Picket Duty
Play by Play
Below is a play by play of two complete games of Picket Duty, plus the results
of 12 other games. The
player may play a scenario with either the basic or advanced rules. I will be
using the advanced rules.
For more information on Picket Duty click
here! |
View a couple of sample scenarios!
Scenario 1 (USS Evans) |
Scenario 2 (USS Colhoun)
Ship name: USS William Bean (I made this up - a list of Fletcher Class
destroyers that served off Okinawa is provided in the game. A player is free to
use his own or one of the historical names.) Captain name: Lt. Commander Roscoe P. Manning
Refer to the latest beta map below while reading the play by play. Click on the
smaller image for a larger view. NOTE: Description below is based on
rules at time of play testing and may be subject to change in the final version.
As with any game, there are preliminary steps to take prior to beginning the
first turn. Japanese fighter planes are placed in an opaque container - except
the following: 1 Sally, 1 Betty, 1 Peggy, 1 Jill and 1 Zeke with a special
symbol are placed to the side in the event a random event attack is called for.
Next, chits numbered -2 to +2 are placed in a separate opaque cup. I now reach
into the cup and place the chits drawn on the following positions: Captain, XO,
Gunnery Officer, Damage Control Officer, Engineering Officer and Chief Petty
Officer. Chits are also drawn for the section repair chiefs. The chit draw
represents the ability of the individual to perform certain functions during the
game. Repair Team markers are also placed in the Damage Control Section of the
map. The number for each section is stated on the map. These markers are placed
in their respective sections should damage occur. For game purposes, Forward is
Repair One; Midship is Repair Two and Aft is Repair Three.
I draw the following chits:
Captain: 0
XO: +1
Gunnery Officer: 0
Engineering Officer: +1
Damage Control Officer: +1
Chief Petty Officer: 0
Repair One Chief: 0
Repair Two Chief: 0
Repair Three Chief: -1
Since all radar units on the ship are functioning, the shipboard radar +1 marker
is placed on its space on the map.
Markers are also placed in the 10 position on the Hull Integrity, Maneuvering,
Fuel and Ammo track.
Weather is not rolled, since it is considered good for the duration of the turn.
The time marker is place on the 0400 - 1200 space on the map. This is considered
a "day" turn.
The morale marker is placed in the 0 position.
Using Table 2-2, I determine my duty station. I consult the March 24 line and
see I will be assigned to either Picket Station 5 or 9. I roll one die and I
roll a three. I am assigned to Station 5. I place the Fletcher class marker on
the station 5 space of Picket Duty Stations section of the map.
I now consult table Table 3-1 to see if I have a Fighter Director Team on board.
Rolling two dice I roll an 8 - giving me a team. I place the FDT marker on the
appropriate space on the map.
With the preliminaries out of the way - the
first phase begins!
Phase One - Morning (Day) 0400 - 1200 - March 24
Weather is not rolled, since it is
considered good for the duration of the turn. I
place the weather marker on the clear space on the weather track.
Next, I determine if I have air support, using
Tables 4-1 - 4-3A. Consulting Table 4-1. I roll two dice, rolling an eight -
giving me carrier air cover. I next draw a chit and it is a +2! I place this
chit on the appropriate space on the map. Using Table 4-3A. Using the +2 column
I roll a seven, giving me three air support fire markers.
I also determine my Surface support. Consulting
Table 4-4 I roll two dice, rolling a 10. Surface support is available. I now
draw a chit. I reach into the cup and get a +1! I place that chit on the
appropriate space on the map, plus I get 1 surface support fire marker.
Next - I determine if Japanese attack. I add up the following values
determined previously: FDT (+1), (+2 for the carrier air support), (+1 for all
ship board radar working) and (+1 for surface support) - this gives me a total
of +4. Using Table 5 and looking under the +2> column I roll two dice - rolling
a 3. There are no dice roll modifiers because weather is good and Station 5 has
a 0 roll modifier for its station. The result is "C" - and I look at that table
to see how many planes attack. I roll a 5. Five planes will be attacking me:
90M, 135L, 180H and 2 at 270L. I next consult Table 5A to see how many waves
attack my ship. Cross referencing the total number of planes attacking, I will
be attacked by two waves - 3 planes in the first wave and two in the second.
