Version 1.1 Rules SILENT WAR: the United States' Submarine Campaign Against Imperial Japan: 1941-1945
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Version 1.1 Rules SILENT WAR: The United States' Submarine Campaign Against Imperial Japan: 1941-1945 Table of Contents [1.0] INTRODUCTION [15.0] TRANSIT MOVEMENT PHASE [1.1] How to Read these Rules [16.0] CONCLUDE TURN PHASE [2.0] GAME COMPONENTS [17.0] WAR PROGRESS PHASE [2.1] The Game Map [17.1] Procedure [2.2] Game Charts and Tables [17.2] Automatic Advance [2.3] Playing Pieces [18.0] DAMAGE [2.4] Scale [19.0] EVENTS [2.5] Conventions [19.1] Transit Events [3.0] SETTING UP THE GAME [19.2] Combat Events [3.1] The “War Mix” [20.0] SPECIAL MISSION ZONES [3.2] Marker Set Up [21.0] BASES [4.0] SEQUENCE OF PLAY [21.1] Forward Bases [5.0] WAR EVENT PHASE [21.2] Submarine Tenders [6.0] TORPEDO IMPROVEMENT PHASE [22.0] CONGREGATING RISK [7.0] THE ULTRA PHASE [23.0] SPOTTED EFFECTS [8.0] SUBMARINE REINFORCEMENTS PHASE [24.0] WOLFPACKS [9.0] READYING SUBMARINES FOR SEA PHASE [24.1] Wolfpack Formation [10.0] REPAIR PHASE [24.2] Wolfpacks and Movement [11.0] PREP FOR OPERATIONS PHASE [24.3] Wolfpack Types [12.0] PATROL MOVEMENT PHASE [24.4] Wolfpacks and Transit Events [13.0] SEARCH AND CONTACT PHASE [24.5] Wolfpacks and Combat [13.1] Activity Determination Step [24.6] Wolfpacks and “SPOTTED” results. [13.2] Search and Contact Procedure [25.0] SUPER SKIPPERS [14.0] COMBAT PHASE [26.0] TWO PLAYER VARIANT [14.1] First Attack Round [27.0] QUICK RESOLUTION [14.2] Counterattack Round [28.0] RULES ADDED IN THE IJN EXPANSION KIT [14.3] Withdrawal [IJN 4.0] LONERS [14.4] Re-Attack Rounds [IJN 5.0] CRASH DRIVE! [14.5] Super Skipper Determination [IJN 6.0] TARGETING AN ESCORT [14.6] Sub vs. Sub Combat [IJN 7.0] EARLY ADVANCEMENT TO WAR PERIOD 4 [14.7] Endurance Check [14.8] Clean-Up © 2012 Compass Games, LLC 2 SILENT WAR: The United States' Submarine Campaign Against Imperial Japan: 1941-1945 [1.0] INTRODUCTION All Areas are linked by transit routes, a series of lines that delineate movement for submarines. Only submarines move on Silent War is a solitaire simulation of the United States’ submarine the map. Each OpArea belongs to a geographic group, noted in war against Imperial Japan during the Second World War. The text on the top of each Activity Chart (examples: Empire, scenarios allow players to recreate various stages of the war or Indochina, North Pac(ific), South Pac(ific)). the entire campaign. In these scenarios, each player takes on the role of Commander Submarines, U.S. Pacific Fleet (ComSubPac), deploying available submarines from either Pearl Harbor or Australia in order to attack the Japanese Navy. Additionally, in the patrol game, using single submarines, players can recreate some of the war’s most famous patrols. [1.1] How to Read these Rules To help you quickly familiarize yourself with the game, a detailed sequence of play has been created. The rules follow this sequence: Set up the game, and follow the sequence of play to get an overview of game events. Then, begin the game, referencing the rules as you go. It is suggested new players first play a patrol scenario before proceeding to play a campaign game. Players may find it very helpful to read through the Comprehensive Example of Play found at the rear of the scenario book. This provides a solid overview of a typical turn and will allow players to see past the rules into the process. [2.0] GAME COMPONENTS Silent War has the following components: One Game Map One Combat Display One Charts & Tables Card One Submarine Tender Card One Counter Explanation/Sense of Scale Card One War Mix Table/ULTRA Table Card One SOP card (Silent War and Steel Wolves) Five Counter Sheets One Rules Book [2.2] Game Charts and Tables War Event Table There are a number of charts and tables in Silent War, some One Scenario Book printed on the map and others on a separate card. Example of Play Map tables include: Individual Area Activity Charts, Search and One Ten-Sided Die Contact Chart, Transit Event Table, Submarine Damage Table, One Box and Lid Set and Endurance Table. Note: Players must supply four opaque cups. Printed on the Charts and Table card is the Attack Results Table, Counterattack Table, Combat Events Table, Transit Event Table, [2.1] The Game Map Search and Contact Table, Endurance Table, Enemy Submarines The map portrays the Pacific Theater of Operations and contains Table, Torpedo Improvement Table, and War Period Tables. graphic representations of submarine transit routes and areas where submarines conducted operations and special missions, Printed on a separate card is the War Mix Table Table and the as well as a number of displays and charts necessary for play. ULTRA Table. There are three types of play “Areas” on the map: Printed