Date: Week 1, July 1942 War Period: 2 Ships Sunk: 76 Tonnage Sunk: 294,000 Torpedo Status: -2 6 (Sealion, S-36, S-26, Shark, Perch, S-27)

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This Document contains several short campaign games that can be completed relatively quickly, as well as a full campaign beginning in mid-1942, which can be ended in a year or continued at the option of the player. Silent War contains all pieces needed to play these except for Short Campaign III-A which requires four new submarines that are available as downloads from the Compass Games website: www.compassgames.com/support.htm CAMPAIGN GAME VII: SWINGING TO THE ATTACK - by Stephen Jackson This campaign begins following the pivotal Battle of Midway. Both ComSubPac Thomas Withers and ComSubSWPac John Wilkes have been relieved. The new commanders: Robert English at Pearl Harbor, Charles Lockwood at Fremantle, and Ralph Christie at Brisbane were all under pressure to deliver results as America planned to take the offensive. GAME LENGTH The campaign game starts in July 1942 and lasts until transition to War Period 3. Alternately, the player may decide to continue to War Period 4 or to War End. As such, there is no specified game length. Date: Week 1, July 1942 War Period: 2 Ships Sunk: 76 Tonnage Sunk: 294,000 Torpedo Status: -2 Subs Lost: 6 (Sealion, S-36, S-26, Shark, Perch, S-27) Subs that have been withdrawn permanently for training or special operations: None The Torpedo Improvement Phase [6.0] is skipped in the first turn of the campaign. The rest of the Strategic Segment is conducted normally. CAREER LONGEVITY (MINIMUM PERFORMANCE) Following the conclusion of the last week of the indicated month, the player consults the tons sunk chart. If the total tonnage sunk is not equal to or greater than the minimum performance tons sunk, the player is relieved of command and assigned to the Bureau of Ordnance, where he or she will eventually be blamed for the failures of the torpedo, the campaign, and the war. The game is over. Date Tons Sunk Aug 42 360,000 Nov 42 620,000 Feb 43 720,000 May 43 980,000 Page 1 of 14

SUBMARINE ORDER OF BATTLE All at-sea submarines are patrol side up unless noted otherwise. Destination of transit side up submarines is at player discretion unless specified. All in-port submarines start in the Broom Box of their base unless otherwise noted. Consult the Master Submarines Reinforcement List beginning in August, 1942. Note: Some submarines that appear on the list for withdrawal or return may have already been lost. References to withdrawing or returning these submarines should be ignored. Deploy at Submarine Base Fremantle: Grampus, Grayback, Permit, Tautog Repair 1 Box: Swordfish, Skipjack Repair 2 Box: Saury Deploy in OpArea Java Sea: Gar (Transit side up, outbound) Seal, Salmon (Transit side up, with RTB marker) Deploy in OpArea North Philippine Sea: Sturgeon Deploy in OpArea South Philippine Sea: Snapper Seawolf (Transit side up, with RTB marker) Deploy in OpArea Banda Sea: Searaven Deploy in OpArea South China Sea 1: Sailfish, Seadragon Deploy in OpArea South China Sea 2: Sargo, Spearfish Sculpin (Transit side up, with RTB marker) Deploy at Submarine Base Brisbane: S-38, S-42, S-43, S-46, Pickerel Repair 1 Box: S-39 Repair 2 Box: S-41, S-45 Deploy in OpArea Coral Sea: S-47 (Transit side up, with RTB marker) Deploy in OpArea Solomons: S-37, S-40 S-44 (Transit side up, with RTB marker) Deploy in OpArea Transfer Route: Thresher (Transit side up with RTB marker, must RTB to Fremantle). Deploy at Submarine Base Pearl Harbor: Cuttlefish, Grenadier, Gudgeon, Greenling, Narwhal, Silversides, Drum, Haddock. Repair 1 Box: Pompano, Tuna, Grayling Repair 2 Box: Tambor Repair 3 Box: Trout Page 2 of 14

