<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/">
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	<title>Game: Silent War</title>
	<link>http://www.boardgamegeek.com/boardgame/17484</link>
	<language>en-us</language>
	<lastBuildDate>Mon, 01 Dec 2008 15:37:19 -0600</lastBuildDate>
	<pubDate>Mon, 01 Dec 2008 15:37:19 -0600</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Thread: Re: Patrol: Dudley “Mush” Morton: Wahoo's 4th Patrol AAR</title>
	<description>Just buy it...you won't be sorry, it's awesome.&lt;img src=&quot;http://files.boardgamegeek.com/images/cool.gif&quot; alt=&quot;:cool:&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2868500#2868500</link>
	<pubDate>2008-11-30T07:42:10+00:00</pubDate>
	<dc:creator>jepo</dc:creator>
</item><item>
	<title>Thread: Re: Silent War just arrived, looking for good advice!</title>
	<description>Can't seem to download vassel....don't know why!</description>
	<link>http://www.boardgamegeek.com/article/2865246#2865246</link>
	<pubDate>2008-11-28T14:52:51+00:00</pubDate>
	<dc:creator>jepo</dc:creator>
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	<title>Thread: Re: Silent Hunter IV: Wolves of the Pacific - a recommendation for the cross platform gamers out there.</title>
	<description>I am doing the same, but i have to say that since i downloaded trigger maru the standard game was totally unrealistic. You want as close to real life as you can get......then download trigger maru.&lt;br&gt;As for the board game, its the best i love it, can't wait to play it from the German perspective.</description>
	<link>http://www.boardgamegeek.com/article/2865239#2865239</link>
	<pubDate>2008-11-28T14:47:38+00:00</pubDate>
	<dc:creator>jepo</dc:creator>
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	<title>Thread: Re: War Events and the Sequence of Play</title>
	<description>These questions are answered in the FAQ&lt;br&gt;&lt;br&gt;&lt;A target='_blank' href=&quot;http://www.compassgames.com/downloads/SWfaq.pdf&quot; rel=&quot;nofollow&quot;&gt;http://www.compassgames.com/downloads/SWfaq.pdf&lt;/A&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;Basically you first utilize as many of the patrol side up boats that can make it.   Then if you still need more boats to fulfill the requirements you can flip transit side units (barring ones that are set to RTB already) to patrol side and use patrol movement to get them there.</description>
	<link>http://www.boardgamegeek.com/article/2821191#2821191</link>
	<pubDate>2008-11-13T21:31:44+00:00</pubDate>
	<dc:creator>roman2440</dc:creator>
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	<title>Thread: Re: Organizing/Storing Counters</title>
	<description>Heed Alan's advice &lt;img src=&quot;http://files.boardgamegeek.com/images/laugh.gif&quot; alt=&quot;:laugh:&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;I usually go for Plano or ziplock bags but given the large number of counters and looking for a period feel, I used normal letter envelopes in manila in the following way:&lt;br&gt;&lt;br&gt;All IJN &amp; Merchants&lt;br&gt;US Subs '32, W/S &amp; '42&lt;br&gt;US Subs '43 &amp; '44&lt;br&gt;RNN, RN &amp; Axis Subs with '45 and Experimental US Subs&lt;br&gt;All non-ship counters&lt;br&gt;&lt;br&gt;I went for the ones with the small brass fastening (i.e not gummed so reusable) and even printed address labels with these in 'courier' font to look of the period... I know, I know - GEEK!&lt;br&gt;&lt;br&gt;Have fun however you store them!!!&lt;br&gt;&lt;br&gt;Matt R</description>
	<link>http://www.boardgamegeek.com/article/2777479#2777479</link>
	<pubDate>2008-10-31T08:49:52+00:00</pubDate>
	<dc:creator>Groove74</dc:creator>
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	<title>Thread: Re: War Events and the Sequence of Play</title>
	<description>&lt;b&gt;nickgb wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;OK, so many of the War Events require you to move Subs around, either because a sub base fell (Manilla in my case), or a special mission zone requires you to move some number of subs there.&lt;br&gt;&lt;br&gt;My question is, &lt;br&gt;&lt;br&gt;1) Do you move the required subs during the war event phase (potentially giving them another chance to move during the regular patrol movement or transit movement phases, which seems wrong).&lt;br&gt;&lt;br&gt;OR&lt;br&gt;&lt;br&gt;2) Do you just keep the movement requirements in mind and then move subs to complete the requirements during the normal game sequence of play?&lt;br&gt;&lt;br&gt;I am leaning toward 2, but am not entirely sure, as the rules for War Event state that in the War Event phase (if there is an event that turn) you roll on the event table and resolve the event's effects.  I'm just not sure they actually mean to resolve all movement and everything IN THE WAR EVENT PHASE itself.&lt;/i&gt;&lt;br&gt;&lt;br&gt;I have just started playing the Grand Campaign again on Vassal &lt;a href=&quot;http://www.vassalengine.org&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;&lt;A target='_blank' href=&quot;http://www.vassalengine.org&quot; rel=&quot;nofollow&quot;&gt;www.vassalengine.org&lt;/A&gt;&lt;/a&gt; (the imminent arrival of our first child has given me some time now but I doubt the physical board could be set up for the next 3 - 4 months!) and right off the bat have rolled the Barrier in East Indies war event in Week 2 of Dec 1941. This has thrown up several questions:&lt;br&gt;&lt;br&gt;&lt;b&gt;Rule Question 1:&lt;/b&gt; I have managed to transit 8 boats there from Manila, making transit events as they go. As they pass through two Op areas before reaching the SMZ of Molucca Strait (North &amp; South Phillipine Seas) do they:&lt;br&gt;&lt;br&gt;a) Roll for a Transit Event using the rules for Transit movement, i.e using the Op Area that has the lowest number with a red box for the current war period or&lt;br&gt;b) Roll for a Transit Event using the rules about entering a Special Mission Zone, i.e using the Area Activity Chart in the Op Area that the SMZ is attached to? I know that either way I add 2 to the roll as per [20.3]&lt;br&gt;c) Make a Transit Event roll as per a) above for movement to the South Phillipines Sea area WITHOUT the +2 drm and then make a SECOND Transit Event roll for movement to the SMZ at +2 as per [20.3]&lt;br&gt;&lt;br&gt;I like c) but it is obviously more risky and could make a real difference over the course of the campaign. What have you done?&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Rule Question 2:&lt;/b&gt; The SMZ is only 'open' for a single turn [20.1], but as patrolling and combat takes place before transit moves, are the subs &lt;br&gt;a) Allowed to attack this turn after Transit movement and then marked RTB for next turn?&lt;br&gt;b) Allowed to attack next turn as per the normal sequence of rules, even though the SMZ will then be 'closed' (although I guess if I go with option a above they'd still be physically there next turn but havign attacked and marked RTB). Rule [20.5] seems to support this as it says the subs must conduct RTB in the Transit phase of the CURRENT turn.&lt;br&gt;c) Supposed to move to the SMZ (or die trying - I lost the USS Salmon to a Transit event), conduct the mission and then RTB back in the SAME turn?&lt;br&gt;&lt;br&gt;&lt;br&gt;Thanks guys - I cant remember what I did last time I played!!!!&lt;br&gt;&lt;br&gt;COMSUBPAC M.K.Rider&lt;br&gt;&lt;br&gt;P.S Shortly to post my rules for awards and decorations in Silent War - playtesters needed!!!!</description>
	<link>http://www.boardgamegeek.com/article/2777469#2777469</link>
