GATO LEADER As promised, my next undertaking is an AAR for Gato Leader .  I decided on this route, because a review would have simp...

GATO LEADER AAR GATO LEADER  AAR

GATO LEADER AAR

GATO LEADER AAR

GATO LEADER


As promised, my next undertaking is an AAR for Gato Leader.  I decided on this route, because a review would have simply been about 95+ % a replication of my review of U-Boat Leader As a prelude, these are the few differences, none critical, as they mainly reflect the historical backgrounds.

Gato Leader :

Includes some differing Special Missions, such as Mine and Recon/Rescue.

Wolfpacks are handled differently.  In fact, I would personally have called them something else, as I don't think that the Americans used this term.  Essentially, you chose whether or not a number of submarines begin as a group together in the same port.  So, no seeing whether a Convoy turns out to be a valuable target and then trying to call in other subs.

Takes us up to 1945, whereas U-Boat only goes as far as 1943, so there is more possibility of using radar.

Provides Forward Operating Bases [that can be purchased with Special Ops points]which allow for removing Stress points and reloading torpedoes.

Takes account of  the inferior quality of torpedoes by having a set of rules for dud torpedoes and a chart to roll on.  At its worst , none of your torpedoes may hit and in plenty of cases at least half will be duds! [Technically, this is not a totally new rule addition as U-Boat Leader 2nd edition has an optional rule for dud torpedoes.]

Allows for reloading torpedoes while on the Tactical Display.


These last two seem to me the most significant differences and one seems in part to balance the other.  However, I do not think that the ability to reload while on the Tactical Display is the big deal some comments on the game have made it out to be.





One other point worth mentioning is that the Event cards can be far more deadly than in U-Boat Leader and, overall, you will probably have to draw more too!



So, with that said, on to ...


Campaign Mission :
Turning The Tide
Short Scenario.



Stategic Segment



This gives me 40 SOs with which to purchase my submarines and any Special items.



I spend 36 SOs on submarines and the remaining 4 SOs on Special items.








Here's everything set up for the start of the Campaign, including my trusty dice tower!  On the left is the mounted play board which  has areas along the top for the Merchant Cards, the Escort Cards and the Naval cards and then beneath is nearly all the necessary information for conducting the Tactical Segment of a turn.  On the right is the Campaign Mission card with the map on which the subs operate in the Operational Segment of the turn.  The very blurred, vaguely bluish shapes are my four subs in groups of two.



Slap bang in the centre is the mounted Tactical Display board on which [surprise, surprise] the Tactical Segment takes place.   On the left side of this board are the holding boxes for the Event cards and Convoy cards and the rest is the lovely depiction of a sonar screen.  It's worth pointing out that this Tactical Display is part of the expansion pack.  It's brilliant, but the one that comes with Gato Leader itself is half the size and not as impressive because of the reduced area to play on.




My choices were:



Guardfish [Trained level + Torpedo Modifier]

Gudgeon  [Trained level + Radar] 

Both placed in Peal Harbour and formed as a wolfpack.  So, these two will operate together.

Silversides [Veteran + Torpedo Modifier]
Tautog       [Veteran + Radar]

Both placed in Freemantle and formed as a wolfpack.  So, these two will also operate together.

My decisions were based on the following reasons: the radar would gain a modifier in locating Convoys and the Torpedo Modifier would mean that the sub would roll one column better when checking for dud torpedoes.



A closer look at Guardfish, loaded up with 10 torpedoes Ready and another 14 Stored on board. 

It has markers showing its 6 gunnery factors and the Torp modifier.




Operations Segment



My first two subs left the port of Freemantle for the South China Sea, each drawing two Event cards.


Silversides



A Fatal Error                   + 3 Stress

Equipment Malfunction  + 2 Stress



[See what I mean about Event cards!  my sub is almost nearly up to its Shaken level and it hasn't even started to look for the enemy.]



Tautog

Lone Merchant - expend 1 torpedo and score 1 VP
Rough Seas         + 2 Stress


My other two subs left Pearl Harbour for the Marianas, each drawing two Event cards.

Guardfish

Nimitz Takes Notice  -  gain 2 SOs if you score equal or more than 10 VPs this turn.
Clear Weather            - no effect

[Well that draw went a bit better.]

Gudgeon

Rough Seas - + 2 Stress
Minefield [condition N/A, so gained default] + 1 Stress



The unfortunate Silversides which has picked up 5 Stress pts

just by sailing in to the South China Sea




 Tactical Segment



[N.B. all die rolls use a d10]



Tautog rolls for Contact



Contact die roll 6  mods +2 [number of subs in wolfpack],

+1[ radar], -3 [sub moved during the Operations segment].



Result 6 = 2 Contacts


Place Contact marker on the Campaign map board, draw a Convoy card and flip Contact marker from 2 to 1.

Contact card drawn is Card 043 [6 Merchants and 3 Escorts]  Unidentified markers are placed on the Tactical Display for all nine ships.



Convoy card 043 showing where the relevant unknown ship markers should be placed


The card only shows the 4 Centre Convoy Sectors and the 8 Short Range Sectors.  Beyond those are the 8 Medium Range Sectors and finally the 8 Long Range Sectors.  






