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The Hunters: German U-Boats at War, 1939-43» Forums » Sessions

Subject: U49 rss

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Geoff C
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I have long been a fan of submarine warfare. Im not sure what it is, but Das Boot is one of my favorite movies, still have the double vhs set of it.

I still havn't received my copy of hunters yet, but found the module for it on vassal and printed out the rules tonight while I waited. I fiddled around with it and decided to dive in, completing 2 patrols.


I found this to be great background music while I played;



U49 is a type VIIb commanded by Kurt von Goßler. I intend to do better than its historical results.

*** 2d6 = [2] [1]***
- Our first patrol takes us to the british isles, excellent, lets see if we can twist tommy's nose a bit!
* Type VIIB created in Patrols
*** 2d6 = [3] [1]***
- alarm! aircraft spotted
*** 2d6 = [5] [3]***
- crash dive complete
* Type VIIB moves Patrols -> Patrols *
*** 2d6 = [3] [2]***
- no encounter
* Type VIIB moves Patrols -> Patrols *
- successfully reached the british isles
*** 2d6 = [2] [6]***
- smoke sighted!
*** 1d6 = [3] ***
*** 2d10 = [0] [3] ***
- small frieghter, the 1800t Gartavon
* Small Freighter (Name/Tonnage) created in Target 1
*** 1d6 = [2] ***
- day, we decided to waste no time and close in, submerged.
* Range moves Long Range -> Close Range *
* G7a Steam Torpedo created in Target 1
* G7a Steam Torpedo created in Target 1
- 2 steam torps fired
*** 2d6 = [5] [2]***
*** 2d6 = [3] [5]***
- hit! miss
*** 1d6 = [2] ***
- dud
*** 1d6 = [1] ***
- target followed, 2 more fish
*** 2d6 = [6] [3]***
*** 2d6 = [2] [4]***
*** 1d6 = [3] ***
- 1 hit!
*** 1d6 = [5] ***
* G7a Steam Torpedo moves Target 1 -> Target 1 *
- minimal damage
- we surface and switch to the deck gun
*** 1d6 = [4] ***
- 1 damage, target sunk
* Type VIIB moves Patrols -> Patrols *
*** 2d6 = [2] [5]***
- no encounter
* Type VIIB moves Patrols -> Patrols *
*** 2d6 = [2] [2]***
- no encounter
* Type VIIB moves Patrols -> Patrols *
*** 2d6 = [4] [6]***
- smoke sighted!
*** 1d6 = [5] ***
*** 1d6 = [6] ***
- night, tanker
*** 2d10 = [0] [4] ***
- 8800t cheyenne
* Tanker (Name/Tonnage) created in Target 1
* G7a Steam Torpedo moves Forward Reloads -> Target 1 *
* G7a Steam Torpedo moves Forward Reloads -> Target 1 *
- 2 torpedoes fired
- at close range
*** 2d6 = [3] [3]***
*** 2d6 = [1] [6]***
- both hit!
*** 1d6 = [2] ***
*** 1d6 = [2] ***
- both duds verdammt!
*** 1d6 = [5] ***
- target lost in the night
- Our patrol is at an end, time to return to port
* Type VIIB moves Patrols -> Patrols *
*** 2d6 = [4] [3]***
- no encounter in transit
*** 2d6 = [2] [6]***
- no encounter, returned to port
* G7a Steam Torpedo moves Forward Reloads -> Forward Reloads *
* G7a Steam Torpedo moves Forward Reloads -> Forward Reloads *
* G7a Steam Torpedo moves Forward Reloads -> Forward Reloads *
* G7a Steam Torpedo moves Forward Reloads -> Forward Reloads *
* G7a Steam Torpedo moves Forward Reloads -> Forward Reloads *
* G7a Steam Torpedo moves Forward Reloads -> Forward Reloads *
* G7a Steam Torpedo moves Forward Reloads -> Forward Reloads *
- reloads complete, the crew prepares for a second patrol after a short leave on dry land
*** 2d6 = [1] [4]***
- Once again, we are off to the british isles, this time on a minelaying mission.
