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Geeklist s for Silent War

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Board Game: Silent War [Average Rating:7.39 Overall Rank:1321]
Grzegorz Bernat
Poland
Dzierżoniów
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stan: dobry, brak oryginalnej instrukcji (wydrukowana zastępcza), na pudełku odrapania, na zgięciach mapy również białe rysy, zdjęcia: https://www.dropbox.com/sh/jig7xqe00alzoss/AAClm2z7e3Dau6LvR...
+ dodatek IJN
wydanie: angielskie(Compass Games), pierwsza edycja
nick na forum g-p: berni
wysyłka: na mój koszt, Poczta Polska lub paczkomaty.pl
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Board Game: Silent War [Average Rating:7.39 Overall Rank:1321]
Chris Krigbaum
United States
Spring Lake
North Carolina
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In great condition. Minor shelf wear on the box, mostly on the corners. Minor crease on the map but does not detract from game play at all. One counter sheet un-punched, the rest punched and sorted in a Plano box.
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Board Game: Silent War [Average Rating:7.39 Overall Rank:1321]
Corporal Dave
United States
Champaign
Illinois
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I got this in a BGG trade. All the parts are here, including all the counters, except for whatever packaging IJN came in. (IJN fits comfortably in the SW box and that is where I keep it.) It looks like it's only been played a few times and is in excellent shape. There is some light wear to the box, which is dark blue so it shows some whitening on the edges. Most of the many counters are in baggies (the many, many subs and ships!), and I have added one counter tray for markers and similar counters.

SWEETENER-

IJN. Fits comfortably in the SILENT WAR box.
 
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Board Game: Silent War [Average Rating:7.39 Overall Rank:1321]
Ryan
United States
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Holy cow, Silent War is old enough for this list! So up it goes. Quite possibly requiring the most time of any game you've ever played to finish, SW puts the play in the position of managing every patrol of every submarine fielded by the US in the Pacific theater in WWII. It does offer campaigns of lesser lengths, as well as stand alone patrol encounters if you don't have the time or fortitude for the grand campaign. 1 player only.
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Board Game: Silent War [Average Rating:7.39 Overall Rank:1321]
Corporal Dave
United States
Champaign
Illinois
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I got this in a BGG trade. All the parts are here, including all the counters, except for whatever packaging IJN came in. (IJN fits comfortably in the SW box and that is where I keep it.) It looks like it's only been played a few times and is in excellent shape. There is some light wear to the box, which is dark blue so it shows some whitening on the edges. Most of the many counters are in baggies (the many, many subs and ships!), and i have added one counter tray for markers and similar counters.

SWEETENER:

IJN. In the Silent War box.
 
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Board Game: Silent War [Average Rating:7.39 Overall Rank:1321]
Jack Bennett
United States
Rougemont
North Carolina
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I was going strong on this game on my geeklist, but I got crazy busy in February and had to slow down. But now I'm ready to dive back in and see if I can beat the next tonnage check.

Though definitely not for everyone, I think this is a really amazing game. It's a game of attrition, where scheduling and maximizing the number of shots you're taking is focused on over diving to escape depth charges or anything. And you're playing over the long haul for the entirety of the Pacific War, week by week. Expect this game to take a while if you want to play the whole thing.

I have a few issues (I always do...) mainly with the rulebook and the fact that the game and come to an abrupt end. But there's nothing else I've ever played quite like this.
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Board Game: Silent War [Average Rating:7.39 Overall Rank:1321]
Corporal Dave
United States
Champaign
Illinois
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I got this in a BGG trade. All the parts are here, including all the counters, except for whatever packaging IJN came in. (IJN fits comfortably in the SW box and that is where I keep it.) It looks like it's only been played a few times and is in excellent shape. There is some light wear to the box, which is dark blue so it shows some whitening on the edges. Most of the many counters are in baggies (the many, many subs and ships!), and i have added one counter tray for markers and similar counters.

SWWETENER

IJN.
 
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Board Game: Silent War [Average Rating:7.39 Overall Rank:1321]
Damiano Ferraro
Italy
Bagno a Ripoli
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Lingua: Inglese

Dipendenza dal linguaggio: Bassa, allego regolamento italiano.

Stato: A+ Tolto il cellophane e messo tutti i componenti nei sacchettini.

Consegna: A mano nelle zone di Firenze e Prato oppure spedizione con corriere a mio carico.
 
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Board Game: Silent War [Average Rating:7.39 Overall Rank:1321]
Damo
Australia
Hobart
Tasmania
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I'm starting off with an old favourite/nemesis.

I have a love/hate relationship with this game. I have not gotten past War Phase 1 yet, but I keep coming back for more.

Plus, I'm setting up a vertical magnetic board using Orisek Counter Holders and an old metal table top.

Should be fun.
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Board Game: Silent War [Average Rating:7.39 Overall Rank:1321]
Ryan
United States
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Ryan plays Silent War on his cool geeklist here.

Campaign 1 with Allied Subs

February 1942
Japanese ships sunk: 4
Japanese ships damaged: 4
Tonnage sunk: 23,000
Ship types sunk: 4 Marus
Notable ships sunk: None
US subs lost: 0
54 Contacts
19 Re-attacks
14 Combat Events

Running Total
Japanese ships sunk: 23
Tonnage sunk: 60,000
Subs lost: 0

Progress toward February 1942 goal
Needed: 90,000 tons
Have: 60,000 tons
66.6% accomplished with 0 weeks remaining.
I fail my goal and get replaced as COMSUBPAC.

