Part 1By Stealth and Sea is a solitaire game where the player controls forces of the
Decima Flottiglia MAS, or the 10th Assault Vehicle Flotilla, a commando frogmen unit of the Italian
Regia Marina during World War 2. Our goal is to raid Allied shipping by infiltrating heavily-guarded harbors using manned torpedoes that are more like miniature submersibles, which carry heavy warheads at the front. After infiltrating a harbor and hopefully finding a good target, the two-man crew then detaches the warhead from the SLC (
siluri a lenta corsa, or “slow-running torpedoes,” but also nicknamed
Maiale, or “pig” by their crews) and attaches it to the bottom of the targeted vessel’s hull. They then set a timer, scuttle their
Maiale, and try to make good their escape.
The game features nine total missions that can be played separately, or over either a historical or custom campaign. I’m choosing the custom campaign route where I’m using forum-dwellers to act as one of the two-man crew, with the other being their historical counterpart. Over the course of the campaign, successful crew can upgrade skills and I can also upgrade technology. The more successful we are, the better our skills and equipment will become, but also the stronger the Royal Navy will be as they will become more familiar with our shenanigans and make things much more difficult.
Based on my experience thus far in playing, I can say wholeheartedly that more than likely, we are all going to figuratively die in this game.
Note that this is the text from the Mission Overview book, though changed a bit to reflect the actual players.
Mission 1 (BG2): Gibraltar
The Italian submarine
Scire, commanded by Junio Valerio Borghese, left La Spezia on 21 October 1940, with three SLCs in their pressure-resistant canisters and four crews. The primary crews were BC with Lazciari in SLC1, Barthi with Bianchi in SLC2, and Bayoni with Pedretti in SLC3. The fourth reserve crew, Sirslashi with Paccagnini, stood ready just in case.
SLC1:
SLC2:
SLC3:
Reserve Crew:
The
Scire arrived in Algeciras Bay (the bay between Gibraltar and the Spanish city of Algeciras to the west) on 29 October. Borghese positioned it a few hundred meters from the mouth of the river Guadarranque, well within Algeciras Bay and directly opposite The Rock. The crews eyed the pre-mission briefing to check out the layout of the harbor.
(Our three SLCs are circled in green, below.)


We will approach from the west (Gibraltar’s harbor is on its west side). The distance is not great, but as we begin at 0030 hours, we don’t have a lot of time before daylight hits.

Just outside the north side of the harbor, there are three cargo ships at anchor. Certainly easy targets as they are outside of the main harbor itself, but they’re small potatoes (only worth one VP each). There are much more lucrative targets worth risking a go within the harbor itself.

Inside the harbor, on the north side, are three Royal Navy warships – the HMS
Hotspur, HMS
Vidette, and HMS
Wrestler, all destroyers, each worth 3 VPs. More lucrative than a cargo ship, but not the most valuable targets in the harbor.

On the detached mole, which is on the west side of the harbor, are the HMS
Faulknor and HMS
Encounter, both 3 VP destroyers, as well as the HMS
Sheffield, a 5 VP cruiser. The
Sheffield will be one of the targets we will hopefully take out.

I say ‘hopefully’ because just to the east of the detached mole is the Coaling Island, where the HMS
Renown is docked. That’s a 10 VP battlecruiser, though her spot in the Coaling Island would be very difficult to get to as it would require a lot of Piloting rolls.

On and around the south mole are a plethora of Her Majesty’s targets – err, I mean, warships. This includes the HMS
Fury, HMS
Wishart, and HMS
Inglefield, all destroyers, as well as the HMS
Furious, a 7 VP aircraft carrier, and the HMS
Barham, a 10 VP battleship. Those last two are certainly tempting targets as well.
Here’s hoping we actually make it TO these targets in the first place…
I should also mention that at game start, I can orient the counters to point in any direction. I’m choosing to rotate our SLCs thusly:
TURN SEQUENCE
Each turn is 30 minutes of real time, and is made up of the:
(1) Fault Check Phase
(2) SLC Phase
(3) Harbor Defense Phase
(4) Clean-Up PhaseHowever, before we begin the normal turn sequence, we have to check the Forward Positioning card for details. This is the base from which we operate, and La Spezia is a good distance away, which means breakdown of equipment is highly likely.

