Version 1.1 Rules SILENT WAR: The United States' 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 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 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 /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/ 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. relative to the submarine, and general good or bad fortune • Range: The maximum number of OpAreas that a inherent in World War II submarine combat. TDC markers have submarine may be from a friendly Base at any time. target modification values between -3 and +3 printed on them. B. SURFACE SHIPS & EVENT MARKERS D. SUPER SKIPPERS Japanese units are represented by generic pieces that are used These pieces represent the top U.S. submarine skippers of World over and over again. These pieces have a type designation, War II. Super Skippers have a combat bonus rating which is tonnage rating, defense rating, and an anti-submarine (ASW) added into the submarine’s attack and defense calculations. One rating: British and one Dutch skipper are provided if the optional Allied submarine rules are used. • Type: The general type of ship such as BB for Battleship, CV for Carrier. Following is a complete list of ship types used in E. MARKERS the game: The rest of the counter mix has markers for the game turn, recording the number of ships and tonnage sunk, the number of CV – Aircraft Carrier. submarines lost and the current War Period in the game. BB – Battleship BV – Battleship Carriers (Ise class converted to hybrid [2.4] Scale carriers.) The map represents the Pacific Ocean from to the Malay CA – Heavy Cruiser Peninsula, and from Northern Australia to Alaska’s Aleutian AC – Armored Cruiser Islands and as such is somewhat scaleless. Each game turn is AR – Repair Ship one week. CL – Light Cruiser DD – Destroyer [2.5] Conventions DE – Destroyer Escort When rolling the ten sided die, zero (0) is always zero (0) and not AO – Oil Tanker ten (10). AF – Stores ship, often refrigerated. M – Merchant, including freighter, transport, and

© 2012 Compass Games, LLC 4 SILENT WAR: The United States' Submarine Campaign Against Imperial Japan: 1941-1945

The following logical terms are used throughout the rules: [3.2] Marker Set Up Place the Tonnage, Ships Sunk, and Submarines Lost markers in • #: number or value. the appropriate boxes on the Tonnage & Ships Sunk / • >: greater than. Submarines Lost Track, and the Torpedo, Month, Week, Year, • <: less than. and War Progress markers in their respective boxes according to • = or >: equal to or greater than. the scenario. The game is now ready to begin. • = or <: equal to or less than. • drms: Die Roll Modifications (changes to the die roll + or -). Fraction Rounding: Fractions are rounded up or down to the [4.0] SEQUENCE OF PLAY nearest integer. However, pay close attention; although a Silent War is played in Game Turns representing one week of common convention was desired, Silent War uses both rounding- actual time. Each game turn contains Segments and each up, and rounding-down in order to keep as close to the statistical Segment contains Phases. The following sequence of play is for model as possible. When fractions are rounded, round all the operational and campaign scenarios. For patrol scenarios, fractions less than one half (<0.499) down, and all fractions equal ignore the Strategic and Triple-R segments except for the Prep to or greater than one half (> 0.5) up. for Operations Phase [11.0]. Note: The organization of the rules generally follows the [3.0] SETTING UP THE GAME sequence of play. The section numbers of the segments begin with “5.0” as that is the rules section covering that segment. Choose a scenario: Lay out the map and sort the submarines by the month noted on each piece from the beginning through the I. STRATEGIC SEGMENT end of the scenario. You can speed up setup by sorting the submarines by month or by Entry Date instead of having to pick 5.0 War Event Phase through the countermix for a particular name. The Entry Date Roll a d10; if result is 0-3, reroll on War Events Table “w/s” indicates that the submarine is available at “war start.” and implement the results. 6.0 Torpedo Improvement Phase Place the submarines for the beginning month of the scenario in Roll d10 on Torpedo Improvement Table. If result = or their arrival locations, Transit side up. Place all the Wolfpack and > than Ships Sunk #, move the torpedo marker one Submarine Tender markers aside as these will not come into play column to the right. until later in the game. Next, sort out the markers, TDC markers, 7.0 ULTRA Phase Super Skippers and finally the Japanese ships marked with either Roll d10 on ULTRA Table, noting drms. Mark ULTRA the Japanese naval ensign or the Japanese national ensign. The Areas: add one (+1) to Area Activity Chart rolls and Japanese ships will be distributed among four cups in a “War Mix.” draw one (1) extra ship from each cup.

[3.1] The “War Mix” II. TRIPLE ‘R’ SEGMENT The “War Mix” is the distribution of the Japanese ships into four (Reinforcement, Ready, Repair) opaque cups designated A, B, C, and D. The player should sort the Japanese ships by type and tonnage and then consult the 8.0 Submarine Reinforcement Phase “War Mix” Table. Consult the Master Submarine Reinforcement List. Place and remove submarines as appropriate. [3.11] The “War Mix” Table is divided into the four War Periods, 9.0 Ready Submarines Phase (at bases and sub with an extra column for the bonus 1932 campaign. Inside each tenders) War Period is a column for the four cups. Along the left side of the Move subs in the Pierside Box to the Ready for Sea table are the Japanese ship categories. Choose the columns for Box. Roll for subs in Broom Box to ready them: roll = the War Period noted in the scenario and sort the Japanese or < than Ready # to place in Ready for Sea Box; if pieces into each cup as per the Table. If a ship category (such as roll is > than Ready # place in Pierside Box. M 7k tons or more) has different types of pieces, choose and 10.0 Submarine Repair Phase (at bases) distribute them randomly into the cups. The type of flag on the Roll = or < than # in Repair Box to move sub to next unit makes no difference and such units (For example, a CL with box (3-to-2-to-1-to-Broom). a naval ensign and a CL with a “red ball” flag) are distributed 11.0 Prep For Operations Phase randomly. The flags are meant to apply some fog of war in that Move all submarines from “Done” section of OpArea you can rarely be certain of what you see through the periscope. to “Operating” section. [3.12] Nine Japanese ship pieces have Entry Dates printed on them. These ships should not be placed into the War Mix cups III. OPERATIONS SEGMENT until their date of entry into the war. These ships are BB Yamato (Conduct individually for each Sub) (5/’42), BV 36t (10/’43), CV Taiho (3/’44), CV Shinano (11/’44) 12.0 Patrol Movement Phase and the five Matsu class destroyer escorts (3/’44). Subs currently deployed with their Patrol side up may [3.13] If any of the italicized Japanese units are noted as sunk at move to the “Operating” section of an adjacent the beginning of a scenario, their pieces are not placed in the War OpArea or Special Mission Zone if currently active. Mix. They are removed from the game and not replaced. Roll for a Transit Event. 13.0 Search and Contact Phase [3.14] It is suggested that the War Mix be re-shuffled every two Follow Search and Contact on-map instructions (with months, to avoid the player remembering what units are in which +1 drm for ULTRA, +2 DRM for a barrier wolfpack, cup. Additionally, the War Mix is re-shuffled as per the War Mix etc). Table any time the War Period advances [17.1]. © 2012 Compass Games, LLC 5 SILENT WAR: The United States' Submarine Campaign Against Imperial Japan: 1941-1945

14.0 Combat Phase obstinately refused to acknowledge the truth of the many 14.1 First Attack Round complaints from experienced combat submariners that the Mark 14.2 Counterattack Round XIV was not working properly. Instead, they accused the skippers 14.3 Withdrawal (Proceed to 14.4 or 14.5) of “improperly” setting the weapon. 14.4 Re-Attack Rounds (Optional, followed by However, careful experiments in July of 1942 in Australia, and the Withdrawal) intercession of Admiral King himself, finally moved the Newport 14.5 Super Skipper Determination Torpedo Station to act. Still, it was not until fully a year later that 14.6 Sub vs. Sub Combat the Mk-XIV was operating the way it was intended to, 21 months 14.7 Check Endurance after the start of the war. 15.0 Transit Movement Phase Submarines that are in the Ready for Sea Box of a The Mk-XIV (also representing the Mk-X used by S-boats and the base, are outbound to a patrol area, or are in the late war Mk-XVIII electric) torpedo marker begins the game on Operating section of an OpArea and have an RTB the Current Torpedo Value track according to the scenario marker may move a number of OpAreas up to their instructions. This table lists ships sunk in tens and a series of die movement rating. Roll for a Transit Event if applicable. rolls. During the Torpedo Improvement Phase of the turn Place submarine in “Done” section of OpArea Patrol immediately following a turn when the current number of ships side up if it intends to patrol there next turn or Transit sunk reaches or exceeds one of the listed numbers of ships sunk, side up if it intends to continue on to another OpArea the player rolls a d10. If the die roll equals or exceeds the result or Base. listed for that number of ships sunk, the torpedo marker is immediately advanced indicating a fix to the torpedo problem. If IV. END TURN SEGMENT the die roll is less than the result there is no change, and another (After all subs have conducted movement and combat) roll may not be attempted until the next listed number of ships 16.0 Conclude Turn Phase sunk is reached. Remove Spotted markers from subs on roll of 0-6; Example: In 1942 the player sinks seventy ships. He is now Automatically remove Spotted markers upon return to eligible to attempt torpedo improvement from –2 to –1. The die Base. Check Scenario Victory Conditions. Advance roll is ‘6’ indicating that no improvement is made (a ‘9’ is Date markers. required). The player may not roll again until seventy-five ships 17.0 War Progress Phase have been sunk, and a result of ‘8’ or ‘9’ will result in the Check War Period Transition Table. If month has a improvement to –1. number, roll d10; if result = or > than #, advance War Period. [7.0] THE ULTRA PHASE [5.0] WAR EVENT PHASE COMMENTARY Ultra was the name of the American cipher project that broke and At the start of each turn, the player rolls one die. If the die roll is read the German codes. Magic read the Japanese Navy Codes 0, 1, 2, or 3, the player rolls again on the War Events Table and but the output of their combined efforts came to be known as follows the event’s instructions. “ULTRAs”. Throughout the war, the Ultras provided the Submarine arm with dramatically accurate information on [5.1] Some events are one-time only events (such as the fall of Japanese convoy movements. Early lack of success was not due Manila). Once these have occurred, they cannot occur again. to failing to be “at the right place at the right time” but rather Treat any further rolls of those events as No Event. having defective torpedoes that failed to run at the correct depth and explode as designed. In all ways, the Ultra War was a [5.2] Some War Events direct the player to deploy a certain stunning success. In an odd way, it was also a tribute to the number of submarines to a Special Mission Zone for the turn. Japanese naval planners that they could schedule and run These submarines utilize Patrol Movement to enter the SMZ. If convoys on such tight schedules — an accomplishment that the player does not have enough submarines able to enter the ultimately proved fatal. zone via Patrol Movement (see [12.0]), non-RTB submarines that are Transit side up in or adjacent to an OpArea with the SMZ PROCEDURE must be flipped to their Patrol side and moved into the SMZ. At the start of each turn, the player should consult the ULTRA (Note: this is the ONLY time a Transit side submarine may be Table by rolling a die and finding the result under the current War flipped to Patrol side at the beginning of the turn, before combat). Period. Place an ULTRA marker in each of the listed Areas. All die rolls on the Area Activity Charts in these Areas are increased by If the player still does not have enough submarines to fulfill the one (+1). All numbers from the Engagement Table (the numbers conditions of the War Event, there is no penalty, but the player must placed in columns A, B, C, and D) are increased by one except move as many submarines as possible up to the number indicated. for those cups indicating “no draw”.