Comments
Just a terrible month for hitting anything. Or sinking what I hit. I had just one less contact in February than in March but I sunk 10 fewer ships and 6,000 fewer tons. What I recall of this month is an endless string of misses and dud hits (6 dud hits, 4 damaged results). I had so many potential good targets at 5,000 to 10,000 tons that I had decent odds at hitting which turned out to be unproductive. I actually didn't sustain any lost submarines, which was cool. The last week I needn't have bothered playing as I only had 8 submarines that were in patrol status.

Oh well. Off to beef up my geeky tracking spreadsheet again and get set for another attempt.

Beginning of New Campaign

Campaign 1 with Allied Subs

December 1941
Japanese ships sunk: 9
Japanese ships damaged: 1
Tonnage sunk: 29,000
Ship types sunk: 7 marus, 1 oil tanker
Notable ships sunk: None
US subs lost: 1
44 Contacts
47 Initial Attacks
27 Re-attacks
5 Combat Events
17 hits out of 74 total attacks (23%) resulting in 9 sunk ships (12.1%). Sinking about half of what I hit.

Running Total
Japanese ships sunk: 9
Tonnage sunk: 29,000
Subs lost: 1

Progress toward February 1942 goal
Needed: 90,000 tons
Have: 29,000 tons
32.2% accomplished at 27.2% through with 8 weeks remaining.
Need to average 7,625 tons per week to succeed.

Comments
Wow, what a difference. This must be the best I've ever done by the first three weeks. I put ships on the bottom each week, most notably during the third week of December where my subs put 6 on the bottom for 19,000 tons. The most exciting attack was the USS Tambor splitting its initial attack against two marus. With 20% odds to hit each, she hit and sunk both! Most of my sinkings have been against ships weighing 3-5 thousand tons which has helped scoot me up. I've been reattacking a lot (36.5% of my attacks are reattacks, yet I've only sunk 1 ship during those reattacks).

Sadly, contact with the USS Sturgeon was lost while she was enroute back to base at Manila while passing through the North Philippine Sea.

Update 10 February

January 1942
Japanese ships/tonnage sunk by US subs: 15 / 68,000 - 13 marus, 1 oil tanker, 1 seaplane tender
Japanese ships damaged by US subs: 6
Japanese ships/tonnage sunk by Allied subs: 1 / 3,000 - 1 maru
Japanese ships damaged by Allied subs: 0
Notable ships sunk: AV Kamoi (flying boat tender) for 18,000 tons
Notable ships damaged: AM Okinoshima (mine layer) back in service July 1942
US subs lost: 0
65 Contacts
70 Initial Attacks
27 Re-attacks
12 Combat Events
30 hits out of 97 total attacks (30.9%) resulting in 16 sunk ships (16.5%). Sinking just over half of what I hit.

Running Total
Japanese ships sunk: 24 from US subs, 25 overall
Tonnage sunk: 97,000 from US subs, 100,000 overall
Subs lost: 1
98 total patrols with 25 ship sunk (0.255 ships sunk per patrol, 1,020 tons sunk per patrol)

Progress toward February 1942 goal
Needed: 90,000 tons
Have: 97,000 tons
107.7% accomplished at 63.6% through with 4 weeks remaining.
Need to average 0 tons per week to succeed.

Progress toward May 1942 goal
Needed: 220,000 tons
Have: 97,000 tons
44.1% accomplished at 30.4% through with 16 weeks remaining.
Need to average 7,687.5 tons per week to succeed.

Comments
I seemed to get unbelievably successful rolls in nearly every aspect of the game this month. I did far better than my good showing in December with more subs on patrol, more subs hitting, and more hits causing ships to sink. I sunk one ship worth 18,000 tons and another worth 15,000. I've been able to land hits on a lot of ships worth 3,000 - 5,000 which has been great for my numbers. I did great on my endurance checks and kept a lot of subs in service for 2-3 weeks in a row before returning to base. My repair rolls were also great and I've been moving damaged subs through the repair process quickly. Several times my damage results turned out to be superficial and required no down time. I was also fortunate that I didn't have any War Events that disrupted my plans. Apparently the Philippines are still holding on and though I've been seeing a lot of action in the Aleutians that campaign hasn't officially started yet. I've also been lucky and haven't lost any additional subs this month.

I can't believe I met my goal with four weeks to spare. I've never made this much tonnage in 11 weeks, let alone just 7. Looking forward to seeing at least an additional three months of the game. If I can keep up the pace I'm sinking ships I'll be able to start rolling for torpedo improvement in 14 weeks or so.
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Board Game: Silent War [Average Rating:7.39 Overall Rank:1321]
Jeff
United States
Brooklyn
New York
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Mostly unpunched.

Sale price: $40.
 
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Board Game: Silent War [Average Rating:7.39 Overall Rank:1321]
Grzegorz Bernat
Poland
Dzierżoniów
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Stan: stan dobry, otarcia na pudełku, na zgięciach mapy również delikatne otarcia, brakuje oryginalnej instrukcji do podstawki (w zamian wydrukowana przeze mnie), Scenario Book oryginalny

ZDJĘCIA: https://www.dropbox.com/sh/jig7xqe00alzoss/AAClm2z7e3Dau6LvR...