* Mine created in Forward Torpedo Tubes
* Mine created in Forward Torpedo Tubes
* Mine created in Forward Torpedo Tubes
* Mine created in Forward Torpedo Tubes
* Mine created in Aft Torpedo Tube
- the tubes are loaded with mines
* Type VIIB moves Patrols -> Patrols *
- We leave port and enter the bay of biscay, eager to add to our meagre tonnage total so far. First we need to get rid of these mines as soon as we can arrive on mission station.
*** 2d6 = [4] [3]***
* Type VIIB moves Patrols -> Patrols *
*** 2d6 = [4] [3]***
- no encounters
* Type VIIB moves Patrols -> Patrols *
- we have arrived on station and begun deploying mines
*** 2d6 = [5] [6]***
- success! all mines deployed, the tubes are loaded with a fresh set of g7as and we go hunting.
* G7a Steam Torpedo moves Aft Reloads -> Aft Torpedo Tube *
* G7a Steam Torpedo moves Forward Reloads -> Forward Torpedo Tubes *
* G7a Steam Torpedo moves Forward Reloads -> Forward Torpedo Tubes *
* G7a Steam Torpedo moves Forward Reloads -> Forward Torpedo Tubes *
* G7a Steam Torpedo moves Forward Reloads -> Forward Torpedo Tubes *
* Type VIIB moves Patrols -> Patrols *
*** 2d6 = [6] [4]***
- convoy sighted!
*** 1d6 = [6] ***
- night
*** 1d6 = [6] ***
*** 1d6 = [3] ***
*** 1d6 = [5] ***
*** 1d6 = [4] ***
- a small frieghter, 2 large frieghters and a tanker, with a lurking escort.
*** 2d10 = [0] [1] ***
*** 2d6 = [4] [3]***
*** 2d6 = [6] [5]***
*** 2d10 = [8] [9] ***
- the 1800t Bosnia 7500t ville d'Liege 6300t Sgadahoc and 9800t Barfonn
* Small Freighter (Name/Tonnage) created in Target 1
* Large Freighter (Name/Tonnage) created in Target 2
* Large Freighter (Name/Tonnage) created in Target 3
* Tanker (Name/Tonnage) created in Target 4
* Escort created in Escort
*** 2d6 = [5] [2]***
- We close under darkness to close range on the surface and select targets.
* G7a Steam Torpedo moves Forward Torpedo Tubes -> Target 1 *
* G7a Steam Torpedo moves Forward Torpedo Tubes -> Target 2 *
* G7a Steam Torpedo moves Forward Torpedo Tubes -> Target 3 *
* G7a Steam Torpedo moves Forward Torpedo Tubes -> Target 4 *
* G7a Steam Torpedo moves Aft Torpedo Tube -> Target 4 *
- 1 fish for every target, and another 1 from the aft tube at the tanker as part of an immediate second salvo
*** 2d6 = [1] [4]***
*** 2d6 = [5] [3]***
*** 2d6 = [3] [2]***
*** 2d6 = [5] [1]***
*** 2d6 = [6] [4]***
- 4 hits!
*** 1d6 = [2] ***
*** 1d6 = [5] ***
*** 1d6 = [4] ***
*** 1d6 = [2] ***
- 2 duds
*** 1d6 = [6] ***
*** 1d6 = [1] ***
* G7a Steam Torpedo moves Target 2 -> Target 2 *
* G7a Steam Torpedo moves Target 3 -> Target 3 *
- The Ville d Liege takes minimal damage, but the Sagadahoc breaks up and sinks immediately.
* Large Freighter (6300t Sagadahoc) moves Target 3 -> Patrols *
*** 2d6 = [2] [5]***
- We go undetected by the escort, and reload the tubes for another pass.
* G7e Electric Torpedo moves Forward Reloads -> Forward Torpedo Tubes *
* G7e Electric Torpedo moves Forward Reloads -> Forward Torpedo Tubes *
* G7e Electric Torpedo moves Forward Reloads -> Forward Torpedo Tubes *
* G7e Electric Torpedo moves Forward Reloads -> Forward Torpedo Tubes *
*** 1d6 = [4] ***
- We close on the damaged frieghter, wary of the escort that remained behind with it.
*** 2d6 = [1] [5]***
- We escape detection and come to close range on the surface.
