Part 4Another error to point out – nothing major. I was sincerely convinced that a submerged SLC cannot remove a Detection token without conducting a Full Move. I believe I read this wrong. If your SLC is on the surface and it conducts a Move, a Detection marker moves with it. If you do a Full Move while surfaced, however, you lose the Detection Marker. When submerged, if you do a Full Move OR a Move, the Detection Marker is removed. I would have conducted two Move actions with SLC3 had I known this, as it would have aligned them with the torpedo net on the south end of the harbor. I’m going to go ahead and go back to make that SLC have conducted two Move Actions, moving one space each. When submerged or surfaced, a Move action only costs one Action and is an automatic success.
This doesn't impact what happened the previous turn. And, it's not too big a deal to move it one hex closer to the Patrol Craft, as SLC3 is not Detected.

I’m also going to keep this at a turn per post from this point forward. Right now, we’re starting Turn 4, so that means let’s see which poor SLC gets hit in the Fault Check Phase.

Good ol’ SLC3 gets a Ballast Tank Fault this time. And of course, I roll a 1, which is quite literally the opposite end of the roll we want (seeing as how the opposite side is a 6, heh).

This means SLC3 has to immediately surface. Bayoni and Pedretti feel the bottoms of their stomachs drop as their pig immediately “blorps” and rises like a cork to pop up on the dark, glassy surface of the bay.

Now it’s the SLC’s turns.
SLC1 will spend each of their 2 Actions on 2 Move orders, which is an automatic success, to move 1 space for each Action. This moves them right next to the torpedo net guarding the southern entrance to the harbor.
SLC2 does the same – spends 2 Actions on 2 Move orders, each an automatic success, to move 1 space for each. This moves them right next to the torpedo net guarding the northern entrance to the harbor.
SLC3 has something of a conundrum to figure out. We can spend both their Actions on a Repair order, which will assure the Ballast Tank gets fixed, but will leave them surfaced for the Harbor Defense Phase. We can try to spend 1 Action on a Repair, which would be successful on a 6 or higher. I do not like my odds at rolling dice, so Bayoni and crew will need to do the assured Repair action that costs both their Action points. If we miss that Repair roll, they’ll be sitting ducks for two turns, let alone just one. So, they'll spend both Actions to insure their Repair of the faulty Ballast Tank is successful. This moves the token back to their SLC card.

Here is a summary of our SLC actions.

Now, for the Harbor Defense Phase. First, the Searchlights.

The searchlights continue to stab out into the darkness, but fail to find any of our SLCs. A sigh of relief is breathed.
But now we check for those Patrol Craft, which are starting to become a nuisance…

Well, SLC1 and SLC3 manage to avoid detection, but SLC2 has just stepped into a hornet’s nest and is VERY detected. On top of becoming Detected, it gains the attention of a third Patrol Craft.

By the way, that 12 value Alert Card means that I need to search the Alert discard pile and remove all of the lowest-numbered card from that pile, from the game. Up to 6 such cards are discarded from the mission permanently; this means I need to remove two 3-value Alert cards, unfortunately. Then, the Alert deck is reshuffled. That 12 card is a
cagna.

SLC2 finds itself between a rock and a hard place. The torpedo net requires a specific Action to breach, and with two Patrol Craft breathing down their necks, this will be interesting, to say the least.

Next, the Patrol Craft move. For the two by SLC2, since that SLC is Detected, both Patrol Craft head right for them.

Since SLC2 is well out of range from Patrol Craft 1 (a Detected SLC has to be within three hexes of it in order to move into the Detected SLC's hex), we roll a die to determine what this one does; a result of 8 means it stays in place, apparently confused and/or still looking for SLC3 in the place where they originally spotted them.

Since we have Patrol Craft in the same space as an SLC, each one gets to attack.

Gird your loins, Barthi and Bianchi…

The Patrol Craft, knowing something odd is afoot, begin firing wildly into the dark waters of the bay. Both Barthi and Bianchi see several bullet trails through the water, but only a few come close to them. Fortunately, both Patrol Craft miss, but SLC2 is still in hot water, considering they need to try to breach this torpedo net.
The last thing to do for this turn is the Clean-Up Phase. The only thing that applies is advancing the Time Token, so it is now 0230.

We’ve been VERY lucky so far in that SLC3 has not been detected and attacked, and SLC2 is still moving along. SLC1 is in great shape with nothing to harass them. Hopefully, at least SLC1 will be able to breach the net and find a good target in the next few turns.