Picket Duty Rules Version 2 FINAL PDF
Picket Duty Rules Version 2 FINAL PDF
1.0 -- GAME COMPONENTS Japanese planes are placed here when called
for during Japanese attack sub-phases.
The following items are included in the game:
Tactical Map, Counters – 5 sheets (160 x 1.2” 1.1.1 Compartments and Equipment
and 240 x .6”), Rule Book, Charts & Scenario
Book, Player Aids – 4 charts (Ship’s Log, Time A. There are two types of compartments:
Primary (located on the map) and Secondary
Sheet, Firing Reference Tables, Secondary
Compartment Sheet Ω), One 10-sided (d10) die (located on a separate sheet -- See Rule 1.7).
Secondary compartments are used only in the
and two 6-sided (d6) dice.
advanced game.
1.1 -- The Map
The Primary compartments are located in three
The upper half of the map contains tracks and sections of the ship, labeled as: Forward --
boxes to indicate or track the following: Station Repair Section 1; Midship -- Repair Section 2
Assignment & Surface Fire Support, Air Fire and Aft -- Repair Section 3.
Support and FDT availability, Ship and Land
based radar levels, Ship morale level, Current B. A blue background in the compartment
name indicates it can be flooded due to damage
status of compartments & equipment, Levels of
various ships wares and damage, Time of Day or to correct trim and list. An example of a
and Weather, Gun Director Damage, Damage primary compartment is below.
Control Team assignments, Flooding and List & C. Equipment consists of the 5 in. and 40mm
Trim, and Japanese Waves and Special Attack gun directors, and shipboard radar.
aircraft.
1.2 Map Tracks & Boxes
The lower half of the tactical map depicts a top
down view of a Fletcher Class destroyer. The 1.2.1 Tracks
destroyer’s armament consists of five 5”
There are five (5) tracks on the map that are
turrets, five 40mm gun tubs and seven 20mm
used to record the level of damage to the
gun mounts. From the bow, the five main 5”
destroyer, the expenditure of ships stores and
guns are numbered 1-5 and they have
its ability to maneuver.
corresponding magazines shown above the
destroyer – also numbered. The 40mm and 1. Ammo Supply – records the amount of
20mm guns also have magazines assigned to ammunition remaining. When the track reaches
them. Note: The 20mm and 40mm AFT “0” you are out of ammo and must return to
magazines also supply the 40mm and 20mm anchorage for refit.
guns in the Midship section, as well as those in
the Aft section. Should the Aft 20mm and 40mm 2. Hull Integrity – records the damage your hull
magazines be lost, the 20mm and 40mm guns in takes during the game. When it reaches zero
the Midship section as well as those in the Aft your ship may sink.
section may no longer fire.
3. Maneuvering – records the ship’s ability to
Surrounding the destroyer are eight bearing maneuver. As the ship takes damage in certain
areas depicting angles from 0 to 315 degrees. areas, it loses the ability to maneuver.
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4. Fuel Supply – records the amount of fuel Repair Sections One, Two and Three -- Mark
remaining. When it reaches “0” you are out of damage to your Destroyer here.
fuel and must return to anchorage for refit.
Damage Control Box -- Primary Compartment
5. Flood Track – records the amount of flooding section: Damage repair crews are placed here
your ship has incurred. when not assigned to damage control work;
Secondary Compartment section: Repair crews
1.2.2 Boxes are placed here to repair secondary
Assignment Station -- indicates the radar picket compartments (See Rule 7.9) Water lines hits
station your ship has been assigned to. Also are recorded here. (See Rule 7.12)
holds any Surface Fire Support markers Japanese Attack Waves Box - Regular and
available to the player. Special attack plane counters are placed here
Time of Day Box -- indicates the Time of Day for after draw.
each phase of a game turn: morning (0400 – 1.3 Crew Counters
1200); midday (1200 – 2000); night (2000 –
0400). 1.3.1 Officers and Petty Officers
Weather Box -- indicates weather status for the A. There are five officers and one
current phase. (See Rule 6.1 and 6.2) Chief Petty Officer. For game
purposes, all are considered Key
Air Fire Support -- holds the FDT status modifier Officers. Key Officers use their
chit (See Rule 5.1), and the Carrier Based and/or value (determined at the start of
Land Based Air Support markers available (See a scenario or campaign - See Rule
Rule 6.5). 2.0.A) to assist with designated
Ship Morale Box -- records the current morale functions during the course of the
level on the ship. (See Rule 8.1) game:
Land Radar Activation Level Ω -- records the Captain – his chit value is used to
current level of land based radar stations (See modify a morale check at the end
Rule 5.3) of each turn and when
performing Emergency
Ship Radar Level -- records the current level of Maneuvers.
your ship’s radar (See Rule 5.3.1).
Executive Officer – his chit value is
List & Trim Ω -- as the ship takes damage and used to modify damage repair
compartments are flooded, the ship will begin attempts in one compartment
to list and/or lose trim. The display records only.
listing to port and starboard, and bow and stern
trim (See Rule 7.4). Engineering Officer – his chit value is used when
attempting Emergency Maneuvers, and for
Gun Directors Damage Box -- Record damage to repair attempts in certain compartments.
gun directors here.
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Station Marker: Used to indicate the radar 1.7 Ω Secondary Compartment Sheet
picket station your ship has been assigned to
The Secondary Compartment Sheet is used to
man.
keep track of damage to secondary
Value Chit: Drawn to determine the value of compartments. There are two boxes shown in
certain functions of the ship and crew ranging each compartment on the sheet. The left box is
from -2 to +2. checked when the compartment is “damaged”
(first hit) and the right box is checked when the
Kamikaze Marker: Used to denote compartment is “destroyed” (second hit).
Kamikaze attacks. Note: The red
circle, with a bomb, torpedo, or 2.0 -- GAME SET UP
Ohka, denotes a Special Attack
A. Lay out the map and counters on a large
aircraft (See Rule 6.6.F).
table. Place the Value Chits numbered -2 to +2
Spray Fire Marker: Used only in in an opaque cup. Mix the Value Chits well and
Special Attacks (See Rule 6.9). draw a Value Chit and record the value of each
on the Ship Log Sheet in the space provided for
Air Fire Support Marker: Air Fire each of the Key Officers: Captain (CO), Executive
Support markers are Land Based or Officer (XO), Engineering Officer, Gunnery
Carrier Based, and can be used Officer, Damage Control Officer, Chief Petty
during day and night phases. Officer and each of the Repair Chiefs. Return
Surface Fire Support Marker: Used to indicate the chits to the cup once the values have been
availability of surface support at your assigned noted.
Picket Station. B. Place the Officer Crew counters on their
1.5 Ship’s Log Sheet respective starting compartments. The Captain
starts the game on the bridge and stays there.
The Ship Log Sheet is used to personalize your The Executive Officer also starts on the bridge
ship and crew, keep track of important damage but may move as needed. The Gunnery Officer
to your ship, and to note Japanese planes shot and Damage Control Officer start the game in
down and from which side they hit the ship. the CIC compartment. The Engineering Officer
may start the game in either the Forward or Aft
1.6 Time Record Sheet
Engine Room.
The Time Record Sheet keeps track of each turn
C. The Chief Petty Officer may be placed in any
as the game progresses. It is also indicates
Primary compartment at the start of the game.
when Land Radar Stations may become
Repair chiefs and repair crew counters are set
available for activation (date in green) and
up in their respective sections in the Damage
when Kikusui attacks occur (date in red). Dates
Control Area located at the top center of the
available to be played in Design-Your-Own
map.
scenarios but outside the regular game
scenarios are marked in yellow. D. Once the game commences, all officers
(except the captain) may move to other
compartments as needed for repair purposes.
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This movement is done before repair attempts numbered or lettered. There is a corresponding
are made. Target Marker for each one. These markers are
placed on Kamikazes during the destroyer’s
E. Prepare the Kamikaze Pool. Choose one each defensive fire phase. The markers may be
of the following Special Attack aircraft (those placed directly on top of the guns they belong
with a red circle in the upper left of the to until enemy planes are targeted, or they may
counter) and set them aside in the event a be set aside until needed.
Random Attack is called for on Table 8.2: 1 Sally,
1 Betty, 1 Peggy, 1 Jill, 1 Grace, 1 Judy, 1 Kate, 1 K. Using the Ship’s Log Sheet, give your ship a
Myrt, 1 Val and 1 Zero. Place the remaining name and name your officers. If you wish to use
Kamikazes and all Japanese Attack Ends historical names of Fletcher Class destroyers
counters in a large opaque container. Note: The that participated in the Okinawa campaign, a
Sonia is not put aside, all Sonia counters go into list has been provided following the rules
the container. section.
F. Place the Hit, Fire, Deck Fire, Flood and L. Decide whether you will play a scenario,
Destroyed markers in separate piles nearby. mini-campaign or the full campaign (See Rule
You will be using these throughout the game to 12).
mark damage on your ship and Kamikazes.
3.0 - - SEQUENCE OF PLAY
G. Place the Flood, Hull Integrity, Maneuver
A. A game turn is comprised of the following
Capability, Fuel Supply and Ammo Supply
phases: morning (0400 – 1200); midday (1200
markers on the “10” space of the appropriate
to 2000) and night (2000 – 0400) and one end
track. The color coding is a quick visual cue for
of turn maintenance phase. Once these phases
the player – green is optimum status, yellow is
have been played, mark off the corresponding
caution and red is critical. The Land Radar
day on the Time Record Sheet. See detailed
marker is placed in the “0” space on the Land
sequence of play at end of rule book.