	<pubDate>2008-10-31T08:38:41+00:00</pubDate>
	<dc:creator>Groove74</dc:creator>
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	<title>Thread: Re: Silent Hunter IV: Wolves of the Pacific - a recommendation for the cross platform gamers out there.</title>
	<description>Funny, I am doing the exact same thing (well except for reading the book) and when I first played the campaign game Christmas 2006/07, it was my then recent purchase of Wolves in the Pacific that prompted me to start! It is great to get some background to the abstractness of some of those combat events and TDC draws from your forays in the PC game. Also it has given me a great fondness for USS Trout, the boat that I took through a year of war in SHIV:WofP - no mean feat I can tell you.&lt;br&gt;&lt;br&gt;It has inspired me to create some simple rules for awards and decorations in Silent War - I will post them soon as they need severe playtesting!</description>
	<link>http://www.boardgamegeek.com/article/2777442#2777442</link>
	<pubDate>2008-10-31T08:11:41+00:00</pubDate>
	<dc:creator>Groove74</dc:creator>
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	<title>Thread: Re: couple of rules questions</title>
	<description>Probably too little, too late, but I just learned this game this weekend.&lt;br&gt;&lt;br&gt;Bill is right about the fractions - since there is no mention made of rounding up or down during the explanation of the combat phase, fractions would be retained, thus favoring the Japanese.&lt;br&gt;&lt;br&gt;Subs in transit cannot initiate combat, as combat can only be initiated during the phase pertaining to subs on Patrol, and the Transit phase follows the Patrol phase.&lt;br&gt;&lt;br&gt;The last step of the Transit phase is the decision to flip a sub to its Patrol side, if in an Operations area.  Since subs must transit to and from a base, there's no way for a sub leaving a base to initiate combat on the same turn.  However, since an RTB result from an Endurance check made during the Patrol phase does cause a sub to go into Transit mode, and since the Transit phase follows the Patrol phase, it does look possible for a sub to first Patrol and then subsequently Transit in the same turn.&lt;br&gt;&lt;br&gt;This is only my interpretation of the rules, and how I've implemented them in playing, so far.  If anybody knows otherwise, please don't hold your peace. &lt;br&gt;&lt;br&gt;Those subs (if any) identified in the setup as having an RTB status should be in Transit state; all others should be in Patrol state.</description>
	<link>http://www.boardgamegeek.com/article/2768222#2768222</link>
	<pubDate>2008-10-28T17:10:43+00:00</pubDate>
	<dc:creator>DarrellKH</dc:creator>
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	<title>Thread: Re: Question about Silent War Cyberboard module</title>
	<description>Thank you. I should have figured that out on my own.</description>
	<link>http://www.boardgamegeek.com/article/2753860#2753860</link>
	<pubDate>2008-10-23T13:09:37+00:00</pubDate>
	<dc:creator>Xelvonar</dc:creator>
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	<title>Thread: Re: Question about Silent War Cyberboard module</title>
	<description>The Japanese additional forces that show up during the game can be found in the allied reinforcements. For the DE&quot;s, that would be 44/03.&lt;br&gt;&lt;br&gt;Rob</description>
	<link>http://www.boardgamegeek.com/article/2750910#2750910</link>
	<pubDate>2008-10-22T15:06:03+00:00</pubDate>
	<dc:creator>mako88sb</dc:creator>
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	<title>Thread: Re: Silent War Scenario Book Online?</title>
	<description>Bill,&lt;br&gt;&lt;br&gt;Not a stupid question at all.  Tables and charts are other key components that are left out of CB and VASSAL modules to prevent people from playing without owning the game.&lt;br&gt;&lt;br&gt;Ken at Compass</description>
	<link>http://www.boardgamegeek.com/article/2745645#2745645</link>
	<pubDate>2008-10-20T20:45:30+00:00</pubDate>
	<dc:creator>Wahoo</dc:creator>
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	<title>Thread: Re: Silent War Scenario Book Online?</title>
	<description>&lt;b&gt;Wahoo wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Well, to be fair, Chris may already own a copy of the game, and he may just want to be able to play it in a competely eletronic environment.  This would allow him to just take his computer with him when he travels and not much more.  &lt;br&gt;&lt;br&gt;However, we have not made the scenario book available because of the potential for people not to have to buy the game.  We have made the rules available on line so people can get some sense of what they're buying before making their purchase.  At this stage we have no plans to do the same for the scenario book.&lt;br&gt;&lt;br&gt;Ken at Compass&lt;/i&gt;&lt;br&gt;Probably a wise decision. The game is well worth buying. But a stupid question from me: Why isn't the damage table on the Cyberboard map? It is on the actual map. I can duplicate it with a note, but that seems silly.</description>
	<link>http://www.boardgamegeek.com/article/2745242#2745242</link>
	<pubDate>2008-10-20T18:47:38+00:00</pubDate>
	<dc:creator>Xelvonar</dc:creator>
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	<title>Thread: Re: couple of rules questions</title>
	<description>&lt;b&gt;leegb1 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;When do you round in combat. Here's the situation I ran into last night. The Sub's attack was 6-2 for Torp value = 4. The def had 1.5. Do I round up the defense making it a 2 so the 'to hit' is a total of 2, or do I total to 2.5 and round up to a 'to hit' total of 3? Doesn't seem like much, but 10% diff could make a difference over the long haul.&lt;/i&gt;&lt;br&gt;I'm not sure. According to 14.2, during &lt;b&gt;counterattack&lt;/b&gt; any half-value is rounded up, favoring the Japanese. But during the attack procedure in 14.15B, it doesn't mention rounding at all. Since you need to roll less than or equal to your attack-defense values, no rounding effectively helps the Japanese. For example, if your attack is 6-2=4, and the total for defense is 2.5, you would need to roll less than or equal to 4-2.5 = 1.5, requiring a 0 or a 1. I would guess this is right (based on 14.2) but I can't be certain.&lt;br&gt;&lt;br&gt;&lt;i&gt;And,&lt;br&gt;&lt;br&gt;Can a sub in transit mode attack? or do they have to be flipped over to the patrol side at the end of their transit. &lt;br&gt;&lt;br&gt;I was confused by the Campaign set up, that has all starting subs on their transit side in the beginning. However, the subs in the SMZ's are allowed to attack but only with TF results. Some of them automatically RTB at the end of the first turn. How then could they attack, having been set up as 'in transit'?&lt;br&gt;&lt;br&gt;Any help appreciated!&lt;/i&gt;&lt;br&gt;I've always thought that subs in transit mode cannot attack. But I actually don't see that anywhere in the sequence of play or in the combat sections. But I'm pretty sure that is what is intended. As for the beginning of the campaign scenario, I'm pretty sure all of the at-sea subs start Patrol side up. But again, I don't see that anywhere. Hope that helps!</description>
	<link>http://www.boardgamegeek.com/article/2742696#2742696</link>
	<pubDate>2008-10-19T20:20:05+00:00</pubDate>
	<dc:creator>Xelvonar</dc:creator>
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	<title>Thread: Re: Question about Silent War Cyberboard module</title>
