The restriction of only pulling ships with a rising sun flag only applies when you are directed to use TF ONLY. Normal TF results from Search & Contact can contain any ships.
You were supposed to roll for Contacts (and possible attacks) with those subs in the Wake and Midway SMZ that are already on their Patrol sides. ONLY Task Force contacts are used for the special Turn 1 rules.
In an ULTRA Area, you add one to the Search Die-Roll, so the 2 would have become a 3. You add 1 to the Search as well as add one to the number of ships in every column (A-D) when you pull ships from the cups.
36:10 You can only reveal ships in your column and adjacent columns, so you would not have had to reveal 3 more ships, just the one unrevealed ship in column C.
You only make ONE Transit Event roll for a moving sub. You move the sub completely, THEN select the area which has the most RED boxes for that War Period that you moved through. You make ONE Transit roll based on the area with the most Red boxes. If no Transit Event, the move ends where you finished your move. If you DO get a Transit Event, the sub ends its movement in the Area that had those (most) Red boxes, even if you have to move the sub back to an area you passed through.
One slight correction to this. You only stop movement in the area where the transit event occurred if it gave an RTB result. If they are just spotted, no need to stop.
Also, there are potentially three rolls to be made for a Transit Event check. The first roll (which includes all applicable modifiers) is to see if you roll a result that is equal to or higher than the lowest numbered red box on the AAC that is being used for the check. Only if it is do you make the second and third roll (which are only subject to the narrow/shallow modifier) on the Transit Event Table.
A couple more corrections. You are supposed to skip the Strategic Segment on the first turn. Also, subs should flip to their patrol side immediately after reaching the OpArea you wish to patrol in.
@@davesgamingcave7862thank you. Cube4me suggests three of their shallow trays. I’ll use three regular trays for playing and either baggies or their shallow trays for storage. Looking forward to all of your videos in this series.
Are non-"TF Only" task forces only Rising Sun? I know per 13.3 that is the case (along with just Column D) but I do not see that it is only rising sun elsewhere in the rules.
I would have to get the game out to check the rules, since it has been a little while since I played this. I think your reference to the rules is correct.
The only time you use only column D for task forces is when campaign special rules specify so, which override normal rules. In the Desperate Pearl campaign there are three areas with special rules: Hawaiian Islands, SMZ Midway and SMZ Wake. In these areas you roll as normally for contact. If you get a non-white result you then roll on the Contact Table. Only with a red TF result (7,8,9) do you then roll on the Engagement tables. Example: For Hawaii you rolled a 6 (moderate) then rolled an 8 on the Contact Table; you then go to the blue box and consult the TF line, which reads 2,2,3,4. You would draw 4 "rising sun" counters and set them up in column D (ignoring the results for A, B and C) then do a normal combat round. At the end of Turn 1, the 5 subs in Hawaiian Islands RTB. This procedure allows patrol and RTB in the same turn; special campaign rules override normal rules which would require an endurance check. The same rules apply for the Midway and Wake SMZs, but those 4 subs RTB at the end of Turn 2. These 4 subs do a normal transit check when they RTB to Pearl Harbor. The Hawaiian Island subs do not roll for transit events when they RTB at the end of Turn 1.
Hi Dave, finally Silent war 2.0, interesting game, good luck. I think there is an error on the control of transit events, if I'm not mistaken, only the operational area that has the smallest number of red squares on the line of the current war period should be taken into consideration. Correct me if I'm wrong.
@@davesgamingcave7862 I'm still beating my brains out with "Saving South Vietnam". Had an email discussion with the designer and got some things straightened out! Game has me hooked but now I just need a correct strategy. It is a really good game which is handing me my butt!!!!
Thoroughly enjoy your videos!
The restriction of only pulling ships with a rising sun flag only applies when you are directed to use TF ONLY. Normal TF results from Search & Contact can contain any ships.
really appreciate the video, getting this on the table now so perfect timing!
I have my game, and this will help immensely. thanks
You were supposed to roll for Contacts (and possible attacks) with those subs in the Wake and Midway SMZ that are already on their Patrol sides. ONLY Task Force contacts are used for the special Turn 1 rules.
And the same with the subs in the Hawaiian Islands OpArea.
In an ULTRA Area, you add one to the Search Die-Roll, so the 2 would have become a 3. You add 1 to the Search as well as add one to the number of ships in every column (A-D) when you pull ships from the cups.