* G7e Electric Torpedo moves Forward Torpedo Tubes -> Target 2 *
* G7e Electric Torpedo moves Forward Torpedo Tubes -> Target 2 *
- 2 fish outbound
*** 2d6 = [5] [1]***
*** 2d6 = [6] [5]***
- 1 hit 1 miss
*** 1d6 = [5] ***
- boom!
*** 1d6 = [6] ***
* G7e Electric Torpedo moves Target 2 -> Target 2 *
- Incredibly, the frieghter steams on, wallowing slightly to port. What will it take to sink this ship?!
*** 2d6 = [3] [6]***
- We are detected by the escort! Alaarm!
- Take her down chief!
*** 2d6 = [5] [3]***
- We take a pounding as we cannot get her deep enough fast enough after our surface attack.
*** 2d6 = [2] [1]***
*** 2d6 = [1] [1]***
*** 2d6 = [2] [6]***
- Flooding, batteries and thankfully nothing else.
* Flooding moves Fooding -> Fooding *
* Damage created in Misc Damage
*** 1d6 = [1] ***
*** 2d6 = [4] [5]***
- At least the flooding is stopped.
- Here she comes again....
*** 2d6 = [4] [4]***
*** 2d6 = [4] [3]***
*** 2d6 = [6] [3]***
*** 2d6 = [6] [4]***
- more flooding, crew injuredx2 and fwd torp door jammed. schise!
* Flooding moves Fooding -> Fooding *
* Damage created in Misc Damage
* Damage created in Crew Status
* Damage created in Crew Status
*** 1d6 = [1] ***
- Again we staunch the flow of water into the boat and grit our teeth, wondering if tommy will lay off now....
*** 1d6 = [5] ***
- The batteries are inoperable.
- (I misread this here, thought i should roll after that round.)
*** 2d6 = [2] [5]***
*** 2d6 = [4] [2]***
*** 1d6 = [5] ***
*** 1d6 = [3] ***
- Someone has taken a severe wound, while the rest shrug off their bumps and bruises.
*** 2d6 = [6] [5]***
- She's right on top of us now!
*** 2d6 = [1] [4]***
*** 2d6 = [6] [6]***
*** 2d6 = [4] [3]***
- more flooding, and the fuel tank is hit.
* Flooding moves Fooding -> Fooding *
* Damage created in Misc Damage
*** 1d6 = [6] ***
- The men struggle to contain the flooding, unsuccessfully for now.
* Flooding moves Fooding -> Fooding *
- The situation is getting desperate, chief, take her deep.
* Hull Damage moves Hull Damage -> Hull Damage *
*** 2d6 = [4] [5]***
*** 2d6 = [1] [1]***
- Finally we escape.
* Flooding moves Fooding -> Fooding *
*** 1d6 = [4] ***
*** 1d6 = [2] ***
- The fuel tanks are inoperable, thus despite being able to repair the forward torpedo doors, we must abort the patrol.
* Type VIIB moves Patrols -> Patrols *
*** 2d6 = [1] [3]***
- no encounter
* Type VIIB moves Patrols -> Patrols *
*** 2d6 = [6] [6]***
*** 2d6 = [6] [2]***
- A Kondor finds a single target for us, but given our present conditon there is little we can do about it.
- We return to port.
* Type VIIB moves Patrols -> Patrols *
- We see Hans carried off the boat, his face smiling despite the pain his broken ribs give him. We all look foward to a long break as the ship needs repairs. Another successful patrol, but a harrowing one.
*** 1d6 = [1] ***
- The boat will be out of service for at least 2 months, but he will be back in time to spend christmas with us. We ring in the new year and await our next assignment.
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Geoff C
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Re: U49 sunk!

- Feb 1940. The boat is ready and seaworthy once again, and we are assigned another patrol in the British Isles. Spirits are high as we cast off and make way.
* Type VIIB moves Patrols -> Patrols *
*** 2d6 = [5] [4]***
- The sea is calm and peaceful as we traverse the Bay of Biscay.
* Type VIIB moves Patrols -> Patrols *
*** 2d6 = [6] [4]***
- The same, no encounter.
*** 2d6 = [5] [6]***
* Type VIIB moves Patrols -> Patrols *
- Nearly 12 days in and still nothing spotted worth our time.
* Type VIIB moves Patrols -> Patrols *
*** 2d6 = [5] [2]***
* Type VIIB moves Patrols -> Patrols *
- The crew, once so cheerful, are becoming quiet as the bread cheese and wine run out.