	<description>I don't think the Cyberboard has that kind of fancy functionality, where you can change a global setting and pieces change/appear/disappear. At least I've never seen it. It's basically pieces you move around on a board that are tracked electronically. </description>
	<link>http://www.boardgamegeek.com/article/2742071#2742071</link>
	<pubDate>2008-10-19T15:29:18+00:00</pubDate>
	<dc:creator>Xelvonar</dc:creator>
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	<title>Thread: Re: Question about Silent War Cyberboard module</title>
	<description>I'm not familiar with Cyberboard since I'm using the Vassal module, but I expect you might be seeing the same functionality I saw in that system's implementation of Silent War.&lt;br&gt;&lt;br&gt;If the module allows you to set/change the War Period then ships not available in a War Period won't be in the mix; e.g. the Destroyer Escorts for WP3 and WP4 won't be in the mix/trays if the module is set for WP1 and WP2.  (I saw something similar to this in Vassal looking to verify the appearance of the hybrid BB-CV ships.)&lt;br&gt;&lt;br&gt;I guess you could check if I'm right by setting to a later War Period and seeing if the DEs appear and other expected changes to the mix take place.&lt;br&gt;&lt;br&gt;- Kurt</description>
	<link>http://www.boardgamegeek.com/article/2741953#2741953</link>
	<pubDate>2008-10-19T14:12:07+00:00</pubDate>
	<dc:creator>owktree</dc:creator>
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	<title>Thread: Question about Silent War Cyberboard module</title>
	<description>I'm starting a Cyberboard campaign game using the Cyberboard module I downloaded from Compass Games' website. I don't need the DE (Destroyed Escorts) until war period 3, but the tray containing them is empty, and I can't find them anywhere. I've emptied and inventoried my cup A through cup D trays: no luck. Does anyone know where they might be hiding? Or am I overlooking stupid in the rules?&lt;br&gt;&lt;br&gt;Thanks in advance.&lt;br&gt;&lt;br&gt;-Bill</description>
	<link>http://www.boardgamegeek.com/article/2741462#2741462</link>
	<pubDate>2008-10-19T04:54:09+00:00</pubDate>
	<dc:creator>Xelvonar</dc:creator>
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	<title>Thread: Re: Silent War just arrived, looking for good advice!</title>
	<description>&lt;i&gt; I'll second the suggestion to use Vassal or Cyberboard for the tactical parts (ship chit draws, TDC draws, etc.) since they will take a beating and wear out. &lt;/i&gt;&lt;br&gt;&lt;br&gt;Amen to that, my set is worn from a long campaign. To build up your tonage &amp; ship count go for the el cheapo ships the 1-0 junks etc.</description>
	<link>http://www.boardgamegeek.com/article/2729695#2729695</link>
	<pubDate>2008-10-15T02:18:17+00:00</pubDate>
	<dc:creator>sherron</dc:creator>
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	<title>Thread: Re: Silent War just arrived, looking for good advice!</title>
	<description>I'll second the suggestion to use Vassal or Cyberboard for the tactical parts (ship chit draws, TDC draws, etc.) since they will take a beating and wear out.  The map and sub chits can be used for operational movement and can be put away when necessary.  And they don't compete for space on the computer screen as a result. &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;- Kurt</description>
	<link>http://www.boardgamegeek.com/article/2729573#2729573</link>
	<pubDate>2008-10-15T01:38:38+00:00</pubDate>
	<dc:creator>owktree</dc:creator>
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	<title>Thread: couple of rules questions</title>
	<description>When do you round in combat. Here's the situation I ran into last night. The Sub's attack was 6-2 for Torp value = 4. The def had 1.5. Do I round up the defense making it a 2 so the 'to hit' is a total of 2, or do I total to 2.5 and round up to a 'to hit' total of 3? Doesn't seem like much, but 10% diff could make a difference over the long haul.&lt;br&gt;&lt;br&gt;And,&lt;br&gt;&lt;br&gt;Can a sub in transit mode attack? or do they have to be flipped over to the patrol side at the end of their transit. &lt;br&gt;&lt;br&gt;I was confused by the Campaign set up, that has all starting subs on their transit side in the beginning. However, the subs in the SMZ's are allowed to attack but only with TF results. Some of them automatically RTB at the end of the first turn. How then could they attack, having been set up as 'in transit'?&lt;br&gt;&lt;br&gt;Any help appreciated!</description>
	<link>http://www.boardgamegeek.com/article/2728201#2728201</link>
	<pubDate>2008-10-14T18:48:17+00:00</pubDate>
	<dc:creator>leegb1</dc:creator>
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	<title>Thread: Re: Silent War just arrived, looking for good advice!</title>
	<description>Exactly what I was asking for.  Thanks a bunch!!!  I'd tip you if I had figured out how to earn some gold already.  I'll post up a play when I get to it!! </description>
	<link>http://www.boardgamegeek.com/article/2722650#2722650</link>
	<pubDate>2008-10-13T02:40:43+00:00</pubDate>
	<dc:creator>CBRMichael</dc:creator>
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	<title>Thread: Re: Silent War just arrived, looking for good advice!</title>
	<description>For each stage of the war you'll be setting up 4 cups for the different surface ships you can encounter.  So you'll need 4 cups for this.  These counters take a beating and over the course of the campaign will get 'worn out'.  This is probably what I'd use a computer for if I was going to use one.&lt;br&gt;&lt;br&gt;You'll also be drawing your &quot;TDC&quot; markers from another cup.  you could use the computer for this too.</description>
	<link>http://www.boardgamegeek.com/article/2722617#2722617</link>
	<pubDate>2008-10-13T02:25:54+00:00</pubDate>
	<dc:creator>GeneSteeler</dc:creator>
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	<title>Thread: Re: Silent War just arrived, looking for good advice!</title>
	<description>Didn't get to dig in this weekend.  I don't know what &quot;cup draws&quot; are, but I am sure I will learn!  &lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt;  &lt;br&gt;&lt;br&gt;I did stop by the my favorite game store and picked up Tac Air, Air Force, and Downtown.  The AH titles were NIB!!!  Yippee!!</description>
	<link>http://www.boardgamegeek.com/article/2722611#2722611</link>
	<pubDate>2008-10-13T02:21:15+00:00</pubDate>
	<dc:creator>CBRMichael</dc:creator>
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	<title>Thread: Re: Silent War just arrived, looking for good advice!</title>
	<description>First off, I'd begin by puching out a single sub and trying out one or two &quot;patrol&quot; missions on the board.  &lt;br&gt;&lt;br&gt;You can use vassal for your &quot;cup&quot; draws if you like, leaving the TDCs and &quot;ships&quot; unpunched.&lt;br&gt;&lt;br&gt;After you are comfortable with combat, personally I'd begin a campaign and punch out the subs as you need them.&lt;br&gt;&lt;br&gt;Take down/set up actually is quite quick, as the only pieces on the board are the subs, and it would only take a good picture or a couple minutes of notes to write down where everything is (ie. Midway: swordfish, salmon, Pearl Harbour Broom: S-40, stingray).&lt;br&gt;&lt;br&gt;But first, familiarise yourself with combat etc.  When you get into full swing, you'll be manuevering 40 subs and playing through a whole month in an hour.&lt;br&gt;&lt;br&gt;Happy Hunting!</description>
	<link>http://www.boardgamegeek.com/article/2718968#2718968</link>
	<pubDate>2008-10-11T00:48:23+00:00</pubDate>
	<dc:creator>GeneSteeler</dc:creator>