Here are the six blue unidentified Merchant ship markers and the three unidentified escort ship markers, before I place my two subs in any of the outer Long Range Sectors.  



Once I do that, I choose for both submarines to submerge and move one sector nearer the revealed Escort Ikuna and the following enemy are revealed because of range : Merchants Santyo Maru, Katori Maru, Nanrei Maru and Hoten Maru.



As a result of Lag Movement, the two submarines move one sector towards the Convoy's wake.  [The top of the board is marked as the Convoy's course and the bottom is the Convoy's wake.]  The Escort Ikuna rolls for detection of the subs.  A 1 fails to detect the sub Silversides, but a roll of 8 detects Tautog and so, the other two unidentified Escorts converge along with Ikuna on Tautog.  The other Escorts are revealed as the Momi and Etorofu.  Ikuna and Etorofu are now directly in the same sector as my sub Tautog!



Also, the last two Merchants are revealed as the Harbin Maru and the Sakito Maru.



The image shows all the ships now identified and two Escorts in the same sector as the detected Tautog.  Tautog is just about to Deep Dive to try to avoid the Escorts attacks which are not rolled for, but Damage chits are automatically drawn.  In this case, it would have meant drawing 7 Heavy Damage chits in total - in all probability this would have been fatal for my sub!

*[At this point, with two Escorts at range zero, panic set in and I forgot that Tautog had the Aggressive quality and could have fired at the Escorts before they could fire at him.] 

Instead, not too surprisingly, the sub opts to Deep Dive to attempt to avoid the imminent attacks, first it takes 2 Stress points as a result of making the Deep Dive.  Though avoiding drawing damage tokens for attacks from the three Escorts, the sub still has to roll against its evasion rating and is successful for two of the three attacks, but fails against the other and so takes a temporary Flooding marker.  Not good, but could have been much, much worse if the Escorts' attacks had gone in.

[Crash Dive, which is what you do if you are attacked while on the surface, states quite clearly that an Evasion roll is made for each Escort attacking you.  With a Deep Dive, the rules are not 100% clear as to whether you make an Evasion roll for each separate Escort, as I did, or whether it's a single die roll.]

Because the Tautog has dived, it cannot attack. 

[Again, a point worth raising. In both Gato and U-Boat Leader, there are no restrictions on Escorts sailing into and through Convoy Sectors.  In my review of U-Boat Leader, I queried the historical validity of this total freedom.  Still not sure how appropriate this is.]

The other sub Silversides, however, now unleashes a spread of 5 torpedoes at the Katori Maru and another spread of 5 at the Hoten Maru.

Resolve those against the Katori Maru first.  The die roll for duds means that only half run true [i.e. 3 torpedoes out of the 5].  So, modifiers are +2 [3-1 for torpedo spread] +2 [sub's Torpedo Skill] -1 for range, giving a final mod of +3.

The torpedo rolls are 1,3, 9, becoming 4, 6 and 12.  Taking the highest result 12, this is compared with the target's stats and as 12 well passes the target's third number, the Katori Maru settles beneath the waves.  Silversides chalks up 4 VPs and 3 Experience Points.

So, the focus turns to the attack on the Hoten Maru.  All five torpedoes run true; no duds this time.  Modifiers: +4 [5-1 for torpedo spread, +2 [sub's Torpedo Skill] -2 [range] = +4.

Die rolls for the five torpedoes are 3, 7, 8, 9 becoming 7, 11, 12, 13.  like its sister ship, a final result of 13 is more than enough to sink the Hoten Maru and Silversides gains another 3 VPs and 2 Experience Points.

The Combat Resolution phase is over and so the Deep Dive marker is removed from the Tautog and a new round begins.

Silversides surfaces and moves 2 sectors away to the western most Long Range sector, while Tautog opts to attempt Silent Running and rolls a 1 [hurrah], so the detection marker is removed  and the sub's speed drops to zero.  As a result, in the Lag Movement phase, Tautog drifts two sectors south and out of detection range of the Escorts.


[In the image above, Tautog has just successfully rolled for Silent Running and its speed drops to zero.  Consequently, in the Lag Movement phase, the sub will move two Sectors due south, towards the Convoy's wake.]

* [I realised much later, I had made a mistake here.  The attack by Silversides would have placed an Alert counter on the Tactical Display which would have increased the Escorts' detection range by one and put Silversides in potential detection range of the Escorts.] 

Consequently, the Escorts roll for random movement.  End of Combat round.

For the next 3 rounds, the two subs lurk on the fringes, out of escort range, while Silversides reloads 2 torpedoes per round.

On the next round, both subs move into firing range of the Merchants.

Tautog fires 6 torpedoes at the Sakito Maru and half run true.  Modifiers +2 [3-1 for torpedo spread] +1 [sub's Torpedo Skill] -2 range = +1

Torpedo dice rolls are 10, 7, 1 becoming 11, 8 , 2

The Sakito Maru is sunk and Tautog gains VPs 4 : Experience Points 2.

