Absolutely brilliant playthrough. Thank you so much. Such a calm, methodical and passionate approach, so enjoyable. The rule book is so intimidating, but you made it so clear. I recently purchased all four games. (Silent Victory, The Hunters, The Hunted and Beneath the Med), now I can break these bad boys out of their punch boards and not be worried about the rule book as much. Thank you so much. A masterful teach. Take Care and Stay Safe.
I was really worried (my first type of game like this) about playing this game after i bought it(but excited). This "walk through" will really help! Thank you for posting this video.
This video really lowered the weight of learning this game despite it being the first of the genre i've ever tried. Thank you. Really enjoyed this video and seeing how much fun it was. Hope you're well in these crazy times.
Thank you for your great walkthrough ! You are truly a master in both explaining this and other games and sharing your reviews and enthousiasm! I also think that every school/college should have someone as inspiring as you. ( for the record I truly believe that but i am not attending college anymore and started my working career long ago)
Outstanding! I LOVE these Nuts & Bolts extras. I'm waiting for my P500 copy to get to me, so this was a wonderful treat to watch. I found myself leaning further & further forward in my chair as the patrol progressed. You do the narrative a great justice by your delivery and attention to detail. "Let's not get crazy." "Let's remember our training." Spoken like a true skipper allowing his men to celebrate briefly, while keeping everyones focus from drifting away from the target & the job at hand. Like The Hunters, Consim Press has captured the theme & personal involvement to help create that narrative element that hooks you in and doesn't let go until the patrol is done & you're safe back in port. As you pointed out in your The Hunters review, all these games share this magical element that is created from the narrative and can trace it's roots to that jewel of a game, B-17: The Queen of the Skies! The only thing missing after a Nuts & Bolts review of a game like this is for Stuka Joe to make a series of videos that has a boat & crew go through its campaign similar to what he did for the above mentioned B-17 game. Thanks again & well done "Skipper"!
+SingleHandedWarfare I called them last week. My credit card info had to be updated. The order was put through & will take awhile to get to me here in eastern Canada. I'm guessing I'll have it by early next week.
+Bog Wraith Just got it today, Friday, the 4th of March, in time for a weekend patrol! Game is in perfect condition & the components are typical for GMT, outstanding. Time to get my 2mm cutter & get my counters clipped. Ahoy!
Thank you Lt Commander Derek! I just found the game on Steam. It's in the Tabletop Simulator game, in their Workshop, where someone created a digital version you can play for free. They gave a link to this video to learn how to play. Good thing because there is no rules available, but the game seems to have all the charts.
Another Great Video Derek! Game reminds me a bit of AH Queen of the Skies but a bit more involved with tables and things! Will most definitely put this on my next purchase list! Thank You Again!
at around the 27:20 mark, should the Fuso have received the Fast Capital Ship +1 modifier on the S1 chart roll. The Fuso does not have an asterisk on the Capital Ship Target Roster (T3) which indicates a fast capital ship.
Excellent work as usual, Derek. Your videos are educating and entertaining. Comment regarding the 'death spiral' mentioned at 31:20. If I read the rules correctly, the '+1 Previously Detected' modifier is only applied once following the first successful escort detection and attack. Successive attacks do not keep adding this +1 penalty. I'm looking at [9.6.14] in the rule book, particularly the example's last sentence. What say you?
+Randy Pemberton Hey Randy :) I don't have the rules in front of me at the moment, but I'm almost 100% sure that +1 is cumulative for each successive successful attack. Hit up Greg Smith on BGG for an 'official' ruling. He's pretty active there. I'd love to be wrong! I'd die a lot less ;)
I have been playing the Hunters for a coupe of weeks now and have my first commander still alive and with the Knights Cross with Oak-leaves and 160,600 Tons of shipping sunk; Watching this video, has sold me on Silent Victory. It's a Must Have...too bad the special patrol chart in Silent Victory isn't available in The Hunters (for the ETO mind you); it adds flavor to the game I think....Silent Victory a Must Have for Sure!!!