Radar Activation Level track. Note: Land Radar
is only used in the advanced game (See Rule B. Each phase is further divided into sub-phases
5.3). as follows:
H. Ω Place List/Trim Counters near the List & • Determine Weather (See Rule 6.1 or 6.2)
Trim Flooding Box located near the top right of • Determine Air Fire Support (See Rule 6.5)
the map. They will be used when your ship • Determine Japanese Kamikaze Attacks and
starts to list and/or loses trim. If using the counter placement (See Rule 6.6)
Listing and Trim rules, the ship begins the game • Defensive Fire (See Rule 6.8)
at an “Even Keel.” During the basic game, the • Special Attacks, if any (See Rule 6.9, 7.2)
ship is always at an Even Keel. • Emergency Maneuvers (See Rule 6.10)
• Hits & Damage Determination (See Rule 7.0)
I. Place the Morale Marker in the “0” position
• Damage Control Crew Placement (See Rule
on the Morale track.
7.7)
J. Each 5 in. gun turret, 40mm gun tub, and • Damage Control Resolution (See Rule 7.8)
20mm gun mount on the ship is either
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SFS marker is used, the marker is considered indicates the number of column shifts when
expended and may not target another plane determining Japanese attacks on Table 8-1. If a
until the next wave. station later becomes inactive due to a random
event, decrease the track and the number of
G. Should a SFS marker be lost due to Japanese
column shifts accordingly.
attacks, at the beginning of the next turn -- not
phase -- after the marker was lost, draw a Value F. Should a land based radar station become
Chit. If the number is negative or 0, the marker inoperable due to a random event, then the
is not replaced. If the number is positive, the column shift on Table 8.1 also changes when
marker is replaced. This procedure is done only determining future Japanese attacks.
once; it is not repeated in the following turns
the ship remains on station, unless another SFS
marker is lost.
A. Ω Land based radar is not used in the basic A. At the start of the game your
game. It is only used in the advanced game. ship has two onboard radars –
surface search (SG) and air
B. Activation is determined at the beginning of a search (SC). These are
turn and prior to weather determination. designated as SG and SC on the
C. Land based radar stations may become active damage tables.
on the following dates: 4/21 Hado, 4/23 Ie B. When both radars are
Shima, 5/10 Zamani, and 6/08 Naganni -- working, a one column shift
indicated by the green colored dates on the (+1) to the right is used when
Time Record Sheet. determining if Japanese planes
D. To determine if a land based radar station attack on Table 8-1.
becomes active, consult Table 5-1. If the station C. If one ship board radar is damaged or if both
is not activated, continue rolling on following are damaged, there is no column shift (0) on
turns until activated. Table 8-1.
E. As Land Radar stations become active, adjust D. If one or both radars are destroyed, or if one
the Land Radar Activation Level track to match is damaged and one destroyed, a one column
the number of active Land Radar Stations. The shift (-1) to the left is used when determining
"Value" number underneath the spaces if Japanese planes attack on Table 8-1.
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E. Place the ship radar marker on the sub-phase – determining air support. If the
appropriate ship radar strength box (at start +1) result is Rain and Japanese do attack, a one (1)
located in the Ship Radar Level box on the map. is added to the die roll when determining how
During the course of the game, this value will many Japanese planes attack. It does not affect
change as the radars take damage or are column determination.
repaired. The Ship Radar Level track is adjusted
at the time the damage occurs during the 6.3 Ω Weather – Advanced Game: Storm
phase. (Example shows both radars working A. If the weather result on Table 6.1 is Storm,
with the marker in the +1 position) there is a possibility that your ship could be
F. If both ship board radars are destroyed, the damaged or sunk. Continue rolling using Tables
ship must return to anchorage at the end of the 6-2 through 6-5 to determine the fate of your
ship.
current phase for repairs (See Rule 9.G).
6.0 -- THE PHASES MORNING – MIDDAY – B. The following results are possible when
rolling for Typhoon damage.
NIGHT
1. Mark off “X” days on calendar: for example –
6.1 Weather – Basic Game
the date is April 1 and you roll a 1 on Table 6-3
A. In the basic game, the weather is always resulting in a delay of 2 days. Roll on Table 6.4
considered clear. Do not roll for weather. for damage.
6.2 Ω Weather – Advanced Game 2. If the ship is damaged during a Typhoon, the
player will continue to roll on tables 6-4 each
A. In the advanced game, weather is always phase for the number of days specified in the
considered clear for the first phase of Turn 1. result from table 6.3 dice roll above. The ship
Weather is checked starting with the second could sink as a result of the extreme weather or
phase of Turn 1. suffer damage to the hull. (Example - The roll on
B. Roll 2d6 dice using Table 6-1 to determine Table 6.3 was a delay of two days. Roll a total of
the weather. 6 dice rolls on Table 6.4, one for each phase of
the next two days to determine if the ship is
C. If the previous phase's weather was Rain or damaged by the Typhoon.
Storm, subtract 1 from the current roll.
3. If the ship sinks, the player would resume
D. Place the weather marker on the matching regular play on the day after the Typhoon ends
space on the map. with a new ship, crew, and duty station. In
effect, go through the procedures as if starting
E. If the result is Clear, play proceeds to the next
a new game (See Rule 4.0).
sub- phase – determining Air Support.
4. If the ship returns to anchorage, roll on Table
F. If the result is Rain, roll 1 d6 die: If the result
6-5 to determine the number of days to mark
is 1 – 4, the Japanese do not attack and play
off on the calendar – the time it takes for
proceeds to the next phase. If the result is 5 – 6,
repairs.
Japanese attack and play proceeds to the next
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5. After repairs – a new duty station is G. If a Japanese plane is shot down before an
determined, as well as air cover, surface AFS marker is used; the marker may be
support and replacing lost crew (See Rule 4.0). reassigned to another target if available.
6.4 Merged with Section 5.0 Example: 2 AFS markers are assigned to attack
a Zero at 180 Low. The first roll is a 6, shooting
6.5 Air Fire Support (AFS) down the Zero. The second marker can now be
A. Tables 7-1 through 7-3 are reassigned to another Japanese plane if
used to determine Air Fire available.
Support availability at the H. If no air cover is available, then a two (2)
beginning of each phase. AFS is column shift to the left is used when
carrier based, land based or determining if Japanese attack on Table 8.1.
both.
I. During Kikusui attacks only, the player rolls on
B. Roll 2d6 under the appropriate date on Table Table 7-3 to determine the number of Air Fire
7-1 to determine the type of air support for the Support counters a player may receive.
phase.
J. The value chit drawn for each available
C. For each type of AFS a player has (land Fighter Support type (land or carrier) provides a
and/or carrier based), pick a Value Chit and column shift equal to its number when
note the value. Return the chits to the cup once determining Japanese attacks (see Table 8.1). A
all values are noted. positive number denotes a shift to the right; a
D. Based on the Value Chit(s) drawn in 6.5.C, negative number denotes a shift to the left.
roll 2-d6 for each chit drawn on Table 7-2, cross 6.6 Japanese Kamikaze Attacks
referencing the result with the column based on
the chit draw. The resulting number is the A. The process to determining
number of AFS markers of each type the player Japanese Kamikaze attacks is
receives. These act as extra gun markers and done in two steps.
work the same as SFS markers (See Rule 5.2 &
B. Sum the applicable modifiers listed below
6.8.O), with the following exceptions.
Table 8.1. Use this result to select the
E. Each AFS marker may be placed on any appropriate column on Table 8.1, and cross
Japanese plane only once per phase; this reference the value with the die roll to
includes Special Attacks. Keep in mind a determine which Attack Table is used. Once the
Japanese attack can be comprised of 1 to 3 column is determined, roll 2d6.
waves. For each AFS marker assigned to a
plane, roll one d6. If the result is a 1-5, the C. The following modifiers are added or
result is a miss. If it is a 6, the Japanese plane is subtracted from the dice roll for Table 8.1: Rain
adds +1 to the dice roll, and a player’s assigned
destroyed and removed from the map.
duty station may affect the die roll. See the
F. When placing AFS markers on Special Attacks, notes under Table 8.1.
resolve these attacks per Rule 6.9 & 7.2.
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D. If a random result is obtained (RR) when symbol (Regular Waves) and plane counters
rolling for Japanese attacks, roll on Table 8-2. with a special attack symbol (Special Attack
Attacks from this roll are considered Special Planes.)
Attacks (See Rule 6.9).
I. The special attack symbols (red circle) are an
Example: As an example, let’s assume clear Ohka, torpedo and a bomb. The symbol is in the
weather, a FDT onboard (+1), all shipboard top left corner of the special attack plane
radar is working (+1) and AFS, land only, (value counter.
of +1). There is no SFS available so the value is (-
J. If a Japanese plane drawn features a Special
2). Adding all modifiers results in a 1, so we use
the “1” column under Table 8-1. Rolling 2d6, we Attack symbol; place the plane in the special
obtain a 6 and subtract 2 for picket station #1 attack box on the map. Continue picking
Japanese planes until the original number of
giving us a 4. Cross referencing the final result
Japanese planes as determined by Rule 6.6.F is
(4) under the “1” column reveals a letter. This
letter refers to the Chart to use to place fulfilled.
