Thanks, coyi! I think it's only going to get harder to get away as well. In 1942 the detection modifier changes to +2, which means everything is going to get even harder. I have no idea how we'll survive that.
After watching this series I bought Beneath the Med as I couldn't get hold of The Hunters or Silent Victory. When I run my campaign, I've decided to play through my own career and once mine is over, to also play through my Secondo's career if he gets promoted and is given his own Sub. Then I'll start his career with a Sub available on the date he got promoted, to see if he learnt anything from when he served under my command :)
@@phd_angel Yes, very siimilar but just as fun. My first run through was a great success, but haven't managed to match my luck/tonnage in previous playthroughs :)
Here is letter of recognition for Mahler. All it needs is your signature, Skipper. I will be travelling back to Germany for a three week class on escape and evasion so I will miss your promotion ceremony. In ten missions I never lost a man... I will be attending services for the lost crewmen while home.
Thanks for keeping me up to date, Officer Rae. As always, I trust your professionalism fully, and know that you will make decisions for the best of our crew and success. I can't imagine you'll be with us much longer, as I know Command is considering you for one of the new U-Boats coming out of production.
Wow, this was really nerve-wrecking but it turned out so well! Not only did you survive but you crossed the magical 100000 tons threshold AND you got promoted! And that even with the mistakes! And don't worry about them, it happens
Yeah, I was kind of anxious about making mistakes when I started creating these videos, but now I realize it's just a part of making them. And I make even more mistakes when shooting video while I play (less brain space for rules). I'm fine with it, now, and feel like on the whole it's improving. But yes, this was a good run. I'm hopeful we can get a capital ship at some point, but I feel like 1942 and on are going to be brutal.
Yes, I'm waking up in the middle of the night in a cold sweat thinking about 1942. There is another +1 added to escort detection rolls, and aircraft encounters in the Bay of Biscay are more likely as well. I wonder if we'll get so much damage on patrols that refits will be longer, meaning that we won't have as many patrols? That might be something that helps us survive, if we only have to make it through 3-4 patrols instead of 6.
@@ZillaBlitz In 1943 the DRM is a depressing +3. In The Hunted that number is "baked" into the detection chart as an even more discouraging 5 or less to avoid detection.
I know the game is in the bag already, but I think you killed both iof the small freighters on the first attack...as you rolled very low on the torps in the first strike. It's all good regardless.....
Interesting, it sure seems like they made a lot of them. I wish they had a greater loadout for torpedos and greater distance capacity, so we could search in each zone 2x like some of the other subs could. It'd be fun to try a campaign with one of those other U-Boats, where you start in 1940 instead of 1939.
@@ZillaBlitz I don't think that there is any ironclad rule preventing you from randomly choosing the type of U-Boat that you prefer. Obviously, the Flack Boat can only be used in June 1943. Perhaps some enterprising designer could design a chart where a dice roll would allow the player to begin his campaign at a later time with a newer boat.
When I started the campaign I rolled a die based on the number of U-Boats built of each type, and assigned us to one that came up on the die roll. But I think yeah, you're free to pick your starting U-Boat as you like for sure. :)
Got a bit tricky there but made it in the end! For info in The Hunters the Type VIIB and Type VIIC are completely identical in terms of upgrading. The only difference is the availability, with the VIIC being available later on which obviously has no impact in terms of upgrading. So yes! I'd agree it's bad luck to swap out the ol' U-86 for a shinier but otherwise identical boat when she's served us so well.
Thanks Film! I was starting at the VIIC and VIID U-boat mats for the longest time trying to figure out why we'd want to upgrade, and was confused as to why we'd want to change. I think the VIID has some mines to deploy, but in terms of game mechanics, I don't see any reason to change either, let alone that we'd lose our lucky U-86. Thanks for the info, and sorry I've been slow to reply. I took a short break over the US holiday. :)
@@ZillaBlitz no worries at all, I hope you had a great Thanksgiving from across the pond! The Type VIID minelayer would certainly be quite a change, but difficult to justify especially so late on in the campaign - relying on those minelaying missions to succeed and having so few torpedoes would put us at risk.