*** 2d6 = [1] [2]***
- We celebrated Deiter's birthday today.
* Type VIIB moves Patrols -> Patrols *
*** 2d6 = [4] [5]***
- Still nothing, dejected we set course for home.
* Type VIIB moves Patrols -> Patrols *
*** 2d6 = [4] [5]***
- no encounter
* Type VIIB moves Patrols -> Patrols *
*** 2d6 = [3] [4]***
- We arrive back at port with nothing to show for it. A disapointing patrol.
* Type VIIB moves Patrols -> Patrols *
- April 1940, we set off on our 4th patrol.
*** 2d6 = [1] [1]***
- This time OKM sends us to the spanish coast! One of the more exuberant crew demonstrates his terrible impression of the flamenco, but it amuses the crew.
* Type VIIB moves Patrols -> Patrols *
*** 2d6 = [3] [6]***
- Again our patrol starts peacefully.
* Type VIIB moves Patrols -> Patrols *
*** 2d6 = [6] [4]***
- Some of the crew ask to come up as they have never been this far south, but there is little to see yet.
* Type VIIB moves Patrols -> Patrols *
*** 2d6 = [5] [5]***
- Convoy sighted!
*** 1d6 = [4] ***
- It is night, so we close in on the surface.
*** 1d6 = [5] ***
*** 1d6 = [3] ***
*** 1d6 = [1] ***
*** 1d6 = [4] ***
* Large Freighter (Name/Tonnage) created in Target 1
* Small Freighter (Name/Tonnage) created in Target 2
* Large Freighter (Name/Tonnage) created in Target 3
* Large Freighter (Name/Tonnage) created in Target 4
- 4 freighters
* Escort created in Escort
*** 2d10 = [5] [2] ***
*** 2d10 = [5] [9] ***
*** 2d6 = [3] [3]***
*** 2d6 = [5] [6]***
- the 11000t Norfolk 3300t Annavore 9300t Hurunui and 11300t Abosso
* Range moves Long Range -> Close Range *
*** 2d6 = [2] [1]***
- We close with the targets, undetected.
* G7a Steam Torpedo moves Forward Torpedo Tubes -> Target 1 *
* G7a Steam Torpedo moves Forward Torpedo Tubes -> Target 2 *
* G7a Steam Torpedo moves Forward Torpedo Tubes -> Target 3 *
* G7a Steam Torpedo moves Forward Torpedo Tubes -> Target 4 *
* G7a Steam Torpedo moves Aft Torpedo Tube -> Target 4 *
- A full spread of 5 fish, alloted to the 4 nearest targets.
*** 2d6 = [5] [6]***
*** 2d6 = [2] [1]***
*** 2d6 = [4] [6]***
*** 2d6 = [4] [1]***
*** 2d6 = [2] [1]***
- 1 miss, 4 hits!
*** 1d6 = [4] ***
*** 1d6 = [4] ***
*** 1d6 = [6] ***
*** 1d6 = [6] ***
- All detonate!
*** 1d6 = [1] ***
*** 1d6 = [6] ***
*** 1d6 = [3] ***
*** 1d6 = [3] ***
* Small Freighter (3300t Annavore) moves Target 2 -> Target 2 *
* Large Freighter (9300t Hurunui) moves Target 3 -> Target 3 *
* Large Freighter (11300t Abosso) moves Target 4 -> Target 4 *
- The Annavore and Abosso sink almost immediately, while the Hurunui takes minimal damage
*** 2d6 = [5] [2]***
- Searchlights pin us against the waves! Dive dive dive!
*** 2d6 = [2] [1]***
*** 2d6 = [1] [6]***
- Their first run seems to have started too far away to be effective, but at least one charge comes too close, and one of the electric engines throws a rod.
*** 2d6 = [2] [4]***
- We manage to move off as the escort continues to search for us in thier misplaced position.
- We reload the tubes as the chief and his men work on the electric engine.
*** 1d6 = [4] ***
- Repairs are completed in short order.
* Type VIIB moves Patrols -> Patrols *
*** 2d6 = [1] [6]***
- Continuing our patrol, we encounter a lone ship.
*** 1d6 = [3] ***
*** 1d6 = [4] ***
- A large freighter, in broad daylight.