Deploy in OpArea Hawaiian Islands: Gato (Transit side up, outbound) Deploy in OpArea Carolines: Stingray Deploy in OpArea North Pacific: Growler (Transit side up, with RTB marker) Deploy in OpArea Bonins: Grouper Deploy in OpArea Empire Pacific: Cachalot, Dolphin, Nautilus Deploy in OpArea East China Sea: Flying Fish, Plunger Deploy at Submarine Base Dutch Harbor: S-23, S-28, S-31, S-32, S-33, S-35 Repair 3 Box: S-34 Deploy in OpArea Aleutians: Finback, Trigger, Triton, Grunion S-18 (Transit side up, with RTB marker, must RTB to Dutch Harbor) Place in USA Refit Box: Argonaut, Porpoise, Pike, Pollack, Tarpon Victory Conditions If the player continues this campaign to War End, use the victory conditions for Campaign 1 [31.14]. If the player ends the campaign with the transition to War Period 4, use the victory conditions from Campaign 3 [31.34]. If the player ends with the transition to War Period 3, use the following chart to determine victory WP Transition Dec 42 Jan-Feb 43 Mar-May 43 June 43 July 43 Result Decisive Victory Dramatic Victory Historical (Draw) Marginal Failure Dramatic Failure This is the basic victory level. If tonnage sunk exceeds 1,000,000 tons raise by one level. Modify the level by the submarines lost result: Submarines Lost 0 to 7 - Raise by two levels. 8 to 9 - Raise by one level. 10 to 14 - No modification. (Historical: 12) 15 to 18 - Lower by one level. 19 or more - Lower by two levels. Page 3 of 14

SILENT WAR SHORT CAMPAIGNS SHORT CAMPAIGN I: DESPERATE PEARL by Brien Miller The Japanese attack on Pearl Harbor on December 7th, 1941, left the United States Pacific Fleet with only a handful of destroyers, some Carriers, and its submarine force intact. Confusion was rampant following the attack and no one wished to commit the remaining surface fleet to action with the Imperial Japanese Navy. Fears of a Hawaiian, Australian, or even a West Coast United States invasion were rampant. Looking over the carnage of a smoking Pearl Harbor, ComSubPac Thomas Withers had only a handful of submarines with which to attack. The Short Campaign Desperate Pearl focuses on the first six months of the warthrough June 1942 for the boats departing Pearl Harbor only, up until the Battle of Midway stunned the Japanese Navy and marked the end of the opening phase of the War in the Pacific. This scenario involves only 37 submarines (13 at start). Changes from Full Campaign A. Operations Areas: Submarines are limited to the following OpAreas: Hawaiian Islands Marshall Islands Transfer Route Gilbert Islands Bonins Marianas Carolines North Pacific Aleutians Kurile Islands Empire Pacific East China Sea All SMZs adjoining these OpAreas are playable. B. War Events The War Event Table is used as normal with the following exceptions: Events that affect OpAreas and SMZs not in play are treated as No Event. If the Battle of Midway Event occurs before May, 1942, treat as No Event. The Hunt for Wounded Bear may occur anytime on a result of 5 or 9 on the War Event table. C. ULTRA AREAS ULTRA Areas are determined normally, though submarines cannot respond to OpAreas outside of those listed above. D. Torpedo Improvement and War Progress Torpedoes do not improve, and the War Period does not change. Page 4 of 14