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	<title>Thread: Silent War just arrived, looking for good advice!</title>
	<description>I just bought a copy of &lt;a class='gamelink' target='_blank' href=&quot;/game/17484&quot;&gt;Silent War&lt;/a&gt; so I can geek out all by myself.  I haven't played war games in years, except for a recent purchase of &lt;a class='gamelink' target='_blank' href=&quot;/game/27048&quot;&gt;Duel in the Dark&lt;/a&gt; that I have played solo, but it was a little too random in that mode.  I read dozens of GeekList recommendations and decided to dive in (pardon the pun).&lt;br&gt;&lt;br&gt;I am just getting back into board games after many years and am very intrigued by the cyberboard and Vassal systems.  The idea of not having to leave a map spread out for days pleases my wife as well.  I bought the game, so I have the rules and scenarios.  Here is the question:&lt;br&gt;&lt;br&gt;How much should I use counters and how much should I play via laptop?  If you punch out X and leave Y in the box to use online, that is what I need to hear.  I want some recommendations of setups, including storage and layout. I assume that the half empty box is for organizing the many counters through various methods. &lt;br&gt;&lt;br&gt;I would also appreciate any newbie &quot;gotchas&quot; to avoid.  I just dropped $60 on this game and want to make sure I enjoy it. Be descriptive, because I haven't finished reading the rules.&lt;br&gt;&lt;br&gt;Thanks in advance for your help!! </description>
	<link>http://www.boardgamegeek.com/article/2718620#2718620</link>
	<pubDate>2008-10-10T22:09:43+00:00</pubDate>
	<dc:creator>CBRMichael</dc:creator>
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	<title>Thread: Re: Silent War Scenario Book Online?</title>
	<description>Well, to be fair, Chris may already own a copy of the game, and he may just want to be able to play it in a competely eletronic environment.  This would allow him to just take his computer with him when he travels and not much more.  &lt;br&gt;&lt;br&gt;However, we have not made the scenario book available because of the potential for people not to have to buy the game.  We have made the rules available on line so people can get some sense of what they're buying before making their purchase.  At this stage we have no plans to do the same for the scenario book.&lt;br&gt;&lt;br&gt;Ken at Compass</description>
	<link>http://www.boardgamegeek.com/article/2717477#2717477</link>
	<pubDate>2008-10-10T15:49:45+00:00</pubDate>
	<dc:creator>Wahoo</dc:creator>
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	<title>Thread: Re: Silent War Scenario Book Online?</title>
	<description>Otherwise, buy the freakin' game, cheapskate. &lt;img src=&quot;http://files.boardgamegeek.com/images/wink.gif&quot; alt=&quot;;)&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2717366#2717366</link>
	<pubDate>2008-10-10T15:22:47+00:00</pubDate>
	<dc:creator>kixdsky</dc:creator>
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	<title>Thread: Re: Silent War Scenario Book Online?</title>
	<description>Chris,&lt;br&gt;&lt;br&gt;The Scenario Book is not available electronically.  For that you need to own a copy of the game.  &lt;br&gt;&lt;br&gt;Ken at Compass  </description>
	<link>http://www.boardgamegeek.com/article/2717313#2717313</link>
	<pubDate>2008-10-10T15:05:00+00:00</pubDate>
	<dc:creator>Wahoo</dc:creator>
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	<title>Thread: Silent War Scenario Book Online?</title>
	<description>Hi,&lt;br&gt;&lt;br&gt;I've got the Vassal mod for Silent war, but it doesn't come with the scenario book. Does anyone know where I can get it?&lt;br&gt;&lt;br&gt;Thanks,&lt;br&gt;&lt;br&gt;Chris</description>
	<link>http://www.boardgamegeek.com/article/2717017#2717017</link>
	<pubDate>2008-10-10T13:12:38+00:00</pubDate>
	<dc:creator>fatgreta</dc:creator>
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	<title>Thread: Silent Hunter IV: Wolves of the Pacific - a recommendation for the cross platform gamers out there.</title>
	<description>    I tend to do things in bunches.  In this case I am playing Silent War and reading a one volume history of the War in the Pacific.  I just finished my first combat mission in Wolves of the Pacific.  I sank 2701 tons (1 Akizuki Destroyer) off the Midway Islands.  The game is an outstanding compliment to Silent War.  Play with the historical settings on high and you will see why your captains are doing so poorly.  Between the sea, trying to find distances for the TDC, and the enemy's unwillingness to stand still it is damn near impossible to put torpedoes where you want them.  You will also see why so many of your boats fall to that damned betty bomber.   </description>
	<link>http://www.boardgamegeek.com/article/2706539#2706539</link>
	<pubDate>2008-10-07T04:53:37+00:00</pubDate>
	<dc:creator>BeatPosse</dc:creator>
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	<title>Thread: Re: War Events and the Sequence of Play</title>
	<description>I agree that interpretation #2 is correct.</description>
	<link>http://www.boardgamegeek.com/article/2702219#2702219</link>
	<pubDate>2008-10-05T16:51:04+00:00</pubDate>
	<dc:creator>KillerB</dc:creator>
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	<title>Thread: Re: War Events and the Sequence of Play</title>
	<description>Yeah, the more I think about it, the more #2 seems right to me.</description>
	<link>http://www.boardgamegeek.com/article/2700890#2700890</link>
	<pubDate>2008-10-04T20:17:29+00:00</pubDate>
	<dc:creator>nickgb</dc:creator>
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	<title>Thread: Re: War Events and the Sequence of Play</title>
	<description>I'd say it is definitely #2.&lt;br&gt;&lt;br&gt;Though I will generally break the normal deploy/patrol/attack sequence one sub at a time to pile subs into the SMZ to verify I got the proper number there.&lt;br&gt;&lt;br&gt;And also some of the other War Events (such as placing Sub tenders) don't take effect until a later phase.  So no reason to break the regular order for a blockade of Truk  &lt;img src=&quot;http://files.boardgamegeek.com/images/tounge.gif&quot; alt=&quot;:p&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;And a sub on blockade or another event wouldn't have the time to go off after other things in any case.  &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;- Kurt</description>
	<link>http://www.boardgamegeek.com/article/2699676#2699676</link>
	<pubDate>2008-10-04T02:31:36+00:00</pubDate>
	<dc:creator>owktree</dc:creator>
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	<title>Thread: War Events and the Sequence of Play</title>
	<description>OK, so many of the War Events require you to move Subs around, either because a sub base fell (Manilla in my case), or a special mission zone requires you to move some number of subs there.&lt;br&gt;&lt;br&gt;My question is, &lt;br&gt;&lt;br&gt;1) Do you move the required subs during the war event phase (potentially giving them another chance to move during the regular patrol movement or transit movement phases, which seems wrong).&lt;br&gt;&lt;br&gt;OR&lt;br&gt;&lt;br&gt;2) Do you just keep the movement requirements in mind and then move subs to complete the requirements during the normal game sequence of play?&lt;br&gt;&lt;br&gt;I am leaning toward 2, but am not entirely sure, as the rules for War Event state that in the War Event phase (if there is an event that turn) you roll on the event table and resolve the event's effects.  I'm just not sure they actually mean to resolve all movement and everything IN THE WAR EVENT PHASE itself.</description>