Yep, I agree, although it looks to me like the VIID can carry the mines in addition to a full torpedo load? I'd have to check the rules to confirm. In either case, we'll stick with the U-86. :)
@@ZillaBlitz You're right, my mistake, VIID has a separate mine carrying space. Still, there's so few mine laying opportunities later on in the campaign it seems like you might not get too much use from them!
Another beaut. @12:40, I'm not sure the +1 for 1941 is a thing as it has CLOSE next to it - so I thought that modifier was only if you were at close range...no?
@@ZillaBlitz Yeah - the Escort Detection Chart has +1 for 194, +2 for 1942 and +3 for 1943, but it has [CLOSE] wrapped around it (along with the -1 for KMDT is KC +O+S)
Oh, wow! You're right. That was something that was picked up on when we did the Silent Victory series, about halfway through. I never considered that it would be the same in The Hunters, and that I'd have missed that little "Close" indicator on the side. Do the rules clarify that somewhere, do you know? It very well might be that we did this whole series much harder than was intended. That in itself would be high incentive to try this again. :)
@@ZillaBlitz yeah...9.2.2 mentions it. I missed it a couple of times myself and when I noticed it I never made the mistake again...I seldom sent close range after '40
@@billyriley492 Thanks so much for pointing this out! I suspect it is a mistake that ... most? ... players make, as we talked about the yearly + modifiers quite a bit over this series and no one brought it up. I will add it to the "known errors" section for our 41+ missions. Wow, I can't believe that I missed that for the whole series. We could have still been alive! :)
The crew injury rule was changed in Silent Victory. Crew injuries while submerged are automatically lignt wounds. Should be retroactive to The Hunters/The Hunted.
Thanks, Michael. A few people brought up rules that were backwards applicable from the other games in the series, but I just went with the The Hunters rulebook for simplicity sake. At some point it'd be fun to try a game with the modifications that came out after the game's publication.
As I was playing this episode, I thought the same thing: "This will be a sub-ten-minute episode!" Then things went a bit sideways there, and it morphed into our longest episode yet. :) (My apologies it took a while to reply, I took a bit of a break over the US holiday.)
Perfection isn't the goal here. My general thinking is that the mistakes largely even themselves out over time, and playing games like these there will always be errors. Going back to fix errors would result in videos never getting completed, so unless it's a huge error we just drive on.
Good work on the knights cross promo.👍
Thank you!
Well done on the tonnage and promotion, sometimes its difficult to get away from those escorts, scary moments.
Thanks, coyi! I think it's only going to get harder to get away as well. In 1942 the detection modifier changes to +2, which means everything is going to get even harder. I have no idea how we'll survive that.
Congratulations on the promotion - let's hope our Engineer got some tin as well !
Mahler was ON FIRE! I think he went 4 for 5 in repairing things, and fixing those dive planes was a life-saver.
Haha! Great patrol! I think the crew will need some counselling though :) Your hull couldn't have taken too much more!
Thanks! I think I will need some counseling after playing this game. :)
Squeaked through that one - very 'dicey' ;)
Yeah, I think that we were fairly lucky to escape that depth-charging. It could easily have been much worse. :)
good play through I love to off seen another air attack
Thanks!
After watching this series I bought Beneath the Med as I couldn't get hold of The Hunters or Silent Victory. When I run my campaign, I've decided to play through my own career and once mine is over, to also play through my Secondo's career if he gets promoted and is given his own Sub. Then I'll start his career with a Sub available on the date he got promoted, to see if he learnt anything from when he served under my command :)
That sounds like a great way to play Beneath the Med, best of luck with your Italian captains! :)
Hi. How do you compare Beneath with Hunters? Same thing?