GAME LENGTH SILENT WAR s short campaign I starts in December 1941 and ends at the end of June, 1942, or the end of the turn in which the Battle of Midway event occurs, which ever comes first. Game Start: Week 2, December 1941 War Period: 1 Torpedo Status: -2 Game End: Variable Length: Approximately, 26 turns In the first turn of the campaign, the Strategic Segment is skipped. There is no check for ULTRA areas. CAREER LONGEVITY (MINIMUM PERFORMANCE) Following the conclusion of the last week of the indicated month, the player consults the tons sunk chart. If the total tonnage sunk is not equal to or greater than the minimum performance tons sunk, the player is relieved of command and assigned to the Bureau of Ordnance, where he or she will eventually be blamed for the failures of the torpedo, the campaign, and the war. The game is over. Month Date Tons Sunk 3 Mar 42 40,000 6 May 42 120,000 SUBMARINE ORDER OF BATTLE The following table lists the submarines that start the war in December, 1941 that are part of the Pearl Harbor command. All submarines are considered Ready for Sea unless noted otherwise. Deploy at Submarine Base Pearl Harbor: Dolphin, Tautog Repair 3 Box: Narwhal, Cachalot Deploy in OpArea Hawaiian Islands: (No Patrol Movement is allowed by these submarines, and they must RTB to Pearl Harbor in the Transit Movement Phase of the first turn. Only contacts with TF results are used.) Gudgeon, Plunger, Pollack, Pompano, Thresher Deploy in Special Mission Zone Midway: (These submarines must remain in the Midway Island Special Mission Zone for two turns after which these submarines RTB to Pearl Harbor. No rolls are made on the Endurance Table. Only contacts with TF results are used.) Argonaut, Trout Deploy in Special Mission Zone Wake: (These submarines must remain in the Wake Island Special Mission Zone for two turns after which these submarines RTB to Pearl Harbor. No rolls are made on the Endurance Table. Only contacts with TF results are used.) Page 5 of 14

Tambor, Triton Victory Conditions COMMENTARY The reports coming back from the early patrols were outstanding- but wrong: The patrols were resulting in nearly 100% inflated results. Yet, considering the torpedo problems, and the newness of actually fighting a submarine campaign for the first time, results were not unimpressive- just far short of what it would take to halt the apparent juggernaut the Imperial Japanese Navy looked like from the decks of the sunken battleships at Pearl Harbor. At the end of Week 4, June, 1942, or the end of the turn in which the Battle of Midway event occurs, which ever comes first, the player totals his tonnage results: 170,000+ tons: Decisive Victory 160,000+ tons: Substantive Victory 150,000+ tons: Draw 145,000+ tons: Defeat Less than 145,000 tons: Failure This is the basic victory level. The player should now modify this level by the number of Japanese capital ships (CA, BB, CV) sunk by submarines and submarines lost. 2+ capital ships sunk: Raise by two levels. 1 capital ship sunk: Raise by one level (Historical: 0) 3 or more subs lost: Lower by one level (Historical: 0) NOTE: Silent War is based on a multitude of statistical data spread over 4 years of sustained naval warfare. When originally conceived, it was thought that victory conditions could only be evaluated over the course of the campaign. During the development of the game, we were able to structure the data and victory conditions such that shorter campaigns could be developed. In almost every case, however, these shorter campaigns were either a year in length or involved a great deal of submarines. Because of the size of this scenario, players may experience significant deviations from the normative results- essentially- it s like being in a poker game where you ve paid into 30 hands worth of pots but only get 10 hands to play... you might win... on the other hand, the numbers say... Forewarned is forearmed. SUBMARINE REINFORCEMENTS LIST The following table is used for this campaign. The list is consulted beginning at the month following the beginning of the Campaign being run. If a base of arrival is not yet active, or it has fallen, the submarines are received at Pearl Harbor. All arriving submarines are placed in the Broom Box of the receiving Base. January 1942: Pearl Harbor: Page 6 of 14