Two concerns: 1). Why is the Balao class starting in Sept 43 when the card says July?? You are supposed to start in July. Didn't see this being erratad either 2) 15:50. There is confusion regarding the +1 close before firing 1943-1944 DRM. You only apply this +1 if the year is 1943_1944 AND you use close range BEFORE you fire. This is the only modifier you use in this specific detection instance. It does not apply to all ranges at all, which is what Derek commented about below. this 43-44 modifier only applies once while in close range, during the first detection attempt before you fire torpedoes. When you get detected again that same round after you fire, it does not apply anymore. This is the correct way to do it. Hope this helps. PS. He made the same DRM mistake at 29:55 and 31:07
Possible, if I don't feel I can show enough in the general overview in the review video. The shooting schedule is a little odd for SV, for reasons that will be clear by next week. So I decided to just shoot a Nuts & Bolts first, before doing the review :)
It is a bit trickier. Japanese merchant ships were generally smaller than their Brit/American counterparts in the Atlantic. Smaller convoys. Much more spread out.
Nice walk through of a few turns. I find it kind of odd that the torpedoes they had on board all of a sudden became superior. Were they built on Wednesday? I would think they would have to go port and be refitted with them. Looks like a good solitaire game overall though. Thanks for the video.
+dbd31463 The torpedo quality depends on when you leave port. If you leave port prior to improved torps, you're stuck with them for the patrol. Did I make a boo-boo in the video?
SingleHandedWarfare No you didn't make a mistake. The Superior Torps marker would be removed after the patrol was over. I guess it represents a batch of torps that were better quality than normal which is why I mentioned they were built on Wednesday.It's possible you wouldn't get to use them at all if no encounters happened after you got them.
Just played first game and this will defo be a keeper .I lasted 5 patrols until captain was killed once a escorts gets you in sight and cause damage can be a bit of a downhill ride .great game must buy the hunters now just hard to find in uk at mo .
Excellent video. One question I have - I can't find any place in the rules that says each patrol lasts 2 months. In fact, the only reference I can find to patrol length is "Each patrol takes at least one month to complete..." This implies that it is possible for a patrol to last longer than 1 month, but I don't see anything that would cause it to be extended.
+Timothy Phelps Thank you Timothy :) Glad you found the video helpful. It's something that should have been clarified better in the rules. A standard patrol in Silent Victory is two months. In "The Hunters" most patrols were only one month, and the change for that wasn't spelled out like it should've been in SV. American boats in the Pacific had longer transit times due to the vast distances of the Pacific and spent longer in their patrol areas than their German counterparts in the Atlantic. This is corrected in the errata available online.
I got "The Hunters" a while ago but haven't played it yet. Will finally get a chance to try it out this weekend. Looks like "Silent Victory" is a must buy now. I think it would be fairly easy to use in conjunction with "Silent War". Be a neat way to add a role playing aspect to a game that covers the whole Pacific War allied submarine campaign. I'm sure your aware that the designers of "Silent War" had planned on doing a separate module that would of allowed the same thing. One thing I wonder about is that "Silent War" has a scheduled withdrawal of every sub for refit or retirement. I take it "Silent Victory" doesn't have this? Just curious if you were aware of how the USA had leaked out erroneous information about the max depth of their subs which helped quite a bit since the Japanese didn't seem to set their depth charges for below that number. Unfortunately, I can't remember how or who, the actual max depth was inadvertently released and the sub captains eventually noticed depth charge attacks becoming more accurate. I believe I read this for the first time in the Microprose's "Silent Service" manual. Not sure if I've ever read about it since then but maybe my memory is faulty. Okay, I found an wiki link about it. Pretty ridiculous as the indiscretion by Congressman May was estimated to have contributed to the loss of as much as ten subs and their crews: en.wikipedia.org/wiki/Andrew_J._May
+mako88sb Yes, in SV, the earlier pre-war subs are withdrawn from service after a particular date, such as the Porpoise class for example. Your skipper & crew are then given a new model sub, usually a Gato or Balao class. Yeah, May should've been shot for aiding the enemy :( Idiot.
SingleHandedWarfare Okay, thanks for the info. I'm actually heading out now to get Silent Victory. Our local game supplier has a couple in stock and I suspect this game could sell out rather quickly like it's predecessor. I read that wiki about May more thoroughly and the following seems to vindicate him. I really find it hard to believe that this could be true. What do you think? A high placed buddy of his trying to throw up a smoke screen for May by having any mention of it in the report suppressed? Seems like too much of a coincidence as far as I'm concerned: "A report from the U.S. Navy's Pacific Submarine Fleet determined that Japanese ASW forces failed to uncover the maximum test depth ability of U.S. fleet submarines during the war.[5] However, the report made no finding as to whether Japanese ASW forces altered their depth charge attacks to deeper settings as a consequence of May's revelation to the press.[5]"
Top notch job on your playthrough, I have the game(already own the Hunters) and will be playing Silent Victory tonight. If someone doesn't know how to play watching this would be very useful. Keep up the good work, Any chance you'll do this for Liberty or Death? Again, thanks so much for this video. :)
Thanks for the walk through. It convinced me to pick this one up and I finished a career over the weekend (110,000 tons). But geez those dud torpedoes are maddening. I enjoyed it enough that I got on the GMT P500 list for both The Hunted and The Hunters. BTW, do you have any recommendations for a good solitaire US Civil War game?