[7.1] When the Sea of Japan OpArea contains an ULTRA [6.0] TORPEDO IMPROVEMENT PHASE marker, Transit Event Check die rolls are subject to a one (+1) COMMENTARY modifier instead of the normal two (+2) modifier. The Mark XIV Torpedo, which the Americans went to war with, was the product of the Newport Torpedo Station, a U.S. Navy [7.2] ULTRA Areas only last for one turn. New ULTRA Areas will Bureau. In an appalling example of elitist arrogance, this Bureau be rolled at the beginning of each turn.

© 2012 Compass Games, LLC 6 SILENT WAR: The United States' Submarine Campaign Against Imperial Japan: 1941-1945

[7.3] There may never be more than three (3) ULTRA Areas in The average Pacific submarine was able to perform a turn existence during any one turn. If two rolls are made due to a War around between patrols in a week. Sometimes it took two. The Event, take the Areas in order they are received, top to bottom. older, “creakier” boats took a little more effort to ready for sea than their brand new war construction sisters. Example: In War Period 3, a War Event calls for rolling twice on the ULTRA table. The player rolls a ‘2’ followed by a ‘4’. ULTRA PROCEDURE markers are placed on the Empire Pacific, Bismarck Sea, and the Move all submarines in the Pier Side Box of a Base (Shipside Kuriles. A marker is not placed in the Carolines. Box of a Tender), to the Ready for Sea Box. For each submarine starting in the Broom Box, roll a die. If the result is equal to or less [7.4] Submarines are never required to respond to ULTRA than (= or <) the “Readiness” rating, the submarine is moved to information. The decision to Patrol Move and take advantage of the Ready for Sea Box of the Base display. If the roll is greater the target-rich environment is up to the player and should be than the rating, the submarine is moved to the Pier Side Box on balanced by the risks associated with Patrol Movement (see the Base display, where it will be automatically ready for sea in [12.0]). the following turn.

[8.0] SUBMARINE REINFORCEMENTS PHASE [10.0] REPAIR PHASE COMMENTARY Submarines with a damaged marker may be repaired at a Base. The United States quickly began a massive program of building There are four boxes within the Repair Box in each Base display, submarines using both coastal and Great Lakes yards. New a “Hold”, “3”, “2”, and “ 1” box. In each of the “3”, “2”, and “ 1” construction poured into the Pacific at an amazing rate. Not only boxes, a Repair Number is printed. did new submarines appear, but nearly every submarine through the Gato class received a major overhaul during the course of the REPAIR PROCEDURE war. Many overhauls repaired major battle damage that was Roll a die for each submarine in a Repair Box, starting with the beyond the capabilities of Pacific bases; in some cases replacing submarines in Repair Box 1 and advancing one box at a time to defective main diesel engines or rebuilding entire conning towers. the Hold Box. If the result is equal to or less than (= or <) that While overhauls do not alter a submarine's ratings, they do box’s Repair number, advance the submarine to the next box. A represent a major logistics impact to operations and therefore are submarine in box “1” advances into the Broom Box. included as part of the game. [10.1] The Base Max Repair Capacity is the total number of Players consult the Master Submarine Reinforcements list. There submarines that may be in boxes “ 1”, “2”, and “3” at any one are four categories of units listed: time. A submarine with damage may not be advanced into the A. Additions to War Mix: Japanese units with entry dates are repair process unless there is room for it. added to the War Mix as per the War Mix Table. B. Reinforcements: Newly received submarines are listed [10.2] If a submarine receives damage of one (1) or more, and along with their base of arrival. Place them in the Broom Box the Base is already at its Max Repair Capacity (the total number of the proper Base display. If a base of arrival is not yet of submarines that may be in boxes “ 1”, “2”, and “3” at any one active or has fallen, the submarines are received at Pearl time), any submarines in excess must be placed in the “Hold Harbor (Exception: Brisbane subs are received at Fremantle Box”. Which submarine(s) go in the Hold Box is up to the player, if the latter is active). but it usually makes sense to repair a sub with less damage first, C. Withdrawals: Submarines are withdrawn for overhaul at shunting a more damaged sub into the Hold Box even if it arrived one of the yards on the West coast of the United States. earlier. These submarines are preceded by “Withdraw”, and are [10.21] When submarines are repaired and there is room for removed from play immediately, even if at sea and/or more to be repaired, submarines may be advanced from the Hold damaged. Place them in the “West Coast” Box on the map. Box into the “3” box (regardless of the actual damage it suffered- Any Super Skipper stays with the boat, and any it is assumed to have deteriorated from waiting in the holding damaged/spotted markers are removed. If the submarine basin), but must wait until the following turn to roll for repair. has been sunk, no other submarine takes its place. While in overhaul, a submarine cannot be removed from play via the Note: Players should carefully plan for the return of damaged War Event “Relegation to Training Duty”. subs to avoid the holding basin penalty. For example, subs D. Returns: After a number of months, the submarines in operating out of Pearl Harbor can “bounce” to Australia if needed. overhaul are returned to service. These are preceded by “Return” in the list. All returning submarines are placed in the Broom Box of Pearl Harbor unless otherwise noted. [10.3] Submarines waiting in a Repair Box may not leave a Base. If a Base should fall with a submarine in a Repair Box numbered 2 or 3 or in the Hold Box, see [18.3]. [9.0] READYING SUBMARINES FOR SEA PHASE COMMENTARY [11.0] PREP FOR OPERATIONS PHASE Prior to deploying to sea, a submarine must be “readied”. This represents provisioning and fueling, as well as assembling and All submarines at sea are moved from the “Done” section of their training the crew. The latter evolution (to use the Navy term for an OpArea to the “Operating” section. activity) can be somewhat indeterminate in length of time it takes.

© 2012 Compass Games, LLC 7 SILENT WAR: The United States' Submarine Campaign Against Imperial Japan: 1941-1945

[12.0] PATROL MOVEMENT PHASE period, the player owning the submarine rolls a die, adding the following cumulative modifiers: Normally when on patrol, submarines tend to remain in a single OpArea. However, the player may change their patrol area to an • +1 if this is an ULTRA area (see [7.0]). adjacent OpArea using Patrol Movement. To use Patrol • +2 if rolling for a Barrier deployed wolfpack. Movement, a submarine is simply moved to any adjacent • –1 if the submarine is Spotted and it is War Period 1 or 2. OpArea, so long as that OpArea does not place the submarine The color of the box result determines the Activity Level: further from a Base than its Range rating. A roll is made for a Transit Event (see [19.1]). If an RTB result is obtained, flip the White - no contact (see first bullet below) submarine to its Transit side and place an RTB marker on it. Green - contact with a very small number of enemy ships Orange - contact with a small number of enemy ships [12.1] If a Special Mission Zone has been activated by a War Blue - contact with a moderate number of enemy ships Event, a submarine may enter it using Patrol Movement for no Red - contact with a large number of enemy ships additional movement cost. A roll is made for a Transit Event (see If neither of the below is the case, proceed to Step B: [19.2]). • If the die roll is a zero, the box is white, and the row has at Example: A Special Mission Event has occurred for a least one colored box, the player rolls a second die. If this Guadalcanal Patrol. A submarine on patrol in the Coral Sea may is also a zero, the player submarine has encountered an Patrol Move to the Solomons, and then enter the Guadalcanal enemy submarine. Proceed to the Sub vs. Sub Combat Special Mission Zone for no additional cost, rolling for a Transit segment [14.6]. Event using the Solomons Area Activity Chart. • If there is no contact, proceed directly to the Endurance Phase [14.7] with a –1 modifier to the Endurance roll. [12.2] Submarines may not use Patrol Movement to enter or depart a submarine base. B. Once enemy ships have been contacted, the player rolls on the Contact Table (left side of map), again first determining the War Period, and then rolling a die. The result is either: C1 [13.0] SEARCH AND CONTACT PHASE - small convoy, C2 - large convoy; or TF - a naval task force. COMMENTARY C. The Player consults the Engagement Table, cross- Submarine combat is essentially sorting through the available referencing the Activity Level from the Area Activity Chart die contacts and determining quickly the best opportunities for roll with the Contact result from the Contact Table. The sinking selected ships. Information is usually imperfect, time Engagement Table will direct the player to randomly select a short, angles and opportunities limited. Within these bounds, a number of pieces from each of the four prepared ‘War Mix’ submarine commander must make his decisions such that the cups, A, B, C, or D. Pieces are drawn from the cup (without best opportunity to inflict damage is taken. examining them) and placed face down on the Combat Display in the column corresponding to their cup. [13.1] Activity Determination Step A submarine may choose to bypass the Search and Contact If the OpArea has an ULTRA marker (see [7.0]), the number Procedure in order to not engage in combat. Such a submarine of pieces per cup is increased by one unless the result for is spending most of its time submerged and/or avoiding surface that cup was “no draw”. traffic. If the player chooses this option, remove any Spotted marker from the submarine and proceed directly to the Endurance Phase [14.7] with a –1 modifier to the Endurance roll. [14.0] COMBAT PHASE The player may also decide in this step to voluntarily RTB the The player now engages the Japanese convoy or task force in a submarine. If so, place an RTB marker on the submarine, skip series of attack rounds. directly to the Transit Movement Phase [15.0] and move the submarine towards the desired base. [14.1] First Attack Round PROCEDURE Note: This is the only time a submarine can enter RTB status and [14.11] Place the submarine in one of the submarine boxes on conduct RTB transit movement in the same turn. If a submarine the Combat Display. No more than one submarine may be enters RTB status for reasons of combat, event, or endurance, it placed in each box. See also [24.5] Wolfpacks and Combat. is placed in the DONE section of the OpArea. [14.12] The player reveals a number of Japanese units on the [13.2] Search and Contact PROCEDURE Combat Display equal to the Tactical Rating of the submarine by turning them face up, one at a time. The ships the player chooses To determine if the submarine makes contact with the enemy to reveal must be from either the column the submarine is in, or and, if so, how many ships the submarine contacts, the player from an adjacent one on the Combat Display. follows these steps: • If a “Combat Event” marker is revealed, the event is A. Consult the Area Activity Chart in the OpArea in which the immediately resolved as per the Events instructions (see submarine is located. If the submarine is located in a Special [19.2]). If any additional Combat Event markers are drawn Mission Area that has been activated by a War Event, the during an attack round, they are returned to the cup. player consults the Area Activity Chart of the OpArea from • If a “Diligent Escort” is revealed, the player rolls immediately on which the submarine entered the Special Mission Zone. If the Diligent Escort row of the Counterattack Table, applying there are any colored boxes in the row for the current war any result. Combat then proceeds normally with the Diligent

© 2012 Compass Games, LLC 8 SILENT WAR: The United States' Submarine Campaign Against Imperial Japan: 1941-1945