I now reach into the cup and draw 5 Japanese planes. I draw the following
placing the first three draws on the map and the last two on the second wave
space located on the map. I draw the following - 1 Zero for the 90M space, 1
Oscar at the 135L and 1 Tony for the 180H space. For the second wave I draw a 2
Myrts and place them on the second wave space.
I assign my surface support fire marker to the Zero at the 90M spot and one air
support fire marker to the Oscar at the 135L position. I will hold the last two
for the second wave.
I next assign my ship guns. Using the fire reference chart printed on the map.
The following guns are assigned:
Zero at 90M - 5" 1 and 2 and 40MM Tub B
Oscar at 135L - 5" 3 and 4 and 40MM Tub C, 20MM B, C, F and G
Tony 180H - 5" 5 and 40MM Tub E
Each gun has a fire marker and I place these on the planes I am targeting. I
resolve surface and air support first, then I will resolve the gun fire. I roll
one die for surface support and roll a 5, missing the target. Only a 6 will
shoot it down. I now resolve the air support fire on the Oscar. I roll one dice,
rolling a 6! The plane is shot down but will use the shot down column of Table
5-4 to see if it hits the ship. The air support marker is set aside. It cannot
be used again this phase. The guns assigned to the Oscar are considered to have
fired and cannot be reassigned to another plane.
I now resolve the gunfire. I will try for the
Zero first. 5" 1 I roll a 6, adding one for the 5" modifier for a total of 7.
Looking at Table 5-3 under medium for 5" guns a seven is a hit. I place a hit
marker on the plane. I fire 5" No. 2, rolling a 4, missing the target. I now
fire 40mm Tub B. looking under Table 5-3 for 40mm guns. I roll a 10 adding a 1
for the gun modifier giving me an 11. The plane is shot down and removed.
I now try for the Tony - 5" number 5, looking
under the High column on Table 5-3 I roll an 11 shooting down the plane. It is
removed from the board.
That leaves me with the Oscar shot down by the
fighter. Consulting Table 5-4 and looking under the shot down column, I roll 2
dice. I roll a 5. The plane misses the ship. I get through the first wave
unscathed.
Had I wanted to and prior to determining if
Japanese planes hit the ship - I could have tried an emergency maneuver using
Table 9 and adding together the Captain's and Engineering officer's value. If it
were successful It would have subtracted 1 from the rolls when determining if
Japanese planes hit the ship.
The two Myrts of the second wave are now placed
on the 270L space. I assign my surface support fire marker to one of the Myrts,
and a air support fire marker on each Myrt. Consulting the Fire reference chart,
I assign 5" 3 and 4 to one Myrt, and 40MM Tub A and D to the same Myrt. The
second Myrt will have 5" 5 and 40MM Tub E, plus any 20mm gun that can fire (A, D
and E).
I will resolve my surface support first, rolling
1 dice. I roll a 1 missing the target. I now resolve my Air support, rolling a 1
and a 3, both misses. Next I resolve the ship fire:
5" 3 - roll of 8, hit, hit marker placed on plane
5" 4 - roll of 8, hit marker placed on plane
40MM Tub A - roll of 5, plus 1 for the bonus gives me a 6 -- a hit, the plane
has received 3 hits so will use the shot down column when it attempts to strike
the ship.
40MM Tub D - considered expended since plane was shot down.
Now for the next Myrt:
5" 5 - roll of 3, a miss
40MM Tub E - roll of
6, +1 for bonus for a 7, a hit
20mm gun A - roll of a 9 , 2
hits, shooting down the plane
20mm gun D -
considered expended
20mm gun E
- considered expended
Using Table 5-4 under the Shot down column I roll two dice for each plane.
However, this time I will attempt an emergency maneuver. Consulting Table 9 I
combine the captain and engineering officer rating, giving me a +1. I use that
column and roll 1 die. It is a three so the maneuver is successful. My fuel
marker is immediately reduced from 10 to nine. 1 will be subtracted from each
Japanese attempt. I consult Table 5-4 and roll 2 dice for each plane: roll 1 is
a 6, and subtract 1 for a 5 indicating a miss. Rolling two dice again I roll an
8, subtracting 1 for a 7. Another miss. The planes are removed and the time
marker moved to midday (1200-2000) a day phase.