Cuttlefish, Grayling, Tuna February 1942: Dutch Harbor: S-18, S-23 Pearl Harbor: Gar, Grampus, Grayback, Grenadier Withdraw: Dolphin, Argonaut, Plunger, Pompano, Tautog March 1942: None April 1942: Dutch Harbor: S-34, S-35 Pearl Harbor: Drum, Gato, Greenling, Silversides May 1942: (BB Yamato added to War Mix) Dutch Harbor S-27, S-28 Pearl Harbor: Flying Fish, Grouper, Growler, Nautilus, Trigger Return: Dolphin, Pompano, Tautog June 1942: Dutch Harbor: Grunion, Finback Return: Plunger SHORT CAMPAIGN II: THE SUBMARINES ARE ALL WE HAVE LEFT. by Brien Miller The Japanese were pessimistic on the morning of December 8th, 1941. They reasoned that General MacArthur would be on full alert with standing submarine and air patrols, following notification of the Pearl Harbor attack. Their bombing strike from Formosa was further delayed by weather. By the time they arrived over the Manila area, they were astounded to find MacArthur s air force lined up neatly on the ground at Clark Field. In a stroke they established air supremacy, and sent the elderly ships of the Asiatic Fleet fleeing south out of air range. It was truly as Squadron Commander Sunshine Murray said, The submarines are all we have left. The Short Campaign The submarines are all we have left. focuses on the first six months of the war- through June 1942 when the Battle of Midway stunned the Japanese Navy and marked the end of the opening phase of the War in the Pacific. Although this scenario involves only 83 submarines (42 at start)- this is a tough scenario to win: it is the United States Navy at its most desperate phase of the Pacific War. Page 7 of 14

Changes from Full Campaign A. Operations Areas: Submarines are limited to the following OpAreas: South China Sea 1 South China Sea 2 Java Sea North Philippine Sea South Philippine Sea Banda Sea Bismarck Sea Solomons Coral Sea All Special Mission Zones adjoining these OpAreas are playable. Exception: A submarine scheduled for withdrawal in the following month may patrol in the Gilbert Islands, Carolines, or Marianas. If such a submarine receives an RTB result, the submarine conducts transit movement towards Pearl Harbor. If it survives the turn, it is withdrawn immediately (coming under operational control of the Pearl Harbor command). B. War Events The War Event Table is used as normal with the following exceptions: Events that affect OpAreas and SMZs not in play are treated as No Event. If the Battle of Midway Event occurs before May, 1942, treat as No Event. The Hunt for Wounded Bear may occur at any time. C. ULTRA AREAS ULTRA Areas are determined normally, though submarines cannot respond to OpAreas outside of those listed above. D. Torpedo Improvement and War Progress Torpedoes do not improve, and the War Period does not change. GAME LENGTH SILENT WAR s short campaign II starts in December 1941 and ends at the end of June, 1942, or the end of the turn in which the Battle of Midway event occurs, which ever comes first. Game Start: Week 2, December 1941 War Period: 1 Torpedo Status: -2 Game End: Variable Length: Approximately, 26 turns In the first turn of the campaign, the Strategic Segment is skipped. There is no check for ULTRA areas. CAREER LONGEVITY (MINIMUM PERFORMANCE) Following the conclusion of the last week of the indicated month, the player consults the tons sunk chart. If the total tonnage sunk is not equal to or greater than the minimum Page 8 of 14

performance tons sunk, the player is relieved of command and assigned to the Bureau of Ordnance, where he or she will eventually be blamed for the failures of the torpedo, the campaign, and the war. The game is over. Month Date Tons Sunk 3 Feb 42 40,000 6 May 42 100,000 SUBMARINE ORDER OF BATTLE The following table lists the submarines that start the war in December, 1941. All submarines are considered Ready for Sea unless noted otherwise. Deploy at Submarine Base Manila: Perch, Permit, Pickerel, Pike, Porpoise, S-37, S-38, S-39, S-40, S-41, Sailfish, Salmon, Sargo, Saury, Sculpin, Seal, Searaven, Seawolf, Shark, Skipjack, Snapper, Spearfish, Stingray, Sturgeon, Swordfish, Tarpon Repair 1 Box: Sealion, Seadragon Deploy in Special Mission Zone Lingayen Gulf: (No Patrol Movement is allowed by this submarine, and she must RTB to Manila in the Transit Movement Phase of the first turn. Only contacts with TF results are used.) S-36 Victory Conditions COMMENTARY The reports coming back from the early patrols were outstanding- but wrong: The patrols were resulting in nearly 100% inflated results. Yet, considering the torpedo problems, and the newness of actually fighting a submarine campaign for the first time, results were not unimpressive- just far short of what it would take to halt the apparent juggernaut the Imperial Japanese Navy after evacuating from both Manila and Surabaya. At the end of June, 1942, or the end of the turn in which the Battle of Midway event occurs, which ever comes first, the player totals his tonnage results: 200,000+ tons: Decisive Victory 180,000+ tons: Substantive Victory 170,000+ tons: Draw 150,000+ tons: Defeat Less than 150,000 tons: Failure This is the basic victory level. The player should now modify this level by the number of Japanese capital ships (CA, BB, CV) sunk by submarines and submarines lost. 3+ capital ships sunk: Raise by two levels. 2 capital ships sunk: Raise by one level. (Historical: 0) 7 or more subs lost: Lower by one level (Historical: 5) Page 9 of 14