Escort in its place, face up, in the proper column. If the B. Total the following for the target: submarine is damaged, the player may choose to withdraw from combat at this point, proceeding to the Endurance Phase 1. The target’s Defense Value. [14.7]. 2. The ASW value of all revealed Japanese vessels in the submarine’s column and adjacent columns, and the If the year is 1943-45, the submarine is equipped with radar and ASW value of all revealed aircraft regardless of column. may “unflip” any one Japanese unit unless it is a Combat Event, 3. The TDC marker value (Remember, adding a negative Diligent Escort, or an Aircraft. The choice to “unflip” the unit must number is the same as subtracting it.) be made immediately, before any other units are revealed. If a 4. If the target ship is not in the same column as the unit is “unflipped”, another unit must be revealed in its place. submarine, add one (+1). Note: there is a maximum of [14.13] The player utilizes the Tactical Rating of the submarine to two submarines per column. determine the number of “TDC” (Target Data Computer) pieces 5. If the target ship has a Damage marker subtract one (-1). that are randomly selected from the pool of face down TDC C. Subtract the target’s value from the attacker’s value (round markers. The player places TDC markers (without examining down) to get a result and roll a die. If the roll is equal to or them), one per target, on any of the revealed OR face down less than the result (difference), the target has been hit. Japanese ships in the same column containing the submarine or in an adjacent column. Once they are all placed, TDC markers Example: Continuing from the Spearfish example above with may not be moved. a current Mark XIV torpedo value of minus (–1). The player calculates the following attacks: [14.14] The player reveals the TDC markers and selects targets for attack. A target must be a unit with a TDC marker on it. The Assuming Cargo Ship #1 is 2-0, Adjacent Column: player may select as many targets as he can allocate the submarine’s attack value to, with a minimum of one (1). The total a) 3 attack points + 1 super skipper point + torpedo value of all attacks may not exceed the attack value of the attacking –1, for a total of (3+1+[-1]) = +3. submarine. A submarine can only attack targets that are in the b) 2 defense points + 1 revealed escort + TDC –2, +1 for same or an adjacent column. being in an adjacent column for a total of (2+1+[-2]+1) = +2 Example: USS Spearfish (6-3-4) has Whitaker (+1) as her super c) The player must roll equal to or less than (3-2) = 1 to hit skipper and is in combat against two 2-0, one 1-0 cargo ship, and this target. (20% chance of hit) one revealed 7-1 destroyer. One of the 2-0 cargo ships has a TDC value of –2 but is in an adjacent column, the other, a TDC Assuming Cargo Ship #3 is 1-0, Same Column: value of +1. The 1-0 cargo ship has a TDC value of 0. The player a) 3 attack points + 1 super skipper point + torpedo value assigns 3 attack points to the first cargo maru and 3 attack points –1 for a total of (3+1+[-1]) = +3. to the third maru. He does not target the second target or the b) 1 defense point + 1 revealed escort + TDC +1 for a total escort. Total attack points assigned: 6. of (1+1+1) = +3 Once all the targets have been selected, any unrevealed c) The player must roll equal to or less than (3-3) = 0 to hit Japanese unit that is being targeted is now turned face up. If a this target (10% chance of hit). Japanese aircraft or Combat Event marker is revealed, remove D. If the target is hit, consult the Attack Results Table. Find the the TDC marker from it. Attack points allocated to the aircraft or size of the target in tonnage in the left column and roll a die, Combat Event marker may be reallocated to any other unit with adding the current value of the Mk-XIV torpedo (adding a a TDC marker on it. negative number results in subtraction). • If a Combat Event marker is revealed, the event is • If the modified result falls into the orange results, the immediately resolved as per the Events instructions (see target has been damaged. Place a Damage marker on [19.2]). If any additional Combat Event markers are drawn the vessel. If the target already had a Damage marker, during an attack round, they are returned to the cup. it is sunk. • If a Diligent Escort is revealed, the player rolls immediately • If the result falls into the red results, the target has been on the Diligent Escort row of the Counterattack Table, sunk. Advance the Ships Sunk marker by one and the applying any result. Combat then proceeds normally with the Tonnage Sunk marker(s) by the tonnage size. Diligent Escort in its place, face up, in the proper column. If the submarine is damaged, the player may NOT choose to Note: The torpedo value counts for or against the player twice: withdraw from combat at this point. First, in terms of hitting the target (running at the proper (or not) depth), and second, in terms of detonating correctly (in terms of [14.15] Each attack is resolved separately. The following the magnetic exploder that was so problematic or the defective procedure (steps a through d) is used for each attack: contact exploders.) A. Total the following for the attacking submarine: [14.16] There will be times when it is not possible for a 1. The portion of the submarine’s Attack Value allocated to submarine to hit a target, through a combination of low attack this target. factors, low torpedo rating, adverse TDC modifiers, and/or high 2. The value of a Super Skipper marker assigned to this escort values. In such cases follow these guidelines: submarine (if any). Each attack gets this bonus. A. If no successful attack can be made in the first attack round, 3. The current Mk-XIV torpedo value (Remember, adding a there is no Counterattack [14.2]. The player may withdraw negative number is the same as subtracting it.) [14.3] or conduct a Re-Attack round [14.4] normally.

© 2012 Compass Games, LLC 9 SILENT WAR: The United States' Submarine Campaign Against Imperial Japan: 1941-1945

B. If no successful attack can be made in a Re-Attack round, a [14.4] Re-Attack Rounds counterattack round is conducted normally regardless of If the submarine has not been sunk, withdrawn, or forced to RTB whether an attack is made in the first attack round. (Return to Base), it can choose to engage the convoy or task force a second time. The TDC markers from the first round are Note: Unrevealed units with TDC markers are considered to removed and mixed back into the draw pool. Revealed Japanese have a defense of ‘1’ until revealed. If attacked, and it is units remain revealed. determined that the target cannot be hit, the attack goes through with an automatic miss, followed by a counterattack. PROCEDURE Prior to Re-Attack combat, the player may re-position the [14.2] Counterattack Round submarine to an adjacent column. Counterattack normally occurs after an attacking submarine has conducted combat against surface ships, but under certain The player then repeats steps [14.12] through [14.16] followed by circumstances, Counterattack may occur before and after the [14.2], with the following exceptions: submarine has attacked surface ships. A. Japanese units must be revealed in the following order (see Note: Any units sunk in the attack round before are removed prior [14.12]): to Counterattack. • Ships with the Rising Sun battle flag must be revealed To conduct Counterattack, use the following procedure: first (if in columns eligible for revealing). • Only when all Rising Sun flags have been revealed may A. Add the following for the Japanese: a “red ball” flag be turned over. 1. The ASW value of all revealed Japanese forces (even B. If equipped with radar (1943 to 1945), the submarine may those not attacked) in the column containing the not “unflip” a Japanese unit that was revealed in the first submarine and in all adjacent columns, fractions attack round. rounded up. Remember, the ASW value of a ship with a Damage marker is zero. The ASW value of an aircraft is In the Re-Attack round, one is subtracted from every TDC marker added regardless of the column the aircraft is in. except for any –3 markers. This represents the submarine 2. The number of red boxes for the current war period in maneuvering for a better shot. the Area Activity Chart of the OpArea where the combat [14.41] The first Re-Attack is at the player’s option. A second Re- is occurring. Attack may only occur if the player has a Super Skipper on the 3. The general ASW value from the War Period display for submarine and rolls equal to or less than the Super Skipper’s rating. the current war period. [14.42] Once a second Re-Attack is concluded, combat ends B. For the submarine, add: [14.3]. 1. The submarine’s Defense value. 2. The value of a Super Skipper marker assigned to this [14.5] Super Skipper Determination submarine (if any). If the submarine has sunk three (3) or more ships totaling 16,000 or more tons during the Combat Phase, the submarine has a C. Subtract the submarine’s result from the Japanese result “Super Skipper”. and locate the applicable row on the Counterattack Table. Roll a die and apply the following modifiers: • If the submarine does not already have a Super Skipper, a Super Skipper marker is randomly drawn and assigned to 1. For each damage marker a submarine has, add one that submarine with the +1 side of the marker. (+1). • If the submarine already has a +1 Super Skipper, the Skipper 2. If this Counterattack is following a Re-Attack, add one is flipped to the +2 side. (+1). • If the submarine already has a +2 Super Skipper there is no 3. If the submarine has a Spotted marker, add one (+1). additional benefit. In some cases on the table, a second roll on the counterattack See SUPER SKIPPERS [25.0] for additional rules. table is needed. Apply the results of the table immediately. Example: Continuing from the Spearfish example above in War [14.6] Sub vs. Sub Combat Period 2 in the with a general ASW level of 1. If the Search and Contact Phase resulted in an encounter with an The player calculates the following counterattack: enemy submarine, conduct the following steps: a) 1 revealed ASW +3 red boxes in the Area Activity Chart +1 A. If a wolfpack is involved, randomly select one of the player general ASW level = +5. submarines to encounter the enemy submarine. The other b) 3 submarine defense points +1 Super Skipper = +4. submarines are not involved, though this does not affect c) The player consults the ‘1’ line of the Counterattack Table (5- belonging to the wolfpack. 4=1). B. Make a die roll and subtract one if the player submarine is SPOTTED and/or DAMAGED. Add one if the player [14.3] Withdrawal submarine has radar (date is 1943-45). If the result is 0-3 the Once the Counterattack Round is over, the player may voluntarily enemy has spotted the player submarine first. If the result is withdraw the submarine from combat. If the player voluntarily 4-9 the player has detected the enemy first. withdraws, proceed to Super Skipper Determination (see [14.5]). C. Consult the Enemy Submarine Table [30.3] in the scenario booklet to determine what enemy submarine pieces are

© 2012 Compass Games, LLC 10 SILENT WAR: The United States' Submarine Campaign Against Imperial Japan: 1941-1945