+ dodatek IJN

Wydanie: wydanie angielskie, wydawnictwo Compass Games, pierwsze wydanie


Pokrywam koszty wysyłki w Polsce: paczkomat/Poczta Polska

Nick na forum gry-planszowe.pl: berni
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Board Game: Silent War [Average Rating:7.39 Overall Rank:1321]
Bob Hansen
United States
Menomonee Falls
Wisconsin
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Punched and in GMT trays. Box bottom a bit dished.

Starting $30
BIN $50
 
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Board Game: Silent War [Average Rating:7.39 Overall Rank:1321]
Jack Bennett
United States
Rougemont
North Carolina
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December 1941, second week

Strategic:
Skipped on turn 1

Reinforcement, Ready, and Repair:
No Japanese units are added to the War Mix.
No reinforcements.
No withdrawals.
No returns.

Pearl Harbor
No new subs ready.
Narwhal: moved to repair box 2.
Cachalot: remains in repair box 3.

Operations:

Hawaiian Islands
Gudgeon: transit move to Broom Box at Pearl Harbor.
Plunger: transit move to Broom Box at Pearl Harbor.
Pollack: transit move to Broom Box at Pearl Harbor.
Pompano: transit move to Broom Box at Pearl Harbor.
Thresher: transit move to Broom Box at Pearl Harbor.

Midway Island
Trout: no contacts.
Argonaut: no TF contacts.

Wake Island
Tambor: no TF contacts.
Triton: no TF contacts.

Pearl Harbor
Dolphin: transit move to North Pacific. Uneventful.
Tautog: transit move to North Pacific. Uneventful.

Total Ships: 0
Total Tonnage: 0


December 1941, third week

Strategic:
No War Event (found a typo in the Flipbook).
No torpedo improvement in short campaign.
ULTRA in the Marianas (and Coral Sea which is out of play for the short campaign).

Reinforcement, Ready, and Repair:
No Japanese units are added to the War Mix.
No reinforcements.
No withdrawals.
No returns.

Pearl Harbor
Plunger: moved to pierside.
Pollack: moved to pierside.
Gudgeon: ready for sea.
Thresher: ready for sea.
Pompano: ready for sea.
Narwhal: remains in repair box 2.
Cachalot: moved to repair box 2.

Operations:
North Pacific
Tautog: patrol move to Bonins. Uneventful. A large, high-density convoy is spotted in the Bonins. Poor targetting means no successful attack can be made. A re-attack is attempted; three destroyers show up. Targeting is good on a 1t merchant vessel, but the attack misses. Tautog is damaged in the counterattack, and withdraws. Is forced to RTB due to endurance check.

(This was rough. I went to the Bonins because it looked like it'd be a target rich environment. I forgot, though, that all those red boxes would mean I would have a tougher counterattack.

It's hard to hit things. With six attack and minus 2 from crap torpedoes, I'm looking at 4 attack points at a single ship. Against something with 3 defense, you have a 20% chance to hit. Even less if there is anything with any ASW on the board, which there seems to be likely to be. And that doesn't take into account the targeting modifiers.

The first round, targeting modifiers mean I could not actually hit any targets. Because of that, I at least get a bonus round to reposition (giving me a -1) and don't suffer a counterattack.

The second round, I flipped over all destroyers, meaning the ASW on the board went up to 4. Meaning either ship worth sinking (a 5t and 10t) would have 7 defense. And the little 1t would have 6. I got a -3 on the 1t, giving me a 20% chance to hit, and I rolled a 3. None of my other targets would have been hittable.

In the counterattack I had a 50% chance of nothing happening, but of course I roll a terrible as you can and end up damaged. I don't know if I should have withdrawn or not. There was already 4 destroyers out, and more would surely show up in another round, meaning higher ASW and worse odds of an attack [which already depend on me getting a lucky targeting chit]. So I figured I wouldn't risk it. (Editor's Note: I actually didn't have a choice here, you can only do one re-attack without a Super Skipper anyway.)

This was my first real attack in this game where I felt I followed all the rules correctly, but man is it hard to hit anything.)

Dolphin: Patrol move to the Kurile Islands. Uneventful. A small, high-density convoy is spotted. The largest ship I sink will have its tonnage doubled due to a combat event. No units with ASW are revealed, and a 1t merchant vessel is sunk (needed a 0, rolled a 0; as Adama said, sometimes you just have a roll a hard...zero). A re-attack is attempted, a 2t merchant ship and a destroyer are spotted. The attack on the 2t merchant ship misses, and the Dolphin is spotted. Combat ends, the 1t from the sunk merchant ship is doubled. Endurance check forces RTB (as a C-class, with such crap torpedoes, the Dolphin only has a 30% chance of being able to stay out for the turn.

Midway Island
Argonaut: no TF contacts. RTB per short campaign rules.
Trout: no TF contacts. RTB per short campaign rules.

Wake Island
Tambor: spots a sparse-density task force. No targets can be hit in the first attack. Repositioning is done for a re-attack, but the escorts spot the Tambor and attack, denying it the chance to attack. The counterattack is a failure, but combat ends with no chance to attack.
Triton: no TF contacts. RTB per short campaign rules.