Japanese planes on the bearing positions. In our K. No more than two Japanese planes can be
case it is the letter “D”. placed in the Special Attack box per wave. If
there is only one wave attacking, special attack
E. Next consult the appropriate lettered table
planes drawn in excess of two are ignored; if
and roll 2 d6 dice. No modifiers are used.
two waves are attacking, special attack planes
F. The number rolled will tell you how many drawn in excess of four are ignored; if three
planes attack, at what bearing position, and at waves are attacking, special attack planes
what altitude (H – High, M – Medium, L – Low). drawn in excess of six are ignored.
G. Depending on the number of planes, When drawing Special Attack planes, the first
Japanese planes will attack in waves. Consult two Special Attackers are placed in the special
Table 8.3 to determine the number of waves attack box for the first wave, the second two
and the number of planes in each wave. If more special attack planes are placed in the special
than one wave is attacking, note the bearing for attack box for the second wave, and the third
the additional planes on your ship’s log sheet or set of two special attack planes is place in the
an extra sheet of paper. Planes are drawn from third wave special attack box. Consult Table 8-3
the Kamikaze container and placed directly on Fighter Waves for special attack planes allowed
the map and Japanese Wave Box sequentially. per wave.
Place the designated number of planes for each
wave on the Japanese wave track located on Note: See example at end of rules as a guide
the map. (Exception: Planes in the first wave are and Rules 6.6F thru J.
placed directly on the map. The first bearing L. Each complete wave is composed of regular
listed applies to the first plane drawn, second (non-symbol) planes attacking first and then
bearing for the second plane, etc.) Special Attack (red circle) planes attack second.
H. Wave attacks may be composed of two types Regular wave attacks and special wave attacks
of planes: plane counters with no special attack are handled differently (See Rules 6.6 and 6.9).
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After each complete wave attack, damage is C. When a Kikusui attack occurs, the placement
resolved, and repair crews are placed before of Japanese planes is determined by consulting
the next complete wave attacks. The wave Table 22 and 22-1.
attack sequence is this: Regular Wave Attack #1,
D. To determine the number of air support fire
Special Wave Attack #1, damage assessment,
repair crews placed; Wave Attack #2, Special markers a player receives during a Kikusui
Attack #2, etc. attack, consult Table 7.3.
M. During a night phase Japanese attacks E. Roll two d6 dice using Table 22 as a
reference. Cross reference the roll with the
decrease, including Kikusui attacks. When
determining if Japanese attack during a night result column. The number in the result column
phase, roll one d6 die. On a roll of 1-4, no determines how many planes attack your ship.
attacks occur. If the roll is 5 or 6, Japanese F. To determine the number of waves see Table
attack as normal but with the number of planes 8.3.
reduced by 50%, round fractions down.
G. As each plane is picked, use Table 22-1 to
N. If an “Attack Ends” marker is drawn at any determine the bearing of each plane for each
time during the phase, no Japanese attacks wave. Place the first wave planes in the bearing
occur. Japanese planes, including Special Attack positions on the map, and place 2nd and 3rd
planes, already drawn are returned to the wave planes in the Attack Aircraft space next to
container. the appropriate wave on the Japanese wave
O. The Attack Ends markers -- once drawn -- are track.
not returned to the container until your ship, or H. If a plane is picked with a Special attack
your new ship, is assigned a new duty station or symbol, it is ignored and placed back into the
lost due to combat. At that time all Attack Ends container. Another plane is picked to replace it.
markers are placed back into the container.
I. Once all Japanese planes have been placed,
6.7 Ω Japanese Kamikaze Attacks – Kikusui play reverts to the normal regular wave
Defensive Fire -- Kamikaze Attack -- Damage
A. Kikusui or "Floating Chrysanthemum" raids
were large scale, multiple wave operations Determination sequence.
involving hundreds of individual attacks by the 6.8 Defensive Fire
IJN and the IJA. They focused on radar picket
destroyers and were particularly effective. A. Once Japanese planes for a
During the course of the Okinawa operation, wave have been placed in their
the Japanese launched 10 of these raids. Dates bearing locations on the map
which these attacks occurred are marked in red and special attack planes placed
on the time record track. on the special attack circles in
the Japanese Attack Waves Box,
B. Kikusui attacks only occur in the advanced the player can now assign his
game during a campaign or if stated on a guns, AFS, SFS markers to fire at
scenario card. When Kikusui attacks occur, they the regular wave attackers.
occur for all phases of the turn.
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B. Defensive fire is repeated for each wave, with D. Each 40mm gun tub has its own gun
modifiers affecting gun performance from controller. If the gun controller for a specific
damage sustained in previous waves applied. 40mm gun tub is damaged or destroyed, the
firing bonus for that gun tub is lost. If the gun
C. In the basic game, any 5 in. controller is damaged, it may be repaired; if
gun may target any Japanese successful the firing bonus is immediately
plane, as long it is able to fire in restored.
the designated bearing where
the fighter is located. E. The 20mm guns were manually fired. They
have no gun directors, and no bonus.
1. Ω In the advanced game, 5 in. guns are
controlled by a single gun controller (the MK37) F. Damage for gun directors is tracked on the
to increase their chances of hitting a targeted Gun Directors Area on the map.
plane. The player decides which 5" guns are
slaved to the M-37 Director. The slaved 5" guns G. Each gun can only fire into certain specified
bearing positions. To see which gun can fire
get the +1 bonus to the die roll as mentioned in
the notes to Table 9.2 US Defensive fire table - where, consult the Firing Reference Chart (FRC)
5" Guns. As such, all 5 in. guns firing into any Exception: Surface Fire Support markers may be
placed on any plane in any clock position. The
one bearing position may target only one (1)
Japanese plane in that designated bearing Surface Fire Support marker may be used on
position. All slaved guns must be able to fire one plane in each regular attacking wave or its
associated special attack wave if desired. Air
into that bearing position. Place the target
marker designated for the slaved turret/s Fire Support markers may be placed on any one
labeled with “Mk 37” on the Japanese target. plane in any one wave or special attack (See
(Refer to the Firing Reference Chart). See Rule 6.5.E).
example at end of rules. H. Ω Advanced game only: Guns are further
2. If a 5 in. gun is unable to fire at the target restricted from firing if the ship reaches a
with the gun controller, it may target a plane in certain list/trim angle (See Rule 7.4).
a different bearing manually by placing its I. A gun mount or turret can only fire at one
target marker without the Mk37 designation on plane in any one bearing position that it can fire
the plane. In this case, the firing bonus for the into.
gun is not used when determining if Japanese
planes are shot down. J. A Japanese plane can be targeted more than
once but the ship’s defensive fire must come
3. In the basic and advanced game, if the 5 in. from different turrets or mounts and must be
gun controller becomes damaged or destroyed, able to fire at the bearing the Japanese fighter
the firing bonus for all 5 in. guns is lost. If the is located in.
gun controller is damaged, it may be repaired; if
successful the firing bonus is immediately K. A Japanese plane can receive a result of Hit,
restored. Flamed, or Destroyed on table 9-2 US Defensive
Fire Tables. A Flamed Japanese plane will attack
the ship under the “Shot Down – Flamed”
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column on Table 10 Japanese Hit Table. A other result is a miss. Each AFS marker can only
“Destroyed” plane is removed from the map fire once per phase, NOT once per wave.
and does not strike the ship. If a Japanese plane
receives 0-1 hit, it attacks the ship under the P. After completing the regular wave US
Defensive fire, leave any un-destroyed Japanese
“Undamaged” column on Table 10. If it receives
2 hits, use the “Damaged” column on Table 10. plane counters with their respective hit
Should the plane accumulate 3 hits, it is counters and shot down - flamed markers in
their respective bearing positions and move on
considered flamed and uses the “Shot Down –
Flamed” column on Table 10 to strike the ship. to the Special Attack Wave placement and
Once a plane receives 3 hits, it can no longer be combat resolution.
targeted. Guns assigned to the targeted plane 6.9 The Special Attack Wave - US Defensive
that have yet to fire are considered expended Fire
and cannot target another plane. Note: These
guns that did not fire contribute to "Spray Fire" A. Planes designated for Special Attacks
explained later in the rules on Special Attacks. represent aircraft that have slipped through the
destroyer's defenses without being targeted
L. Place a Target Marker for the appropriate and as a result have surprised gun crews with
turret on the target plane. The number or letter gun directors occupied with other targets.
in the top right corner of the marker identifies
the turret or gun mount. B. For each Special Attack plane attacking,
determine which section of the ship the plane
M. (Moved below N) may hit, roll 1 d6 for each plane attacking: if 1-
2, Forward Section; 3-4, Midship Section; 5-6,
N. The player rolls 2 d6 dice for each gun firing
in the bearing position to determine the result Aft Section. Place each special attack marker in
of the gun fire. Use Table 9-2 US Defensive Fire the designated section.
Table for each specific gun type. Place Hit C. Once the section to be attacked by each
counters or Shot Down - Flamed counters on plane has been determined, place that section's
attacking planes as hits are scored. Spray Fire marker on the attacker. If two planes
attack from the same section decide which one
will receive the spay fire marker. The second
plane receives a "free pass" unless you held out
a AFS or SFS marker to deploy during the
AFS And SFS Combat Resolution Special attack wave.