in the Rules Booklet are the War Event Tables for all 4 • Submarine Base: Represented by a hexagon and a port War Periods and the East Wind Early scenario. (anchor) symbol. • Operations Area (OpArea): Large circular area containing Map displays include: the Tonnage & Ships Sunk/Submarines an Activity Chart. An Operations Area is divided into an Lost Track, Current War Period, Current Torpedo Value Track, Operating section (top) for the submarines conducting and the Turn Record Track. There are also five Base Displays: combat in that Area and a Done section (bottom) for Pearl Harbor, Fremantle, Brisbane, Dutch Harbor, and submarines which have completed their combat or Manila/Subic Bay. Each Base Display contains a Repair Hold movement in that Area. box, with three levels of patching up, a Ready for Sea box, Pier • Special Mission Zone (SMZ): Small circular area without Side box, and “Broom Box” (for subs that have just returned from an Activity Chart, that points to an OpArea. If a submarine sea). tender is in the zone it is a forward submarine base. If no On the Submarine Tender/Surabaya Display card there are eight tender is present, these zones can only be entered by a Submarine Tenders and the Surabaya Display. submarine when activated by a War Event. © 2012 Compass Games, LLC 3 SILENT WAR: The United States' Submarine Campaign Against Imperial Japan: 1941-1945 [2.3] Playing Pieces auxiliaries such as minelayers, seaplane tenders, There are several different types of pieces in the game: and submarine tenders. • Tonnage: The size of the ship in thousands of Tons Light A. SUBMARINES (the weight of the ship without cargo or fuel). Every U.S. submarine that participated in the Pacific War is • Defense Rating: An estimate of how difficult a target the represented by its own playing piece. There are two sides to ship is to hit with a torpedo, and the robustness of her every U.S. submarine: Transit, the light blue side, and Patrol, construction - an indication of her ability to withstand the gray side. damage. Inherent explosion dangers are factored into this Transit Side: The Transit side has the name and class name of rating. Aircraft have no defense rating as they cannot be the submarine plus the following information and ratings: attacked. • ASW Rating: An evaluation of the ASW capabilities of the • Entry Date: The date in which the submarine arrives in the ship and crew. Values are either 0, ½, 1, 2, 3, or 4. The ASW game (W/S means at “War Start”, 12/41). value of a ship with a Damage marker is zero. Aircraft only • Speed: The number of OpAreas that a submarine may move have an ASW rating. in a single turn. • Range: The maximum number of OpAreas that a Ships/aircraft with white top and bottom bands are Imperial submarine may be from any friendly Base at any time. Japanese Navy (IJN) units, while ships with yellow top and • Readiness: The value the player must roll to “ready” the bottom bands are merchant vessels. particular submarine for sea. Some Japanese pieces have the word “COMBAT EVENT” on Patrol Side: The Patrol side has the name and class name of the them. These pieces indicate that a unique event has occurred. submarine plus the following ratings: (See Combat Events [19.2]) • Attack: The fighting value of the submarine, a mixture of the Some specific named Japanese ships are provided. These are number of torpedo tubes the submarine has, whether or not the carriers Kaga, Shokaku, Shinano, and Taiho, the battleship the submarine has tubes both fore and aft, and its overall Yamato, the repair ship Asahi, and the armored cruiser Izumo. If loadout of torpedoes. sunk, these ships and the BV hybrid battleship/carrier are • Defense: An evaluation of the submarine’s ability to removed from play. maneuver, speed of dive, diving depth, tonnage, and the There are three Diligent Escort pieces in the game. These are “robustness” of her design and construction. Size matters. the Japanese surface ships that are printed on the front with an • Tactical: An estimation of the submarine’s ”handiness“ in orange DD silhouette on a gray band. These represent combat, a mixture of the measurement of her general particularly alert, aggressive, and tenacious destroyer captains modernity, engineering responsiveness, and most who occasionally surprised a submarine skipper with their skill importantly, her combat systems, scopes, TDC, radar, sonar, and daring. as well as the progress of experience in naval construction. • Endurance: A rating that determines if the submarine may C. TDC MARKERS remain on patrol or if it must return to base. This rating TDC markers represent the Target Data Computer (TDC) factors in torpedo loadout and consumables such as food, solutions on a target, incorporating the vagaries of target position water, and fuel supply.