(I think I'm playing this right. Every ship not currently in a base is now set to RTB, either because of a failed endurance roll or the campaign rules. But none of them actually MOVE yet, they just get hit with an RTB marker at the end their turn. They'll start moving during the next transit phase.)

Pearl Harbor
Pompano: transit move to Aleutian Islands. Uneventful.
Thresher: transit move to Aleutian Islands. Uneventful.
Gudgeon: transit move to Aleutian Islands. Uneventful.

Total Ships: 1
Total Tonnage: 2,000


December 1941, fourth week

Strategic:
No War Event.
No torpedo improvement in short campaign.
ULTRA in two areas out of play in the short campaign.

Reinforcement, Ready, and Repair:
No Japanese units are added to the War Mix.
No reinforcements.
No withdrawals.
No returns.

Pearl Harbor
Plunger: ready for sea.
Pollack: ready for sea
Cachalot: moved to repair box 3.
Narwhal: moved to repair box 3.

Operations:
Marshal Islands
Triton: arrive at Pearl Harbor; broom box. Uneventful.
Tambor: arrive at Pearl Harbor; broom box. Uneventful.

North Pacific
Argonaut: arrive at Pearl Harbor; broom box. Uneventful.
Trout: arrive at Pearl Harbor; broom box. Uneventful.

Kurile Island
Dolphin: transit moves to the Hawaiian Islands. Uneventful.

Bonins
Tautog: transit moves to the Hawaiin Islands. Uneventful.

(Lesson learned here. It'll take two full weeks for these guys to get back to base because they patrol-moved a bit farther away. Definitely not worth it just to try to get to a place that might have a little more density. The loss of a week hurts.)

Pearl Harbor
Plunger: transit moves to the Marshall Islands. Uneventful.
Pollack: transit moves to the Marshall Islands. Uneventful.

Aleutian Islands
Gudgeon: no contacts. Passes endurance check to stay out.
Thresher: spots a sparse-density large convoy. Three merchant vessels come into view (and an event doubling the largest thing we sink this round). Targeting is terrible, only one merchant ship is event hittable, and that attack misses. The merchant vessels have no means of counterattack, and the Thresher repositions for another attack. Finally good targeting gives us a 50% chance to hit. It's a miss. No counterattack is possible and combat ends. Fails endurance check and RTB.

(I mean come on. A 5t merchant vessel in my column, an event to double my tonnage, no combat ships or planes on the board. Pretty much the best I could hope for, and it's still only a 50% chance to hit (not to mention rolling again to see if it sinks). And of course I fail. And THEN I fail the endurance check so now I'm heading back to Pearl Harbor next week, then have to pass a check to get out of the broom box, then another week to get out to patrolling, and THEN maybe get another shot at sinking something. This game is punishing.)

Pompano: spots a moderate density large convoy. No combat ships. There's a 5t merchant with a low probability of hitting and a 1t with a less low probability of hitting. Targeting is hard. We need a win, so we're aiming low. Doesn't matter, since an 8 is rolled anyway.

Two destroyers and a plane show up on the re-attack, making all attacks impossible even with the -3 targeting chits I drew. Pompano is damaged in the counterattack and is force to RTB.

Total Ships: 1
Total Tonnage: 2,000


January 1942, first week

Strategic:

No War Event.
No torpedo improvement in short campaign.
ULTRA in the Marshall Islands and one out-of-play area.

Reinforcement, Ready, and Repair:
No Japanese units are added to the War Mix.
Cuttlefish, Grayling, and Tuna arrive at Pearl Harbor broom box.
No withdrawals.
No returns.

Pearl Harbor
Tuna: moved pierside.
Grayling: ready for sea.
Cuttlefish: ready for sea.
Trout: ready for sea.
Argonaut: moved pierside.
Triton: ready for sea.
Tambor: moved pierside.
Cachalot: repaired, moved to broom box.
Narwhal: repaired, moved to broom box.

Operations:
(I just started The Enemy Below. Never actually seen this!)

Pearl Harbor
Triton: transit move to the Marshall Islands. Uneventful.
Trout: transit move to the Marshall Islands. Spotted in the Hawaiian Islands and forced to RTB (starting next week).
Cuttlefish: transit move to the Marshall Islands. Spotted.
Grayling: transit move to the Marshall Islands. Uneventful.

Marshal Islands
Plunger: spots a task force, thanks to the ULTRA information. Two destroyers show up, making no targets possible. Good targeting on the re-attacks give a 10% chance to sink a 5t merchant, the torpedo misses. The counterattack is unsuccessful and the attack is over. Endurance is failed, and the sub will RTB next turn.
Pollack: a moderate density small convoy is spotted. Three small merchant ships appear, and are targeted. The largest has a 30% chance to be hit, but it's missed. No counterattack is possible. Repositioning for a re-attack, the same small merchant ship is targeted well and is sunk despite the protection of a destroyer showing up on the scene. The Pollack is spotted, but the combat ends. Fails endurance and will being the trip to Pearl Harbor next week.

Hawaiian Islands
Dolphin: returns to Pearl Harbor, broom box.
Tautog: arrives at Pearl Harbor with moderate damage, repair box 2.