SUBMARINE REINFORCEMENTS LIST The following table is used for this campaign. The list is consulted beginning at the month following the beginning of the Campaign being run. If a base of arrival is not yet active, or it has fallen, the submarines are received at Fremantle. All arriving submarines are placed in the Broom Box of the receiving Base. The list also contains submarines, which are withdrawn for refit in California. These submarines are preceded by Withdraw, and are removed from play immediately, even if at sea and/or damaged. January 1942: None February 1942: None March 1942: None April 1942: Brisbane: S-42, S-44, S-47 Withdraw: Tarpon May 1942: (BB Yamato added to War Mix) Fremantle: Gar, Grampus Brisbane: S-43, S-45, S-46 June 1942: Fremantle: Grayback, Tautog Withdraw: Stingray, Perch SHORT CAMPAIGN III: HOLD THE LINE by Stephen Jackson The Netherlands was the first country to declare war upon Japan following the attack on Pearl Harbor, doing so even before the United States. Their submarines had been on a war footing for months, while supplies and repair parts were scarce. Two submarine divisions, comprising three-quarters of their first-line subs had been sent to Singapore and placed under British command only a week before the attack. The unexpected rapid collapse of the Philippines left the Dutch East Indies exposed with most of their units out of position. The submarines nonetheless acted aggressively in the face of Japanese naval and air superiority. Where there's a tough job to be done, I am willing to team up with a Dutchman at any time. Vice-Admiral Charles Lockwood Page 10 of 14

Changes from Full Campaign A. Operations Areas: Submarines are limited to the following OpAreas: South China Sea 1 South China Sea 2 Java Sea South Philippine Sea Banda Sea All Special Mission Zones adjoining these OpAreas are playable. B. War Events A special War Event Table has been drawn up for this campaign: C. ULTRA AREAS ULTRA Areas are determined normally, though submarines cannot respond to OpAreas outside of those listed above. D. Torpedo Improvement and War Progress Torpedoes do not improve, and the War Period does not change. GAME LENGTH SILENT WAR s Short Campaign III game starts in December 1941 and ends either at the end of May, 1942, or the end of the turn in which the Fall of Dutch East Indies event occurs, which ever comes first. Game Start: Week 2, December 1941 War Period: 1 Torpedo Status: -1 Game End: Variable Length: Up to 23 turns In the first turn of the campaign, the Strategic Segment is skipped. There is no check for ULTRA areas. RESTRICTIONS Dutch submarines may normally only base from and RTB to Surabaya. If a submarine has two damage markers, it may RTB to Fremantle if open. All submarines may only RTB to Fremantle in the turn in which the Dutch East Indies fall. SUBMARINE ORDER OF BATTLE (All units are Dutch) Deploy at Submarine Base Surabaya: Repair 2 Box: K-VIII, K-X Page 11 of 14