Hey Derek, nice job on the video. Question: how do you resolve an Aircraft Encounter? The rule state to roll a 2d6, but chart is showing a one or less? Do you treat each dice separately to resolve the encounter?
+Mark Alesandro Not Derek, but hopefully I answer this correctly. It is two dice. 5 or more just means you are most likely to dive and avoid the air attack. The modifiers could make you go less than the low roll of 2. Ex: It is 1943, you have no SD Radar, your dive planes are out and you are in a Narwhal class sub. That's -4 to what you roll. So a 2, 3, 4 or 5 would put you at 1 or 0 or negative.
I think you did the detection wrong at 15:50 or so. That 1943-44 modifier is for Close Attack only. Right above the mods it says this: * Close Range (before firing) Detection occurs on roll of 10 or higher (apply year modifier below only)Then the mod for year says this: + 1: 1943-44 (only modifier for Close before firing) You were at Medium. It didn't matter in this case, but that first +1 shouldn't have counted. That year mod would be clearer if it said "Close Range Only".
I can see how it could be interpreted that way, but no. The year modifier applies to all ranges. (Only modifier for close before firing) means that that is the ONLY modifier that will apply prior to firing at close range (the additional detection roll) 1943-44 is when the Japanese peaked in their ASW efforts. That's why the additional +1 for those years.
No, Derek is incorrect. There is nothing in the errata discussing this modifier, and it is read as is. You only apply this +1 if the year is 1943_1944 AND you use close range BEFORE you fire. It doesn't mean you can't apply any other modifiers. If that were the case, you would not apply the +1 modifier for previously detected. How absurd does that sound? If you were previously detected, then you apply that modifier. The 43-44 one does not cancel that out. And this 43-44 modifier only applies once while in close range, during the first detection attempt. When you get detected again that same round after you fire, it does not apply anymore. Hope this helps.
Some comparisons are inevitable, since the two games go hand-in-hand with one another. I won't be focused on direct comparisons, though. The "Which one is better?" question I will leave up to you guys to decide for yourselves :)
Yes! Escorts are absolutely on the menu :) Risky to attack an escort, though. If you attack an escort and miss, he's more likely to be able to locate you and ring your bell ;)
Be wary of rolling Minefield on the partrol Encounter chart! My first encounter, on second patrol to 'Empire' home islands, got snake eyes. At that point, another 2d6 roll of something like 2-5 will instantly kill your boat. X-( Of course.. that happened to me. Be afraid.
For me, this one is much harder than The Hunters. Still haven't figured it out. Much more difficult in the early war (due to those dang duds). Certainly has it's own flavor, which is a pleasant surprise.
+Dan S I don't know if you ever tried Silent War but that sounds about right for the amount of difficulty those duds added. Problem with Silent War is that you would often choose smaller targets since you were more likely to sink them as opposed to the larger targets. Pretty at odds compared to what would of happened during the war.
I really like the patrol maps. I hope GMT will eventually update The Hunters to include them for that game as well. Having no patrol maps was the main thing I did not like about The Hunters.
They're nice, for sure. But they're strictly eye candy. The patrol boxes on the sub mats are exactly the same. Word is there will be a "Deluxe" reprint of Hunters with patrol maps.
Just thought I would add this post so players know how to correctly pronounce the names of Japanese war ships. 1.Musashi (Moo-sah-she) 2.Shokaku (Show-kah-koo) 3.Zuikaku (Zwee-kah-koo) 4.Shinyo (Sheen-yo) 5.Hiyo (Hee-yo) 6.Kaga (Kah-gah. Just like Gaga in Lady Gaga) 7.Fuso (Who-so) 8.Chuyo (Chew-yo) 9.Haruna (Har-ooo-nah) 10.Akagi (Ah-kah-gee) 11.Nagato (Nah-got-toe) 12.Taiho (Tay-ho) 13.Ise (Eee-say) 14.Unyo (Oon-yo ,Oon makes the sound as in harpOON) 15.Kirishima (Key-ree-she-ma) 16.Unryu (Oon-ree-you) 17.Hiei (He-A) 18.Yamashiro (Yom-ah-she-row) 19.Kongo (pronounce like the African nation Congo) 20.Yamato (Yah-mot-toe) Hope this helps. Motto of the silent service: Find them, chase them, sink them!