available based on date and OpArea. The player randomly [15.1] Deployment: From a Base to an OpArea or Base to Base draws one of these from a cup. If the submarine starts the Operations Segment in the Ready for D. Place the submarine which detected the other first in the Sea Box of a Base, it can move any number of OpAreas up to its Submarine Box of any column on the Combat Display, and speed. the detected submarine in a Target Box of the same column. Draw and reveal a TDC marker for the target submarine. Note: departure from a permanent base to an adjacent OpArea is E. Conduct one attack round with the firing submarine using its counted against its speed rating, while departure from a Special full attack rating plus any Super Skipper value against the Mission Zone (SMZ) base to a connected OpArea is not since the target submarine’s Defense rating plus any Super Skipper SMZ is considered to be “in” the OpArea. value. Allied submarines use the current value of the Mk-XIV Perform a Transit Event roll [19.1] for the sub using the OpArea torpedo unless assigned another torpedo value by special with the lowest number on the line for the current War Period rule (early Dutch). Japanese, German, and Italian torpedoes which contains a red box through which the submarine moved. have a value of +1 regardless of date. Do not use the OpArea from which the submarine started. If the F. If the target submarine is hit, consult the 1-4 row of the Attack submarine survives undamaged, place it in the “Done” section of Results Table. If the player submarine is sunk, advance the the ending OpArea. The player places the submarine Transit side Subs Lost marker by one. If an Axis submarine is sunk, up if it intends to transit further next turn, or Patrol side up if it advance the Ships Sunk marker by one and the Tonnage intends to patrol next turn. Once in patrol status a submarine may Sunk marker by the appropriate amount. never enter transit status again unless it is returning to base. Sub vs. Sub Combat ends following a single combat round. There [15.11] In the following turn(s), a Transit side up submarine is no Counterattack or Re-Attack round. repeats transit movement (and Transit Event roll). A submarine may never move farther from an active base than its range value. [14.7] Endurance Check COMMENTARY [15.2] Return to Base (RTB): From an OpArea to a Base. There are four key elements to keeping a World War II warship at Submarines may conduct RTB movement voluntarily or as a sea: Fuel, victuals, crew, and weapons loadout. During the Combat or Transit Event result. Such a submarine is marked with Pacific War, given the small number of torpedoes carried (12 to an RTB marker and can never return to patrol status without 24), and the problems with the Mk-XIV torpedo, the most often readying at a Base. encountered limitation was torpedo loadout. [15.21] Submarines may choose to RTB by skipping the Search PROCEDURE and Contact, and Combat Phases. Such a submarine is moved Following a turn’s combat(s) for a submarine, the player must roll via OpAreas to the Broom Box of the Base (see also [18.0] a die to see if the submarine has expended its loadout of Damage and [21.0] Bases). Perform a Transit Event roll for the torpedoes or is running too low on fuel or other consumables. To sub using the OpArea with the lowest number on the Area Activity do this, the player cross-indexes the submarine’s Endurance with Chart with red boxes. the current value of the Mk-XIV torpedo on the Endurance Table, and rolls a die. Subtract one from the result if the submarine • If the submarine is moving from an OpArea to an adjacent elected to bypass the Search and Contact Phase (see [13.1]), or Base (such as from the Hawaiian Islands to Pearl Harbor), encountered no enemy contacts. Add one to the result if the no Transit Event roll is made. submarine is damaged. • If the submarine cannot return to base in one move, it is left in the “Done” section of the closest OpArea to the base that • If the result is higher than the number indicated, the it can reach. During the Transit Movement Phase of the submarine is marked with an RTB counter and placed in the following turn(s), the submarine repeats Transit Movement DONE section of the OpArea. until it can be moved to the Broom Box of the destination • If the result is equal to or less than the number, place the Base. Conduct applicable Transit Events. submarine in the “Done” section of the OpArea. [15.22] A submarine may be forced to RTB by a Transit Event, [14.8] Clean-Up Combat, or by the Endurance Table. Submarines forced to RTB Return the Japanese units and Combat Event markers to the are flipped to their Transit side and an RTB marker is placed on appropriate cups. If any of the ships that are italicized on the War them. They are placed in the DONE section of the current Mix Table (Shokaku, Taiho, Shinano, Yamato, Kaga, Asahi, OpArea and in the following turn they must conduct transit Izumo, or the BV) were sunk, they are removed from the game movement to any base within range. If undamaged, the and not placed back into the cups. Remove TDCs from the submarine is placed in the Broom Box. If damaged, it must combat display and return them to the draw pool. determine the level of damage before being placed in a Repair Box. (See 18.0 Damaged Submarines). [15.0] TRANSIT MOVEMENT PHASE [15.23] Dutch Harbor Operations out of Dutch Harbor were extremely difficult on Transit Movement is the only way a submarine may move to and submarines and crew. Frigid temperatures resulted in extended from a Base. Submarines move along the light blue lines repairs and increased wear on machinery. Turnarounds on connecting the Areas. Submarines performing Transit Movement submarine deployments sometimes exceeded a month. As a are placed on their Transit side. There are two types of Transit result, any undamaged submarine which RTBs to Dutch Harbor Movement: must make a roll on the Damage Table. Any results of Repair 2 or Repair 3 are changed to Repair 1. • Deployment • Return to Base (RTB)

© 2012 Compass Games, LLC 11 SILENT WAR: The United States' Submarine Campaign Against Imperial Japan: 1941-1945

[15.24] Cautious Transit A. Consult the “War Period Modification Table”. Ships & A submarine that is Transit side up may choose to move a single Tonnage Sunk totals can advance the progress of the war or OpArea instead of at a higher speed in order to reduce retard it. Under the section for the next war period, cross- vulnerability to patrolling ASW assets. If a submarine chooses to index the Ships Sunk and the Tonnage Sunk to determine move one OpArea, subtract one from the Transit Event check the modification, rounding DOWN unless already at the [19.1]. lowest level. This will give the player a modifier for use in the next step. [15.25] Submarines Beyond the Range of a Base B. Consult the “War Period Transition Table” and roll a die, Submarines may not move beyond their range (in OpAreas) to a adding the Step A modifier. If the result is equal to or greater base. However, some events may precipitate a submarine being (= or >) than the number in the box, the War Period out of range of a base (such as the fall of a base during the early advances. war period). A submarine that is discovered to be out of range of C. If the War Period fails to advance, another attempt may not any base is immediately damaged and must RTB to the nearest be made until the beginning of the following month. base using normal transit movement at a speed one (1) less than its printed speed (but never less than one (1)). The crew is [17.2] Automatic Advance operating the boat using long range cruise endurance methods If the War Period has not advanced by the time all numbers for such as single engine, slow speeds, and such. transition have been attempted (November, 1942 for example), the War Period advances automatically. [16.0] CONCLUDE TURN PHASE [18.0] DAMAGED SUBMARINES [16.1] Check Victory Conditions Check victory conditions for victory or defeat. If either is Submarines may be “damaged” during Transit Events or during achieved, play ends immediately. combat. If damaged, a Damage marker is placed on the submarine. The actual level of damage is determined when the [16.2] Spotted Marker Removal submarine reaches a base. Roll a die for every submarine at sea with a Spotted marker on it, and subtract the rating of the sub’s Super Skipper if it has one. [18.1] Should a submarine receive a second Damage marker, a On a die roll of 0 through 6, remove the Spotted marker. On a die die is rolled: roll of 7 through 9, the submarine remains spotted. Only one roll is made for a spotted wolfpack, and the entire pack either • If the die result is greater than (>) the Defense rating of remains spotted or has the markers removed. the submarine, it is sunk. Advance the Submarines Sunk marker by one (1). • If the sub is not sunk, place a second Damage marker [16.3] Upon entry to a Base, any Spotted marker a submarine on the sub. When the sub reaches base, determine its has is removed. damage level (see 10.0 Repair Phase) by rolling twice on the Damage Table and adding the resulting Repair [16.4] Remove ULTRA marker(s) from the map. Box numbers. If the total damage of the sub would place it beyond Repair Box “3”, then the submarine is [ ] Advance the Week marker, and the Month/Year markers if 16.5 considered a “constructive total loss.” It is removed from needed. play but it does not count against the submarines sunk.

[17.0] WAR PROGRESS PHASE [18.2] Should a submarine receive a third Damage marker, it is sunk. Advance the Submarines Sunk marker by one (1). COMMENTARY Almost every historian agrees that, ultimately, Japan would have [18.3] Damaged submarines that reach base must roll one die been defeated. Silent War assumes the inevitable defeat of Japan on the Damage Table. The results of this die roll either place the as a key underlying component to the game system. The game submarine in one of the Repair Boxes or into the Broom Box. scenarios portray the Pacific War in four distinct periods: W1— Damaged Submarines may not depart a major base once they Pearl Harbor to Midway, W2—Midway to the End of the Solomons have arrived. In the cases of Manila and Surabaya, any damaged Campaign, W3—Solomons Campaign to Leyte Gulf, W4—Leyte submarines in the Repair Boxes 2 or 3 or in the Hold Box when Gulf to Tokyo Bay. The periods however, will not follow the the base falls are scuttled and considered a “constructive total historical dates precisely. While some of this is arbitrary, it is felt loss.” Do not advance the Lost Submarine marker. Submarines in that these time frames roughly parallel the change in Japanese Repair Box 1 may limp out to sea. They receive a Damage naval and shipping movements upon which the Area Activity marker and must RTB to the nearest base. They roll again on the Charts and Search and Contact processes are based. Damage Table when arriving at their new base, though a result of “Superficial Damage” is considered to be “Light Damage”, placing [17.1] PROCEDURE them in Repair Box 1. The War Period marker begins the game set on the War Period Track, according to the scenario instructions. At the beginning of [18.4] The player may “decommission” a badly damaged months marked with numbers in their boxes on the War Period submarine that the player does not want to repair at any time while Transition Table, the player may determine if the War Period on the repair track. The submarine is removed from the game but advances. Conduct the following steps: is not counted as “lost.” If the submarine has a Super Skipper, determine if he is assigned another submarine as per [25.3].

© 2012 Compass Games, LLC 12 SILENT WAR: The United States' Submarine Campaign Against Imperial Japan: 1941-1945

[18.5] Damaged Surface Ships If the die roll equals or exceeds (= or >) the number at which red Surface ships can be damaged as a result of submarine attack. results start, the player has encountered a Transit Event. The The ASW value of a ship with a Damage marker is zero (0), and player now rolls again twice on the Transit Event Table (located a negative one (-1) modifier is applied to the target value during on map) to find the row and column, and cross-references the the Combat Phase. If a damaged surface ship survives all result. The result is applied immediately. combat (that is, it is not sunk), then the damage has no further [19.11] If a submarine receives an RTB result, the submarine is effect. Remove the Damage marker; the ship is assumed to have placed in the DONE section of the OpArea used to determine the made it to port. Transit Event check, even if already conducting RTB movement. If more than one OpArea could have been used (lowest number [19.0] EVENTS on the Area Activity Chart which contains a red box is the same), the submarine is placed in whichever OpArea the player decides. COMMENTARY For good or bad, combat, whether between divisions, brigades, [19.2] Combat Events ships, or aircraft, is governed by that intangible element called Each cup contains one chit marked “Combat Event.” When an fate. Submarine warfare is particularly susceptible to it. Event chit is revealed, play is momentarily stopped and the Event Napoleon, the master opportunist, was once asked if given the is immediately resolved. The results of the Event supercede the choice of choosing between a good general or a lucky general rules in all cases. who would he take? Le Tondue replied, “L’on fortuné, chaque temps!”— The lucky one, every time! Admirals Christie and PROCEDURE Lockwood would no doubt have agreed wholeheartedly with him. Upon revealing an Event chit, roll a die and consult the Combat Event table below. Implement the effects listed. The Event is At various times throughout the game, events will be summoned applicable to a single attack round, and only one Event can occur by the game system. Players must immediately resolve these per attack round. events as they have immediate consequences for the COMBAT EVENTS submarine(s). There are two types of events, Transit Events and Combat Events. Die Roll

[19.1] Transit Events 0 Target Lumbers into Way Transit Events reflect instances where submarines were spotted A Japanese ship suddenly crosses the path of one or and attacked before they were aware of the attacker’s presence, more torpedoes. Conduct the Combat Phase normally, or the loss of a submarine due to “causes unknown”. These could but prior to conducting the first attack round (14.15), include being torpedoed by a Japanese submarine, attacked by choose any face down “red ball” flagged ship in this or an aircraft, striking a mine, or simply accidental loss such as a an adjacent column, reveal it, and determine if it is sunk. battery explosion, or a catastrophic mechanical failure. A Transit To do this, roll a die and add the current torpedo modifier Event check occurs during Transit and Patrol Movement any time on the correct target size line of the Attack Results a submarine enters an OpArea or SMZ. Table. Continue the attack round normally. If no eligible ships are on the display, ignore this Event. PROCEDURE 1 Surface Gunnery Combat Every time a submarine completes a Transit or Patrol Movement, The submarine surfaces to engage in gun combat. the player performs a Transit Event check. The Transit Event is Conduct the Combat Phase normally but instead of the based on the governing OpArea. The governing OpArea is attack round perform the following: 1) Place a Spotted determined in the following manner: marker on the submarine. 2) Choose any revealed • For Patrol Movement, use the OpArea the submarine has Japanese merchant/transport piece in this column and moved into. attack it using a die roll on the 26-35 line of the Attack • For a Special Mission Zone, use the OpArea from which the Results Table (Argonaut, Nautilus, and Narwhal use the submarine entered the Special Mission Zone. 18-25 line, Surcouf uses the 10-17 line, and Leviathan • For Transit Movement, use the OpArea with the lowest uses the 5-9 line). The value of the Mk-XIV torpedo is number on the line for the current War Period which contains NOT applied to the result. If there is no revealed a red box through which the submarine moved. Do not use merchant/transport piece, or if there is a revealed IJN the OpArea from which the submarine started. unit (“white” aircraft, escort, CL, BB etc or a Diligent Escort), this event is ignored. When finished, proceed to Roll a die for the submarine and apply the following cumulative the Counterattack Round. modifiers: 2 Circular Running Torpedo • Subtract one if the submarine is Transit side up (i.e. not A torpedo runs in a circle back toward the submarine. performing Patrol Movement). Conduct the Attack Round normally, but additionally • Subtract one if the submarine is conducting Cautious Transit conduct an attack on your own submarine. To conduct [15.24]. this attack, the player adds one to the current Mk-XIV • Subtract one if the submarine is a member of a wolfpack [24.4]. torpedo value and a specially drawn TDC marker • Add one if the submarine is Spotted during War Periods 1 (adding a negative number is the same as subtracting), and 2 [23.0]. and rolls a die. If the die roll is equal to or less than the • Add two if the submarine is entering a Special Mission Zone result, the submarine is sunk. If the submarine survives (SMZ), see [20.3], or if entering/leaving the Sea of Japan [7.1]. proceed to the Counterattack Round. • Add one or more for Congregating Risk [22.1].