* Large Freighter (Name/Tonnage) created in Target 1
*** 2d6 = [6] [4]***
- the 5300t Silverbell
* Range moves Long Range -> Close Range *
- We close swiftly and let loose 2 fish
* G7a Steam Torpedo moves Forward Torpedo Tubes -> Target 1 *
* G7a Steam Torpedo moves Forward Torpedo Tubes -> Target 1 *
*** 2d6 = [5] [6]***
*** 2d6 = [5] [1]***
*** 1d6 = [2] ***
- Nothing. I curse the engineers that built these torpedoes.
* G7a Steam Torpedo moves Forward Torpedo Tubes -> Target 1 *
* G7a Steam Torpedo moves Forward Torpedo Tubes -> Target 1 *
- We empty the forward tubes, sending 2 more at her.
*** 2d6 = [4] [5]***
*** 2d6 = [1] [6]***
*** 1d6 = [1] ***
- Still nothing. Schise.
- Dispensing with torpedoes for the moment, we open fire with the deckgun.
*** 2d6 = [5] [5]***
*** 2d6 = [6] [2]***
*** 1d6 = [1] ***
* Large Freighter (5300t Silverbell) moves Target 1 -> Target 1 *
* Ammo 2 moves Deck Gun and Flak -> Target 1 *
- She's heavily damaged, but still seaworthy.
- We reload and continue to stalk her.
*** 2d6 = [6] [6]***
* G7a Steam Torpedo moves Target 1 -> Target 1 *
* G7e Electric Torpedo moves Forward Torpedo Tubes -> Target 1 *
- i decide to try one of the electric torpedoes to see if it can do any better.
*** 2d6 = [1] [1]***
*** 1d6 = [4] ***
- boom!
- That seems to have done the trick, and she goes to the bottom.
* Large Freighter (5300t Silverbell) moves Target 1 -> Patrols *
* Type VIIB moves Patrols -> Patrols *
*** 2d6 = [1] [2]***
- The sealanes grow quiet, which is just as well, given our supplies of torpedoes are nearly out.
* Type VIIB moves Patrols -> Patrols *
*** 2d6 = [5] [4]***
- We turn for home, our patrol complete
*** 2d6 = [2] [6]***
*** 2d6 = [4] [1]***
- Our 4th patrol, and a successful one!
- Our tonnage total now stands at a more respectable 28000.
*** 1d6 = [4] ***
* 2 WO Experte created in Crew Status
- Our 2wo has served admirably, and I recomend him for promotion.
- June 1940, our 5th patrol. The crew has grown together and I can only hope our luck continues.
*** 2d6 = [6] [3]***
- Back to the British Isles. I hope to perform better than our last patrol there.
* Type VIIB moves Patrols -> Patrols *
*** 2d6 = [3] [3]***
* Type VIIB moves Patrols -> Patrols *
*** 2d6 = [2] [2]***
* Type VIIB moves Patrols -> Patrols *
- Transit time to the British coast is uneventful.
*** 2d6 = [2] [6]***
*** 2d6 = [6] [2]***
*** 2d6 = [6] [6]***
*** 1d6 = [1] ***
*** 1d6 = [6] ***
*** 2d6 = [4] [4]***
- Smoke on the horizon! We close in and discover a lone tanker, the 5900t British Premier. I smile at the irony and order the tubes opened.
* Range moves Long Range -> Close Range *
* G7a Steam Torpedo moves Forward Torpedo Tubes -> Target 1 *
* G7a Steam Torpedo moves Forward Torpedo Tubes -> Target 1 *
* Tanker (Name/Tonnage) created in Target 1
*** 2d6 = [2] [6]***
*** 2d6 = [6] [3]***
*** 1d6 = [3] ***
- A hit!
*** 1d6 = [3] ***
* Tanker (5900t British Premier) moves Target 1 -> Target 1 *
- Shes damaged but still making way. Fire tubes 3 and 4, lets finish her off!
* G7a Steam Torpedo moves Forward Torpedo Tubes -> Target 1 *
* G7a Steam Torpedo moves Forward Torpedo Tubes -> Target 1 *
*** 2d6 = [2] [4]***
*** 2d6 = [6] [6]***
*** 1d6 = [2] ***
- A dud, dammit, im sure we hit her. Man the gun, men.