Absolutely brilliant playthrough. Thank you so much. Such a calm, methodical and passionate approach, so enjoyable.
The rule book is so intimidating, but you made it so clear. I recently purchased all four games. (Silent Victory, The Hunters, The Hunted and Beneath the Med), now I can break these bad boys out of their punch boards and not be worried about the rule book as much.
Thank you so much. A masterful teach.
Take Care and Stay Safe.
Still some of the best BG content on YT, after all these years.
Thanks for your excellent demo. Your enthusiasm for the game is contagious.
I was really worried (my first type of game like this) about playing this game after i bought it(but excited). This "walk through" will really help! Thank you for posting this video.
This video really lowered the weight of learning this game despite it being the first of the genre i've ever tried. Thank you. Really enjoyed this video and seeing how much fun it was. Hope you're well in these crazy times.
instaBlaster.
Thank you for your great walkthrough ! You are truly a master in both explaining this and other games and sharing your reviews and enthousiasm! I also think that every school/college should have someone as inspiring as you. ( for the record I truly believe that but i am not attending college anymore and started my working career long ago)
+EJOKO Netherlands Thanks EJOKO :)
Outstanding!
I LOVE these Nuts & Bolts extras. I'm waiting for my P500 copy to get to me, so this was a wonderful treat to watch.
I found myself leaning further & further forward in my chair as the patrol progressed. You do the narrative a great justice by your delivery and attention to detail.
"Let's not get crazy."
"Let's remember our training."
Spoken like a true skipper allowing his men to celebrate briefly, while keeping everyones focus from drifting away from the target & the job at hand.
Like The Hunters, Consim Press has captured the theme & personal involvement to help create that narrative element that hooks you in and doesn't let go until the patrol is done & you're safe back in port. As you pointed out in your The Hunters review, all these games share this magical element that is created from the narrative and can trace it's roots to that jewel of a game, B-17: The Queen of the Skies!
The only thing missing after a Nuts & Bolts review of a game like this is for Stuka Joe to make a series of videos that has a boat & crew go through its campaign similar to what he did for the above mentioned B-17 game.
Thanks again & well done "Skipper"!
Thanks Bog :)
Hey man...you might want to give GMT a call and see if there's a problem.
If you p-500 SV, you should've had your copy by now.
+SingleHandedWarfare I called them last week. My credit card info had to be updated. The order was put through & will take awhile to get to me here in eastern Canada. I'm guessing I'll have it by early next week.
+Bog Wraith Just got it today, Friday, the 4th of March, in time for a weekend patrol!
Game is in perfect condition & the components are typical for GMT, outstanding. Time to get my 2mm cutter & get my counters clipped.
Ahoy!
Thank you Lt Commander Derek! I just found the game on Steam. It's in the Tabletop Simulator game, in their Workshop, where someone created a digital version you can play for free. They gave a link to this video to learn how to play. Good thing because there is no rules available, but the game seems to have all the charts.
Another Great Video Derek! Game reminds me a bit of AH Queen of the Skies but a bit more involved with tables and things! Will most definitely put this on my next purchase list! Thank You Again!
Thanks Skip :)
Love your enthusiasm! This game just came in the mail today, I’m going to be getting it on the table ASAP!
You have too take your hat off too these brave men who manned these subs what they went through doesn't bear thinking of true heroes
at around the 27:20 mark, should the Fuso have received the Fast Capital Ship +1 modifier on the S1 chart roll. The Fuso does not have an asterisk on the Capital Ship Target Roster (T3) which indicates a fast capital ship.
Good catch, David. I penalized myself unnecessarily. Excitement of the moment. Got him anyway ;)
Crystal clear explanation! Thanks 🙏
Excellent work as usual, Derek. Your videos are educating and entertaining. Comment regarding the 'death spiral' mentioned at 31:20. If I read the rules correctly, the '+1 Previously Detected' modifier is only applied once following the first successful escort detection and attack. Successive attacks do not keep adding this +1 penalty. I'm looking at [9.6.14] in the rule book, particularly the example's last sentence. What say you?