Aleutian Islands
Pompano: arrives at Pearl Harbor. Uneventful. Heavy damage, moved to repair box 3.
Thresher: arrives at Pearl Harbor. Uneventful. Moved to broom box.
Gudgeon: spots a high-density task force. They attempt surface gunnery, are spotted, but miss. No counterattack is possible. A re-attack is attempted. A 10t merchant ship is spotted, targeting is good, but nothing is hit. The counterattack is failed, and the combat ends. Endurance is failed, so RTB next turn.

Total Ships: 2
Total Tonnage: 3,000


January 1942, second week

Strategic:
No War Event.
No torpedo improvement in short campaign.
ULTRA in the Marianas and one out-of-play area.

Reinforcement, Ready, and Repair:
No Japanese units are added to the War Mix.
No reinforcements.
No withdrawals.
No returns.

Pearl Harbor
Tambor: ready for sea.
Tuna: ready for sea.
Argonaut: ready for sea.
Thresher: ready for sea.
Dolphin: ready for sea.
Cachalot: ready for sea.
Narwhal: ready for sea.
Tautog: moved to repair box 1.
Pompano: moved to repair box 2.

Operations:
Hawaiian Islands
Trout: returned to Pearl Harbor broom box.

Marshal Islands
Pollack: returned to Pearl Harbor broom box. Uneventful.

(I stacked up too many subs in the Marshal Islands because I forgot about congregating risk. It's a bit of a funky rule [and written absolutely terribly in the rulebook], but basically Pollack had to add +1 to his transit roll [which is bad].)

Plunger: returned to Pearl Harbor broom box. Uneventful.
Triton: spots a high-density task force. Three merchant ships pop into view (with a combat event saying that they attack me first, but they have no ASW so the Triton is in the clear). There's a 5t and 3t in our line of sight, but I have a 10% better chance of hitting the 3 ton. It's a solid hit and the ship sinks.

(And Ryan's words come into my head here about not doing re-attacks. This is something I'll have to learn; as you can see above, I've done a re-attack every time. So far it's damaged one or two subs. That doesn't sound like much, but over the long game it can be.

After an attack, there's a possibility they can stay out and maximize time sinking ships. But it's harder if they're damaged, so there's that. Early war, pretty much everyone's running home after combat. If they fight week 1, then week 2 they'll head home, week 3 or week 4 they'll head back out, and then week 4 or week 5 they'll patrol again. So you're pretty much looking at 2-3 weeks of not rolling against ships. This is if they are not damaged.

If they are damaged, then it depends on a bunch more die rolls. If everything goes your way it'll be the same, but that's not likely. So damage could add many many weeks to a ship's stay at base. That could be two or three extra patrols they didn't do.

So the trick will be to learn when it's good to attack and risk another counterattack, and when it's not. Each round, more ships are flipped up. More ship flipped means more chances for boats or planes with ASW to destroy your odds and maybe your sub.

In this case, I have a 5t ship in my column. There are two other ships in an adjacent column that'll flip if I continue. One's a meatball flag and one's a rising sun. I haven't studied the charts to know what exactly that means to me, but I think the rising sun flags are more likely to be nasty. So I'm guessing I'll get ship with ASW, which'll probably mean at most 2 ASW. Meaning probably 3 coming at me, and my defense is 3, so it'd be no problem. So I think, in this case, I'm going to stay out because I want to sink that 5t ship.

Ryan, yell at me if I'm being stupid.)

The Triton stays out for another attack. No ships with ASW show up, but a 10t tanker appears. The 5t nearby has terrible targeting. The 10t is a 20% shot. A nearby 2t is a 50% shot. Tough call, I'd love to sink a big ship, but a bird in the hand here. I roll a six, so it doesn't matter. No counterattack can hurt the Triton, and combat is over. Failed endurance means returning to Pearl Harbor next turn.

Cuttlefish: spots a low-density large convoy. Gets amazing targeting on a 2t merchant, but misses the shot. The counterattack fails and the Cuttlefish withdraws.

(In this case, I heeded Ryan's warning. It was a bummer to miss a shot with a -3 targeting chit on it, but the Cuttlefish has only 1 attack. I would have had to flip up two rising sun flag shits for the next round, so I was likely to get some ASW, meaning that unless I got really lucky again with targeting, I wasn't probably going to hit anything. And then I'm risking damage. So took off. I don't like it, though, Ryan. I like getting that -1 for repositioning. Feels wrong to back away when there's a ship just sitting right there!)

Grayling: spots a small sparse convoy. Two nasty destroyers show up (first time I've seen 3 ASW; ouch). No attacks are possible and the Graylings backs slowly away. Nothing to see here.

Aleutian Islands
Gudgeon: returns to Pearl Harbor broom box. Uneventful.

Pearl Harbor
(I have 7 ships ready for sea at Pearl Harbor. None will get to attack this turn. I need to start deciding where to put them and why I'm putting them there, so far I've just been sort of dragging them to whatever was closest. For one, I need to avoid having more than 4 ships in an area if I can.

Other than that, it just seems to me like I need to maximize my ships in high density areas. And if given a choice, I should maybe send my better attacking ships to areas with more red. Those areas are more likely to be higher density, meaning they're more likely to have nastier ships as well, and only my higher attack ships can deal with that. The low ones won't have a chance.