O. Place any available Air or Surface Fire D. Defensive fire during Special Attacks is
Support markers you wish to use in the current determined in the following order: 1. Air
wave, be it a regular wave or a special attack
Support, 2. Surface Support, 3. Ship Spray Fire.
wave. For each Air and Surface Support fire
marker assigned to a plane in a wave, roll one E. For each Air and Surface Support fire marker
d6. If the result is a 6 the Japanese plane is assigned to a special attack plane, roll one d6. If
destroyed and removed from the map. Any the result is a 6 the Japanese plane is destroyed.
Any other result is a miss.
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F. For the section’s spray fire marker, roll 2d6. If • No fuel remaining on the fuel track
the roll is 1-8, the plane is destroyed. A roll of 9- • No maneuver points remaining
12 and the plane continues its attack. If the • Both propeller shafts bent or destroyed
plane is destroyed, the special weapon it is • Both stacks damaged or destroyed.
carrying is also destroyed and removed from
B. At the player’s discretion, the ship may try to
the map. They do not strike the ship.
perform Emergency Maneuvers to throw off
G. If Spray Fire is used during Special Attacks in incoming Japanese planes only once per phase.
any phase of the turn, immediately decrease If successful, the bonus the destroyer gains is
the Ammo Supply by one box. If Spray Fire effective for all wave attacks and special attacks
caused ammo expenditure during a prior phase in the phase in which the attempt was made.
of the turn, do not decrease the supply again. Reduce fuel level on the Fuel Supply track by
(For example, if you're using Spray Fire in the one (1) towards 0 for the attempt made during
Mid-Day phase and you also used Spray Fire the phase.
earlier in the AM phase; do not check off
another ammo box.) Surface and Air Support C. Emergency Maneuvers are performed after
defensive fire is resolved but prior to
Fire does not cause ammo expenditure. No
ammo boxes are removed for the surface or air determining if Japanese planes hit the ship.
support fire marker rolls (See Rule 8.2). D. To determine if an emergency maneuver is
H. Targeting planes making Special Attacks is successful, perform the following: Add the
values of the Captain (if alive) and the
always optional. A player is never required to
Engineering Officer (if alive). If both are dead,
do so.
the value is -2. This number determines the
I. Leave any surviving Special Attack plane column to use on the Emergency Maneuver
markers on the map for reference during the Table (Table 19). Roll two d6 dice and cross
ship damage determination portion of the turn. reference the result with the appropriate
Move on to Emergency (Evasive) Maneuvers. column.
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7.0 Determining Japanese Hits F. Repairs are not attempted until all attacks in
both the current regular wave and the Special
7.1 Regular Wave Attacks Attack Wave have been resolved (See Rule 7.8).
A. For each Japanese plane counter left on the G. If a near miss is obtained, consult Table 11.1
map after resolving US Defensive Fire consult (Near Miss Damage Table) to determine
Table 10 to determine if Japanese planes strike
damage.
your ship. Use the appropriate column
depending on the status of the Japanese plane - H. In all cases, Japanese planes are placed back
- Undamaged, Damaged, or Shot Down – into the Kamikaze pool (except special attack
Flamed. planes) once the result of the attack is known.
B. Roll 2 d6 dice and cross reference the result I. Once the Regular Wave Attack has been
with the appropriate column in Table 10. If an resolved, the player then resolves Special
Emergency maneuver was successful, apply the Attacks assigned to that wave.
-1 modifier to the die roll on Table 10 when
7.2 Determining Japanese Hits - Special
determining if Japanese planes hit the ship.
Attacks
C. If a hit is obtained, consult Table 11 (Main
A. Ω If evasive maneuvering is successful, apply
Damage Table) to determine damage. Consult
the appropriate attack bearing section of Table the modifier when determining if Special
11 that the plane attacked from, then roll 2 Attacks hit the ship. (See Rule 6.10)
dice (1-d10 and 1-d6) TWICE (See Rule 7.3 B. For each plane in the special attack box that
Advanced Game Damage results). To determine survived the defensive fire rolls in (Rule 6.9)
where damage has been inflicted, the d10 die is above, roll on Table 12. Consult the type of
used for the left-hand column and the d6 die is weapon it carries to determine which section of
used for the top row. the Table to use. After determining which table;
Example: If the Japanese plane hits the ship 12.1, 12.2, or 12.3 to use, roll 2d6 and apply the
from the 315, 0, or 45 bearing, use the section in result, if any, to the destroyer.
Table 11 titled “FORWARD SECTION”; if the C. It is possible that the plane launching the
plane struck the ship from bearing 270 or 90, special weapon may also attempt to hit the
use the section titled “MIDSHIP SECTION”; if the destroyer. For each Japanese plane that
plane struck the ship from bearing 225, 180, or survived, roll 1 d6 die. On a result of 1-5, the
135, use the section titled “AFT SECTION”. plane does not attack. If the roll is a 6, it attacks
D. If a random result is obtained on Table 11, the ship in the section from which it attacked.
Use the undamaged column on Table 10, after
consult Table 15.
resolving the damage from its special attack
E. For both the basic and advanced game, all weapon per Rule 7.2.B.
effects from damage are applied immediately. If
D. Results of these Special Attacks are applied
the damage forces the ship to return to port,
the ship returns to port at the end of the immediately.
current phase.
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E. Japanese planes used in Special Attacks are compartment name does not have a blue bar in
not placed back in the container. They are the background (See 7.3.F).
removed from the game until the scenario or
Also, on the first hit for a
campaign is completed.
compartment, place a fire
F. If any officers, repair chiefs and repair crew marker. Note that fire markers
members are in compartments or equipment are not placed on radar, gun
hit by any plane during a wave or special attack, directors or water lines.
they are considered killed. See Rule 7.6 on how
If a hit is obtained on a gun controller, place a
officers, repair chiefs and repair crew members
hit marker on the “Damaged” space of the
are replaced if they are killed.
affected gun controller. If a hit is obtained on
7.3 Ω Advanced Game Damage Results one of the ship radars, place a hit marker on the
Determination - Wave Attacks and Special “Hit” space of the affected radar.
Attacks (For Basic Game See 7.5)
B. As in the basic game (Rule 7.5), once all hit
A hit on the ship represents the break-up of a boxes and the destroyed box within a primary
plane on impact, cooking off of armament it compartment or equipment have a hit marker
may be carrying, penetration of debris and the on them, it is considered destroyed and cannot
spread of aviation fuel wreaking havoc on be repaired on station. Place a destroyed
various parts of the ship. Each successive hit marker on the space labeled “Destroyed” and
increases the severity of the damage, making it remove all other markers. Ignore further hits on
harder to repair. the destroyed compartment or equipment.
A. For each Japanese plane that hits your ship, Primary Compartments
roll both dice twice on Table 11 to determine
damage. This second roll simulates an C. Primary compartments may contain 2, 3 or 4
additional weapon the plane could have had on boxes. A compartment is destroyed when all
boxes have a hit marker. When a hit marker is
board, fuel spraying all over the ship on impact,
and the debris of the plane impacting other placed in the destroyed box, all hit markers in
areas. If hits are obtained in a compartment or that compartment are removed and a
destroyed marker is placed on the destroyed
on equipment, it is considered damaged. For
each hit, place a hit marker in a “hit box” for box.
that compartment. D. Should a damage result indicate a
compartment or equipment is destroyed even if
it has less hits than is necessary to destroy it, it
is considered destroyed. Place a destroyed
marker in the compartment or equipment to
indicate its status. For secondary
The steering room is an example of a primary compartments, check off all the boxes.
compartment that can receive 4 hits before E. Table 11 has several damage possibilities that
being destroyed. It cannot be flooded, since the may result in the destroyer sinking. Should this
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[PICKET DUTY – VERSION 2] May 10, 2014
occur follow the additional instructions for the 5, 40mm Magazine Aft and 20mm Magazine
result. Aft.
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O. In both Basic and Advanced Game once an Return to Anchorage/Repairs to see how long
item has been destroyed, ignore additional hits your ship is out of action. Start your next turn
on it and treat the extra hit as no effect. This on the day after your ship is released from
applies to all compartments (Primary and repairs.
Secondary) and equipment.
S. Each compartment (primary and secondary)
20mm, 40mm and 5in Guns that ends up being flooded moves the
maneuver chit on the Maneuver Track 1 box
P. In the basic and advanced game, 20mm guns towards zero.
can only take one hit and they are considered
destroyed. 40mm guns can be hit twice – the Near Misses
first is a damaged result and the second hit
destroys the 40mm gun. The 5 in guns can take T. If the damage result is a near miss – consult
three hits before they are considered Table 11-1 (Near Miss Damage Table). If there is
destroyed. In the basic and the advanced game, damage to your ship, place a hit marker in the
affected compartment or note it on your Ship
guns may not be repaired. See Section 11
(Optional Rules) if you wish to repair guns. Log Sheet.
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fires will be resolved during the damage control direction (bow and stern, or port and
phase. starboard), the ship is considered on an even
keel for that angle for firing purposes.