+Randy Pemberton
Hey Randy :) I don't have the rules in front of me at the moment, but I'm almost 100% sure that +1 is cumulative for each successive successful attack. Hit up Greg Smith on BGG for an 'official' ruling. He's pretty active there.
I'd love to be wrong! I'd die a lot less ;)
I wish I could give this video 2 thumbs. I've watched it twice now. Just ordered the game as well.
Just had game in post the quality is fantastic can't wait to play
A very clear review I take my hat off to you.
I have been playing the Hunters for a coupe of weeks now and have my first commander still alive and with the Knights Cross with Oak-leaves and 160,600 Tons of shipping sunk; Watching this video, has sold me on Silent Victory. It's a Must Have...too bad the special patrol chart in Silent Victory isn't available in The Hunters (for the ETO mind you); it adds flavor to the game I think....Silent Victory a Must Have for Sure!!!
Great, thanks for this useful vid.
thanks for your video, saved me some time reading the rulebook. i still have this in shrink from the p500, i will bust it out tomorrow
Great demonstration!! Thank you!!
Two concerns:
1). Why is the Balao class starting in Sept 43 when the card says July?? You are supposed to start in July. Didn't see this being erratad either
2) 15:50. There is confusion regarding the +1 close before firing 1943-1944 DRM. You only apply this +1 if the year is 1943_1944 AND you use close range BEFORE you fire. This is the only modifier you use in this specific detection instance. It does not apply to all ranges at all, which is what Derek commented about below. this 43-44 modifier only applies once while in close range, during the first detection attempt before you fire torpedoes. When you get detected again that same round after you fire, it does not apply anymore. This is the correct way to do it. Hope this helps.
PS. He made the same DRM mistake at 29:55 and 31:07
Ok, well thanks again. It's a big help.
Thanks for doing this. It was a big help and I enjoyed it immensely. Can we expect a similar nuts and bolts for Liberty or Death?
Possible, if I don't feel I can show enough in the general overview in the review video.
The shooting schedule is a little odd for SV, for reasons that will be clear by next week. So I decided to just shoot a Nuts & Bolts first, before doing the review :)
Well done as always Derek. Some minor differences to Hunters but overall looks a little more difficult to have successful patrols.
It is a bit trickier. Japanese merchant ships were generally smaller than their Brit/American counterparts in the Atlantic.
Smaller convoys. Much more spread out.
Thx!Very helpful! 10/10.
Nice walk through of a few turns. I find it kind of odd that the torpedoes they had on board all of a sudden became superior. Were they built on Wednesday? I would think they would have to go port and be refitted with them. Looks like a good solitaire game overall though. Thanks for the video.
+dbd31463
The torpedo quality depends on when you leave port. If you leave port prior to improved torps, you're stuck with them for the patrol.
Did I make a boo-boo in the video?
SingleHandedWarfare No you didn't make a mistake. The Superior Torps marker would be removed after the patrol was over. I guess it represents a batch of torps that were better quality than normal which is why I mentioned they were built on Wednesday.It's possible you wouldn't get to use them at all if no encounters happened after you got them.
Just played first game and this will defo be a keeper .I lasted 5 patrols until captain was killed once a escorts gets you in sight and cause damage can be a bit of a downhill ride .great game must buy the hunters now just hard to find in uk at mo .
Excellent video. One question I have - I can't find any place in the rules that says each patrol lasts 2 months. In fact, the only reference I can find to patrol length is "Each patrol takes at least one month to complete..." This implies that it is possible for a patrol to last longer than 1 month, but I don't see anything that would cause it to be extended.
+Timothy Phelps Thank you Timothy :) Glad you found the video helpful.
It's something that should have been clarified better in the rules. A standard patrol in Silent Victory is two months. In "The Hunters" most patrols were only one month, and the change for that wasn't spelled out like it should've been in SV.
American boats in the Pacific had longer transit times due to the vast distances of the Pacific and spent longer in their patrol areas than their German counterparts in the Atlantic.
This is corrected in the errata available online.
+SingleHandedWarfare Ah, yes I see that now. Thanks!
When you talk about range, what is the distance in yards for short, medium, and long? Are there any designer notes to clarify this historically?
