[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.
Follow Us