@@phd_angel Yes, very siimilar but just as fun. My first run through was a great success, but haven't managed to match my luck/tonnage in previous playthroughs :)
Here is letter of recognition for Mahler. All it needs is your signature, Skipper. I will be travelling back to Germany for a three week class on escape and evasion so I will miss your promotion ceremony. In ten missions I never lost a man... I will be attending services for the lost crewmen while home.
Thanks for keeping me up to date, Officer Rae. As always, I trust your professionalism fully, and know that you will make decisions for the best of our crew and success. I can't imagine you'll be with us much longer, as I know Command is considering you for one of the new U-Boats coming out of production.
Wow, this was really nerve-wrecking but it turned out so well! Not only did you survive but you crossed the magical 100000 tons threshold AND you got promoted! And that even with the mistakes! And don't worry about them, it happens
Yeah, I was kind of anxious about making mistakes when I started creating these videos, but now I realize it's just a part of making them. And I make even more mistakes when shooting video while I play (less brain space for rules). I'm fine with it, now, and feel like on the whole it's improving. But yes, this was a good run. I'm hopeful we can get a capital ship at some point, but I feel like 1942 and on are going to be brutal.
Well done sir.
Thanks, Charles! Still a good ways to go!
Congrats on the 100000 tons , I have a feeling surviving through 42 is going to be tough
Yes, I'm waking up in the middle of the night in a cold sweat thinking about 1942. There is another +1 added to escort detection rolls, and aircraft encounters in the Bay of Biscay are more likely as well. I wonder if we'll get so much damage on patrols that refits will be longer, meaning that we won't have as many patrols? That might be something that helps us survive, if we only have to make it through 3-4 patrols instead of 6.
@@ZillaBlitz In 1943 the DRM is a depressing +3. In The Hunted that number is "baked" into the detection chart as an even more discouraging 5 or less to avoid detection.
I know the game is in the bag already, but I think you killed both iof the small freighters on the first attack...as you rolled very low on the torps in the first strike. It's all good regardless.....
Yep, that mistake is listed in the "Known Errors" section of the description. Thanks, though! :)
👍👍😃
Thanks Alex!
The type VIIB remained in operation thru 1943. They are included in The Hunted.
Interesting, it sure seems like they made a lot of them. I wish they had a greater loadout for torpedos and greater distance capacity, so we could search in each zone 2x like some of the other subs could. It'd be fun to try a campaign with one of those other U-Boats, where you start in 1940 instead of 1939.
@@ZillaBlitz I don't think that there is any ironclad rule preventing you from randomly choosing the type of U-Boat that you prefer. Obviously, the Flack Boat can only be used in June 1943. Perhaps some enterprising designer could design a chart where a dice roll would allow the player to begin his campaign at a later time with a newer boat.
When I started the campaign I rolled a die based on the number of U-Boats built of each type, and assigned us to one that came up on the die roll. But I think yeah, you're free to pick your starting U-Boat as you like for sure. :)
Got a bit tricky there but made it in the end! For info in The Hunters the Type VIIB and Type VIIC are completely identical in terms of upgrading. The only difference is the availability, with the VIIC being available later on which obviously has no impact in terms of upgrading. So yes! I'd agree it's bad luck to swap out the ol' U-86 for a shinier but otherwise identical boat when she's served us so well.
Thanks Film! I was starting at the VIIC and VIID U-boat mats for the longest time trying to figure out why we'd want to upgrade, and was confused as to why we'd want to change. I think the VIID has some mines to deploy, but in terms of game mechanics, I don't see any reason to change either, let alone that we'd lose our lucky U-86. Thanks for the info, and sorry I've been slow to reply. I took a short break over the US holiday. :)
@@ZillaBlitz no worries at all, I hope you had a great Thanksgiving from across the pond! The Type VIID minelayer would certainly be quite a change, but difficult to justify especially so late on in the campaign - relying on those minelaying missions to succeed and having so few torpedoes would put us at risk.
