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Subject: UBL Rules: some compiled Q&As rss

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Paul S
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I played my first game of UBL last night and enjoyed it enormously. I found the revised rules pretty helpful, but as so often I had questions and the answers to many I found here – thanks, fellow BGGers.

I thought I'd compile the answers I'd personally found useful as a sort of “newbie FAQ” for my own reference - but I've not called it a FAQ since the questions have hardly been asked dozens of times.

I take no credit for the answers, but I have tried to make them make sense in this compiled format, and have abbreviated them where that can be done sensibly. All the original posts are here in the Rules forum. I hope no original poster will be offended that I've not individually credited them.

I hope someone else finds it useful. I'm a newbie myself, so feel free to correct me.

NB this applies to the Errata'd rules so I've skipped dealing here with e.g. the questions about attack modifiers on p20 (they apply to ALL enemy ships as per the latest rules, not just the Escorts as per the original); likewise for the new rules on Silent Running, & Deep Dives, see the latest rulebook link here:

www.dvg.com

(I can't seem to link directly to the .pdf)


1. Movement & Event Cards: Special Missions & Ports

- Move your U-Boat into a zone, draw and resolve the Moving Event Card(s).

- Move the U-Boat into a Special Mission box, draw and resolve Event Card(s) (for an Attack mission, resolve each Event Card before drawing another). If Unfit, the U-Boat goes to the Searched box. If on an Attack mission, the U-Boat can break-off after resolving any Event Card.

- Complete mission and place the U-Boat in the Searched box i.e. draw no Event Cards to leave a Special Mission box.

- Draw no Event Cards for going into port


2. Lag Movement on the Tac Display

- When the U-Boat is in the Medium Range band there are 3 possible areas it could move on the first move of Lag Movement (the 2 Short Range areas or an adjacent Medium Range area). If you chose to move into a Short Range area, on the second Lag Movement you could move into a Convoy Area - this is intentional in the design. (More on this to follow)


3. Revealing Enemy ships

- You should reveal ships at the end of EACH movement or during the escort detection step, as needed (i.e. U-Boats move then reveal ships, Lag Movement then reveal ships, Escort Detection then reveal ships).


4. Crash Dives

- The rule says: "Roll a die for each Enemy Ship attack” - so, if you have enemy ships at range 0, 1, and 2 you would make 3 die rolls. If the die roll is greater than the U-Boat's evasion rating, the enemy ship attacks with its Surface Hit numbers (even the enemy ship at range 0).


5. Damage
- Light Damage + Light Damage = Heavy Damage
- Heavy Damage + Heavy Damage = Sunk
- Q: what about Heavy Damage + Light Damage = ???
- A: (Heavy + Light) + Light = Sunk.
So if you have Heavy and Light, you just need one more Light or Heavy damage to sink the ship.


6. Discarding Ships

Put ship cards that survive under the deck pile face up and when they turn up again, reshuffle. There are not as many cards as you think especially when playing a longer campaign. Place sunk ships out of play for tonnage tally at the end. If you run out of ships, you are supposed to reshuffle all sunk ships so, it is possible to sink the same ship twice. You will meet the same ship (possibly multiple times) in a longer campaign.


7. “Attacked” counters

The Attacked counter is added in the Post-Combat Resolution Phase, as noted on page 21 "All U-Boats that joined the Wolfpack, except for the active U-Boat, are returned to the Campaign Map Area with the Battle Location counter and an Attacked counter is placed on the joining U-Boats."

The Attacked counters are used as reminders to apply modifiers for Contact Determination and Forming Wolfpacks.
Q: are the counters cumulative? A sub successfully joins 2 wolfpacks...does it now carry 2 "Attacked" counters and now suffer a -4 to future join/contact resolutions for that turn?
A: Yes, the counters are cumulative.


8. Making UBL tougher/more realistic

See the optional rules at www.dvg.com

and/or Dave's advanced optional rules at the same spot

and/or some other interesting options by Dean with a new logsheet, including rules for medals:

http://www.boardgamegeek.com/filepage/73602/alternate-u-boat...

(also http://talk.consimworld.com/WebX?233@985.5HWdcgud58w.2@.1dd0...)

Or try adding one stress per sub per strategic segment.
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Dean Brown
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Nice work Paul.

The new log sheets with the Medals variant is also on this site under the Files section.
 
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Paul S
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Thanks Dean, updated + a credit
 
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