	<link>http://www.boardgamegeek.com/article/2696323#2696323</link>
	<pubDate>2008-10-02T21:21:35+00:00</pubDate>
	<dc:creator>nickgb</dc:creator>
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	<title>Thread: Re: Henry G Munson: S-38's 7th Patrol</title>
	<description>The S-boats do suck.   &lt;br&gt;&lt;br&gt;The funnest (yes it &lt;u&gt;is&lt;/u&gt; a real word) patrol is the wolfpack one.  Decent torps, decent ratings and some real choices.  I suggest you give it a whirl!</description>
	<link>http://www.boardgamegeek.com/article/2646140#2646140</link>
	<pubDate>2008-09-14T23:58:51+00:00</pubDate>
	<dc:creator>GeneSteeler</dc:creator>
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	<title>Thread: Henry G Munson: S-38's 7th Patrol</title>
	<description>OK, still learning the mechanics of the game so I will play a few more Patrol Games and this will help me get my head around how the system works.&lt;br&gt;&lt;br&gt;Submarine: USS S-38 SS-143, S-1 Class&lt;br&gt;Starting Base: Brisbane&lt;br&gt;Starting Period: September 1942 (WP2)&lt;br&gt;Patrol Destination: Solomons&lt;br&gt;Torpedo Status: -1&lt;br&gt;Ships Sunk: 2&lt;br&gt;Tonnage Sunk: 5600&lt;br&gt;Length of Patrol: 3 Weeks&lt;br&gt;&lt;br&gt;Same format as my last report with dice rolls shown.&lt;br&gt;Note: Dice rolls and calculations are shown as follows: [{modifier} roll=sum] (sum only if modifier applied)&lt;br&gt;Note: Attacks etc. are shown with calculations&lt;br&gt;&lt;br&gt;Week 1&lt;br&gt;War continues to rage [{0}2][{0}9]. Just as we are about to set off we hear rumour of a big push in the Guadalcanal area, with apparently 12 subs being moved there.&lt;br&gt;ULTRA reports activity in [{0}2] Empire Pacific and Coral Sea so we better be careful on our transit, but we will not stop in Coral Sea, but press on to our assigned patrol zone.. &lt;br&gt;Solomons from Brisbane through Coral Sea takes one week so off we go.[{-1}0=-1] All looks normal, with nothing to report in transition, and we arrive on patrol.&lt;br&gt;&lt;br&gt;Week 2&lt;br&gt;War continues to rage [{0}8].&lt;br&gt;ULTRA reports activity in [{0}5] Bismark Sea and South China Sea, sure is a lot going on down here.  &lt;br&gt;Right, lets keep our eyes peeled for enemy shipping.&lt;br&gt;Lookouts report [{0}7]  a few ships on the horizon (moderate density) so up we creep.&lt;br&gt;[{0}2] Its a small convoy (C1), lets see what's there.&lt;br&gt;I'm using VASSAL here so all 4 ships at top of the war period cups display need to go into the relevant cups, (right click and select to drop into relevant cup) maybe we could get a capital ship here. That would be nice!&lt;br&gt;So, two columns of 4 and 3 ships.&lt;br&gt;Lets line up on Column A. Wow, this sub is going to be hard work an attack of 3!!&lt;br&gt;Up scope and what do we have, rubbish, a 1t 1-0 Merchant and a 1t 2-0 Merchant and two others behind. Tactical rating of 2 is TOUGH!&lt;br&gt;Lets line up on these two then.&lt;br&gt;Top revealed 1t 1-0 M gets a TDC and lets see what the 3rd one down is, it's un-revealed but if I place a TDC it will flip, so.....&lt;br&gt;We have (top down) 1t 1-0 M -1TDC, 1t 2-0 M no TDC, and a 2t 2-0 -2TDC, and one remaining unknown. Again Tactical rating of 2 is TOUGH!&lt;br&gt;No choice here really, all 3 attack on the 2t 2-0 M -2TDC&lt;br&gt;(3+0+-1)-(2+0+-2+0+0)=2-0=2, wow a 2 (need to roll 0 or 1 or 2)[{0}5] missed!&lt;br&gt;Counterattack (0+1+1)-(2+0)=2-2=0 so use the 0 row [{0}4] to no effect.&lt;br&gt;Lets get closer and see what's in Column B.&lt;br&gt;Remember we need to reveal the 'rising sun' flags first, and get a -1 on TDC's here.&lt;br&gt;Lets stay in Column A, and reveal that 'rising sun' in B and the last 'red ball' in A.&lt;br&gt;Ah, that's GOOD and BAD, a 15t 4-0 Oil Tanker in A BUT an H8 Emily ASW plane on patrol in B!&lt;br&gt;In A 1t 1-0 M, 1t 2-0 M, 2t 2-0 M, 15t 4-0&lt;br&gt;in B 'red ball', 'red ball', Emily&lt;br&gt;That Emily has just spoilt our chances we think!&lt;br&gt;Lets have TDC's on the 1t 1-0 M  and the 2t 2-0 M giving me 0(-1) and +1(0)&lt;br&gt;All attack onto the 1t 1-0 M, it has the lowest defence value.&lt;br&gt;(3+0+-1)-(1+2+-1+0+0)=2-2=0, we need to keep away from that Emily! [{0}2] and we miss.&lt;br&gt;Here comes the Emily on counterattack&lt;br&gt;(2+1+1)-(2+0)=4-2=2 with a +1 DRM for re-attack [{+1}5=6], he can not find us. Lets get out of here!!!!&lt;br&gt;After evaluation of our position [{0}8]  have no torpedoes left so  time to RTB.&lt;br&gt;&lt;br&gt;Week 3&lt;br&gt;War continues to rage [{0}1][{0}0] Lots of ULTRA activity.&lt;br&gt;ULTRA reports [{0}3] &amp; [{0}7] S. China Sea 1, Banda Sea and S. Philippine Sea.&lt;br&gt;Back in Brisbane with no transition problems [{0}1], and nothing to show for 3 hard weeks at sea.&lt;br&gt;&lt;br&gt;The scenario introduction said that patrols in the old S-boats were hard.&lt;br&gt;An attack rating of 3, a Tactical of 2 and an Emily harassing us while trying to line up an attack made life really hard, never mind, there's always the next time!</description>
	<link>http://www.boardgamegeek.com/article/2645492#2645492</link>
	<pubDate>2008-09-14T15:42:47+00:00</pubDate>
	<dc:creator>StugIIIg</dc:creator>
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	<title>Thread: Re: Patrol: Dudley “Mush” Morton: Wahoo's 4th Patrol AAR</title>
	<description>I've had an itch for a good solitaire game and B29 didn't scratch it. your report has me interested.</description>
	<link>http://www.boardgamegeek.com/article/2643723#2643723</link>
	<pubDate>2008-09-13T12:38:43+00:00</pubDate>
	<dc:creator>scribidinus</dc:creator>
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	<title>Thread: Re: Patrol: Dudley “Mush” Morton: Wahoo's 4th Patrol AAR</title>
	<description>Great report Dave.  Thanks for posting.  That was some ASW support with that convoy.</description>
	<link>http://www.boardgamegeek.com/article/2643679#2643679</link>
	<pubDate>2008-09-13T11:41:13+00:00</pubDate>
	<dc:creator>Onomarchos</dc:creator>
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	<title>Thread: Patrol: Dudley “Mush” Morton: Wahoo's 4th Patrol AAR</title>
	<description>Sub: USS Wahoo SS-212 – Gato Class&lt;br&gt;Base: Pearl Harbour&lt;br&gt;Start: Feb 1943 (War Period 2)&lt;br&gt;Patrol: East China Sea&lt;br&gt;Torpedo Status:  -1&lt;br&gt;Target Score 9 ships, 20,000 tonnes, 6 weeks&lt;br&gt;&lt;br&gt;Note: Dice rolls and calculations are shown as follows: [{modifier} roll=sum] (sum only if modifier applied)&lt;br&gt;Note: Attacks etc. are shown with calculations&lt;br&gt;&lt;br&gt;Week 1&lt;br&gt;Off we go, all  fuelled up and ready, we leave Pearl Harbour with quite a challenge on our hands!&lt;br&gt;War continues to rage [{0}8]&lt;br&gt;ULTRA reports activity in [{0}5] Bismark Sea and South China Sea 1 neither on our route. &lt;br&gt;Departing Pearl we transit through Hawaiian Islands to Marshal Islands [{-1}5=4] to no event.&lt;br&gt;&lt;br&gt;Week Two&lt;br&gt;War continues to rage [{0}1][{0}2] and we hear that Cachalot and Cuttlefish have been relegated to training duty, bet the guys are annoyed to be out of things!&lt;br&gt;ULTRA reports activity in Sea of Japan and Solomans neither on our route [{0}0]&lt;br&gt;Passing through Marianas we arrive at East China Sea and begin to patrol, more activity here but nothing to report on transition [{-1}3=2]&lt;br&gt;&lt;br&gt;Week 3&lt;br&gt;Lets get going, we are in our allocated patrol zone, time to strike.