Yeah! That's 3 more...excuse me no!...1 more...Yes! 3 more damage!!!! LOL
I was excited, lol :P
I got "The Hunters" a while ago but haven't played it yet. Will finally get a chance to try it out this weekend. Looks like "Silent Victory" is a must buy now. I think it would be fairly easy to use in conjunction with "Silent War". Be a neat way to add a role playing aspect to a game that covers the whole Pacific War allied submarine campaign. I'm sure your aware that the designers of "Silent War" had planned on doing a separate module that would of allowed the same thing. One thing I wonder about is that "Silent War" has a scheduled withdrawal of every sub for refit or retirement. I take it "Silent Victory" doesn't have this?
Just curious if you were aware of how the USA had leaked out erroneous information about the max depth of their subs which helped quite a bit since the Japanese didn't seem to set their depth charges for below that number. Unfortunately, I can't remember how or who, the actual max depth was inadvertently released and the sub captains eventually noticed depth charge attacks becoming more accurate. I believe I read this for the first time in the Microprose's "Silent Service" manual. Not sure if I've ever read about it since then but maybe my memory is faulty.
Okay, I found an wiki link about it. Pretty ridiculous as the indiscretion by Congressman May was estimated to have contributed to the loss of as much as ten subs and their crews:
en.wikipedia.org/wiki/Andrew_J._May
+mako88sb
Yes, in SV, the earlier pre-war subs are withdrawn from service after a particular date, such as the Porpoise class for example. Your skipper & crew are then given a new model sub, usually a Gato or Balao class.
Yeah, May should've been shot for aiding the enemy :( Idiot.
SingleHandedWarfare Okay, thanks for the info. I'm actually heading out now to get Silent Victory. Our local game supplier has a couple in stock and I suspect this game could sell out rather quickly like it's predecessor.
I read that wiki about May more thoroughly and the following seems to vindicate him. I really find it hard to believe that this could be true. What do you think? A high placed buddy of his trying to throw up a smoke screen for May by having any mention of it in the report suppressed? Seems like too much of a coincidence as far as I'm concerned:
"A report from the U.S. Navy's Pacific Submarine Fleet determined that Japanese ASW forces failed to uncover the maximum test depth ability of U.S. fleet submarines during the war.[5] However, the report made no finding as to whether Japanese ASW forces altered their depth charge attacks to deeper settings as a consequence of May's revelation to the press.[5]"
+mako88sb
Yeah, way too much of a coincidence. Sub losses suddenly spiked right after May's comments became public.
That would be a book keeping nightmare keeping track of all those subs and captains in Silent War. More power to ya bro...
Thanks, I did find that very helpful.
Top notch job on your playthrough, I have the game(already own the Hunters) and will be playing Silent Victory tonight. If someone doesn't know how to play watching this would be very useful. Keep up the good work, Any chance you'll do this for Liberty or Death? Again, thanks so much for this video. :)
Quite possible :) Glad you enjoyed the playthrough!
Thanks for the walk through. It convinced me to pick this one up and I finished a career over the weekend (110,000 tons). But geez those dud torpedoes are maddening. I enjoyed it enough that I got on the GMT P500 list for both The Hunted and The Hunters. BTW, do you have any recommendations for a good solitaire US Civil War game?
+Morgan's Raiders
In Magnificent Style from VPG is a blast :)
I have The Lost Cause on the way.
Thank you!
Hey Derek, nice job on the video. Question: how do you resolve an Aircraft Encounter? The rule state to roll a 2d6, but chart is showing a one or less? Do you treat each dice separately to resolve the encounter?
+Mark Alesandro Not Derek, but hopefully I answer this correctly. It is two dice. 5 or more just means you are most likely to dive and avoid the air attack. The modifiers could make you go less than the low roll of 2. Ex: It is 1943, you have no SD Radar, your dive planes are out and you are in a Narwhal class sub. That's -4 to what you roll. So a 2, 3, 4 or 5 would put you at 1 or 0 or negative.
Thanks Mark!
See John Clere's answer :)
I think you did the detection wrong at 15:50 or so. That 1943-44 modifier is for Close Attack only. Right above the mods it says this: * Close Range (before firing) Detection occurs on roll of 10 or higher (apply year modifier below only)Then the mod for year says this:
+ 1: 1943-44 (only modifier for Close before firing)
You were at Medium. It didn't matter in this case, but that first +1 shouldn't have counted. That year mod would be clearer if it said "Close Range Only".