Phase Two - Midday (Day) 1200- 2000
No roll for surface support -- it remains as is from the morning roll. However Air
support is determined. Consulting Table 4-1 I roll two dice - rolling a 5, I
receive carrier support. I draw a chit, drawing a zero. I next consult Table
4-3A to see how many markers I receive. Using 2 dice and consulting the 0
column, I roll an eight receiving 2 air support fire markers.
Next - I determine if Japanese attack. I add up the following values
determined previously: FDT (+1), (+0 for the carrier air support), (+1 for all
ship board radar working) and (+1 for surface support) - this gives me a total
of +3. Using Table 5 and looking under the +2> column I roll two dice - rolling
a 5. There are no dice roll modifiers because weather is good and Station 5 has
a 0 roll modifier for its station. The result is chart B. Rolling 2 dice and
consulting chart I roll a 5 - cross referencing the result shows NO
ATTACKS! Play immediately proceeds to the third phase.
Phase Three - Evening (Night) 2000 - 0400
Surface support remains as is but air support I must again determine. Consulting
Table 4-1 Night I roll 2 dice - a 10. I do get night fighter support. I pick a
chit, a -1! Bummer. Consulting Table 4-3A and looking under the -1 column I roll
an 8, receiving 2 fire support markers...I got lucky here.
Because it is a night turn, the Japanese may not attack. Rolling 1 dice I roll a
4 - no Japanese attack. The turn ends.
I determine how much fuel and ammo I consumed for the turn by rolling 1 dice and
consulting Table 15. I roll once for fuel and once for ammo. I roll a 3 and 4
respectively. The fuel track is now reduced to 8 and the ammo track is reduced
to 9.
Moral check using Table 14: Taking my captain and CPO rating I add these to the
die roll - both are zero so no modifiers to the die roll. I roll one die,
getting a 4. My moral marker is moved 1 space to the right.
Since the intro scenario is only one turn, the game is over. Since I remained on
station, I have earned a victory.
However, should I continue to the next turn.....
Day 2 - Morning 0400 - 1200 March 25
Weather takes affect and I roll 2 dice and cross reference the result with Table
1-1. I roll a six, indicating clear weather. The weather marker remains on
clear.
I also remain at Station 5 and my surface support strength remains the same --
+1 with one Surface Support Fire Marker. I must roll for air support using chart
4-1. Rolling two dice I roll a 7, indicating I receive carrier support. I reach
into my cup and draw a 0 - bummer. Using Table 4-3A I roll to see how many air
support fire markers I receive - rolling two dice I roll a 5 - indicating only 1
air support fire marker.
Now to await the onslaught. My rating to determine Japanese attacks is a +1 for
FDT, +1 for Surface Support, 0 for Air Support and +1 for all radar working.
Total is +3. Consulting Table5-0 under the +2> column, rolling two dice, I get a
7, which tells me Chart A. Rolling 2 dice again, I get an 8 - indicating NO
ATTACKS! I am lucky.
Day 2 - Midday 1200 - 2000 March 25
Weather stays good, and I roll for air support. I end up with a 7, getting
support. I draw a chit and it is +1. Rolling on 4-3a and looking under the +1
column I roll a 5, getting 2 air support fire markers.
Now to see if the Japanese attack. My value is +4 so I look under the +2> column
on Table. I roll a 5 indicating chart B. I roll again, getting a 3. Five planes
attack: 270L, 45M, 135M; 180M, 90L. The attack will be in two waves, three
planes then 2 planes.
I pick my planes: The first pick is a betty with an Ohka symbol, indicating a
special attack. I place the Betty in the special attack box on the map. I
continue picking my planes - an Alf, George and Grace for the first wave and 2
Jacks for the second wave. I place the two Jacks in the 2nd wave box on the map.
I place the Alf at 270L, George at 45M and Grace at 135M.
I assign my surface support fire marker to the special attack, as well as both
my air support fire markers. My guns will hopefully take care of the others.
Alf at 270L - 5" 4,5 and 40mm E
George at 45M - 5" 1,2 and 40mm AB
Grace at 135M - 5" 3 and 40mm C
My rolls for the Alf are - Miss, Hit, Shot down - must use shot down column to
determine if plane hits ship.
My rolls for the George are - Hit, Hit, Miss, Hit - shot down and uses shot down
columns to see if hits the ship.
