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Picket Duty Play by Play

The following is a play by play account of one turn of Picket Duty. The game is currently in play-testing and the following is based on the latest feedback and clarifications. Note: counters, maps, charts and rules are subject to change as playtesting advances.

This is the introductory scenario for both the basic and advanced versions of the game. In order to win this scenario I must remain at my duty station - any other result is a Japanese victory. I will be using the advanced rules.

View color footage of kamikaze attacks -

Preliminary Set up

A good place to set up is a large table -- the 27x29 map, charts and counters will take up some room. The map can be roughly divided in two halves: The tactical and damage control:

The tactical area (left) contains the destroyer, clock positions, guns, tables and various radar and support areas. The damage control area (right) contains compartments, crew, and tracks for various functions of the ship. See below.

Using  Table 2-2 I determine my picket station for the turn by cross referencing the Mar 24 date and roll 1 dice. I roll a 1 so my duty station will be Station 5. I place the destroyer marker on Station 5 on the Picket Duty Stations. Note the "0" on the station. This number is a die roll modifier that is added to the die roll when determining if Japanese attack my ship.

The value chits (valued from -2 to +2) are placed in a small opaque cup. I start picking the chits and place each one picked on the CO, XO DCO, EO, GO, and the CPO. I also pick chits and place one each on each of the repair section chiefs. For reference I picked the following:

Repair crewman are placed in the boxes labeled and are not to exceed the number listed for each section.

Using Table 3-1 I determine if I have a Fighter Director Team on board. I roll 2 dice and roll a 6, indicating I have a team on board. I place the marker on the space in the upper left of the map.

Next I use Table 4-4 to determine my surface support. Rolling 2 dice I end up rolling a 4, giving me no support. If this happens the value becomes -1. I place a -1 chit in the box near the upper left of the map.

The time of day marker is placed under morning on the Time of Day Track. The morale marker is placed on the zero space on the Morale Track. The hull integrity, maneuver capability, ammo supply and fuel level tracks have markers placed next to the 10 position, indicating full status.

Prior to start of the game, the Japanese kamikaze planes are placed in an opaque container. They represent the 27 different types of planes encountered by US forces off Okinawa. In the example below, the Peggy is special attack capable, represented by the Ohka symbol on the bottom right of the counter.

The hit and flood markers, plus other maintenance counters are placed off to the side to be used as needed.

With all my pre-start items out of the way, I am now ready to begin the first phase.

The USS Aaron C Cunningham is patrolling the area known as Picket Duty Station 5. It's early morning - with the sun just beginning to crack the horizon...

In the basic game, weather is considered clear on the first turn. In the advanced game it is also clear on the first turn. I place the weather marker on the appropriate space on the weather track.

       

Next I determine if I have carrier air support by rolling on Table 4-1 (which covers the period of March 24 through April April 6.) I roll an "8" giving me day support. I place a +1 Chit on the Air Support Carrier Day Box.

Since 1both my shipboard radars are working I have a value of +1 so I place the radar marker on this space. Having previously determined my surface support and presence of a FDT Team, my current values are shown below.

With radar functioning and lookouts posted, we await for the Japanese attack. We know it will come but at what strength is always the unknown factor!

The following values determine which column I use on Table 5 to determine if Japanese attack: FDT (+1), Air Support (+1), Land and/or Ship Radar (+1) and Surface Support (-1). I add these all together, getting a +2. I will use the "2" column on Table 5.

Rolling 2 dice I roll a 5 - not a particularly good roll. There were no die roll modifiers since weather was clear and station 5 has no die roll modifier. The result reveals I will be using chart B to determine the number of planes attacking.

I roll two dice and roll a six - with this result: 6 planes: 12H, 12M, 12L, 4:30M, 1:30H and 1:30M. I reach into the large, opaque container containing the Japanese planes and begin placing them in the clock positions.

My first five picks were a Tojo, another Tojo, a Lily, followed by 2 Nates. My last pick was a Sonia and I place her at the 4:30M position.

Looks like the Japanese are pouring it on in the front. I assign the following guns to each plane - placing the appropriate marker on  each plane:

12H Tojo - 5" No. 1, 12M Tojo - 5" No. 2, 12L Lily - 40mm Mount A, 1:30M Nate - 40mm Mount B and 1:30H Nate - 40mm Mount C. One can consult the firing reference chart on the map to see which guns can fire at which clock positions. Shooting at the Sonia at the 4:30M position will be 5" No. 4 and 5 and the 40mm Mount E.

My gunnery officer rating is 0 so no die roll modifier for that. I will get the bonuses for each gun mount (+1)-- 5 in H only, 40mm M and L only. So here go the rolls!

12H Tojo - 5" No. 1: roll of 5 +1 = 6 = Miss
12M Tojo - 5" No. 2: roll of 6 = Miss
12L Lily - 40mm Mount A: roll 2 +1 = 3 = Miss
1:30M Nate - 40mm Mount B: roll of 8 +1 = 9 = Hit
1:30H Nate - 40mm Mount C: roll of 5 = Miss
4:30M Sonia - 5" in No. 4 and 5 and 40mm Mount E. Roll of 7 = Hit, roll of 10 = hit, and the 40mm mount scores a hit with a roll of 8. The Sonia is destroyed but debris may still hit my ship.