Silversides launches 5 torpedoes at the Harbin Maru, but a pathetic die roll of 2 means that only one torpedo runs true and one of the torpedoes that miss errs dramatically off-course and hits its own sub!  This causes 3 Heavy Hits on the sub;  the first adds 2 Stress, the second is No Effect and the third causes lasting Hull damage.

To counter this appalling SNAFU, the 1 torpedo that strikes the Merchant rolls a 10 and with +1 total modifier the Harbin Maru is added to Silversides' growing total, gaining 3 VPs and 2 Experience Points.

On the next round, both subs surface in order to be able to move two sectors.  The Tautog is able to exit the Tactical Display, but Silversides can only reach the Western Long Range sector and so is easily detected by the Escorts who converge for the kill.  Silversides opts to Crash Dive and adds 1 Stress, so that the sub is now at 8 Stress, one away from the maximum it can take before becoming Unfit!  But all evasion rolls are successful.

On the next Combat round, the sub can exit the Tactical Display and the situation moves to the Post-Combat Resolution Phase.

Silversides records his 10 VPs and 7 Experience Points on the Campaign Log.

Tautog records 4 VPs and 2 Experience points.

Each sub gains 1 Stress at this stage.

Silversides moves to 9 Stress, and so I decide to place the sub back onto the Campaign Map in the Area's Searched Box.

Tautog, now at Stress 5, fully reloads and with 1 Convoy-sighted marker still on the Tactical Display, I decide to continue the Tactical Segment and draw a new Convoy card which reveals two Merchant ships and Escorts.  A second Convoy card is then drawn for its random Event.

Tautog decides to fire off 5 torpedoes at each Merchant ship [this causes them to be revealed as the Anyo Maru  and the Tatuwa Maru]. 

Firing at the Tatuwa Maru -  the roll on the dud table is low and only one torpedo hits the ship doing no damage, while one of the misses hits his own sub adding 1 Stress, Lasting Electrics damage and No Effect.

The other 5 torpedoes fired at the Anyo Maru all run true and with the best of his five dice being a 10, plus a small modifier, a final Merchant ship is sunk adding 4 VPs and 3 Experience Points to the tally.

In the next Combat round, Tautog immediately exits the Tactical Display to add one more Stress in the Post-Combat Phase, so the sub's Stress is now at 7.

Tautog also records 4 VPs and 3 Experience points.

With virtually no torpedoes left to reload and a high Stress level, I decide to call it quits and place Tautog in the Searched Box where Silversides has already been placed.

[... It was now the turn of my other two subs in the Marianas and I hope that you will allow me to draw breath at this point and pass over their exploits, until another day.  Otherwise this AAR is going to ... argh my two typing fingers have gone numb!

Some time later...

Once all your subs have been activated and gone through the processes that I've detailed, you move to the last Segment Refit.]

Re-fit Segment

Promote Submarines

Silversides  spends 5 of Experience points to promote the sub's commander to Ace level.

Tautog spends 3 Experience points to promote the sub's commander to Ace level.

As there is no Forward Operating Base in the area, neither sub can reduce their Stress level and neither sub has the Cool Special Ability which would allow 1 Stress point to be removed.

Any temporary damage received is removed, but lasting damage remains on the sub.

Finally the submarines are put back from the Searched Box into the South China Sea area and the process starts again.

With neither sub fit for much action, I simply return them to the Port of Freemantle from which they had started.  Of course, if subs travel further afield, you can head for the nearest Port or journey back drawing Event cards for moving into areas as you do so.  Thankfully for these two battered heroes, Freemantle borders the South China Sea and so they go straight into the Port Box.

Once in Port, each sub can remove the appropriate amount of damage, in this case 5 Stress points each for Freemantle Port.

This concludes 1 Patrol for each submarine which is the maximum they can do in a Short Mission.

Between them the Silversides & Tautog had notched up 18 Victory pts, enough to get me exactly half way to scoring the minimum total of VPs to earn the Adequate level in game terms!!


A FINAL FEW WORDS

First of all, this was a hugely enjoyable experience, though it took 10 A-4  pages of careful record keeping just to cover the details that covered half of the Campaign and several sessions that tallied about nine hours in total.  To play the game, without all the written record keeping to produce this AAR, is [I can assure you] a whole lot quicker!

I'd like to thank DVG, who very kindly sent with the game the Expansion Ship Miniatures and Battle Board which provides a mounted Tactical Display board twice the size of the smaller board in the game itself. But, as mentioned in my review of U-Boat Leader, the latter is rather small for the number of counters and markers likely to be placed on it. 

I love the expansion, but it does add another £22.99 to the cost of the overall package.

Both U-Boat Leader 2nd Edition and Gato Leader are for me excellent additions to my solitaire experience.  I imagine that the UK gamer may well settle for the former and the US gamer for the latter.  Both give equally satisfying and rewarding experiences.




























2 comments :

  1. What a wonderful AAR. It may be me but I find a good AAR gives me a better feel for how a game plays than a review. I have a few DVG Leader games and I've been on the fence with this one for some time but this AAR has finally pushed me off the fence and into the deep cold waters of the North Atlantic... thank you.

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  2. Many thanks for your comment. Much appreciated to get feedback and reactions.

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