available is equal to the specified HQ’s reorganization value.
After naval movement, but before any combats, you allocate the available re-rolls to sea areas that contain a naval or aircraft unit that: (1) started the impulse stacked with the designated HQ and (2) will initiate naval combat in the sea area. The total re-rolls allocated can not exceed the specified HQ’s reorganization value.
In each round of naval combat, immediately after any roll (search, air-to-air, anti-aircraft, or defense) is made by either side in a sea area, the player conducting the naval offense may spend one of his available re-rolls in that sea area by demanding a re-roll. This reduces the number of re-rolls available in the sea area. Re-rolls may be re-rolled. Any re-rolls still available at the end of the impulse are discarded.
Example: Nimitz is in Pearl Harbor stacked with 3 SCS and a P-38G FTR. Jay plays a naval offensive on Nimitz at the start of his naval action. Jay flies the Lightning into the 4 box of the Hawaiian Islands and moves the 3 SCSs into the 4 box of the Marshalls sea area. At the end of naval movement, Jay allocates 1 re-roll to the Hawaiian Islands, and 2 re-rolls to the Marshalls. During naval combat Jay initiates a search in the Marshalls using one of the SCS units. Jay rolls a 4 and decides to keep it. Kasigi then rolls a 2. Jay demands a re-roll and Kasigi rolls a 9. Jay decides to save his additional re-roll for a subsequent search. However, all the Japanese ships abort after the first round of combat so the remaining re-roll in the Marshalls is discarded.
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Here is 16.2 from RAW7m (I kept each and every version of RAW that was published, for reference) :
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If you play an offensive chit at the start of a naval action, specify 1 of your face-up HQs that is in a port hex. Immediately turn face-up every naval unit controlled by your major power (CVPiF/SiF option 56: and carrier plane on a CV) in that port, in one sea area the port borders, and in every port adjacent to that sea area. If the port borders 2 or more areas, you choose which gets this benefit.
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Not the same.
Your RAC must be outdated.