&lt;br&gt;War continues to rage [{0}2][{0}[6] and we discuss the ongoing torpedo shortage.&lt;br&gt;ULTRA reports activity in [{0}2]  Empire Pacific and Coral Sea&lt;br&gt;So under patrol we will stay in this zone, now its time to hunt for convoys&lt;br&gt;All crew on watch and bingo [{0}6] moderate density of targets encountered and we spot a small convoy(C1) [{0}1] and move into position&lt;br&gt;&lt;br&gt;We see two lines of ships, in two columns of 4 and 3 and creep up on column A to set up firing solutions.&lt;br&gt;Wow, two 6-½ DD's, a 15t 4-0 Oil Tanker and a 1t 2-0 Merchant.&lt;br&gt;&lt;br&gt;Lets line up some shots on these guys, and have a go at the Oil Tanker&lt;br&gt;Solutions coming in &gt; DD1 -1, DD2 +1, AO -2, M -2, looking good on that AO!&lt;br&gt;Now to decide, slightly harder shot on the AO, but she is big and fat, lets go for her.&lt;br&gt;Lining up the AO we get into firing position and allocate all our attack onthe AO&lt;br&gt;(7+0+-1)-(4+1+-2+0+0)=6-3 = 3 [{0}4] Ahhhh, nearly got her.&lt;br&gt;Now they know we are here! The two DD's close in for a counterattack&lt;br&gt;(1+3+1)-(4+0)=5-4=1 Here they come [{0}7] and we manage to move away and were nearly spotted.&lt;br&gt;&lt;br&gt;OK, lets re-attack, we can not let this large AO to get away.&lt;br&gt;&lt;br&gt;Lining up on Column A again we get a sight of Column B, a 1t 2-0 Merchant, a 9t 3-0 Stores Ship and a Emily ASW plane!&lt;br&gt;&lt;br&gt;Lets line up Column A again and have another pop at that AO .&lt;br&gt;Solutions coming in – DD1 0, DD2 -3, AO -2, M +3, looking good, tempting me back onto the AO again, so lets line up and fire.&lt;br&gt;(7+0+-1)-(4+3+-2+0+0)=6-5 = 1 . That ASW plane makes this so tough, but we get a shot off [{0}1] and we hit!&lt;br&gt;Kabooom [{-1}6]=5, and DOWN she goes, scratch one Oil Tanker, 15,0000t&lt;br&gt;BUT here come the destroyers supported by the Emily, time to dive and try to slip away.&lt;br&gt;(3+3+1)-(4+0)=7-4=3 Here they come pressing their attack, and they know we are here now[{+1}7=8] and we take moderate depth charge damage and slip away to the south.&lt;br&gt;&lt;br&gt;After evaluation of our position [{+1}3=4]  we have enough supplies and stores to remain at sea.&lt;br&gt;&lt;br&gt;After talking to the crew and the chief engineer we decide to continue our patrol for one more week and see what crops up even though we are damaged.&lt;br&gt;&lt;br&gt;Week 4&lt;br&gt;OK, with the damage patched up we continue to search for targets&lt;br&gt;War continues to rage [{0}4]&lt;br&gt;ULTRA reports activity in [{0}0] Sea of Japan ans Solomons&lt;br&gt;We stay in this zone and hunt for targets[{0}1] but maybe they are avoiding this zone since we sunk they Oil Tanker last week.&lt;br&gt;&lt;br&gt;Evaluation of our position and stores [{+1-1}6=6] leaves me with no choice to head for home therefore RTB&lt;br&gt;&lt;br&gt;So we RTB via Marianas to Marshal Islands [{0}1] with no event&lt;br&gt;&lt;br&gt;Week 5&lt;br&gt;Damage seems to be holding up as we continue to make our way home&lt;br&gt;War continues to rage [{0}1] with no ULTRA information this week&lt;br&gt;We transit through the Hawaiian Islands and arrive back at Pearl [{0}8] with no event.&lt;br&gt;Dock side we get a better chance to assess the damage [{0}1] and as suspected it was only superficial and we move to the Broom Box for minor repairs.&lt;br&gt;&lt;br&gt;Debrief&lt;br&gt;An interesting 5 week patrol, with a good attack on an Oil Tanker, while being pressed by two DD's and an aircraft. Got the kill but paid the price under counterattack by taking what turned out to be minor damage.&lt;br&gt;Unlucky in Week 4 to find no targets, then our endurance ran out and we RTB.&lt;br&gt;&lt;br&gt;Total 5 weeks, 1 ship, a 15,000t Oil Tanker&lt;br&gt;&lt;br&gt;Comments please, and I will record some more.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2640820#2640820</link>
	<pubDate>2008-09-12T12:33:11+00:00</pubDate>
	<dc:creator>StugIIIg</dc:creator>
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	<title>Thread: Re: Combat Sheet and TDC markers: what do they simulate??</title>
	<description>One comment in the ComSimWorld forum by the designer is that the game currently doesn't simulate the sinking rate on Japanese escorts that well.  They're basically not very rewarding targets; high defense, low tonnage.&lt;br&gt;&lt;br&gt;There was some discussion of an optional rule allowing an initial attack on an unalerted escort being made with a slightly reduced defense.  (Don't have the exact particulars on hand.)&lt;br&gt;&lt;br&gt;My personal opinion would be to &quot;convert&quot; some of the CL sinkings into 2kt DDs instead; e.g. a 4-0 CL is fired at, and 10-20% of the time it is a mis-identified DD.  If hit and sunk (at Def 4) you get credit for 2,000 tons instead of 4,000.  If you miss the chit is replaced with a now alerted 6-1 DD.  This would reduce the ahistorical* rate of CL sinkings and up the number of DD sinkings.&lt;br&gt;&lt;br&gt;*- I consider it ahistorical from playing one campaign and reading records here of another campaign where many more light cruisers were sunk than the Japanese had and built during the war.  Caveat is that if I had an equal shot at a 3-4t maru and a CL with roughly equal chances to hit I favored the CL since I liked taking out warships...&lt;br&gt;&lt;br&gt;- Kurt</description>
	<link>http://www.boardgamegeek.com/article/2579055#2579055</link>
	<pubDate>2008-08-22T00:04:43+00:00</pubDate>
	<dc:creator>owktree</dc:creator>
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	<title>Thread: Re: Combat Sheet and TDC markers: what do they simulate??</title>
	<description>Two observations, from a historical (as opposed to a game mechanic) perspective:&lt;br&gt;&lt;br&gt;1. While the warships are heavy in Column D, that is also where most of the monster tonnage is. A submariner's dream was getting a CV or BB in the scope. Not only was a big warship kill what U.S. submariners and their command valued from a combat submariner's view, a 35Kt carrier was (literaly) worth 6 x 6t merchants. When S-44 sank the Japanese cruiser Kako on 10 Aug 42, it earned her skipper (Lt. John R. &quot;Dinty&quot; Moore) the Navy Cross, as that was the largest IJN combatant sunk up to that time (8k t). Merchant tonnage wasn't considered quite as &quot;worthy&quot; as a combatant kill. So, historically, the agressive US sub skippers would have been in Column D, given a  choice.&lt;br&gt;&lt;br&gt;2. Some sub skippers specialized in killing escorts. Sam Dealey's Harder was famed as a &quot;destroyer killer&quot;. 2k t of destroyer was again valued by SubPac (and admired by his peers) as something greater than merchant tonnage. The game doesn't reward that, but maybe a variant rule should weigh total tonnage and combatant kills over merchant tonnage and number of ships sunk.&lt;br&gt;&lt;br&gt;From a game perspective, if you killed an escort in the First Attack Round, it would make the Counterattack Round less dangerous and improve the odds and success of the Re-Attack round, and give more target choices to attack (i.e., possibly bigger ones).&lt;br&gt;&lt;br&gt;At least, I think that is some of what is being simulated. Or giving the player the option to try if they want additional challenges.   </description>
	<link>http://www.boardgamegeek.com/article/2575235#2575235</link>
	<pubDate>2008-08-21T00:08:10+00:00</pubDate>
	<dc:creator>Erik the Red</dc:creator>
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	<title>Thread: Re: 3 more rules questions</title>