*** 2d6 = [4] [4]***
*** 2d6 = [2] [4]***
*** 1d6 = [3] ***
*** 1d6 = [4] ***
* Tanker (5900t British Premier) moves Target 1 -> Target 1 *
- That did the job, and she settles in the water until she finally goes under.
* Tanker (5900t British Premier) moves Target 1 -> Patrols *
* Type VIIB moves Patrols -> Patrols *
*** 2d6 = [2] [6]***
- Another single ship.
*** 1d6 = [5] ***
*** 1d6 = [6] ***
*** 2d6 = [2] [5]***
* Tanker (Name/Tonnage) created in Target 1
- Another tanker, the 6800t Athelcrest.
* Range moves Close Range -> Close Range *
- We maneuver close under cover of the night.
* G7a Steam Torpedo moves Forward Reloads -> Target 1 *
* G7a Steam Torpedo moves Forward Reloads -> Target 1 *
*** 2d6 = [4] [4]***
*** 2d6 = [5] [6]***
*** 1d6 = [3] ***
- A hit!
*** 1d6 = [1] ***
* Tanker (Name/Tonnage) moves Target 1 -> Target 1 *
- The torpedo explodes dead centre her spine is broken and the ship's stern stands up in the water like a signpost, then sinks swiftly.
* Type VIIB moves Patrols -> Patrols *
*** 2d6 = [3] [4]***
- The sea grows quiet, 4 days without sighting anything.
* Type VIIB moves Patrols -> Patrols *
*** 2d6 = [5] [4]***
*** 2d6 = [4] [3]***
*** 2d6 = [5] [5]***
- We turn for home, and arrive unscathed.
- Total tonnage now stands at 40700.
- August 1940
*** 2d6 = [2] [4]***
- It is getting too hot around the British Isles perhaps, as OKM sends us out in the Atlantic.
* Type VIIB moves Patrols -> Patrols *
*** 2d6 = [3] [1]***
- Alarm!
*** 2d6 = [4] [2]***
- We take her under and avoid any damage.
* Type VIIB moves Patrols -> Patrols *
*** 2d6 = [6] [2]***
* Type VIIB moves Patrols -> Patrols *
*** 2d6 = [6] [3]***
*** 1d6 = [1] ***
- We arrive on station and encounter a convoy during the day.
*** 1d6 = [5] ***
- We decide to wait for night, but lose the convoy in a sudden squall.
* Type VIIB moves Patrols -> Patrols *
*** 2d6 = [6] [6]***
*** 2d6 = [1] [3]***
*** 1d6 = [2] ***
- Inexplicably, our gyro compass fails, but chief is able to repair it.
* Type VIIB moves Patrols -> Patrols *
*** 2d6 = [4] [1]***
* Type VIIB moves Patrols -> Patrols *
*** 2d6 = [4] [6]***
* Type VIIB moves Patrols -> Patrols *
- Not having sighted anything since that first convoy, we turn for home.
*** 2d6 = [2] [4]***
*** 2d6 = [1] [5]***
* Type VIIB moves Patrols -> Patrols *
- We return to port, an unsuccessful patrol.
- Oct 1940, our 7th patrol.
*** 2d6 = [2] [4]***
- After our fruitless Atlantic patrol, we are sent back into the homewaters of the British.
* Type VIIB moves Patrols -> Patrols *
*** 2d10 = [3] [6] ***
* Type VIIB moves Patrols -> Patrols *
*** 2d6 = [4] [1]***
*** 2d6 = [5] [1]***
* Type VIIB moves Patrols -> Patrols *
*** 2d6 = [3] [6]***
* Type VIIB moves Patrols -> Patrols *
*** 2d6 = [6] [4]***
- Our patrol starts slowly, but on the 14th day we sight a convoy.
*** 1d6 = [1] ***
*** 1d6 = [3] ***
*** 1d6 = [2] ***
*** 1d6 = [3] ***
*** 1d6 = [5] ***
*** 1d6 = [4] ***
- This time we follow it until night falls, and ID 2 small and 2 large frieghters.
* Small Freighter (Name/Tonnage) created in Target 1
* Small Freighter (Name/Tonnage) created in Target 2
* Large Freighter (Name/Tonnage) created in Target 3
* Large Freighter (Name/Tonnage) created in Target 4
* Escort created in Escort
*** 2d6 = [5] [6]***
- Attempting to close on the surface, we are detected before we can even enter a firing solution!