My prospects do not look good. I have 5 planes bearing down on me! Before I resolve Japanese attacks I am allowed to try defensive maneuvering - which I will. If successful, one will be subtracted from Japanese die rolls. Referring to Table 9 I roll 2 dice, cross referencing the result under the 0 column - the sum of my captain's and engineering officer's rating. I roll a 7, indicating an unsuccessful move! The try consumes one fuel point so my fuel reading is now 9.

I now consult Table 5-4, rolling 2 dice using the undamaged column for all but the Sonia.

Japanese attacks
12H Tojo - roll of 11 = Hit
12M Tojo - roll of 4 = Miss!
12L Lily - roll of 12 = Hit
1:30H Nate - roll of = Near Miss
1:30M Nate - roll of 2 = Miss
4:30M Sonia (Shot down) - roll of 9 = Near Miss

I am keeping my fingers crossed on the damage, 2 hits and 2 near misses. For the Hits I consult the main damage table 6.0 and for the near misses I consult the near miss table 6.1.

For the main damage table I roll four dice for each hit with the results combined as AB and CD. AB is the left side number and CD is the top column number.

My first four rolls are 14 and 25. I cross reference these two sets on the chart revealing the following -

CIC Hit - firing bonuses reduced by 1
FWD Engine room Hit - roll of 2 and 5 maneuver points lost.
Secondary - Fwd Crew Quarters 2 hit
FWD Fuel Tanks hit - roll of 2 ship explodes
Secondary - FWD Alcohol Locker Hit
Secondary - FWD Storeroom 2 Hit (Flooding)
Secondary- Fwd Cold Storage Hit (Flooding)

I now resolve the special rolls indicated above - Engine room - roll of 4. Fuel Room - roll of 9. The 2 secondary hits causing flooding are because they are below the waterline. Since the plane hit was from the 12 position the flood angle is towards the bow.  I move the list marker 2 spaces on the bow track on the map. I am going to counteract the flooding so move the aft marker 2 spaces. My ship is now on an even keel but lower in the water. Because of the flooding, both secondary rooms are considered destroyed. I mark them so on the secondary compartment sheet.

I place hit markers in the CIC Room, FWD Fuel Room and Fwd Engine Room on the main map. Now to resolve the second hit!

The roll is 33 and 22 and I receive the following:

CIC Hit -
20MM Gun Mount A damaged - bonus lost for gun.
Secondary - Torpedo Ordnance shop damaged.
Secondary - FWD provisions supply room damaged (Flooded)
Aft Engine Room Hit roll of 2 5 maneuver points lost
Aft 40MM MGZ Room Hit - roll of 2d and ship explodes.

I once again resolve the special rolls, rolling a 9 and a 3! Hit markers are placed on the Aft Engine room box, CIC Box and 40mm Mgz box on the map. The bow flooding marker is moved one more space and I counteract. Not much left to do to fight the flooding. At least ship is on even keel.

I now resolve the 2 near misses using Table 6.1. I roll 2 dice cross referencing each.  My first roll is 2 and 6 netting a random result - so I consult Table 6-5. Rolling 2 dice I roll a six resulting in superficial damage. My next roll is a 6 and 2 resulting in a damaged rudder and losing 5 maneuver points.

I suffer six hull hits, since each secondary compartment hit moves my hull integrity down one space.

Here is my status after the morning wave:

Hits: Click for larger view.



Fuel capacity, maneuvering ability and hull integrity:

Listing:

The morning has not gone well for me. Now for damage control.

I have damage in all three repair sections, with the CIC having the most. I will assign the section one repair chief and two repair crew, plus the DCO to the CIC in the forward section (Repair One). I will assign 2 repair crew and the Engineering officer to the FWD Fuel Tanks.

In Repair Section Two I am assigning the chief and 2 repair crew each to each damaged compartment.

In repair section 3, I am assigning the chief and 2 repair crew to the damaged 40mm MGZ Room. Click on image below to view larger picture:

I will resolve the damage in the following order - CIC, FWD Fuel Room, FWD Eng Room, AFT Eng Room, the 40mm MGZ Room AFT.

CIC - my initial value to repair damage is +0 for the Repair Chief, +0 for the Damage Control Officer and +1 each for repair crew, giving me a +2. I receive a +1 for the inherent repair value - my total repair value is +3. Since there are 2 hit markers is present - 4 is subtracted from that total. The final repair value is -1. I will use the -1 column under Table 10. I roll a 3 indicating an unsuccessful repair. Nothing is removed and I will leave my crews assigned where they are.

Next is the FWD Fuel Room - Repair chief +0 (section repair chief applies his rating to all repairs in his section), DCO +0 (The DCO assigns his rating to all repairs in his assigned section); The Engineering Officer +1, Inherent Repair +1 and 2 Repair Crew for +2 gives me a total of +4 since there is one hit marker present, -2 is applied giving a final value of +2. I look under the +2 column of Table 10. I roll an 8 indicating success. I roll i dice to see how many hit markers are removed - I roll 5, removing 2 hit markers, more than enough to repair the fuel room. I then go ahead and clear the counters.