7.4 Ω Listing and Trim
F. When a primary compartment or secondary
A. List/Trim values are used in compartment is flooded, move the flood marker
the advanced game only. They one space toward zero on the Flood Track.
are ignored in the basic game. When the marker reaches the “sunk” space, the
B. Flooding of compartments is the primary ship may sink (See Rule 7.4.M).
cause of a ship listing or losing trim. If a ship is G. See Rules 7.3.F through 7.3.J for details on
listing (port or starboard), or if it is out of trim
flooding procedures.
(bow or stern), guns are further restricted from
firing. H. If flooding occurs, recall from which side the
Japanese plane struck the ship: 0 degrees is the
C. Consult the Firing Chart to see if a gun can bow, 180 degrees is the stern, 45, 90, and 135
fire. degrees is starboard, and 225, 270 and 315
D. Each space on the List/Trim Angle Chart degrees are considered port. List marker values
display on the map represents the direction of are interchangeable when placing markers for
the list and or trim. list and trim.
E. If listing in different directions, the total angle I. Each time flooding occurs from the right side
in a direction is determined by subtracting the (starboard), then the ship lists to the right.
smaller value of markers from the larger value. Place one list marker valued at 1 for each
compartment flooded on the Ship Angle section
Example: Subtracting a value of one from the on the map labeled “Stbd List.”
stern trim box from a value of two in the bow
trim box gives us a value of +1 to the bow (2- J. Each time flooding occurs from the left side
1=1); Checking the Firing Chart's Bow Trim box (port), then the ship lists to the left. Place one
under the +1 column, the result shows that both list marker valued at 1 for each compartment
forward and aft firing guns can still fire into flooded on the Ship Angle Chart labeled “Port
Low, Medium and High sectors. If the bow trim List.”
number was +2 or greater the forward firing K. Each time flooding occurs from the bow (0
guns would not be able to fire into the High degrees), the ship loses bow trim. Place a trim
Sector and aft firing guns would not be able to marker valued at 1 for each hit on the Ship
fire into the low sector. Starboard and Port List Angle Chart labeled “Bow Trim.”
works the same way in determining which guns
can fire where. List Example calculation - L. Each time flooding occurs to the stern (180
Subtracting the port value of 0 from a value of degrees), the ship loses stern trim. Place a trim
two to starboard gives us a value of +2 to marker valued at 1 on the Ship Angle Chart
starboard. I would then check Firing Chart to see labeled “Stern Trim.”
which guns can fire under the resulting values. If
the number of markers are equal in a given
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M. When the flood marker on the Flood Track 7.6 Officers, Crew Killed
reaches “Ship Sunk,” there is a possibility that
the ship could roll over and sink. Consult Table A. In the event officers are killed or
16. If it does not sink, the player may keep the incapacitated, at the beginning of the next
phase use the following procedure to determine
ship at its present station.
their new value.
N. As long as the flood chit is on the “Ship Sunk”
space of the flood track, the player must B. Depending on which officer is killed, his new
continue to determine if his ship sinks at the rating will be the value of the officer directly
below him in the chain of command. Change
end of every turn, not every phase.
the values as noted on the Ship Log Sheet.
7.5 Basic Game Damage Results Example: if the Captain is killed, then the rating
for the XO is transferred to the captain, the
For ease of play damage control repairs are rating for the engineer is transferred to the XO
handled sequentially, even though the action is spot, etc. A chit is then drawn to replace the
occurring simultaneously. Repairs are handled CPO rating and noted on the Ship Log Sheet. If a
in the order below. chit is drawn to replace the CPO, remove any
A. For each hit in a primary compartment or one Repair Chief (see Rule 7.6.D.).
equipment, place a Hit Marker in a hit box. On C. If more than one officer is killed, draw new
the first Japanese plane that hits a primary chits and note the value for each officer on the
compartment, place a fire marker on that Ship Log Sheet. Note that this procedure is
compartment, but not in a hit box or the different than 7.6.B.
destroyed box.
D. If a repair chief is killed or removed due to a
B. Once all hit boxes and the destroyed box new value chit drawn for the CPO in 7.6.B, a
within a primary compartment or equipment new Value chit is drawn to determine his new
have a hit marker on them, the item is rating and noted on the ship log sheet. Remove
considered destroyed and cannot be repaired 1 repair crew counter from the chief’s section;
on station. Place a destroyed marker on the he is considered to have been promoted into
space labeled “Destroyed”. Remove all other the repair chief’s position.
markers from the destroyed compartment.
E. Place value chits drawn back into the cup
C. In the basic game, repair crews are not
once all values are noted.
assigned to secondary compartments. For the
advanced game, see Rule 7.9. Any secondary 7.7 Repair Crews
compartment hit is treated as a hull hit and
decrease the Hull Integrity status by one space A. At the conclusion of all Japanese attacks in a
wave, including Special Attacks if any, damage
for each secondary hit. When the hull level
control repair crews are assigned to primary
reaches 0 – there is the possibility the ship
compartments, equipment (gun directors and
could sink (see Rule 7.3.Q).
radar), and secondary compartments to repair
damage caused by Kamikaze hits.
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B. Repair crews are restricted as Any repair attempts in any compartment in that
to where they can be placed: section gain his modifier. Place his Crew Marker
Repair One crews can be placed in the assigned section (Forward, Midship or
in any compartment or Aft). If he is killed before repairs are attempted,
equipment (ship radar, gun his rating will not apply to repairs for that
directors) in the forward section.
section. Repair Two crews can
H. Repair chiefs must apply their ratings to all
be placed in any compartment
or equipment in the Midship repair attempts to their section. Place the
section. Repair Three crews can Repair Chief Crew Marker in the appropriate
section. If he is killed before repairs are
be placed in any compartment
attempted, his rating will not apply to repairs
or equipment in the aft section.
for that section.
C. No more than 3 repair crewmen can be
placed in any one primary compartment. Each I. Once damage crews and officers have been
repair crewman has a value of one. Only one assigned, repair attempts are made (See Rule
repair crewman can be assigned to repair ship 7.8).
board radar or gun directors. J. If, in subsequent waves, a compartment
D. The following officers and chiefs are assigned containing officers and repair crews is hit again,
to damage control as follows: (even if it is a they are considered killed and removed from
negative rating) when determining repairs. the game.
Officers and repair chiefs are not used in K. If a secondary compartment in a section
secondary compartment repairs, thus they containing repair crewman is hit by Japanese
cannot be assigned to the Secondary planes during a wave or special attack, roll 1d6
Compartment Repair Box. for each assigned repair crewman in that
E. The XO must apply his rating in one section. If the roll is a six (6), the repair
compartment only. Place the XO Crew Marker crewman is considered killed and removed from
in the assigned compartment. If he is killed the game.
before repairs are attempted, his rating will not L. At some point during the game, damage may
apply to repairs for that compartment. accumulate to a point where it will overwhelm
F. The Engineer must apply his rating in any one the repair crews. When 50% or more of all
compartments (primary and secondary) are
of the following compartments: forward or aft
engine rooms, forward or aft fire (boiler) rooms either damaged or destroyed, the player may
or steering room. Place his Crew Marker in the declare emergency repairs -- that means all
assigned room. If he is killed before repairs are hands are to fight the fires and damage. To see
if the declaration is successful, roll on Table 17
attempted, his rating will not apply to repairs in
his assigned compartment. taking into account the captain's value.
G. The Damage Control Officer must apply his M. If the declaration is successful, the destroyer
rating to all repairs in any one assigned section. may no longer fire its guns. All hands means all
hands! During damage control rolls, the player
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now may use a +2 modifier, in addition to all all fire markers are removed for that specific
other modifiers. track. If water lines are out, one is added to the
roll. Should deck fires be extinguished for each
N. If a declaration is unsuccessful, the player section, proceed to Rules Section 7.8.2.
may either continue with normal repairs and
play on, or abandon ship. If the ship is C. If the fire is not extinguished, add another
abandoned, the Japanese are considered the fire marker and roll again to attempt to
victors. extinguish the fire. If the fire is not extinguished
on the second attempt add another fire marker.
O. A player may call off the emergency at any NOTE: No additional attempts to extinguish the
time after the first enemy attack after the fire are made in this wave and the player will
declaration or if repair rolls reduce the number continue on with the current wave’s damage
of primary and or secondary compartments control attempts (See Rule 7) If a subsequent
damaged to fewer than 50%. A compartment is Japanese regular attack wave or Special Attack
considered repaired when all hit markers are is still to be resolved, attempt to extinguish
removed from a compartment. After the deck fires as per Rule 7.8.1 A & B above,
emergency is over, the +2 modifier for repairs is attempts will be made to extinguish the fires
no longer used. The destroyer may also before other damage repairs are attempted for
continue to use its guns. that wave. At the conclusion of all wave and
7.8 Damage Control Repairs Special Attacks players will attempt to
extinguish any deck fires still burning, using the
7.8.1 Deck Fires procedure in Rule 7.8.1 A & B above.
A. Resolving deck fires are D. Once all fire spaces on a fire track are filled
handled differently than repairs with fire markers, and the last roll failed to
for equipment or extinguish the fire, the fire is considered out of
compartments. All sailors were control and the ship is considered lost.
schooled in fire control, so
available hands on deck are E. Repeat 7.8.1.B through D for each section
working to extinguish the fires. (Forward, Midship and Aft) that has a deck fire.