I can see how it could be interpreted that way, but no. The year modifier applies to all ranges. (Only modifier for close before firing) means that that is the ONLY modifier that will apply prior to firing at close range (the additional detection roll)
1943-44 is when the Japanese peaked in their ASW efforts. That's why the additional +1 for those years.
Well, huh. Have to correct that one. I've been letting the US off easy.
Oh yeah. It's +1 +2 +3 year penalties in Hunters, so this one isn't too bad :P
No, Derek is incorrect. There is nothing in the errata discussing this modifier, and it is read as is. You only apply this +1 if the year is 1943_1944 AND you use close range BEFORE you fire. It doesn't mean you can't apply any other modifiers. If that were the case, you would not apply the +1 modifier for previously detected. How absurd does that sound? If you were previously detected, then you apply that modifier. The 43-44 one does not cancel that out. And this 43-44 modifier only applies once while in close range, during the first detection attempt. When you get detected again that same round after you fire, it does not apply anymore. Hope this helps.
will you be making a comparison between this and The Hunters
Some comparisons are inevitable, since the two games go hand-in-hand with one another. I won't be focused on direct comparisons, though. The "Which one is better?" question I will leave up to you guys to decide for yourselves :)
+1 for using an old school pencil.
Do you ever get an opportunity to attack the escort?
Yes! Escorts are absolutely on the menu :) Risky to attack an escort, though. If you attack an escort and miss, he's more likely to be able to locate you and ring your bell ;)
Be wary of rolling Minefield on the partrol Encounter chart!
My first encounter, on second patrol to 'Empire' home islands, got snake eyes. At that point, another 2d6 roll of something like 2-5 will instantly kill your boat. X-( Of course.. that happened to me.
Be afraid.
Been there, brother...
I had an incredible career going on Pampanito. Absolute terror of the IJN. Damn minefield ended it all in Nov '44 :(
Great video.
The Fuso killer!
The magazine explosion was incredible...except it lit up my position for the escort!
Totally worth the beating I took :)
For me, this one is much harder than The Hunters. Still haven't figured it out. Much more difficult in the early war (due to those dang duds). Certainly has it's own flavor, which is a pleasant surprise.
+Dan S I don't know if you ever tried Silent War but that sounds about right for the amount of difficulty those duds added. Problem with Silent War is that you would often choose smaller targets since you were more likely to sink them as opposed to the larger targets. Pretty at odds compared to what would of happened during the war.
I really like the patrol maps. I hope GMT will eventually update The Hunters to include them for that game as well. Having no patrol maps was the main thing I did not like about The Hunters.
They're nice, for sure. But they're strictly eye candy. The patrol boxes on the sub mats are exactly the same.
Word is there will be a "Deluxe" reprint of Hunters with patrol maps.
So you can play this game by yourself?
+Lucky Ducky Hello Lucky :) Yes, you can. It's a solitaire design.
B-17 under water!!
Similar, but WAY more choices.
Just thought I would add this post so players know how to correctly pronounce the names of Japanese war ships.
1.Musashi (Moo-sah-she)
2.Shokaku (Show-kah-koo)
3.Zuikaku (Zwee-kah-koo)
4.Shinyo (Sheen-yo)
5.Hiyo (Hee-yo)
6.Kaga (Kah-gah. Just like Gaga in Lady Gaga)
7.Fuso (Who-so)
8.Chuyo (Chew-yo)
9.Haruna (Har-ooo-nah)
10.Akagi (Ah-kah-gee)
11.Nagato (Nah-got-toe)
12.Taiho (Tay-ho)
13.Ise (Eee-say)
14.Unyo (Oon-yo ,Oon makes the sound as in harpOON)
15.Kirishima (Key-ree-she-ma)
16.Unryu (Oon-ree-you)
17.Hiei (He-A)
18.Yamashiro (Yom-ah-she-row)
19.Kongo (pronounce like the African nation Congo)
20.Yamato (Yah-mot-toe)
Hope this helps.
Motto of the silent service: Find them, chase them, sink them!
How good is game is it worth buying
You'll have to wait for my review ;)
Hint: I don't usually bother with a nuts&bolts for a game I don't like
+Phil Barber This may be your best place for price. Good Luck.www.miniaturemarket.com/gmt1509.html
Derek....thanks for the review. Hadn't thought about this game... but I'll be looking for this game... putting it on my list. Great review.