My rolls for the Grace are - 2 Hits and a miss - rolls on damaged column.
I will not perform an emergency maneuver and will hope for the best. The results
- the first two planes miss the ship but the third strikes near the ship.
Rolling on the near miss chart the result is superficial damage. I dodge another
bullet.
Now for the special attack. I must roll a 6 to shoot the plane down. My results
- all misses. The Betty launches the Ohka and I use table 6.2A to determine the
result. I roll a 7 resulting in a miss. The Betty now flies itself toward the
ship - I roll a 10 and it hits the ship. I now consult table 6 to see what
damage is done.
I roll a 14 and a 25 resulting in the following - Fwd Alcohol locker damaged
(secondary); Fwd Crew quarters 2 damaged (secondary); Fwd Engine room hit - if I
roll a 2 my maneuver capability is reduced to 5 - I roll a 3; the Fwd cold
storage room room is damaged and possible flooding occurs. If I roll a 6 it
floods, I roll a 2. On the secondary sheet I check off a damage box for all but
the Fwd engine room. For the Fwd Engine room I place a hit marker in the first
box in the compartment on the map.
I now assign my midship damage control teams. I assign the Damage Control
Officer, Repair two section chief and 3 teams, the XO and the Engineer, This
gives me total of 7 and I subtract 2 for the hit marker. This gives me a total
of 5. I roll 2 dice under the +2> column of Table 11. I roll a three, my repairs
are unsuccessful!
I check for hull integrity since I received some damage. I roll on Table 12.3U
to determine how many hull points I lose. - Since 1 plane struck the ship, I
look under the 1,2 column and roll 2 dice. I roll a 5 and my hull integrity is
reduced by 1.
Day 2 - Evening/Night 2000 - 0400 March 25/26
I roll for weather and it remains good. Since it is night I roll to see if
the Japanese attack. I roll a 2 indicating no attacks.
I try to repair the FWD engine room again before performing end of turn
maintenance. Same values as in the previous turn and I roll a 9. One more roll
and I roll a 3. The damage marker is removed.
Using Table 15, I roll for fuel and ammo. Rolling a 6 and 4 respectively -
consuming 2 fuel and 1 ammo. At the end of turn 2 my tracks look like this (click
here).
A check of morale indicates no change. If the game were to end I would have
earned a victory.
So here are my final results after 7 plays.
Mission 1
Location:
Station 5
Weather:
Good
Overall Result:
Stayed on station, no damage
Mission 2
Location
Station 5
Weather
Good
Overall Result
Stayed on station, minor damage, repaired.
Mission 3
Location
Station 5
Weather
Mix - Clear, Rain
Overall Result
Left station, severe damage
Mission 4
Location
Station 4
Weather
Clear
Overall Result
Sunk
Mission 5
Location
Station 10
Weather
Clear
Overall Result
Stayed on Station, light damage
Mission 6
Location
Station 10
Weather
Clear
Overall Result
Stayed on Station, No damage
Mission 7
Location
Station 10
Weather
Clear
Overall Result
Left station, severe damage
Final Results over 7 games: 4 wins, 3 losses -- 57%
Play tester Ed Strecker Results:
MISSION #1
LOCATION
Station Assignment: 7
STORMS, TYPHOONS
None
OVERALL RESULTS
Stayed on Station. Minor damage
MISSION #2
LOCATION
Station Assignment: 5
STORMS, TYPHOONS
None
OVERALL RESULTS
Stayed on Station. Moderate damage
MISSION #3
LOCATION
Station Assignment: 3
STORMS, TYPHOONS
None
OVERALL RESULTS
Sunk.
MISSION #4
LOCATION
Station Assignment: 3
STORMS, TYPHOONS
None
OVERALL RESULTS
Stayed on Station. Moderate damage
MISSION #5
LOCATION
Station Assignment: 4
STORMS, TYPHOONS
None
OVERALL RESULTS
Left Station. Major damage
MISSION #6
LOCATION
Station Assignment: 7
STORMS, TYPHOONS
None
OVERALL RESULTS
Stayed on Station. Minor damage
MISSION #7
LOCATION
Station Assignment: 7
STORMS, TYPHOONS
None
OVERALL RESULTS
Left Station. Major damage
Final Results over 7 games: 4 wins, 3 losses - 57%