Of the areas most of these subs can reach, the Aleutian and Marshall Islands seem the best bets. The Gilbert Islands and the North Pacific seem like good secondary targets. One sub I have can move 3, so I can get back out to the Kurile Islands if I want.)

Cachalot: moves to the Carolines. Uneventful.
Thresher, Tambor, and Tuna: moved to Aleutian Islands. Tambor spotted.
Narwhal: moved to Marshal Islands. Uneventful.
Dolphin and Argonaut: moved to Gilber Islands. Uneventful.

Total Ships: 3
Total Tonnage: 6,000


Though I am far from the end of this short scenario (which ends at the battle of Midway I believe), I'm going to put it on hold. As you can see, the early war is hard. Your torpedoes are terrible, your subs aren't great. This is historically accurate as well, but it does mean that the early game feels like failure after failure.

I'm fine with that, but I want to play the full campaign as well. Which also starts with the early war. So I finish this and then play the full campaign it's going to be a LONG time before I'm doing anything that feels successful. So I'm calling this one here and moving on to the full campaign.
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Board Game: Silent War [Average Rating:7.39 Overall Rank:1321]
Ryan
United States
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Starting a new campaign; gotta give Jack some meager competition!

My Silent War Campaign can be followed in one place if you're interested: Ryan's Silent War Campaign.

18 January


Campaign 1 with Allied Subs

December 1941
Japanese ships sunk: 3
Japanese ships damaged: 1
Tonnage sunk: 8,000
Ship types sunk: 3 Marus
Notable ships sunk: None
US subs lost: 0
40 Contacts
7 Re-attacks
7 Combat Events

Running Total
Japanese ships sunk: 3
Tonnage sunk: 8,000
Subs lost: 0

Progress toward February 1942 goal
Needed: 90,000 tons
Have: 8,000 tons
8.9% accomplished with 8 weeks remaining.
Need to average 10,250 tons per week to succeed.

Comments
The only Japanese ships sunk were sunk in the third week of December. The second and fourth weeks, both light on patrolling, came up empty. One ship was sunk due to a target lumbers into way event. I hit four other ships with normal torpedo attacks for two sunk, one damaged, and one dud result. I really did a poor job of hitting my marks, but at least I sunk 60% of what I hit.

26 January


January 1942
Japanese ships sunk: 14
Japanese ships damaged: 2
Tonnage sunk: 29,000
Ship types sunk: 14 Marus
Notable ships sunk: None
US subs lost: 0
55 Contacts
14 Re-attacks
8 Combat Events

Running Total
Japanese ships sunk: 17
Tonnage sunk: 37,000
Subs lost: 0

Progress toward February 1942 goal
Needed: 90,000 tons
Have: 37,000 tons
41.1% accomplished with 4 weeks remaining.
Need to average 13,250 tons per week.

Comments
What a roller coaster of ups and downs. First of all, my production rate tanked. I entered January needing to average 10,250 tons per week to succeed. Entering March, I need 13,250 tons per week. I missed my goal by 3,000 tons per week average. The first week of January was the worst with only one ship sunk for 2,000 tons. The last week was the best with six ships sunk for 14,000 tons. I've been starting to reattack a bit more, but I've only sunk one ship out of 21 reattacks. I'm fortunate to have not lost any subs, though I do currently have five subs repairing. I'll get six new subs next week as reinforcements but I'll be forced to withdraw eight, three of which are Dutch subs. The Swordfish has had an amazing run, staying at sea for 7 weeks straight, hunting in the most dangerous waters of the East China Sea. She sunk two ships during that time, including a Maru worth 5,000 tons on the last week of January. She survived six contacts with Japanese forces and was finally damaged during the contact when she sank the 5,000 ton Maru. I'm going to have my work cut out to succeed my tonnage check at the end of February.
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Board Game: Silent War [Average Rating:7.39 Overall Rank:1321]
Ryan
United States
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Here's my top 35. I rated all the solitaire games I've played in the last eight or so years and still own. I have not included any games that I sold/traded/gifted away. There are 9 such games I've played solitaire/solo but didn't include in this list. I put some rambling thoughts down for the top 21. Designed for solitaire games fared the best. Only games designed for solitaire or co-op made it to the top 20. While I play 2 player games solo sometimes I don't seem to play them much compared to those with true solitaire rules.

Let me know if you have any thoughts or questions. Happy to discuss. Be interesting to see how this plays out next year. I have some other games I've yet to play or learn that I imagine will knock a few others off this list.

I can provide thoughts on anything below #21 if you want. Just ran out of time.

1 Silent War - The only game I play on Vassal. So ironic that it's my #1 considering that. But I just love the combination of epic gameplay and attention to the subject matter. If there's one game I find myself yearning to play it's bound to be this over any other.

2 Hornet Leader: Carrier Air Operations - Previously my #1 for years since I first played it. Haven't played it much in the last couple years; perhaps it would still be #1 if I had?

3 D-Day at Omaha Beach - Could rise to one of the top two spots if I played it more.

4 Warfighter - Still in my early stages with this game. Find that I love binge playing it. I haven't played against the more challenging enemies yet so I could see it going higher once I do so as the tension supplied by the easier enemies is not terribly satisfying. Thumbs up for loads of options in soldiers, equipment, enemies, and viable tactics. Thumbs down because it could be a bit more detailed and granular. See the excellent fan made cards by Kozure, especially optical sights, for an example.