Next is the FWD Engine Room. The repair chief is 0, and no other officers are assigned, I get +1 for the inherent value and +2 for each repair crew, giving me a +3. Since 1 hit counter is present, -2 is subtracted, giving me a final of +1. I use the +1 column of Table 10. Rolling 2 dice I get an 11. Success! I roll 1 die to see how many hit markers are removed. I roll a 3, removing 2 markers, more than enough to repair the compartment.

Next is the Aft Engine Room - Repair Chief is 0, inherent value is =1 and one crew assigned for +1, giving me a +2, One hit marker is present so I subtract 2 giving me a 0. I use the 0 column on Table 10. I roll 2 dice, rolling a 6 - no repairs this time. I leave the repair crew there and will beef it up when I can.

My last repair attempt is the 40mm MGZ Room Aft - my values are - Repair Chief 0, Inherent +1 and 2 crew for +2, giving me a =3, One hit marker is present so 2 is subtracted from that, giving a final value of +1, I use the +1 column under Table 10. Rolling 2 dice I roll an eight, indication success! Rolling 1 die I roll a 2, removing 1 hit marker - more than enough to repair the magazines! I remove the markers from the compartment.

I also attempt repairs on 2 secondary compartments using their inherent value, the Torpedo Ordinance Shop and the Forward Alcohol locker - both attempts failed so each are still damaged.

Here is my status after repair attempts:

The time of day marker is now moved to the midday space and the next phase begins with a check of weather and air cover.

Midday - March 24 - my destroyer limps along, riding low in the water.

The weather remains clear since I am in only the 2nd phase of the first turn. I now check for air cover rolling 2 dice on Table 4-1. I roll a 10 so carrier air cover is with me this turn. I reach in the opaque container and luckily draw a +2! That will help! Surface support, Radar and FDT Values remain the same.

I now see if the Japanese Attack using Table 5- The following values determine which column I use on Table 5 to determine if Japanese attack: FDT (+1), Air Support (+2), Land and/or Ship Radar (+1) and Surface Support (-1). I add these all together, getting a +3. I will use the "2" column on Table 5. I roll 2 dice. There will be no modifiers to the die roll. My result is a 5 and once again I use Chart B. Consulting Chart B I roll 2 dice - netting a 4. My dice rolling is sucking big time! I am attacked by 4 planes - 1 at 4:30H, 1 at 4:30L and 2 at 7:30L.

I reach into the large opaque container and pull a Zero, Frances, Attack Ends! At this point on the draw of an attack ends, no more Japanese planes are drawn and those already drawn are thrown back in. The attack ends counter is set aside and will be added back into the pot should I leave my duty station or sunk. I am breathing a sigh of relief.

I go ahead and continue repairs - adding a repair man to each remaining primary compartment as needed.

So for the CIC, I have a Repair Chief and 2 crewman, plus the DCO. Because this is the same crew as last phase I will get a +1 on my die roll. With the addition of the extra crewman I have the following value - repair chief 0, DCO 0, inherent +1 and 3 crewman +3 for a total of 4. Since 2 hits are present, I subtract 4 yielding a final value of 0. I roll under the 0 column in Table 10. Rolling two dice I roll a 6 and 1 for the repair bonus yielding a 7. Still no repairs!

I know move to the aft engine room where I add the repair chief and engineering officer and 2 extra repair crew. My total value will be Repair Chief 0, Engineering officer +1, +1 for inherent value and +3 one for each repair crew for a total of +5, there is only one hit marker so -2 is subtracted from my total yielding a final value of +3. I will use the +2 or > column of table 10. I roll 2 dice getting a 8 - successful repairs!. I roll 1 die yielding a 5 - so the hit marker is removed! Repairs complete!

So moving into night only the CIC and 2 secondary compartments are damaged.

It's now night and I must hang on through this turn to earn a victory.

Weather remains good and I roll for any night air support on Table 4-1 Night. Rolling 2 dice I get a 5 netting me night support for the phase.

Now we see if the Japanese attack. I have the following modifiers to determine which column I use on Table 5 -- FDT +1, Surface Support -1, Air Support, +2 and ship board radar is +1 for a total of +3. I use the +2 > column. Rolling 2 dice I net a 6, cross referencing this I find I will be using Chart B once again! Rolling 2 dice on Chart B I roll a 7 and breath a sigh of relief - no attacks!

I try repairs once gain on the CIC room with the same crew I had last phase so I will add one to the die roll.  I have the following value - repair chief 0, DCO 0, inherent +1 and 3 crewman +3 for a total of 4. Since 2 hits are present, I subtract 4 yielding a final value of 0. I roll under the 0 column in Table 10. Rolling two dice I once again roll a 6 and 1 for the repair bonus yielding a 7. Still no repairs!

I leave the two secondary compartments alone and the game ends. Since I stayed on station I earn the victory! With other die rolls it could have gone a different direction. In short I seem to have been lucky!

If the game was continuing, there would be some end of turn maintenance to be done.

I hope you enjoyed this sample game turn!

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