Placement of repair crews is not It only takes one section fire to go out of control
necessary. Deck fires are to sink the ship.
handled first before all other 7.8.2 Primary Compartment Repairs
repair attempts are attempted
for that particular wave or A. Each primary compartment has an inherent
special attack. A Deck Fire repair value of 1. This value, plus the number of
marker (see illustration above) repair men (not to exceed 3), and any ratings of
is placed on the deck fire track officers and repair chiefs assigned, are used to
when a hit indicates a deck fire give an initial value to determine repairs.
result.
B. Subtracted from this is the value of hit
B. To extinguish fires, roll 1d6 for each track markers present in the compartment. If one
that indicates a fire. If the result is a 1, 2, 3 or 4, marker is present 2 is subtracted from the initial
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total; if two markers are present, 4 is can remain in the compartment or placed in
subtracted; if three markers are present, 5 is another compartment.
subtracted from the total.
G. If any hit markers remain in a compartment
C. The final total determines which column to at the end of the last wave or Special Attack in a
use when determining repairs on Table 20. turn, all damage crews, chiefs and officers
assigned to the compartment must remain to
D. To reflect the role crew morale plays in repair the damage in the next phase, and a +1 is
accomplishing its mission, if the Morale level on added to the repair attempt roll. Any bonus the
the Morale Track is a negative, apply a -1 die compartment may have provided is lost until it
roll modifier to Table 20. If Morale is positive, is repaired.
apply a +1 die roll modifier.
H. At the end of the phase any Primary
Example: Let’s assume that the forward fuel Compartment (Not secondary compartment or
tanks have been hit, with a marker in two hit equipment) that has not had a repair crew
boxes. We have three (3) repair crewman assigned to it during the phase will have an
assigned, plus the Repair One chief rating of +1. additional hit added to it to reflect the fact that
We are also assigning the DCO, also with a the damage from fire and/or flooding is
rating of +1 and the inherent value of 1. Our
spreading.
morale is at zero. The total rating is +6,
However, since there are two damage markers I. If at the end of a phase the player finds both
present, 4 is subtracted from the total, yielding ship- board radars are destroyed, the ship must
a +2. Roll 2d6 and cross reference the result head back to port for replenishment or repairs.
under the +2 column of Table 20.
J. Depending on which compartment is
E. Roll on Table 20 to determine if repair destroyed, it will have an effect on other
attempts are successful. If they are successful, systems:
roll 1d6 to see how many hit markers are
Magazines – the gun or guns it supplies can no
removed: a roll of 1 or a 2 removes 1 hit
marker; a roll of 3, 4 or 5 removes 2 hit longer fire. It does not affect ammunition
markers, and a roll of 6 removes all hit markers. expenditure when determining ammo usage
during the end of turn maintenance phase (8.2).
(See the modifiers on Table 20).
Note that 40mm Gun Tubs and the 20mm guns
F. If a compartment or equipment has all its hit have two magazines, one of which is shared.
markers removed after successful repairs, Both must be destroyed in order for guns not to
repair crews may be put back in their holding fire.
boxes or moved to another compartment in the
Engine Rooms – for each engine room no longer
same section that has yet to have its repairs
resolved for the current wave, not to exceed functioning, the maneuver chit is moved 5
the limit for repair crew counters (no more than spaces towards 0.
3) in a compartment. Movement of repair crew Fire Rooms – if both Fire Rooms are out of
may happen more than once in a wave. Officers operation, the ship loses all power and
becomes dead in the water. All 40mm and 5 in.
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guns lose their firing bonus. The maneuver track B. Damage to secondary compartments is noted
is immediately set at 0. on the Secondary Compartment Damage Sheet
(See Rule 1.7).
Fuel Tanks – for each fuel tank out of operation,
5 is subtracted from the fuel track. When the C. Unlike primary compartments, secondary
fuel track reaches 0 the ship must return to compartments do not have an inherit value of
anchorage at the end of the current phase. No one (1) when determining damage repairs.
Emergency Maneuvers are allowed.
D. The player may attempt to repair none, some
Bridge, CIC and Radio – for each of these or all of the secondary compartments that are
compartments destroyed, then a -1 modifier is damaged. For each secondary compartment
used when determining if Japanese planes damaged, the player may place one (1)
attack (See Table 8.1) for the remainder of the unassigned repair crewman from the
time the ship stays at its present duty station. appropriate Repair section into the appropriate
section box in the Secondary Compartment
J. If both engine rooms are out of operation, or Repair Box located near the top center of the
if both fire rooms are out of operation, or if map.
both ship board radars are destroyed, then the
ship at the end of the present phase is returned Example: Let’s say the Sail
to anchorage due to damage. Locker, Crew Quarters 2 and the
Crew Head in the aft section
K. If, in subsequent waves, a compartment have been hit. I then take three
containing officers and repair crews is hit again, (3) unassigned repair crewmen
they are considered killed and removed from from Repair Section 3 and place
the game. each one in the Aft Section of
L. If your ship is sunk, and the player is playing a the Secondary Compartment
mini- campaign or the long campaign, he starts Repair Box.
with a new ship and crew and goes through the E. If there are no available repair crewman,
procedures as stated in Rule Sections 2 and 3. then repair attempts on secondary
Play is considered to start the day after your compartments cannot be made.
previous ship was sunk.
F. Roll one 1d6 for each secondary
M. Ships sent to anchorage due to damage or compartment repair attempt. On a roll of 1-4,
replenishment roll on Tables 18 or 18-1 the repairs are successful. If the repairs are
respectively. successful, repair crewman are moved back to
7.9 Repairing Secondary Compartments Ω the Repair Section holding box. If unsuccessful,
they remain in the holding box for the next
A. Repairing secondary compartments is only repair attempt in the next phase.
used in the advanced game, and is handled
differently than primary compartments. G. If a secondary compartment in a section
containing repair crewman is hit by Japanese
planes during a wave or special attack, roll 1d6
for each assigned repair crewman in that
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[PICKET DUTY – VERSION 2] May 10, 2014
section. If the roll is a six (6), the repair C. If a gun director is repaired, the bonus it gives
crewman is considered killed and removed from to its assigned gun is reinstated.
the game.
D. If a second hit is obtained on a gun director
H. Secondary compartments with blue before it is repaired, it is considered destroyed.
backgrounds may be flooded voluntarily in Place a “Destroyed” marker on the space
order to offset list and trim caused by flooding labeled “Destroyed” and remove the hit
of primary and other secondary compartments. marker.
Simply mark all boxes in the compartments
E. Should a crewman be in the repair box when
selected for flooding. Flooded compartments
are considered destroyed. Move the marker on a gun director is destroyed, he is considered
the flood track 1 space towards 0 for each killed and removed from play.
compartment flooded, and place list and trim 7.11 Ship Radar Repairs
markers as necessary to bring your ship to an
even keel (both sides with an equal value). A. Like gun directors, shipboard radar do not
have an inherent value of 1 when it comes to
Example: Let’s say a value of 4 is in the port list damage control. Only one repair crewmen from
box, and 2 in the starboard list box from the appropriate section may be assigned to try
previous flooding. I decide to flood two and repair the damage.
secondary compartments to bring the ship to an
even keel. I would then place two list points in B. When radar takes a hit, place a hit marker in
the starboard list space, making it and the port the box labeled “Hit”. Place a repair crewman
list box equal in value to the starboard side. near the Radar Box if you wish to attempt
repairs. To repair them, roll on Table 20 using
7.10 Gun Director Repairs the +1 column to determine the result. Officer
A. Gun directors do not have an inherent value ratings and repair chief ratings are not applied
of 1 when it comes to damage control. Only one when attempting to repair gun directors.
repair crewmen from the appropriate section
may be assigned to try and repair the damage.
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[PICKET DUTY – VERSION 2] May 10, 2014
7.12 Water Line Repairs value of 0 if either is killed.) Move the morale
marker left for negative results indicated, and
A. Should the player receive damage to his right for positive results indicated.
water lines in the Forward, Midship or Aft
Sections, or as a result of a random result on B. If the result is zero (0), leave the Morale
Table 15, do not place repair crewmen in the Marker at its current position. If the Morale
Secondary Compartment Hit Box on the map, Marker is at -2, ignore negative results. The
located at the top center. Instead, a hit marker Morale Marker cannot go past -2. If the Morale
is placed in the Waterlines box for each hit. Marker is already at +2, ignore positive results.
Morale Marker cannot go past +2.
B. Water lines can take three
hits before being destroyed and 8.2 Ammunition Supply
non- repairable. The moment
when three hit markers occupy A. If guns were fired during any wave action in
the water lines box in the the course of the turn, roll on Table 24 – Ammo
Secondary Compartment Hit and Fuel.
Box on the map, the water lines B. The result from that roll is the amount of
are considered destroyed. Place ammo used during the turn. Decrease the
a Destroyed marker in the ammo supply by the number of boxes
water lines box. Further hits to determined on Table 24.
water lines are ignored.