I have this game and trying to figure out. This helped a ton! Thanks for doing it.
36:10 You can only reveal ships in your column and adjacent columns, so you would not have had to reveal 3 more ships, just the one unrevealed ship in column C.
You only make ONE Transit Event roll for a moving sub. You move the sub completely, THEN select the area which has the most RED boxes for that War Period that you moved through. You make ONE Transit roll based on the area with the most Red boxes. If no Transit Event, the move ends where you finished your move. If you DO get a Transit Event, the sub ends its movement in the Area that had those (most) Red boxes, even if you have to move the sub back to an area you passed through.
Thanks for the clarification.
One slight correction to this. You only stop movement in the area where the transit event occurred if it gave an RTB result. If they are just spotted, no need to stop.
Also, there are potentially three rolls to be made for a Transit Event check. The first roll (which includes all applicable modifiers) is to see if you roll a result that is equal to or higher than the lowest numbered red box on the AAC that is being used for the check. Only if it is do you make the second and third roll (which are only subject to the narrow/shallow modifier) on the Transit Event Table.
Thanks.
The tropical storm marker should have been removed at the end of the turn. See [7.22].
Subs that get an RTB result from a Transit Event cannot move back to base until the following turn.
A couple more corrections. You are supposed to skip the Strategic Segment on the first turn. Also, subs should flip to their patrol side immediately after reaching the OpArea you wish to patrol in.
Just started clipping this one. What do you recommend for storage and organization (not gameplay), counter tray (fit in the box?) or baggies?
I used baggies because of the pure volume of counters.
@@davesgamingcave7862thank you. Cube4me suggests three of their shallow trays. I’ll use three regular trays for playing and either baggies or their shallow trays for storage. Looking forward to all of your videos in this series.
Are non-"TF Only" task forces only Rising Sun? I know per 13.3 that is the case (along with just Column D) but I do not see that it is only rising sun elsewhere in the rules.
I would have to get the game out to check the rules, since it has been a little while since I played this. I think your reference to the rules is correct.
The only time you use only column D for task forces is when campaign special rules specify so, which override normal rules.
In the Desperate Pearl campaign there are three areas with special rules: Hawaiian Islands, SMZ Midway and SMZ Wake. In these areas you roll as normally for contact. If you get a non-white result you then roll on the Contact Table. Only with a red TF result (7,8,9) do you then roll on the Engagement tables.
Example: For Hawaii you rolled a 6 (moderate) then rolled an 8 on the Contact Table; you then go to the blue box and consult the TF line, which reads 2,2,3,4. You would draw 4 "rising sun" counters and set them up in column D (ignoring the results for A, B and C) then do a normal combat round.
At the end of Turn 1, the 5 subs in Hawaiian Islands RTB. This procedure allows patrol and RTB in the same turn; special campaign rules override normal rules which would require an endurance check.
The same rules apply for the Midway and Wake SMZs, but those 4 subs RTB at the end of Turn 2. These 4 subs do a normal transit check when they RTB to Pearl Harbor. The Hawaiian Island subs do not roll for transit events when they RTB at the end of Turn 1.
How much different is this from the original (which I have, on my table now).
Hi Dave, finally Silent war 2.0, interesting game, good luck.
I think there is an error on the control of transit events, if I'm not mistaken, only the operational area that has the smallest number of red squares on the line of the current war period should be taken into consideration. Correct me if I'm wrong.
You are correct. I will make this adjustment on the next turn.
It's largest number of red boxes actually (i.e. red box with the lowest number).
@@asyncritus yes Tim, correct
How much errata is in this Compass Game? They hate to proof read apparently.
Not too bad. My biggest thing was that they were missing a couple of counters. But they replaced them right away with some additional corrections.
@@davesgamingcave7862 nice! Thank you! There's something I like about the look of this game.
@@jumpmaster82nd. It was fun to play. Watch the rules for details that are easy to miss.
@@davesgamingcave7862 I'm still beating my brains out with "Saving South Vietnam". Had an email discussion with the designer and got some things straightened out! Game has me hooked but now I just need a correct strategy. It is a really good game which is handing me my butt!!!!
Seems like if you have a lot of subs on patrol, it will be a lot of repetitive die rolling with searching, spotting, attacking, and counterattacking.