© 2012 Compass Games, LLC 13 SILENT WAR: The United States' Submarine Campaign Against Imperial Japan: 1941-1945

3 Betty Bomber Spots Submarine surface battles such as searching for downed airmen, or barring The submarine is spotted and attacked by a Japanese enemy ship movement through a particular geographic location. patrol bomber. Roll immediately on the “Event Aircraft” These SMZs see intensive activity by enemy surface forces thus line of the Counterattack Table and apply the results. increasing both the chance to contact and engage targets, as well Proceed to the Endurance check. as increasing the danger of detection and ASW attack. 4 Mechanical Troubles End Attack [20.1] SMZs may not be entered unless they have been The submarine encounters mechanical trouble. There is activated on the War Event Table. Individual SMZs are activated no Combat Phase for the submarine this turn. Roll a by a die roll on the Table during the Strategic Segment, and are die: activated for only a single turn. SMZs are linked by a light blue • If an odd result, place a Damage marker and an RTB arrowhead to one or more OpAreas. SMZs may only be entered marker on the submarine; via a linked OpArea. • If an even result, the chief engineer fixes the problem and the submarine may resume normal operations [20.2] When assigned to an active SMZ, allocated submarines next turn. (It does not have to roll on the Endurance are exempt from Congregating Risk (see 22.0) in that OpArea. Table for this turn.) [20.3] Immediately after arriving in an OpArea, a submarine may 5 Perfect Setup be repositioned to an active SMZ that is connected by a light blue The submarine approach was perfect. Proceed normally arrowhead to that OpArea. If a player moves a submarine to one except that all TDC markers for this round have negative of the SMZs belonging to that OpArea, a Transit Event check values. (i.e., treat all “+” as “-”.) must be performed with a die roll modifier of +2, using the Area 6 Tonnage Doubled Activity Chart of the OpArea from which the submarine entered The skipper spots a fat target. At the end of the Combat the SMZ. Phase, double the tonnage of the largest merchant ship sunk. [20.4] When in a SMZ, the submarine conducts the mission given by the War Event. If it is a Search and Contact mission, use 7 Counterattack - Combat the Area Activity Chart belonging to the OpArea from which it The sequence of combat is altered for this round only. entered into the SMZ. All die roll results on this Area Activity Chart The escorts attack first, then, if not sunk or forced to are increased by one Activity Level. Thus, Sparse becomes Low, RTB, the submarine attacks the surface ships. Conduct Low becomes Moderate, Moderate becomes High. High remains the initial attack round up through [14.11] thru [14.14] High and No Contact remains No Contact. Other results may then skip to the Counterattack Round [14.2]. If the apply as directed by the War Events Table. submarine is not sunk or forced to RTB, it may then attack normally as per [14.15]. Then skip the [20.5] Submarines in an SMZ skip the Endurance check. Unless counterattack [14.2] since it was already conducted. noted below, these submarines are marked RTB and placed in 8 Counterattack the DONE section of the OpArea from which they entered the Escorts detect the submarine making its approach and SMZ. hold it down. Resolve as per Combat Event #7 except [20.51] Submarines conducting the following War Events must the submarine cannot make an attack. If this event enter RTB status and conduct transit movement in the current occurs to a wolfpack, and one or more of the turn: submarines in that wolfpack have no escorts in the same or an adjacent column, those submarines may go • Fall of on to attack the surface ships. • Run to • Fall of the Dutch East Indies 9 Combat - Combat The submarine eludes all escorts and attacks the surface ships. There is no Counterattack. After the first [21.0] BASES round the Japanese force is still revealed in accordance with [14.4]. Bases are where submarines start and end missions (unless they are sunk during the mission). There are five major Bases in the game, PEARL HARBOR, FREMANTLE, BRISBANE, [20.0] SPECIAL MISSION ZONES (SMZs) MANILA/SUBIC BAY, and DUTCH HARBOR. Major bases are represented by Base Displays on the Map. Of the major bases, COMMENTARY only Pearl Harbor is continuously active throughout the war. The Often, submarines were co-opted by higher levels of command others become active and/or inactive due to a War Event as for special missions. In these cases, they were not available for follows: normal combat operations. Fortunately, special missions tended to be of short duration and the co-opted subs were quickly A. Manila - Active at War Start. Inactive on War Event. returned to regular duty. B. Fremantle - Active on War Event. C. Brisbane - Active on War Event. Special Mission Zones (SMZs) are the circular areas on the map D. Dutch Harbor - Active on War Event. Inactive on War Event. without Area Activity Charts in them. These areas are where E. Subic Bay - Active on War Event. submarines carried out special missions such as covering invasions, inserting supplies and guerillas, supporting major

© 2012 Compass Games, LLC 14 SILENT WAR: The United States' Submarine Campaign Against Imperial Japan: 1941-1945

[21.1] Forward Bases [22.1] For each multiple of four submarines beyond the first four The remaining bases are Forward Bases that are represented on in an OpArea with RED or BLUE boxes in its Area Activity Chart the map by Submarine Tenders in SMZs. These bases are: for the current War Period, implement the following modifiers for all submarines: A. Surabaya - Active on War Event. Inactive on War Event. B. Midway - Active on War Event. A. Add one (+1) to any Transit Event die roll if the sub is C. Majuro - Active on War Event. passing through, arriving or departing. D. Mios Woendi - Active on War Event. B. Subtract one (-1) when searching for ships on the Area E. - Active on War Event. Activity Chart. F. Guam - Active on War Event. [22.2] The above modifiers are cumulative for additional [21.11] Once active, a Forward Base SMZ may no longer be the multiples of four (i.e. -2 search penalty and +2 to transit roll if nine target of a Special Mission unless inactivated by a War Event. submarines in an OpArea, etc.). Submarines moving to a Forward Base do not add +2 to their Transit Event roll as per [19.1]. [22.3] Wolfpacks and Congregating Risk [21.2] Submarine Tenders Every two (fractions rounded up) submarines in a wolfpack [24.0] count as one submarine for purposes of Congregating Risk. Submarine Tenders are specialized ships that support submarines in forward areas, providing fuel, torpedoes, food, and other supplies. They lacked the capabilities of a full base, but [23.0] SPOTTED EFFECTS could conduct minor repairs and provided valuable service in extending the time a submarine could operate far from its home A spotted submarine has greater difficulty locating the enemy (as port. the enemy is avoiding the area the reported submarine is in.) as well as experiencing an increased risk of encountering Japanese [21.21] When a Forward Base is made active by the War Event escort forces. When spotted during War Periods 1 and 2, subtract Table, the player randomly selects a submarine tender and one (-1) from any rolls on the Area Activity Chart and add one places it in the SMZ in the War Progress Phase of the turn unless (+1) on any Transit Event rolls. otherwise noted. A tender may not be added to the draw pile until its deployment date, which is printed on both the counter and the Spotted submarines must also add one (+1) when rolling on the submarine tender display. Counterattack table per [14.2]. [21.22] A submarine tender’s support capacity is listed on the [23.1] Additional Spotted markers have no effect. If a submarine Submarine Tender card and on the Tender counter. This is the that is already Spotted receives a Spotted result, no action is maximum number of submarines that can be in the tender’s taken. Broom, Shipside, and Ready for Sea Boxes at any one time. If the tender is at maximum capacity, no additional submarines may RTB to that tender. [24.0] WOLFPACKS [21.23] A damaged submarine may RTB to a Forward Base in an COMMENTARY attempt to make minor repairs. Roll immediately on the Despite the successful use of co-mutually operated submarines Submarine Damage Table. If the result is ‘Superficial Damage’, by the Germans (called wolfpacks, a term not universally adopted move the submarine to the Broom Box of the appropriate tender. by U.S. submarine forces) the United States was loath at first to If any other result, move the damaged submarine to the ‘Done’ emulate this tactic. Various reasons are given ranging from section of the applicable OpArea, and in subsequent turns it may tactical ones to psychological ones. (The United States had, after only RTB to a major base. all, been brandishing the sword of indignant rage at the Germans for their unrestricted submarine warfare and for the use of [21.24] A submarine tender that is at a base which falls is “wolfpacks”.) However, by the spring of 1943, Jimmy Fife, removed from play but remains eligible to be used for a new commander of submarines in Brisbane, was willing to give it a try. base. It would take some time for the Americans to develop the skill necessary but by mid-1944, American wolfpacks were [22.0] CONGREGATING RISK accomplishing what the Germans could only dream of. COMMENTARY PROCEDURE One of the greatest risks for submarines not operating as a A Wolfpack may be only formed at a major sub Base (not a wolfpack or assigned to special missions was congregating a Forward Base). All units that participate in a wolfpack must start great number of them in an operating area. First, the radio traffic out from their Base at the same time and must arrive in the often alerted the Japanese to increased activity, and second, the wolfpack’s OpArea at the same time. All wolfpack submarines are activities of one submarine might unexpectedly draw enough placed under a Wolfpack marker. Submarines may leave a attention to reveal another. Just such an effort in 1942 caused a wolfpack at any time but once a submarine has left a wolfpack, it rapid rise in submarine losses prompting the shore-based may not re-join it at sea later. The minimum number of commanders to stop “playing checkers” with the boats. submarines a wolfpack may have is three (3).

There is no limit on the number of submarines that may be in an [24.1] Wolfpack Formation OpArea. However, as the number of submarines increases, Starting in October 1943, wolfpacks may be formed. The liabilities of increased submarine activity take effect. submarines chosen must all be in the Ready for Sea Box.