C. These boxes are in addition to the box used
C. To repair water lines, roll 1d6. 1, 2 - Lines Still during Special Attacks, and lost as a result of
Out, 3 - 6 Lines Repaired. There is no modifier damage during any of the three phases.
for the roll. All hit markers are removed should
the lines be repaired. D. Should the ammo track be reduced to zero –
the ship must return to anchorage for
D. The ship may be returned to port for repairs replenishment (See Rule 9).
and replenishment should the water lines be
destroyed. The ship would return to the 8.3 Fuel Supply
anchorage at the end of the turn during which
A. Roll on Table 24 to determine how much fuel
the lines were destroyed.
was consumed for the turn. The result is the
8.0 END OF TURN MAINTENANCE number of spaces the marker is moved down on
the fuel track. This is in addition to fuel lost as a
At the end of the 3rd Phase (night) of each turn, result of damage or used in Emergency
the player performs the end of turn Maneuvers during any of the three phases.
maintenance functions.
B. Should the fuel track be reduced to zero –
8.1 Morale Check the ship must return to anchorage for
A. Add the captain's and CPO's chit value rating replenishment (See Rule 9).
and use the result to consult the appropriate
column on Table 23 – Morale Check. (Use a
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[PICKET DUTY – VERSION 2] May 10, 2014
8.4 Ship Board Radar rooms destroyed, rudder destroyed, both prop
shafts damaged or destroyed, hull integrity
A. If both shipboard radars are destroyed, the reaches zero, maneuver track reaches zero,
ship must return to anchorage for repairs. (See both shipboard radar destroyed. If 50% of
Section 9) armament is damaged or destroyed, the player
9.0 REPLENISHMENT AND REPAIR may withdraw if he chooses. Withdrawal of the
ship occurs at the end of the current phase, not
A. Should a player return to anchorage for turn.
replenishment only, roll on Table 18.1. Consult
the appropriate result to determine the length H. If Rule 9.G occurs; the Japanese player is
of stay before returning to the game. declared the winner for the scenario or mini
campaign being played.
B. If the ship returns with any type of damage –
even if fuel or ammo is at zero - it consults I. After replenishment or repairs or both, move
Table 18 to determine the length of stay for all tracks (hull, maneuver, fuel, ammo and
repairs. flood) to 10 and remove all damage markers.
C. Any officers, Repair chiefs and crewmen J. It’s entirely possible that a player could miss
killed are replaced and new Value Chits are one or more Kikusui attacks depending on the
drawn for them with their new values noted on length of repairs or replenishment. Consider
the Ship Log Sheet. All Damage Control repair yourself lucky.
sections are brought back to full strength per
10. WINNING THE GAME
Rule 1.3.2.
A. Victory conditions for scenarios 1 – 8 are
D. When the player returns to action, he listed on the scenario cards. Victory conditions
determines a new duty station based on the for the Mini- Campaign and the Full Campaign
date he returns. are listed on the campaign cards.
E. If your ship was sunk, new ratings for all crew
11. OPTIONAL RULES
members are determined by drawing new value
chits. New values are noted on the Ship’s Log The following optional rules may be played with
Sheet. either the basic game or the advanced game.
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[PICKET DUTY – VERSION 2] May 10, 2014
11.2 Gun Crew Aces C. Guns are repaired during the Damage Control
Resolution Repair phase of the player’s turn. An
A. When a particular gun mount or tub gets five additional sheet has been supplied to place
kills or more, it receives +1 bonus when damage control repair crews on guns needing
determining if Japanese planes are shot down.
repairs.
This is in addition to other bonuses the gun or
mount may have. If the mount is damaged or D. All guns are brought to full strength when
destroyed or if the destroyer is sunk, the bonus repairs are undertaken at anchorage.
is lost.
11.6 Play Balance
11.3 Attack Ends
A. The Picket Duty game system reflects a level
A. In the basic and advanced game, the Attack of damage that approximates the actual
Ends Markers are put into the same container damage taken by US destroyers assigned to
as the Japanese planes. When playing a Picket Duty stations around Okinawa over the
scenario, drawing an Attack Ends marker can entire Okinawa campaign. While destroyers
happen, leading to a sudden and a quick win for participating in the Okinawa Campaign took
the player. more damage than were experienced in other
Pacific Naval battles, they were by no means
B. For those that want the opportunity to fight forced to abandon their Picket Duty
it out whenever possible, do not place the assignments because of loses inflicted by the
Attack Ends Markers with the Japanese planes Kamikazes. While the assignment to a Picket
during set-up for a scenario. They are placed Duty station could be harrowing for crews of
with the planes if playing a campaign. destroyers that were hit and overwhelmed by
11.4 Japanese Twin-engine Planes Kamikazes, most destroyers received little or no
damage during their tours of duty. For players
A. Air Fire Support Markers may add +1 to the looking to have a more "Bloody" experience
roll when firing at Japanese twin-engine planes. while doing Picket Duty the following optional
This is to reflect their larger size. The bonus rules should provide you with that experience.
applies to the following planes: Lily, Peggy,
Sally, Frances, Betty, Irving, Nick, and Dinah. B. Gunnery Officer Bonus - Assume your
destroyer has a new or "green" Gunnery Officer
11.5 Gun Mounts and the gun crew's below average in their
training. To reflect this assign a -2 or a -1 value
A. In the basic and advanced game, guns cannot
to the Gunnery Officer rather than using the
be repaired. However, if using this optional rule
chit value pulled for him in the initial game
the 40mm and 5in guns may be repaired. The
setup. Use this negative value as a modifier to
20mm guns, once hit, are considered destroyed.
the dice roll when determining hits on table 9.2
B. Repair crews are placed during the player’s US Defensive Fire Tables. This should decrease
Damage Control Crew Placement phase. Up to the number of hits on Japanese plane counters
three repair crewmen may be placed on each and allow more of them to pass through the
gun that is damaged. Normal bonuses for chiefs destroyer's defensive fire screen and strike the
and officers apply when repairing guns. ship. More planes hitting the ship directly
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[PICKET DUTY – VERSION 2] May 10, 2014
increases the chances of damage, which will Scenarios 7 and 8 are hypothetical scenarios
allow you to use your Damage Control crews to and can be used as a guide when designing your
"save the ship". own scenario, or adapting the game for action
in the Philippines. These two scenarios each
C. Morale - If you are still looking for a have their own map and they can be
"bloodier" experience, then use the ship's downloaded at
morale rating as an additional dice roll modifier http://www.skdgaming.com/pd_errata.htm.
when rolling on Table 9.2 US Defensive Fire
Tables. Justification: If the morale is -1 or -2 the 13. SOURCES
crew of the destroyer is "shaken" or if the
destroyer is a new ship then they are "green". Books:
In either case they are not working at peak Kamikazes, Corsairs and Picket Ships, Okinawa
efficiency and therefore would not be as quick 1945 by Robin L. Rielly
getting onto a target, etc., causing fewer hits Kamikaze Attacks of World War II by Robin L.
than normal. Rielly At War with the Wind by David Sears
D. NOTE: Optional rules B. and C. will unbalance Last Stand of the Tin Can Sailors by James D.
the game in favor of the Kamikazes so be Hornfischer
prepared to lose your destroyer if you decide to Tales from a Tin Can by Michael Keith Olsen
use them. Okinawa 1945 – Final Assault on the Empire by
Simon Foster
12. PLAYING THE GAME History of the United States Naval Operations in
World War II Volume XIV
A. Included in the game are six historical
Victory in the Pacific 1945 by Samuel Eliot
scenarios, two hypothetical scenarios and two Morison
campaigns. Scenario 1 is an introductory one, United States Destroyer Operations in World
designed to get a player comfortable with game
War II by Theodore Roscoe
system. Once a player is comfortable with the US Destroyers 1942-45: Wartime Classes by
game system, the player may move on to other
Dave McComb.
scenarios and campaigns provided with the
game. Official Documents:
12.1 Designing your own Scenarios USS Dewey Damage Report dated December
1944
A. Creative players may design their own USS Aaron Ward Battle Damage Report, May
scenarios, and use any date on the Time Record 1945
Sheet as a start date. Keep in mind that the
Anti-Aircraft Action Summary, October 1945
game features the Fletcher class. The Sumner,
US Navy Battle Damage Reports, 1945
Gearing and destroyer escort classes had Anti-Suicide Action Summary, August 1945
different weapon load outs. Weapon load outs Battle Experience – Radar Pickets, March – May
for the various versions of the Fletcher Class are
1945 dated July 1945
provided at the end of the rules. Warship Principles of Construction and Damage
Control, 1935
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[PICKET DUTY – VERSION 2] May 10, 2014
Standard Organization for 2100 ton Destroyer, serve, but the Fletcher class allowed for more
September 1943 scenario possibilities.
Suicide Attacks, April 1945
VT Fuzes for Projectiles and Spin Stabilized The weapons load out of the Fletcher class
depicted in the game is typical for the class by
Rockets, 1946.
Bath Iron Works blueprints for Fletcher Class 1945. The Fletcher class and other classes of
destroyers were constantly undergoing
Destroyer Websites:
upgrades as field experience made its way back
US Naval History and Heritage Command to the shipyards and the designers.
(http://www.history.navy.mil/)
Destroyer History Foundation The weapons lay out depicted in the game
http://www.destroyerhistory.org/destroyers/in began in July 1943 and ended in February 1945.