	<description>&lt;b&gt;Skagerrak wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;When actually firing though, you flip the counter. If it turns out to be a low defense you're good to go. If it turns out to be a high defense target you simply made a long shot and missed.&lt;/i&gt;&lt;br&gt;&lt;br&gt;Unless you're skippering the I-19 in Sept '42 when your six torp spread will sink a carrier, damage a battleship, and cripple (eventually sink) a DD...&lt;br&gt;&lt;br&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/surprise_animated.gif&quot; alt=&quot;:surprise:&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;- Kurt</description>
	<link>http://www.boardgamegeek.com/article/2557100#2557100</link>
	<pubDate>2008-08-14T23:30:36+00:00</pubDate>
	<dc:creator>owktree</dc:creator>
</item><item>
	<title>Thread: Re: 3 more rules questions</title>
	<description>Great answers and explinations.  Thanks a ton guys.  Thanks especially for the rules quotes on teh RTB thing, I knew it was in there someplace but I was haveing trouble parsing it out.&lt;br&gt;&lt;br&gt;Love the community here...tx again.</description>
	<link>http://www.boardgamegeek.com/article/2552192#2552192</link>
	<pubDate>2008-08-13T16:58:24+00:00</pubDate>
	<dc:creator>MadApple</dc:creator>
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	<title>Thread: Re: 3 more rules questions</title>
	<description>&lt;br&gt;Kurt got the questions down pretty well.&lt;br&gt;&lt;br&gt;&lt;i&gt;A side question, the rules state that any hidden target is considered a 1 for defensive value purposes. However as soon as I fire on it I flip it over so why would I ever need to use the stand in number? &lt;/i&gt;&lt;br&gt;&lt;br&gt;The '1' defensive value is for deciding whether or not it is possible to hit the target. There may be situations where you reveal your Japanese units, but decide to put TDC markers on unrevealed units (i.e. not waste one on a '9' defense target when you know you aren't going to hit it with your lousy early war torpedoes).&lt;br&gt;&lt;br&gt;Say you end up with a -3 TDC on a meatball target. In order to figure out whether it's possible to shoot or not, you use '1' for the defense.&lt;br&gt;&lt;br&gt;When actually firing though, you flip the counter. If it turns out to be a low defense you're good to go. If it turns out to be a high defense target you simply made a long shot and missed.</description>
	<link>http://www.boardgamegeek.com/article/2551218#2551218</link>
	<pubDate>2008-08-13T12:08:44+00:00</pubDate>
	<dc:creator>Skagerrak</dc:creator>
</item><item>
	<title>Thread: Re: 3 more rules questions</title>
	<description>&lt;b&gt;MadApple wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;1. RTB question. This has been talked about a lot but I'm still having a hard time nailing it down. So here is my example. My boat fails the endurance check after a patrol, does it Transit home (rtb) in the transit phase at the end of this turn? I think not as it went on patrol and thus should end the patrol in the done section. The boat will start to move home at the end of the NEXT turn I think. Can someone confirm please? &lt;br&gt;&lt;/i&gt;&lt;br&gt;The subs starts back to base that turn.&lt;br&gt;&lt;br&gt;See Rule 14.7 [Endurance Check]&lt;br&gt;If the sub fails the check the sub must RTB.&lt;br&gt;If the sub passes place the sub in the &quot;DONE&quot; section of the OpArea.&lt;br&gt;&lt;br&gt;And note the description of the 15.0 Transit Phase in Rule 4.0&lt;br&gt;&quot;Submarines that are in the Ready for Sea Box of a base, are outbound to a patrol area, or have received an RTB result may move a number of OpAreas up to their movement rate.&quot;&lt;br&gt;&lt;br&gt;One of the effects of the process working like this is that a sub can't voluntarily fail an Endurance Check and head back to base (like just after receiving damage from a counterattack.)  To voluntarily RTB involves waiting to the next turn and skipping the Contact and Combat Phases. [Rule 15.21]&lt;br&gt;&lt;br&gt;&lt;b&gt;MadApple wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;2. Tactical combat question. When faced with an enemy convoy I sometimes do not want to &quot;flip&quot; my full tactical rateing (say I have a 4 rating with 4 boats as possible targets but one is likely a warship, i'd rather NOT flip that one so that my shot is easier. A side question, the rules state that any hidden target is considered a 1 for defensive value purposes. However as soon as I fire on it I flip it over so why would I ever need to use the stand in number? &lt;br&gt;&lt;/i&gt;&lt;br&gt;You always have to flip your full tactical rating if possible.&lt;br&gt;&lt;br&gt;[Rule 14.12]&lt;br&gt;&quot;The player reveals a number of Japanese units on the Combat Display &lt;u&gt;&lt;b&gt;equal to&lt;/b&gt;&lt;/u&gt; the Tactical Rating of the submarine by turning them face up, one at a time.&quot;&lt;br&gt;&lt;br&gt;You won't use the stand in defense value of &quot;1&quot; in an actual attack.&lt;br&gt;&lt;br&gt;&lt;b&gt;MadApple wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;3. Again in tactical combat. When i am adding up the defensive number I sometimes end up with a negative number (ex. Target is 1t meatball, Def 1 and no ASW flipped. TDC is -3..thus the total is -2). Do I then add this to my attack number or just consider the enemy defense to be zero? (continuing the example..if my attack number was 2 would it remain 2 or be raised to 4?) &lt;br&gt;&lt;/i&gt;&lt;br&gt;Raised to 4.  You got a sweet shot at a small maru in almost ideal conditions.  Substitute the -3 TDC result into the examples under Rule 14.1 and you can see the effect.&lt;br&gt;&lt;br&gt;- Kurt</description>
	<link>http://www.boardgamegeek.com/article/2549994#2549994</link>
	<pubDate>2008-08-13T00:29:52+00:00</pubDate>
	<dc:creator>owktree</dc:creator>
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	<title>Thread: 3 more rules questions</title>
	<description>*Cross posted to compass games but generally I find responses are quicker here*&lt;br&gt;&lt;br&gt;I've been trolling through the forums trying to find answers to no avail. Anyone experts in the game want to help me out (I'm on my very first campaign at the moment and I'd hate to find out I'm doing it wrong). &lt;br&gt;&lt;br&gt;1. RTB question. This has been talked about a lot but I'm still having a hard time nailing it down. So here is my example. My boat fails the endurance check after a patrol, does it Transit home (rtb) in the transit phase at the end of this turn? I think not as it went on patrol and thus should end the patrol in the done section. The boat will start to move home at the end of the NEXT turn I think. Can someone confirm please? &lt;br&gt;&lt;br&gt;2. Tactical combat question. When faced with an enemy convoy I sometimes do not want to &quot;flip&quot; my full tactical rateing (say I have a 4 rating with 4 boats as possible targets but one is likely a warship, i'd rather NOT flip that one so that my shot is easier. A side question, the rules state that any hidden target is considered a 1 for defensive value purposes. However as soon as I fire on it I flip it over so why would I ever need to use the stand in number? &lt;br&gt;&lt;br&gt;3. Again in tactical combat. When i am adding up the defensive number I sometimes end up with a negative number (ex. Target is 1t meatball, Def 1 and no ASW flipped. TDC is -3..thus the total is -2). Do I then add this to my attack number or just consider the enemy defense to be zero? (continuing the example..if my attack number was 2 would it remain 2 or be raised to 4?) &lt;br&gt;&lt;br&gt;thanks in advance for the help.  &lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2545290#2545290</link>