© 2012 Compass Games, LLC 15 SILENT WAR: The United States' Submarine Campaign Against Imperial Japan: 1941-1945

[24.11] Prior to the Wolfpack Experience marker reaching nine [24.4] Wolfpacks and Transit Events (9) (See Wolfpack Experience [24.7]), the following restrictions Each submarine of a wolfpack must undergo Transit Events. are in effect: Each member must roll separately for Transit Events as normal, however each wolfpack member subtracts one (-1) from the A. A player may only deploy one wolfpack at a time. Transit Event die roll. B. Wolfpacks may not exceed three (3) submarines. Should a wolfpack member encounter a Transit Event, the [24.12] The turn after the Wolfpack Experience marker reaches remaining die rolls to resolve that Transit Event are normal, nine (9), the following restrictions are in effect: unmodified rolls. A. A player may deploy up to three wolfpacks at a time. [24.41] A member of a wolfpack sustaining a RTB/DAMAGE B. Wolfpacks may not exceed four (4) submarines. result must drop out from the wolfpack and return to Base. This [24.13] The turn after the Wolfpack Experience marker reaches may force a wolfpack to disband. A member of a wolfpack that is fifteen (15), the following restrictions are in effect: sunk is removed from play. A. A player may deploy up to five wolfpacks at a time. [24.5] Wolfpacks and Combat B. Wolfpacks may not exceed six (6) submarines. Wolfpacks conduct combat with all the wolfpack members on the Combat Display. The player may freely assign submarines to the [24.14] Disbanding columns, with no more than two subs per column. A wolfpack which falls below three submarines ceases to exist at the end of the Combat Phase in which the pack fell below three. [24.51] If a Diligent Escort counter is drawn, its attack is made on The other two (or one) submarines may continue to attack a randomly chosen submarine prior to placing it in its proper together for the current phase only. If the wolfpack falls below column. three members due to a Transit Event or a member failing its Endurance check, the pack is disbanded immediately. [24.52] Combat Events [19.2] only apply to the submarine that reveals the event chit. COMMENTARY A wolfpack is more than the sum of its parts. Although a pair of [24.53] Combat is conducted normally except as noted below. submarines operating together benefits statistically, it is not Each submarine resolves its attack and counterattack individually sufficient to qualify as a wolfpack for rules purposes. (one at a time). The following sequence is used: a. Assign subs to columns. [24.2] Wolfpacks and Movement b. Starting with the sub of your choice, reveal Japanese Wolfpacks follow the rules of movement except that all members units per 14.12. of a wolfpack move together as if it were a single unit. Wolfpacks c. With the same sub, place TDC markers per 14.13. cannot transfer from Base to Base, but they may ‘bounce’ to a d. Make the attack with that sub, utilizing the current new base after spending at least one turn in ‘patrol’ mode. Revealed Escort level. e. Resolve the counterattack on that sub. [24.3] Wolfpack Types f. Return to step (b) with sub #2, and so on. COMMENTARY American wolfpacks had the boats operate in close proximity to [24.54] Revealed Escort Level each other. While they covered less area, they were able to Each submarine will have its own Revealed Escort level, which quickly deliver a coordinated attack. German wolfpacks tended applies to the attack and the counterattack. to operate in a barrier fashion, often stretching in a line hundreds of miles long. This allowed the Germans to have a higher a. If a submarine has an escort in its column, the escort’s probability of detecting a convoy, but often resulted in the further ASW factor is applied to that submarine. boats being unable to catch it. b. If a submarine has an escort in an adjacent column, and no submarine is in that column, the escort’s ASW factor Wolfpacks may be deployed in an OpArea or SMZ in two ways: is applied to that submarine. Group or Barrier. The player decides which type he is using prior c. The ASW level of an aircraft is applied to all submarines to the Search and Contact Phase [13.0]. regardless of column. [24.31] Group Pack: If deployed in a Group, the pack makes a Note: this can result in the ASW factor of an escort vessel being single die roll on the Area Activity Chart [13.2.A] with no modifier. applied to up to four submarines. [24.32] Barrier Pack: If deployed in a Barrier, the pack makes a [24.55] Re-Attack single die roll on the Area Activity Chart [13.2.A] with a +2 Wolfpacks may Re-Attack once but never twice (coordination modifier. If contact is made, one randomly chosen submarine breaks down too much). Each member of the wolfpack must from the wolfpack is assumed to have made the contact. A successfully roll for Re-Attack. Failure of this roll results in the separate die roll is then made for each additional submarine in submarine withdrawing [14.3] from the current combat phase, but the pack to determine if it is able to intercept as well. On a roll of the submarine is still a member of the wolfpack. 0-5 the submarine is able to intercept. On a roll of 6-9 the submarine is unable to intercept and is set aside (but is still in the To determine if a wolfpack can conduct a Re-Attack, roll a die for wolfpack). At the conclusion of the turn, all surviving wolfpack each member submarine. If the die roll is less than or equal to the submarines (including those that did not intercept) that do not tactical rating of the submarine plus any Super Skipper value, it have to RTB are placed in the “Done” section of the OpArea. may participate in a Re-Attack. Damaged submarines add two (+2) to this die roll.

© 2012 Compass Games, LLC 16 SILENT WAR: The United States' Submarine Campaign Against Imperial Japan: 1941-1945

[24.6] Wolfpacks and SPOTTED Results. Example: In December 1943, S-42 with +2 Whitaker is withdrawn Any SPOTTED result obtained by a member of a wolfpack results from active service. The player rolls a die and gets an 8. The in all members of that wolfpack being spotted. In the Conclude player may reassign +1 Whitaker to any sub that is in a Repair Turn Phase, one die roll is made for the entire pack. If the result Box, or to Redfin, Angler, Flasher, Robalo, Tang, Jack, or Tambor is removal of the spotted marker, markers are removed from all which will be received in January of 1944. submarines in the pack. Otherwise, the entire pack remains spotted. [26.0] TWO PLAYER VARIANT [24.7] Wolfpack Experience COMMENTARY When two or more subs in a wolfpack sink an enemy ship in any Although there was one Commander of Submarines Pacific, one Combat Phase [14.0], the wolfpack gains a Wolfpack there was, in all reality, two fully functional commands operating Experience Point. The Wolfpack Experience marker is increased submarines against the Japanese; Pacific Command at Pearl by one on the tonnage track. A wolfpack may only gain one Harbor, and SouthWest Pacific Command at the two Australian experience point per patrol. Bases at Fremantle and Brisbane. • When the Wolfpack Experience marker reaches nine It is possible to play Silent War with two players playing (9), the player’s ability to deploy and assign submarines simultaneously, each taking one of the commands. This is not a to wolfpacks is improved. competitive game between players- it is a cooperative one. The • When the Wolfpack Experience marker reaches fifteen distribution of submarines and the variance of the Area Activity (15), the player’s ability to deploy and assign Charts coupled with the distance between the commands and the submarines to wolfpacks reaches its maximum. operational areas make it very hard to artificially balance the game such that two players can “compete” for tonnage. All game [25.0] SUPER SKIPPERS rules are followed normally. Both players play each turn using the submarines at their disposal. Transfers of submarines are by COMMENTARY player agreement when not specified in the rules. A suggestion In any military endeavor, there are gifted individuals who rise for cooperation might be: Anytime the number of submarines above their peers to achieve greatness.. The Submarine War operating from Australia falls below thirty six, the SouthWest was no exception. Legendary skippers such as Morton, O’Kane, Pacific Commander may demand six of the newest class of and Klakring forever established a tradition of excellence for submarines available to the Pearl Harbor Command. Players those who would wear silver or gold dolphins in the U.S. Navy. should otherwise balance the distribution of submarines SILENT WAR provides twenty-four named skippers, two of which (authorizing transfers as needed) and agree on operating areas. are Allied skippers, who accomplished great feats of daring. Players are not prohibited from both hunting in the same OpArea However, behind every great skipper is a skilled, dedicated crew but Congregating Risk rules [22.0] apply. that allows the submarine to perform as a superb engine of war.

[25.1] Super Skipper Determination [also 14.5] [27.0] QUICK RESOLUTION If the submarine has sunk three (3) or more ships totaling 16,000 The quick resolution process is intended to resolve combats in an or more tons during the Combat Phase, the submarine has a expedited manner. Players should be fully familiar with the “Super Skipper”. normal combat process before using the quick resolution • If the submarine does not already have a Super Skipper, process. This process is valid if used on occasion, however it is a Super Skipper marker is randomly drawn and not intended, nor recommended, for extensive use over a assigned to that submarine with the +1 side of the campaign as the results this table generates are approximate and marker. over the course of a war can vary greatly from the historical • If the submarine already has a +1 Super Skipper, the results. Skipper is flipped to the +2 side. PROCEDURE If the submarine already has a +2 Super Skipper there is no Proceed normally thru [13.1]. Instead of continuing to [13.2], additional benefit. follow the below alternate sequence: 1) Roll die twice. If 0,0 is the result, conduct Sub vs Sub [25.2] The Super Skipper normally remains with one submarine combat [14.6] and do not continue this sequence. and is lost if the submarine is lost. 2) Calculate the submarine’s attack value by adding its [25.3] The only time a Super Skipper may be reassigned is if the attack factor, any super skipper value, and the current submarine is withdrawn from service (removed as per War Event Mk-XIV torpedo value. Subtract one (-1) if the result or declared a constructive total loss (see [18.1] and [18.4] submarine is damaged, one (-1) if it is spotted (for a damage)). In such an event, roll a die for the Skipper. If the result maximum possible subtraction of two (-2). is 0 thru 4, the Skipper is removed from play (re-assigned to 3) Determine the number of colored (non-white) boxes in training command, a surface warship, or transferred to the War the applicable war period line of the OpArea chart, and Department). If the result is 5 thru 9, he may be assigned at the cross-index the two numbers on the Quick Resolution +1 level to any submarine currently in a Repair Box, or any Table. submarine next in line to be received as a reinforcement or returning from an overhaul. 4) Roll one die subtracting one (-1) if this is an ULTRA area, one (-1) if the submarine has radar (1943-45), and

© 2012 Compass Games, LLC 17 SILENT WAR: The United States' Submarine Campaign Against Imperial Japan: 1941-1945

one (-1) if the submarine is a member of a wolfpack (for [28.0] RULES FROM THE IJN EXPANSION KIT. a maximum possible subtraction of three (-3). Steel Wolves, Vol 1: The German Submarine Campaign 5) Subtract this number from the number previously found against Britain and its Allies 1939-1943, the follow-on title to on the Quick Resolution Table. This result is the number Silent War, introduced several new concepts to the Silent War of ships sunk. system. Those rules were incorporated into SILENT WAR: (If the table value was 3 and the die roll was 2, then one Imperial Japanese Navy, Expansion Pack 1, and are added ship is sunk) here for completeness. The numbering convention from IJN has 6) Draw the first ship from Cup A, the second from Cup B, been retained here for easy crossreferencing to IJN. the third from Cup C, the fourth from Cup D, the fifth from Cup A, and etc. Remember which cup was the last [IJN 4.0] LONERS one drawn from, and in the next combat sequence begin with the Cup following the last one. Unlike the Atlantic campaign where there were a significant number of ships sailing outside of convoys (loners), the vast 7) All ships drawn are sunk except for Diligent Escorts. majority of Japanese shipping was organized into task force style 8) If a Combat Event marker is drawn, immediately resolve convoys. However, loners did occur, especially lone warships. it before making further draws. Disregard all events This rule introduces the concept of loners from Steel Wolves into except “Circular running torpedo”, “Betty Bomber spots Silent War apropos to the Japanese experience. submarine”, and “Mechanical Troubles End Attack”. [4.1] Determining Loner Contacts 9) If a Diligent Escort is drawn, roll immediately on the When rolling for contacts on an Area Activity Chart (AAC) War “Diligent Escort” line of the counter-attack table. Period row in which there are red boxes and the die roll result is 10) If an aircraft is drawn, roll immediately on the “Event a white box, there is a chance of encountering a loner. On a white Aircraft” line of the counter-attack table. box result, roll again. If the second die roll result is a red box on that AAC's War Period line, a loner has been encountered. [27.1] Quick Resolution Counter Attack [4.11] If the initial roll is a zero, the second roll is also used to To resolve the counter-attack, roll a die, subtract one-half determine if there is a Sub vs. Sub contact [SW14.6]. (fractions rounded up) of the submarine’s defense value and find the colored box in the appropriate war period line of the OpArea [4.2] Setting Up Loner Combat Activity chart, applying the following results: Use the following procedure to set-up and conduct loner combat. • If the result is a white box, the combat for the round ends. • If the result is a green box, the submarine is spotted. The Target • If the result is an orange box, the submarine must RTB. If a loner has been encountered, a single ship is drawn from one • If the result is a blue box, the submarine is damaged. of the cups depending upon the current War Period in • If the result is a red box, the submarine has been sunk. accordance with the following: If the submarine began the combat damaged, add one (+1) to the • WP1: draw from cup A die roll. • WP2: draw from cup B • WP3: draw from cup C • WP4: draw from cup D

Place this ship in the column that is associated with the cup from which the counter was drawn (this is for the purpose of remembering which cup the playing piece came from).