Deploy in OpArea Java Sea: (No Patrol Movement is allowed by this submarine, and she must RTB to Surabaya in the Transit Movement Phase of the first turn. Only contacts with TF results are used.) K-XIV Deploy in Sea Zone Makassar Strait: (No Patrol Movement is allowed by these submarines. Only contacts with TF results are used. These submarines must remain in the SMZ until spotted, damaged, sunk, or an RTB result is achieved through combat or endurance.) K-XV, K-XVI Victory Conditions At the end of the campaign, the player totals his tonnage results: 36,000+ tons: Decisive Victory 28,000+ tons: Substantive Victory 25,000+ tons: Draw 20,000+ tons: Defeat (Historic: 24,000 tons) Less than 20,000 tons: Failure This is the basic victory level. The player should now modify this level by the number of Japanese capital ships (CA, BB, CV) and by submarines lost. 2+ capital ships sunk: Raise by two levels. 1 capital ship sunk: Raise by one level. (Historical: 0) 4 or more subs lost: Lower by one level (Historical: 2) Submarine Reinforcements List: All arriving submarines are placed in the Broom Box of the receiving Base. All submarines are Dutch. January 1942: Surabaya: K-XVIII February 1942: Surabaya: K-XI, K-XII, O-19 SHORT CAMPAIGN III-A: WOODEN SHOES AND IRON MEN by Stephen Jackson This alternate campaign allows the player to explore what could have happened had the Dutch not placed eight of their submarines at Singapore under British command, where half were quickly lost. It also allows us to provide you with a free download of the four Dutch boats which otherwise would have been in Silent War: Changes to Campaign III 1. K-XI, K-XII, K-XIII, K-XVIII, O-19, and O-20 start in the Broom Box of Surabaya. 2. K-XVII and O-16 start in the Molucca Strait SMZ. No Patrol Movement is allowed by these submarines. Only contacts with TF results are used. They must remain Page 12 of 14

in the SMZ until spotted, damaged, sunk, or an RTB result is achieved through combat or endurance. 3. K-VIII and K-X start in Repair Box 3, instead of 2. Historically, the crippled K-XIII supplied crew to get these elderly boats to sea faster. Victory Conditions At the end of the campaign, the player totals his tonnage results: 80,000+ tons: Decisive Victory 70,000+ tons: Substantive Victory 60,000+ tons: Draw 50,000+ tons: Defeat Less than 50,000 tons: Failure This is the basic victory level. The player should now modify this level by the number of Japanese capital ships (CA, BB, CV) and submarines lost. 2+ capital ships sunk: Raise by two levels. 1 capital ship sunk: Raise by one level. 5 or more subs lost: Lower by one level. (Historical: 5) Page 13 of 14

War Event Table Short Campaign III (Netherlands East Indies) Die Roll Event 0 Fall of Luzon. The Americans were driven from Manila a week ago. For this turn, all OpAreas are considered to have four southbound American submarines in them for purposes of Congregating Risk [22.0]. Fremantle is open but a Dutch submarine may only RTB there if it has two damage markers. If this Event is rolled again, conduct Battle of Java Sea. 1 If Fall of Luzon has not occurred (result 0), conduct that Event instead. If it has: Special Mission: Battle of the Java Sea. All submarines currently in the Pierside or Ready For Sea boxes of Surabaya must immediately deploy to the Java Sea patrol side up to support Admiral Doorman s cruiser group. Only contacts with TF results are used for submarines in the Java Sea. If this Event is rolled again prior to March 1942, treat as No Event. If March or later, conduct Fall of the Dutch East Indies. 2 Special Mission: Barrier mission in the East Indies Straits. Deploy four submarines to the Makassar and Molucca Straits. Only contacts with C2 and TF results are used. 3 No roll on the ULTRA table this turn. 4 No roll on the ULTRA table this turn. 5 No roll on the ULTRA table this turn. 6 Special Mission: Barrier mission in the East Indies Straits. Deploy two submarines to the Makassar and Molucca Straits. Only contacts with C2 and TF results are used. 7 No roll on the ULTRA table this turn. 8 No roll on the ULTRA table this turn. 9 If the date is prior to March 1942, conduct Fall of Luzon, or Battle of the Java Sea if Luzon has fallen. If the date is March 1942 or later, conduct: Fall of the Dutch East Indies. All submarines currently inport Surabaya regardless of readiness must conduct Base-to-Base movement to Fremantle. Any subs in Repair Boxes 2 or 3 or in the Hold Box are scuttled but are not counted as sunk. Surabaya is immediately closed, and the campaign is concluded at the end of this turn. Page 14 of 14