So for game purposes the player has as his
dex.html)
armament five 5” guns (two forward and three
USS Abbot - (http://abbot.us/DD629/main/)
aft), 10 40mm Bofors AA in five twin barreled
14. CREDITS - VERSIONS 1 AND 2 tubs and seven 20mm Oerlikon guns.
Concept and Design: Steve Dixon In June 1945, a weapons change was initiated. It
Graphics and Layout: Steve Dixon, Randy Lein, increased the number of 40mm barrels and
Felipe Santamaria, Vincent Bourguignon 20mm barrels. It is not depicted in the game
Cover painting “Trial by Fire” - used by since the time period for the game ends in late
permission from Tom Freeman. June.
Play testers: Steve Dixon, Bob Best, Ian
The purpose of the picket stations was to give
Wakeham, Ed Strecker, Ken Rice, Steve Huff,
Todd Beckman, Todd Quinn and others whose advanced warning to the main fleet in case of
names have been lost due to a blown hard aerial attack and to assist in fighter direction.
Hence many of the destroyers had fighter
drive.
Proof Readers: Bob Best, Kenneth Nied, Hans direction teams on board. The assignment of
Korting FDT teams is depicted in the game.
Why the Fletcher class? It was the predominant Other sources pointed to the northern stations,
destroyer class at Okinawa. Other classes did particularly Picket Station 1 as being the most
deadly (see diagram for location of picket
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[PICKET DUTY – VERSION 2] May 10, 2014
stations at end of design notes). Japanese Support for your ship is depicted by surface and
planes came from bases in southern Japan and air assets. While each did an admirable job in
Formosa. Hence in the game, if the player is helping the destroyers on picket duty, the
assigned to Station 1, the action could be hotter Japanese Kamikazes still managed to get
compared to other stations. through. When it comes to air assets, 4
counters are provided since this is the average
Unlike the USAAF, which utilized a clock system that will be available. Extra counters are
to tell what direction an enemy plane was
available online at skdgaming.com.
attacking relative the plane being attacked, the
Navy used a bearing system. Hence the Once a Kamikaze struck the ship, the damage
positions where Japanese could attack are caused could be deadly. In some cases, a hit
represented by eight bearings - 0°, 45°, 90°, caused very little damage. Some ships took
135°, 180°, 235°, 270° and 315°. numerous hits by Kamikazes and stayed afloat,
while some took one hit and sank. Most of the
The Kamikazes attacked from every conceivable planes were armed with bombs, so not only the
angle, so to make the game playable certain plane and its spilled fuel caused damage, but its
decisions had to be made. The high, medium
bomb penetrating the ship also caused damage.
and low designations are a function of both
altitude and angle of attack. Otherwise players Destroyers, unlike bigger ships, did not have
would be bogged down as planes made their empty spaces to counteract flooding. To
way from high to low altitude, firing as each counteract flooding, destroyers transferred oil
plane made its way closer to the ship. And with to right the ship to an even keel, and sometimes
as many as 18 planes attacking, the player flooded working compartments. Flooding
would be saddled with too many steps. capability is limited, and players will be forced
to make decisions as to when and how many
High altitude also represents a high angle of compartments to flood to bring the ship to an
attack, medium altitude a medium angle of even keel.
attack and low altitude represents a low angle
of attack – a water level attack. Guns are Key individuals depicted in the game are the
assigned to the planes in these attack positions officers the Chief Petty Officer, and the damage
and attempt to shoot down the Kamikazes. repair parties. Each has certain capabilities and
players will soon find out there aren’t enough
As for the 5” mounts, and for the sake game repair crews to repair everything – the player
play, the use of the MK37 gun controller and its will have to prioritize.
relationship to the mounts was simplified. For
the basic game, any 5” mount can fire at any The game is not meant to be a detailed
Kamikaze within its zone of fire. In the advanced simulation. But I hope the game will give
game, the Gun Controller slaves all 5” mounts players an idea of the deadly combat that the
to one target in one bearing. If the mount can’t “tin can sailors” off Okinawa had to endure.
track the bogie with the controller, it can fire at There was nowhere to go; no foxhole to dive
another target in a different bearing, but into – they had to stay and take it.
without a bonus.
Steve Dixon
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[PICKET DUTY – VERSION 2] May 10, 2014
16. Fletcher Class Destroyers that served on Picket Station Duty around Okinawa 1945 -
Complement: 20 Officers, 309 enlisted men
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[PICKET DUTY – VERSION 2] May 10, 2014
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[PICKET DUTY – VERSION 2] May 10, 2014
A. Setup
1. Choose a Scenario, mini-campaign or full campaign to play. (See Scenarios section in the Charts and Scenarios
booklet.)
2. Set up the map. (See Section 2)
3. Determine Picket Duty Station. (Section 4. A.)
4. Assign Fighter Direction Team to the destroyer. (FDT) (Rule 5.1)
5. Determine Surface Fire Support. (SFS) (Rule 5.2)
6. Determine Land Radar, if applicable for your start date. (Rule 5.3)
7. Set Ships Radar. (Rule 5.3.1)
B. Phase Sequence of Play. (Do for each of the three phases - Morning, Mid-day, Night.)
1. Determine Weather. (Rule 6.2) (Table 6.1)
a. Rain (Rule 6.2F)
b. Storms (Rule6.3)
2 Determine Air Fire Support. (AFS) (Rule 6.5) (Table 7.1 - 7.3)
3. Determine Japanese Kamikaze Attacks. (Rule 6.6) (If it's a Kikusui date use Rule 6.7)
a. Roll on Table 8.1 to determine attacking plane sub-table. (Rule 6.6 A-D)
b. Roll on lettered sub-table to determine number of planes attacking. (Rule 6.6 E-F)
c. Determine number of Regular Waves and Special Waves on Table 8.3. (Rule 6.6 G-O)
d. Place counters per Rule 6.6 G.
e. "Attack Ends" marker- Cancel all attacks if drawn. return counters to container.
f. Night Attacks - (Rule 6.6M)
g. Kikusui Attacks - (Rule 6.7)
4. US Defensive Fire (Rule 6.8)
a. Regular Attack Wave - (Rule 7.1.1) (tables 11 & 11.1)
1. Assign Gun Target, SFS and AFS counters. (Rule 6.8) Note: There are
Restrictions on the use of SFS (Rule 5.2.C) and AFS counters (Rule 6.5.E)
2. Roll each US Defensive fire combat on Table 9.2. (Rule 6.8.N)
3. Place Hit and Shot Down - Flamed markers as specified by the results.
Leave counters in place on the map after the combats. (Rule 6.8.P)
b. Special Attack Wave - (Rule 7.2) (tables 12.1, 12.2 & 12.3)
1. Roll for placement of Special Attack Wave counters. (Rule 6.9.B)
2. Place counters in designated ship sections - Aft, Midships, Forward.
(Rule 6.9.B)
3. Assign Section Spray Fire. (Rule 6.9 C and Rule 6.9 F)
4. Remove destroyed plane counters and leave surviving plane counters on the map.
5. Decide if the destroyer is going to attempt Emergency (Evasive) Maneuvers (Rule 6.10).
a. If successful, a -1 modifier is applied to the dice roll on Table 10.
b. Emergency (Evasive) Maneuvers can only be rolled for ONCE per phase.
c. Use result for all attacking waves for the entire phase. (Rule 6.10E)
6. For each plane counter left on the map after all US Defensive Fire roll on Table 10 to see if the plane strikes
the destroyer. (Rule 7.1.1 & Rule 7.2)
a. Determine damage caused by each plane as you roll above (Rule 7.3 A-Y)
and Tables 11, 11.1 & 12.1, 12.2 & 12.3)
1. Roll for all Regular Wave Attacks first. (Rule 7.7.1) (Tables 11 & 11.1)
a. Roll TWICE on Table 11 for each hit obtained. (Rule 7.1.1.C)
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[PICKET DUTY – VERSION 2] May 10, 2014
D. Proceed to next game turn or determine victory as called for by scenario or campaign card.
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[PICKET DUTY – VERSION 2] May 10, 2014
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[PICKET DUTY – VERSION 2] May 10, 2014
Consulting Table 8.1.D, the player rolls an 11. The result is 5 planes attacking at 180H, 180M, 135M,
90M, and 90L. Consulting Table 8.3 Fighter Waves, there will be two waves – the first wave will consist
of 3 Japanese planes and the second wave, 2 planes. It is also possible that four special attack planes
may appear: 2 in the first wave and 2 in the second.
The first plane I draw is a Zero, and it will attack at 180H. I place this plane in the 180H space next to the
destroyer on the map. The second plane is a Willow and it will attack at 180M and place it on the 180M
space on the map. Next I draw a Betty with an Ohka symbol (special attack) and place this in the Special
Attack space for the first wave. I continue drawing and draw a Tony, and place it on the 135M space on
the map. Next I draw an Oscar and note that it will attack at 90M. I place the Oscar on the Attack
Aircraft space to the left of the second wave circle. The last plane I draw is another Oscar, and it attacks
at 90L. I note the location and place the Oscar on top of the other in the Attack Aircraft space to the left
of the second wave circle. Below is an illustration of the placement:
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[PICKET DUTY – VERSION 2] May 10, 2014
In our example, we have two Oscars attacking at 315H and a Tony at 315M. Guns 1 and 2 will target one
Oscar with the Mk37 Gun Controller, thus gaining a bonus. Since guns 3, 4 and 5 cannot target these
planes, they are free to shoot planes in other bearings, but lose their firing bonus in doing so.
38