Quick Resolution Table [27.0]

Number of non-white boxes on Area Activity Chart 1 2 3 4 5 6 7 8 9 10 7 1 2 3 3 4 4 4 5 5 5 Attack factor, 6 1 2 2 3 3 3 4 4 4 5 + Super Skipper, 5 1 2 2 2 3 3 3 4 4 4 + Torpedo Value, 4 1 1 2 2 2 3 3 3 3 4 -1 if Damaged, 3 1 1 2 2 2 2 3 3 3 3 -1 if Spotted 2 1 1 1 2 2 2 2 3 3 3 = Sub Attack Value 1 1 1 1 2 2 2 2 2 3 3 0 1 1 1 2 2 2 2 2 3 3

© 2012 Compass Games, LLC 18 SILENT WAR: The United States' Submarine Campaign Against Imperial Japan: 1941-1945

The Submarine by that Combat Event). Roll one die, subtracting any Super Skipper value from the result • If the submarine fails the roll, the occurrence (escort or and compare it to the submarine's tactical rating. If the (modified) event) is resolved normally, and combat continues die roll is equal to or less than the submarine's tactical rating, normally. place the submarine in the same column as the target; otherwise place it in an adjacent column. [5.2] Crash Dive Ratings [4.3] Resolving Loner Combat The following table provides the Crash Dive Ratings for the Allied submarines appearing in Silent War. The player reveals the target unit.

• If the revealed unit is a Combat Event, roll the die as per Submarine Crash Dive Submarine Crash Dive [SW19.2], but only apply the event if the result is 3 or 4, Class Rating Class Rating treating 0, 1, 2, 5, 6, 7, 8, and 9 as "no-event." • If the revealed unit is an aircraft (not an Aircraft Capable S1 0 T 0 Ship as per [IJN 3.2]), the aircraft receives a single S2 0 Gato 0 counterattack round after which combat ends. • If the unit is an: S3 0 Balao 0 A) Merchant (green bar on yellow) counter, proceed Leviathan X Tench 0 to the Combat Procedure below, B) Japanese Warship (grey bar on white) counter or B 0 Scheme 17 0 non warship Auxiliary (grey bar on yellow) counter follow the normal IJN Set rules above [3.1] and Argonaut X K-VIII 0 proceed to the Combat Procedure below. Narwhal X K-XI 0 Combat Procedure Dolphin 0 K-XIV 0 Resolve combat normally with the exception that the player may voluntarily invoke Combat Event #1 (Surface Gunnery Combat) Cachalot 0 O-16 0 unless the loner is a naval unit (that is, the loner is a Japanese P1 0 O-19 0 Warship, however non warship Auxiliaries may be attacked by surface gunnery). Re-attack rounds may be used and a Super P2 0 O-21 1 Skipper may get an additional re-attack as per [SW14.41]. The player subtracts one (-1) on the combat Endurance Check at the P3 0 British S2 1 end of the combat. New S1 1 British T2 2

New S2 1 [IJN 5.0] CRASH DIVE! Steel Wolves introduces crash dive rules and ratings into the Silent War game system. With this IJN expansion pack, these X Indicates that this submarine can not utilize "Crash Dive" ratings and rules are formally added into Silent War. whereas zero "0" means that there is a 10% base chance to successfully crash dive. The Crash Dive Rating is a rating that gives a submarine a "second chance" against sudden attacks such as from patrol aircraft, diligent escorts, and malfunctioning torpedoes. [IJN 6.0] TARGETING AN ESCORT

[5.1] Crash Dive Procedure Most successful attacks on escorts occurred when the escort was unaware of the submarine's presence until the torpedo hit (or until During combat resolution, if a Diligent Escort is drawn, or the the torpedo track was sighted with little opportunity to react). In Combat Events "Circular Running Torpedo" or "Betty Bomber other words, active ASW was not occurring during the attack. The Spots Submarine" is rolled, the submarine may attempt to evade escort generally was steaming at slow speed with the convoy or using its Crash Dive Rating. Before resolving the escort, aircraft, task force, and perhaps changing station with eyes more or circular torpedo, the player rolls one die, subtracting any Super interested in keeping out of the way of the bigger ships. This Skipper rating from the result and comparing the final result to the option allows a 10% or 20% improved chance of hitting one Submarine's Crash Dive Rating. escort in line with historical occurrences. Nonetheless, the escort's high defense value must still be overcome and the • If the result is less than or equal to the Crash Dive submarine will still need a good TDC solution. Rating, the crash dive is successful. Roll on the Diligent Escort or Event Aircraft Table (as applicable), but This rule applies only to the first attack round (but not the re- change any result except "No Effect" to "Spotted." attack). A submarine can target one (1) escort and that escort's Circular running torpedoes automatically miss a ASW value is not counted as part of the defense of that unit. The submarine that has successfully crash dived, continue ASW values of any other revealed escorts ARE counted. The with combat as normal. If diving to avoid a Betty option may be utilized if the player fires at an unrevealed target bomber, proceed to the Endurance Check (as directed but which later turns out to be an escort, so long as only one

© 2012 Compass Games, LLC 19 SILENT WAR: The United States' Submarine Campaign Against Imperial Japan: 1941-1945 escort in total has its ASW value ignored. If the escort is damaged War Period Transition Table for War Period 4 (June 44 thru Jan or sunk, its ASW value is not used in the counterattack round. 45) use the following procedure:

[6.1] Restrictions: Procedure When both the Ships Sunk marker reaches or exceeds 860, and This option cannot be utilized if any of the following conditions the Tons Sunk marker reaches or exceeds 3,800 (3.8 million) exist: tons, the current month becomes the new first month for the transition to War Period 4 on the War Period Transition Table. The a. The submarine is SPOTTED. current month is now considered to have the number '9' in it (the b. A Diligent Escort has been revealed. same as the printed June of 1944 turn on the War Period c. An aircraft has been revealed. Transition Table) and subsequent months on the table have the d. The following Combat Events occur: corresponding subsequent numbers in them. Once this occurs, • Betty Bomber Spots Submarine. rolling on the War Period Modification Table for War Period 4 is • Counterattack (escorts spot submarine and hold it performed as it would normally be done. down). • Counterattack - combat (escorts attack before sub Example: In March of 1944 the player achieves 860 ships sunk can). for 3,900t. The War Period 4 transition now advances into the e. A member of a wolfpack has already attacked, alerting current month with the War Period transition number for March the escorts. Only the first member of a pack can take being '9', April is '8', May is now '7', and so on. advantage of this benefit.

[IJN 7.0] EARLY ADVANCEMENT TO WAR [29.0] RESERVED for future game expansion. PERIOD 4 The American submarine campaign was the primary contributor to the degraded ability of the Imperial forces to resist Allied advances. By 1945 imports of bauxite (for aluminum) fell by 88%, iron ore was down by 95%, wood pulp dropped 90%, cotton and wool was down by 91%, oil dropped by 92%, soda and cement fell by 96%, lumber was down 98%, and rubber by an astonishing 99%. The impacts to Japans ability to conduct the war were dramatic: • Aircraft engine testing fell from 8 hours and five flights per engine to 2 hours of ground testing on only 10% of all engines resulting in an increased failure rate of engines in flight and combat. • By the end of 1944, 80% of each aircraft was made from substandard aluminum pilings, resulting in significantly reduced quality and strength. • Lack of aviation fuel resulted in a significant decrease of pilot training. • Japanese carrier pilots received inadequate training at sea in part because of the reluctance of carriers to leave port to conduct training in ever more dangerous U.S. submarine infested waters. • Inability of tankers to bring fuel to naval units resulted in those units being stationed close to the fuel supply rather than at distant sites where they could be more effective in countering Allied moves. • In 1944, the lack of steel forced significant cutbacks in all naval and merchant construction programs and greatly inhibited repairs on damaged units. • Delivery of supplies to island garrisons fell from a 96% delivery rate in 1942 to 67% in 1944 and 51% by 1945.

This is an adjustment to Silent War rule [SW17.1], which allows an early transition to War Period 4 in response to the player achieving greater results in earlier periods than occurred historically, enabling a more rapid Allied advance, and hastening the demise of the Japanese merchant marine. During the War Progress Phase, rather than use the numbers in the boxes on the

© 2012 Compass Games, LLC 20 SILENT WAR: The United States' Submarine Campaign Against Imperial Japan: 1941-1945

© 2012 Compass Games, LLC 21 SILENT WAR: The United States' Submarine Campaign Against Imperial Japan: 1941-1945 [5.0] War Event Tables War Period 1 Die Roll Event

0 Special Mission: Fall of Luzon. Three submarines must move to Davao to evacuate Allied personnel and Filipino gold reserves. No attacks may be made. All submarines currently inport Manila regardless of readiness must conduct Base- to-Base movement to Surabaya and/or Fremantle. Any subs in Repair Boxes 2 or 3 or in the Hold Box are scuttled but are not counted as sunk. Once this event occurs, Manila has fallen and no further operations may be conducted from it. Fremantle Base immediately becomes operational. Immediately place the American Submarine Tender Holland at Surabaya. If this Event is rolled a second time, conduct: Special Mission: Run to Corregidor. Two submarines must move to Davao delivering supplies and evacuating VIPs. No attacks may be made.

1 If “Fall of Luzon” (result 0) has not occurred, conduct that Event instead. If it has: Special Mission: Fall of Dutch East Indies. Six submarines must move to Surabaya to evacuate Allied personnel. No attacks may be made. All submarines currently inport Surabaya regardless of readiness must conduct Base-to-Base movement to Brisbane and/or Fremantle. If the Dutch submarine base is active, any subs in Repair Boxes 2 or 3 or in the Hold Box are scuttled but are not counted as sunk. Remove Holland from Surabaya. Brisbane Base immediately becomes operational. If this Event is rolled again, conduct Barrier mission in the East Indies Straits.

2 Special Mission: Barrier mission in the East Indies Straits. Deploy eight submarines to the Makassar and Molucca Straits. Only contacts with C2 and TF results are used.