	<pubDate>2008-08-11T16:50:19+00:00</pubDate>
	<dc:creator>MadApple</dc:creator>
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	<title>Thread: Re: Combat Sheet and TDC markers: what do they simulate??</title>
	<description>&lt;b&gt;scharmers wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I wonder if anyone is like me and NEVER pull from C unless they have to... &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt; &quot;Oh look, 3 2T DDs and a 2T maru....&quot;&lt;br&gt;&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;Not often in the eary war periods.  Once I have radar, Gato/Balao class boats and +0 torpedoes (or better) I do it much more often.&lt;br&gt;&lt;br&gt;Since it's probably WP3 by then there is already a DE possible in Cup B.  And Cup C doesn't have any of the annoying aircraft.&lt;br&gt;&lt;br&gt;Depending on how large the contact was and/or how aggressive I felt I'd often start in Column B and do reveals in Column C to see what was there.  An escort could be turned back over; or if too much turned up I had the option to switch to Column B for the re-attack with the revealed escorts in Column C out of range.&lt;br&gt;&lt;br&gt;The alternative when wanting &quot;big game&quot; was starting in Column C and revealing ships in Columns C and D.  If the hunting was good I could reattack and shift to Column D; if things looked nasty in Column D I could shift to Column B and hopefully have a consolation prize of marus available.&lt;br&gt;&lt;br&gt;- Kurt&lt;br&gt;&lt;br&gt;P.S. - I also tended to &quot;save&quot; a merchant target in an adjacent column for the last chit to turn over in case an earlier chit triggered a &quot;Target lumbers into way&quot; Combat Event. &lt;img src=&quot;http://files.boardgamegeek.com/images/wink.gif&quot; alt=&quot;;)&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2524325#2524325</link>
	<pubDate>2008-08-02T21:33:20+00:00</pubDate>
	<dc:creator>owktree</dc:creator>
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	<title>Thread: Re: Foolish and embarassing but I'm obessing so I want to ask..</title>
	<description>tx a ton</description>
	<link>http://www.boardgamegeek.com/article/2523199#2523199</link>
	<pubDate>2008-08-02T02:56:05+00:00</pubDate>
	<dc:creator>MadApple</dc:creator>
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	<title>Thread: Re: Combat Sheet and TDC markers: what do they simulate??</title>
	<description>I wonder if anyone is like me and NEVER pull from C unless they have to... &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt; &quot;Oh look, 3 2T DDs and a 2T maru....&quot;&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2522525#2522525</link>
	<pubDate>2008-08-01T21:22:43+00:00</pubDate>
	<dc:creator>scharmers</dc:creator>
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	<title>Thread: Re: Foolish and embarassing but I'm obessing so I want to ask..</title>
	<description>The move OUT of and INTO a base counts as a movement point.  </description>
	<link>http://www.boardgamegeek.com/article/2522512#2522512</link>
	<pubDate>2008-08-01T21:17:58+00:00</pubDate>
	<dc:creator>scharmers</dc:creator>
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	<title>Thread: Foolish and embarassing but I'm obessing so I want to ask..</title>
	<description>When moving from say the marshall islands to Pearl is it two or 3 transit moves?  I know that moving into a special ops area doesn't take movement points but I suspect movement to bases does.  can someone confirm?</description>
	<link>http://www.boardgamegeek.com/article/2516523#2516523</link>
	<pubDate>2008-07-31T03:21:07+00:00</pubDate>
	<dc:creator>MadApple</dc:creator>
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	<title>Image</title>
	<description>
		Cyberboard is an excellent tool to play Silent War - displayed is the base in Freemantle with returning, repairing and readying subs. Dutch Harbor is not available yet and will become so via random event &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic315164_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/315164</link>
	<pubDate>2008-03-25T08:23:59+00:00</pubDate>
	<dc:creator>Mixo</dc:creator>
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	<title>Image</title>
	<description>
		Back of the Silent War Box &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic300617_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/300617</link>
	<pubDate>2008-02-14T08:48:42+00:00</pubDate>
	<dc:creator>Abraxx</dc:creator>
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	<title>Image</title>
	<description>
		S-36 attempting an attack on a heavy task force (5t target, automatic miss because of -2 general torpedo value) &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic204491_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/204491</link>
	<pubDate>2007-04-17T20:51:03+00:00</pubDate>
	<dc:creator>Konwacht</dc:creator>
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	<title>Image</title>
	<description>
		buildup for start of the &quot;whole war campaign&quot; - NOTE: version with DUTCH submarines in starting positions &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic204490_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/204490</link>
	<pubDate>2007-04-17T20:48:21+00:00</pubDate>
	<dc:creator>Konwacht</dc:creator>
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	<title>Image</title>
	<description>
		close-up on the war map - notice the subs inside the SpecialMissionZones at start of the campaign &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic204393_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/204393</link>
	<pubDate>2007-04-17T16:26:49+00:00</pubDate>
	<dc:creator>Konwacht</dc:creator>
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	<title>Image</title>
	<description>
		buildup for start of the &quot;whole war campaign&quot; - notice the ~30 subs in Manila subbase on the right upper corner &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic204392_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/204392</link>
	<pubDate>2007-04-17T16:24:47+00:00</pubDate>
	<dc:creator>Konwacht</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		box front &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic204391_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/204391</link>
	<pubDate>2007-04-17T16:22:58+00:00</pubDate>
	<dc:creator>Konwacht</dc:creator>
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	<title>Image</title>
	<description>
		storing inside an organizer - the four boxes in the middle are for the &quot;war mix cups&quot; A, B,C and D &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic204390_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/204390</link>
	<pubDate>2007-04-17T16:22:05+00:00</pubDate>
	<dc:creator>Konwacht</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		TABLES IN SPANISH -TABLAS EN ESPAÑOL &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic170875_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/170875</link>
	<pubDate>2006-12-26T17:41:07+00:00</pubDate>
	<dc:creator>Felisan88</dc:creator>
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	<title>Image</title>
	<description>
		TABLES IN SPANISH 2 -TABLAS EN ESPAÑOL 2 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic170876_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/170876</link>
	<pubDate>2006-12-26T17:20:19+00:00</pubDate>
	<dc:creator>Felisan88</dc:creator>
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