So likely, in fact, that we have to make TWO Fault Checks for EACH SLC before starting the first game turn.
For SLC1, I draw the following:

A Warhead Fault and Wetsuit Fault. I need to roll a 5 or higher on a normal d6 to mitigate the Wetsuit Fault, and a 6 on a normal d6 to mitigate the Warhead Fault.
Fortunately, I rolled a 5 for the Wetsuit and a 6 for the Warhead, which is unheard of. I rarely pass one of these things on this mission, let alone both! But, SLC1 is clear to start the game.
Next, I draw two Fault cards for SLC2, and get the following:

My die rolling for SLC2 is great – a 6 and a 5 – but not good enough to cancel out both faults this time. The 6 I rolled manages to mitigate the Transmission Fault, which is good as that would mean the SLC would not be able to move at all. The 5 I rolled for the Breathing Gear Fault means that token is removed from SLC2, and any Stamina checks made from this point forward are done at a -1. (Good thing their Stamina is 2, which would mean I’d roll 2d6 instead of 1d6 when making a Stamina check.)

SLC2 is in otherwise good shape to move forward.
Finally, SLC3. This is what I drew:

Bad cards and bad rolls – I’m surprised our luck held out as well as it has to this point. Both Faults require a 6 or more and I rolled a 3 and 2. The Ballast Tank Fault means SLC3 cannot dive, and the Transmission Fault means it cannot move. A double whammy, though they are repairable, fortunately.

Now that THAT fun is over with, we get to start turn 1. Which means, we get to run a Fault Check phase.
Yes, even though we just had two Fault Checks to start off this mission (thanks to the Positioning Card we start with), we still need to perform a check. This means rolling the special 1d6 to find out which SLC gets impacted, and I roll a 3, so it’s SLC3. You know, because they haven’t had enough go wrong so far. I draw a Breathing Gear Fault card.

Fortunately, and surprisingly, I roll a 6. Italian engineering for the win. At least, for the breathing win.
Now we enter the SLC Phase, where each SLC spends its two Actions to do things. Unfortunately, SLC3 is plagued with mechanical problems and will have to spend time Repairing. Hopefully a British Patrol Boat or searchlight won’t catch them on the surface. SLC 1 and 2 are in much better shape, though 2 is having breathing apparatus problems.
As I said before, there’s a variety of Actions we can take for each SLC. We can spend both Actions to assure success for most of them, or spend only 1 Action for a 50/50 shot of getting it right. My luck so far is decent, so I decide to take a chance on SLC1 – first, I’ll have him perform a Full Move, which is three hexes when on the surface (it’s only two hexes when submerged), then Dive. Both will require a 4+ on a d6. Fortunately, I roll a 4 for the Full Move, and a 6 for the Dive, so SLC1 is well on its way.
I want to do the same thing for both SLC2 and 3, but can’t with 3 because it’s a broken down pile of crap.
With SLC2, I attempt a Full Move, but fail, so I choose to go with a Dive action, as that will make them much safer than being on the surface for the coming Harbor Defense Phase. Fortunately, their Dive roll succeeds, and SLC2 is now submerged.
SLC3 needs to attempt a Repair. I want them to Dive as well, so I’ll have to take my chances, and fortunately we succeed at Repairing the Ballast Tanks, allowing them to Dive, which I try with my second action, which succeeds also.

Now we’re faced with the Harbor Defense Phase. Searchlights are randomly stabbing out into the pitch darkness of the bay, and Royal Navy Patrol Boats are out there looking as well. How will our team do? Find out in the next episode of
Uh Oh, Torpee-D’ohs!