Yep, I agree, although it looks to me like the VIID can carry the mines in addition to a full torpedo load? I'd have to check the rules to confirm. In either case, we'll stick with the U-86. :)
@@ZillaBlitz You're right, my mistake, VIID has a separate mine carrying space. Still, there's so few mine laying opportunities later on in the campaign it seems like you might not get too much use from them!
No worries! And it's most definitely not worth switching to if it involves leaving U-86! :)
German high command is wondering why there are so many empty rolls of duct tape…😂
Haha! Yeah, we burned through a few rolls in this series, for sure. :)
Another beaut.
@12:40, I'm not sure the +1 for 1941 is a thing as it has CLOSE next to it - so I thought that modifier was only if you were at close range...no?
Hi Billy, I'm not seeing a CLOSE next to the +1 for 1941. Are you referring to something on the Escort Detection Chart?
@@ZillaBlitz Yeah - the Escort Detection Chart has +1 for 194, +2 for 1942 and +3 for 1943, but it has [CLOSE] wrapped around it (along with the -1 for KMDT is KC +O+S)
Oh, wow! You're right. That was something that was picked up on when we did the Silent Victory series, about halfway through. I never considered that it would be the same in The Hunters, and that I'd have missed that little "Close" indicator on the side. Do the rules clarify that somewhere, do you know?
It very well might be that we did this whole series much harder than was intended. That in itself would be high incentive to try this again. :)
@@ZillaBlitz yeah...9.2.2 mentions it. I missed it a couple of times myself and when I noticed it I never made the mistake again...I seldom sent close range after '40
@@billyriley492 Thanks so much for pointing this out! I suspect it is a mistake that ... most? ... players make, as we talked about the yearly + modifiers quite a bit over this series and no one brought it up. I will add it to the "known errors" section for our 41+ missions. Wow, I can't believe that I missed that for the whole series. We could have still been alive! :)
The crew injury rule was changed in Silent Victory. Crew injuries while submerged are automatically lignt wounds. Should be retroactive to The Hunters/The Hunted.
Thanks, Michael. A few people brought up rules that were backwards applicable from the other games in the series, but I just went with the The Hunters rulebook for simplicity sake. At some point it'd be fun to try a game with the modifications that came out after the game's publication.
wow 2 video`s today i am so proud of you
Thanks! Aiming for 10 in 7 days, bit of a holiday push. :)
Close one
I thought we were done for, to be honest. Needing that 5 to escape detection, only 3 hits left on the hull. Not much more and it'd have been all over.
Only 5 minutes in and you're half-way through the Atlantic, and I see it's a 47-minute video. I'm getting concerned!
As I was playing this episode, I thought the same thing: "This will be a sub-ten-minute episode!" Then things went a bit sideways there, and it morphed into our longest episode yet. :) (My apologies it took a while to reply, I took a bit of a break over the US holiday.)
@@ZillaBlitz No worries! I know you Americans were busy... :P
Should have still had steam torps for the big boy convoy ........l refer to my previous comment
Yep, making that mistake made things substantially harder, for sure. Funny how one little slip can change things so much.
Der dice mitt das diablo 🐋🤺
Haha! :)
Wow... No love for the enlisted crew...
Why did you persist on the second attack on ships you'd sunk already ? Mistakes like that will prematurely end the campaign
I didn't notice the error until I was editing the video afterwards. :)
im interested in talkin to u,pls do
Hi Amy - Happy to connect, I'm on Twitter at @gzBlitz.
@@ZillaBlitz how bout Instagram?
I don't use it much yet, but yes: @zillablitz
@@ZillaBlitz is that ur IG username?
those two mistakes!?!?!?
should have re shot the vid from the mistake
Perfection isn't the goal here. My general thinking is that the mistakes largely even themselves out over time, and playing games like these there will always be errors. Going back to fix errors would result in videos never getting completed, so unless it's a huge error we just drive on.