5 Where There is Discord - Not much can compete with the epic flavor and tension this game offers. I'm grateful for a game covering such a unique modern day topic.

6 Gears of War - Don't know or care about the thematic background. The tactical gameplay is amazing. No persistent campaign where characters level up but I find myself not caring.

7 Thunderbolt Apache Leader - Previously much higher on my list but always subordinate to HLCAO. I think very highly of it but have not played it as much as HLCAO nor have I played it recently.

8 Last Frontier: The Vesuvius Incident - Really enjoy the implementation of this game. Also very challenging. For a game with a fixed map it offers incredibly variety in each game. I can't think of a game that actually will immerse me more in the setting than this one - outside of Where There is Discord or D-Day at Omaha Beach - but this is a very different theme. If I played this more I anticipate it rising.

9 RAF - Haven't played this much but it is a game that I would love to play more. Love the epic nature and the challenge presented by the early days. It could rise higher if played more.

10 Space Infantry - Has nearly everything I'm looking for in a tactical squad type game. It's so unique that it's hard to compare to other games. The variety of options available as well as campaigns, both included and available from the designer online is amazing. The only problem I have, and it is fairly major, is that the game seems too difficult. So difficult that it affects my enjoyment. I haven't figured out how to mitigate the large swings in bad luck that I feel are possibly responsible for the difficulty.

11 Smokejumpers - Perhaps premature considering I haven't played the full 30 day season yet. I imagine that will have a huge impact on my long term impression. My perspective is likely skewed because it is my career and I find things to nitpick that others may not pick up on. Even so, I feel it is a great little game that does an admirable job of simulating, in broad strokes, its subject matter. It's quick to play and has wide swings in outcome possible. For the price I think it's a great value (and doesn't take up any space).

12 Phantom Fury - Need to play this more. Could see the fixed map driving my rating down over time if it played out similarly. However, the distribution of insurgents ensures variation each game. I appreciate the attention to historical detail and the brutal challenge
it offers. I feel it's a pretty unique game implemented well.


13 Lord of the Rings: The Card Game - Great game but suffers a lower rating because of the deckbuilding which is a love/hate thing for me. It has tremendous variety - perhaps more so than any other game. But that comes at a price in both space, expense, and time. If I only got to keep a handful of games this might be one of them as long as I could keep a lot of expansions due to the replayability it offers. Being a Tolkien fan helps, otherwise I might be tempted to offload it to save money.

14 Race for the Galaxy: The Gathering Storm - Always considered this a great game but have found my motivation to play is waning slightly as time goes by. Still delivers a fun and of course challenging experience but perhaps not so exciting or enthralling as others. Thumbs up for its price, small space required, and the variety present in the box.

15 Silverton - New to it though I've played 3 out of the 5 scenarios. It's a keeper for sure but I could see it moving down over time. It has a lot to respect but it may lack the pep or flair of some of the other games I typically play more of.

16 Frontline: D-Day - Difficult to learn. Extremely challenging AI. Great variety present with the scenarios, three nationalities, and scenario generator. Just a bear to learn, though. For what it's worth, I think it's a better game than Warfighter. There is more to consider and it doesn't distract me with ridiculous amounts of cards. But it's tough to learn.

17 PACG: Rise of the Runelords - New to it. Excited to explore it. Have very much enjoyed it so far. But after a couple plays I would not be surprised if I either don't make it through the entire adventure path or don't want to pick it up again if I do play everything. I've got 11 characters to play with but will the gameplay warrant playing through more than once? Using the location variant and some play aids really spice this up. It is fairly complex regarding rules but fairly simple to play, if that makes sense. Don't like that it's a typical expandable card game that forces you to buy $60-$100 of extra decks to get the whole experience.

18 Labyrinth: The War on Terror - Haven't played in a while. Seems very challenging and definitely gave me a "just one more turn" experience. Could see it rising or dropping slightly if I play it more, though not much in either direction. Good game, worth checking out for the solitaire wargamer.

19 Navajo Wars - Have't played enough to give a well informed opinion. I respect the epic nature, attention to historical theme, and the challenge. Does it offer enough to bring a player back time and again over years? Lower than Labyrinth because this feels a bit more inaccessible or difficult to learn.

20 Space Empires 4X - Only played the Doomsday Machine scenarios. While fun, not enough in those to justify the purchase based on those alone. Need to play the alien scenarios to see what kind of value the entire game has for the solitaire player. Also have the expansion which should offer a lot more experience if I can incorporate it. Excellent game design - probably a great multiplayer experience. Not the fairest rating as I should really play the alien scenarios to get an accurate impression.

21 B-17 Queen of the Skies - Thought it might end up in the to 20 near the bottom. I really enjoy playing it but when I compare it to the games above it I can see it lacking a bit. However, I still love it. Had I played it more recently I could see it rising. Love the historical detail and tension.

22 Struggle for the Galactic Empire

23 Nuklear Winter '68

24 Commands and Colors Ancients

25 Voyage of the BSM Pandora

26 Lord of the Rings

27 Empires of Arcana

28 Arkham Horror

29 Mosby's Raiders

30 Forgotten Heroes

31 Level 7

32 Defenders of the Realm

33 Battlelore

34 All Things Zombie: The Boardgame

35 Irish Freedom
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Board Game: Silent War [Average Rating:7.39 Overall Rank:1321]
Jack Bennett
United States
Rougemont
North Carolina
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Had this AGES ago. Fought forever to get IJN. Then, just never found the time. I'm sure Vassal will be the way to go with this sucker. I just need to decide if I want to jump in for a full campaign, so some preliminary plays are in order. As a numbers and stats guy, I love the idea of playing a little bit every week and keeping track of everything I can.