*** 2d6 = [3] [1]***
- Shes coming right for us, take her down now!
*** 2d6 = [6] [5]***
- There is a pop and crackle from the batteries, but little else in their first run over us.
*** 2d6 = [6] [3]***
*** 2d6 = [5] [4]***
- She takes a real pounding now as they must have fixed our position.
*** 2d6 = [1] [6]***
*** 2d6 = [3] [2]***
*** 2d6 = [4] [6]***
- elec engine, but thankfully nothing else but minor damage
*** 2d6 = [6] [5]***
*** 2d6 = [3] [3]***
- Another run
*** 2d6 = [1] [6]***
*** 2d6 = [1] [2]***
*** 2d6 = [5] [3]***
- The men scramble as water enters the ship, and someone cries out in pain.
* Flooding moves Fooding -> Fooding *
*** 2d6 = [1] [6]***
*** 1d6 = [5] ***
*** 1d6 = [2] ***
- Someone has fallen and hit their head, the doctor says he is concussed and will need to be cared for. At least the flooding is halted.
*** 2d6 = [3] [3]***
- Finally it grows quiet again as the escort leaves to return to its charges.
*** 1d6 = [5] ***
*** 1d6 = [5] ***
- The bad news is that the electrical 1 and batteries are inoperable. This is bad news and we have not yet fired a shot this patrol. I know OKM will not be happy to see us return with full tubes. We shall have to proceed carefully.
* Type VIIB moves Patrols -> Patrols *
*** 2d6 = [2] [5]***
* Type VIIB moves Patrols -> Patrols *
*** 2d6 = [5] [1]***
*** 1d6 = [2] ***
*** 1d6 = [2] ***
*** 1d6 = [1] ***
- A small freighter is spotted, with escort. We follow until night.
* Range moves Long Range -> Medium Range *
- Cautiouslly we approach and launch a full spread.
* G7a Steam Torpedo moves Forward Torpedo Tubes -> Target 1 *
* G7a Steam Torpedo moves Forward Torpedo Tubes -> Target 1 *
* G7a Steam Torpedo moves Forward Torpedo Tubes -> Target 1 *
* G7a Steam Torpedo moves Forward Torpedo Tubes -> Target 1 *
*** 2d6 = [2] [5]***
*** 2d6 = [5] [6]***
*** 2d6 = [1] [1]***
*** 2d6 = [4] [4]***
*** 1d6 = [6] ***
*** 1d6 = [5] ***
*** 1d6 = [4] ***
*** 2d6 = [3] [6]***
- Incredibly, given our past experience, there is a triple explosion and the freighter, the 2600t Bengore Head is ripped apart in an instant.
* Small Freighter (2600) moves Target 1 -> Patrols *
*** 2d6 = [5] [6]***
- Here she comes, dive dive dive!
*** 2d6 = [4] [5]***
*** 2d6 = [5] [3]***
*** 2d6 = [3] [3]***
*** 2d6 = [6] [6]***
*** 2d6 = [2] [4]***
*** 2d6 = [5] [2]***
- There is a scream of pain, and an ominous mettalic groan that at first doesnt seem to stop.
* Hull Damage moves Hull Damage -> Hull Damage *
* Hull Damage moves Hull Damage -> Hull Damage *
*** 1d6 = [1] ***
*** 1d6 = [6] ***
- And with that the Kommandant is dead! Given my tonnage total of 43300, this is a defeat.



------------------------------------------------------------

I made some mistakes in this campaign, applying the 41+ bay of biscay and night surface modifers at all times without realizing I didnt have to, and may have made a mistake with some following rules and didnt use 9.4.2 at first for additional shots, although that rule seems odd in itself as you cannot fire more forward tubes after the first ones, yet you can surface and man the gun or maneuver and fire the aft tube?? Could use a faq answer or erratta there.

All in all this was my first experience with The Hunters and it was fun and tense all at the same time. Sure I had some bad luck but I think I'm hooked!

At least my career was more successful than the historical U49...
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John Kranz
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Awesome. Thanks for sharing with us, Geoff, and glad you are enjoying the game!
 
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