3 Roll twice on the ULTRA table.

4 No roll on the ULTRA table this turn.

5 The Hunt for Wounded Bear. The Battle of the Coral Sea has occurred. CinCPac orders submarines to search for the damaged carrier Shokaku. Twelve submarines must deploy to the Coral Sea, Bismark Sea, and/or Caroline Islands. Only TF results count for submarines in these OpAreas. If Shokaku is located in one of these areas this turn, place a damaged marker on her. This is a one time only event, after that treat as No Event.

6 Aleutians Campaigns Opens. Eight submarines must deploy to the Aleutians. Dutch Harbor Sub Base becomes operational and the player must designate a minimum of eight submarines to base from and RTB to Dutch Harbor. These submarines may only operate in the Aleutians and Kuriles, and must be replaced if lost. This is a one time only event, after that treat as No Event.

7 No roll on the ULTRA table this turn.

8 Roll twice on the ULTRA table.

9 If “Hunt for Wounded Bear” (result 5) has not occurred, conduct that Event instead. If it has: The Battle of Midway. Eleven submarines must deploy to Midway. All submarines in the Pierside Box at Pearl Harbor are immediately placed in the Hawaiian Islands patrol side up. All submarines in the Pierside Box at Dutch Harbor (if active) are immediately placed in the Aleutians patrol side up. Only TF results are used for the submarines in these OpAreas and at Midway. This is a one time only event, after that treat as No Event.

© 2012 Compass Games, LLC 22 SILENT WAR: The United States' Submarine Campaign Against Imperial Japan: 1941-1945

War Period 2

If certain Events have not been rolled during the previous period, Manila and Surabaya Bases are no longer operational. Fremantle, Brisbane and Dutch Harbor Bases become operational, and the Aleutian Campaign opens. Die Roll Event

0 Roll twice on the ULTRA table.

1 No roll on the ULTRA table this turn.

2 Relegation to Training Duty. Remove three submarines from play. These may be at sea or a Base and may be under repair. These boats are not counted as sunk. The first submarines removed must be Cachalot and Cuttlefish if still in play. The player is not required to remove any submarine with an attack rating of ‘4’ or higher. If the ‘Subs Lost’ marker is at twenty or higher, only two subs need be removed. If no eligible submarines remain in play, treat as No Event.

3 Roll twice on the ULTRA table.

4 No roll on the ULTRA table this turn.

5 Special Mission: Blockade of Truk. The player must deploy fifteen submarines to Truk. Only contacts with C2 and TF results are used.

6 Torpedo Shortage. Due to lagging production of the Mk-XIV torpedoes and delays in shipments, especially to Australia, four submarines are sent to dangerous inshore minelaying missions instead. These four submarines must deploy to one of the following SMZs: Formosa, Lingayen Gulf, Davao, Makassar Strait, Molucca Strait, Mios Woendi, or Surabaya. No S1 or S3 classes may be used (these had plenty of old Mk-X torpedoes). No attacks may be made.

7 Political Pressure. With Japanese submarines torpedoing Yorktown, Wasp, Saratoga and North Carolina, the brass asks why American subs aren’t performing similar feats. Submarines are ordered to concentrate on warships. For all OpAreas except Empire and China, only contacts with TF results are used.

8 Midway Base Operational. Place a Submarine Tender on Midway in the War Progress Phase. This is a one time only event, after that treat as No Event.

9 Special Mission: Solomons Campaign. The player must deploy twelve submarines to Guadalcanal. Only contacts with TF results are used.

© 2012 Compass Games, LLC 23 SILENT WAR: The United States' Submarine Campaign Against Imperial Japan: 1941-1945 War Period 3

If certain Events have not been rolled during the previous period, Midway Base becomes operational, and if still in service, Cachalot and Cuttlefish are relegated to training duty. Die Roll Event

0 If the date is not October 1943 or later, conduct Relegation to Training Duty instead. If it is: Special Mission: End of Aleutians Campaign. Player must deploy twelve submarines to Aleutians and Kuriles. Only contacts with TF results are used. Following this event, Dutch Harbor Submarine Base is closed, and all remaining S-boats (S1 and S3 classes) are relegated to training duty (removed from play). If and damaged submarines are at Dutch harbor, they remain there until they are repaired normally. This is a one time only event, after that, treat as No Event.

1 No roll on the ULTRA table this turn.

2 Relegation to Training Duty. Remove three submarines from play. These may be at sea or a Base and may be under repair. These boats are not counted as sunk. The first submarines to be removed must be Argonaut, Narwhal, and Nautilus if still in play (these large boats were used for special operations). The player is not required to remove any submarines with an attack rating of ‘6’ or higher. If the ‘Subs Lost’ marker is at fifty or higher, only two submarines need be removed. If no eligible submarines remain in play, treat as No Event.

3 Special Mission: Airstrike on Truk. Player must deploy ten submarines to Truk. Only contacts with C2 and TF results are used.

4 Special Mission: Invasion of the Marshalls. Player must deploy twelve submarines to Majuro. Only contacts with TF results are used. Place a Submarine Tender on Majuro in the War Progress Phase. This is a one time only event, after that, treat as No Event.

5 Special Mission: Airstrike on Palau. Player must deploy twelve submarines to Palau. Only contacts with TF results are used.

6 Roll twice on the ULTRA table.

7 Special Mission: Airstrike on Surabaya. Player must deploy ten submarines to Surabaya. Only contacts with C2 and TF results are used.

8 Special Mission: Invasion of Biak. Player must deploy ten submarines to Mios Woendi. Only contacts with TF results are used. Place a Submarine Tender on Mios Woendi in the War Progress Phase. This is a one time only event, after that, treat as No Event.

9 If the date is not April, 1944 or later, roll twice on the ULTRA table. If it is: Special Mission: Invasion of Saipan. Player must deploy six submarines to Saipan and six submarines to the Bonins. Only contacts with TF results are used for these Zones/Areas. Place a Submarine Tender on Saipan in the War Progress Phase. If this Event is rolled again, conduct: Special Mission: Invasion of Guam. Player must deploy six submarines to Guam and six submarines to the Bonins. Only contacts with TF results are used for these Zones/Areas. Place a Submarine Tender on Guam in the War Progress Phase. This is a one time only event, after that, treat as No Event.

© 2012 Compass Games, LLC 24 SILENT WAR: The United States' Submarine Campaign Against Imperial Japan: 1941-1945 War Period 4

If certain Events have not been rolled during the previous period, Aleutians Campaign is ended and Dutch Harbor is closed. Mios Woendi, Majuro, Saipan and Guam Bases become operational. If still in service, all S-Boats (S1 and S3 classes) plus Argonaut, Narwhal, and Nautilus are relegated to training or special operations. Die Roll Event

0 If year is 1944, conduct Airstrike on Ryukyus (Event 2). If year is 1945: Special Mission: Invasion of Okinawa and the Hunt for Iron Maiden. Player must deploy eleven submarines to Okinawa to cover the invasion and intercept the Yamato response force. Only contacts with TF results are used. This is a one time only event, after that, conduct relegation to training duty.

1 Special Mission: Invasion of Leyte. Player must deploy fifteen submarines to Davao and/or Formosa. Only contacts with TF results are used. If this Event is rolled again, conduct: Special Mission: Liberation of the Philippines. Player must deploy twenty submarines to Lingayen Gulf and/or Formosa. Only contacts with TF results are used. Submarine Base Subic Bay becomes operational in the War Progress Phase. This is a one time only event, after that, treat as No Event.

2 Special Mission: Airstrike on Ryukyus. Player must deploy eight submarines to Okinawa. Only contacts with C2 and TF results are used.

3 Roll twice on the ULTRA table.

4 No roll on the ULTRA table this turn.

5 Special Mission: Airstrike on Formosa. Player must deploy twelve submarines to Formosa. Only contacts with C2 and TF results are used.

6 Relegation to Training Duty. Remove three submarines from play. These may be at sea or a Base and may be under repair. These boats are not counted as sunk. The player is not required to remove any submarines with an attack rating of ‘7’ or higher. If the ‘Subs Lost’ marker is at seventy or higher, only two submarines need be removed. If no eligible submarines remain in play, treat as No Event.

7 Special Mission: Support B-29 raids on Japan. Player must deploy six submarines to the Inland Sea to rescue downed pilots. No attacks may be made.

8 Special Mission: Pursuit of Ise & Hyuga. Player must deploy ten submarines to Formosa to intercept the hybrid carrier force which is fleeing from Singapore to Japan. Only contacts with TF results are used. This is a one time only event, after that, conduct “Support B-29 raids on Japan” (Event 7).

9 Special Mission: Invasion of Iwo Jima. Player must deploy five submarines to the Inland Sea. Only contacts with TF results are used for subs in the Bonins and Inland Sea. If this Event is rolled again, place a second Submarine Tender in Guam. If this Event is rolled yet again, treat as No Event.

© 2012 Compass Games, LLC 25 SILENT WAR: The United States' Submarine Campaign Against Imperial Japan: 1941-1945 War Events for East Wind Early Campaign Die Roll Event

0 Special Mission: Japanese landing on Luzon. Four submarines must move to Lingayen Gulf to attack Japanese landing forces. Only contacts for C2 or TF results are used. If this Event is rolled again, roll on the ULTRA table using the WP4 line.

1 Special Mission: Japanese invasion of Guam. Four submarines must move to Guam to attack Japanese landing forces. Only contacts for C2 or TF results are used. If this Event is rolled again, roll on the ULTRA table using the WP3 line.

2 Special Mission: Interdiction of Japanese support forces. Two submarines must move to Formosa and each must remain until Spotted, Damaged, or an RTB result in received. Only contacts for C2 or TF results are used.

3 Special Mission: Bombardment of port facilities at Okinawa. Two submarines must move to Okinawa. If available, Leviathan, Argonaut, Narwhal, Nautilus, Barracuda, Bass and/or Bonita must be used for this Event due to their large caliber guns. Only TF contacts are used. If this Event is rolled again, roll on the ULTRA table using the WP3 line.

4 Roll on the ULTRA table this turn using the WP4 line.

5 Roll on the ULTRA table this turn using the WP3 line.

6 Advance Base set up. Place submarine tender Holland at Wake Island. If this Event is rolled again, roll on the ULTRA table using the WP3 line.

7 Roll on the ULTRA table this turn using the WP4 line.

8 If the “Japanese Landing on Luzon” (result 0) has not occurred, conduct that Event instead. If it has, and date is September or earlier: Roll on ULTRA table using the WP4 line. If October or later: Japanese Army forces break through and approach Manila, prompting withdrawal of submarines to Mindanao. Place submarine tender Canopus at Davao along with all undamaged submarines currently inport Manila. All damaged submarines at Manila are scuttled regardless of damage level, but are not counted towards Subs Lost. Any damaged submarines at sea must RTB to Pearl Harbor (or Surabaya if active). If this Event is rolled again, roll on the ULTRA table using the WP3 line.

9 Dutch Intervention. Feeling that they will be next, the Dutch intervene and send a submarine division to assist. Place submarine tender Pelikaan on Surabaya to indicate that it is active. K-VIII, K-X, K-XI, and K-XII are immediately available in the Broom Box at Surabaya. Dutch submarines use the same torpedo value as the Americans. If this Event is rolled again, roll on the ULTRA table using the WP4 line.

© 2012 Compass Games, LLC 26