I know this has been reprinted a couple times since I got my copy. Same for IJN. I've looked but can't find any information on if these were just straight reprints, or if there was errata or changes included. Not sure if I'd go buy it a second time, but worth knowing. Hopefully the Vassal mod is up to date.

Goals:
Find it:
Play a patrol:
Learn the Vassal Mod:
Play a short scenario:
Decide if I want to play the long campaign:
Play the full campaign:

Results:
First Patrol
Short Campaign 1
Full Campaign, Part 1

Notes/Thoughts/Review:
14Jan2016: I like Silent War for the same reason I like NASCAR. See below for more explanation.

16Jan2016: I've decided that I do in fact want to play the full campaign. But I'm going to end my play of the short campaign. The first part of the war is tough, it's a slog with crap torpedoes and weak ships. Though this is interesting, and requires strategic planning, I'm not sure I want to play the short campaign (which is pretty much just all of the first part of war) and then turn around and do it again. I'd like to witness the part of the game where I have a decent chance of sinking something.

So my short campaign is on hold. It was a great learning experience. I've created a document to replace the flipbook, something that works better for how I think (and is a bit more correct). I worked out the rules questions (mostly) that I had, and I learned the Vassal mod.

I'll keep stats but will probably write up just a paragraph for each week and keep track of tonnage and ships sunk.
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Board Game: Silent War [Average Rating:7.39 Overall Rank:1321]
Jon Reka
United States
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"Execute unrestricted air and submarine warfare against Japan" - Admiral R. Stark, Chief of Naval Operations. Washington D.C. December 7, 1941.

Starting the full campaign to see how well I can do compared to history.
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GeekList: Wargames and books
Board Game: Silent War [Average Rating:7.39 Overall Rank:1321]
Damo
Australia
Hobart
Tasmania
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]


For Silent Victory: U.S. Submarines in the Pacific, 1941-45 as well.

(Edit: to add a few more titles).
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Board Game: Silent War [Average Rating:7.39 Overall Rank:1321]
Antonio B-D
Luxembourg
Luxembourg
Luxembourg
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You know that I said B-17/B-29 defied the definition of a game? Well this one is close to not being a game but still makes the top 20 with a position of 19.

I also own Steel Wolves and IJN, but I think neither of them is better than the original.

Decisions are little and the game is massive in time investment but that is the way you have to play it. Taking down notes, using a spreadsheet and playing a once in a lifetime experience.
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Board Game: Silent War [Average Rating:7.39 Overall Rank:1321]
Francisco Colmenares
Canada
Woodbridge
Ontario
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Condition: Punched and Sorted. Counters protected in a contact paper layer. Components are complete.

Edition: 2005 Edition.

Language: English

Misc: Smoke Free, Pet Friendly home.

SWEETENER
IJN Expansion. Complete. Punched and sorted in a counter tray.
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Board Game: Silent War [Average Rating:7.39 Overall Rank:1321]
Ruofei Huang
United States
Iowa City
Iowa
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Condition: Like new, punched clipped counters store in 2 trays
start bid: $40$35
Size:Medium
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Board Game: Silent War [Average Rating:7.39 Overall Rank:1321]
chris johnson
United States
Oregon
Illinois
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Damn, I did not realize I had this game in the closet still. I think it is time for it to come out of the closet.modest
Supposed to be a good submarine game but I just can't wrap my head around a game with a bunch of men in a long metal tube. I guess underwater combat is just not my style.

The game is opened and punched but I never had the desire to play this one.
Hopefully this game will find a new home where it will get the love it deserves. Jules, if you get this game feel free to play the game with only a Santa hat on. gulp We would never judge you for that... Only some mild teasing, but I am sure someone would want a photo of that.
I can cover shipping in the US and the first $25 anywhere else.


Edit:// I will cover shipping anywhere on planet Earth


Edit: I really need to go to bed earlier.... I never punched this game which is odd because I almost always punch games as soon as I acquire them. I must really hate submarine games.
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David Dockter
United States
Minnesota
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Bought it when it was first published, but, haven't managed to play.
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Board Game: Silent War [Average Rating:7.39 Overall Rank:1321]
Eric Walters
United States
Chesterfield
Virginia
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"...the art of manoeuvering armies...an art which none may master by the light of nature. but to which, if he is to attain success, a man must serve a long apprenticeship." -- G.F.R. Henderson
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This and its sister game, Steel Wolves: The German Submarine Campaign Against Allied Shipping – Vol 1, are the overall best solitaire wargame titles for me and share similar systems. They are quite scalable, covering everything from single patrols to multi-year campaigns across the entire theater of operations for submarine warfare. Am also including the IJN expansion for this game and the German Fleet Boats for the ETO sister game.



Hard to pick just one solitaire game because there are so many good ones out there, but for period flavor, detail, scalability, graphical attractiveness, and narrative, these seem to have everything and more.
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