PICKET DUTY RULES – VERSION 2 May 10, 2014 1.0 -- GAME COMPONENTS C. Equipment consists of the 5 in. and 40mm gun directors, and shipboard radar. The following items are included in the game: Tactical Map, Counters – 5 sheets (160 x 1.2” and 240 x .6 ” ), 1.2 Map Tracks & Boxes Rule Book, Charts & Scenario Book, Player Aids – 4 1.2.1 Tracks charts (Ship’s Log, T i m e Sheet, Firing Reference Tables, Secondary Compartment Sheet Ω), One 10- There are five (5) tracks on the map that are used to sided (d10) die and two 6-sided (d6) dice. record the level of damage to the destroyer, the expenditure of ships stores and its ability to maneuver. 1.1 -- The Map 1. Ammo Supply – records the amount of ammunition The upper half of the map contains tracks and boxes to remaining. When the track reaches “0” you are out of indicate or track the following: Station Assignment & ammo and must return to anchorage for refit. Surface Fire Support, Air Fire Support and FDT availability, Ship and Land based radar levels, Ship 2. Hull Integrity – records damage to the hull during the morale level, Current status of compartments & game. When it reaches zero your ship may sink. equipment, Levels of various ships wares and damage, 3. Maneuvering – records the ship’s ability to Time of Day and Weather, Gun Director Damage, maneuver. As the ship takes damage in certain areas, it Damage Control Team assignments, Flooding and List & loses the ability to maneuver. Trim, and Japanese Waves and Special Attack aircraft. 4. Fuel Supply – records the amount of fuel remaining. The lower half of the tactical map depicts a top down When it reaches “0” you are out of fuel and must return view of a Fletcher Class destroyer. The destroyer’s to anchorage for refit. armament consists of five 5” turrets, five 40mm gun 5. Flood Track – records the amount of flooding your tubs and seven 20mm gun mounts. From the bow, the ship has incurred. five main 5” guns are numbered 1-5 and they have corresponding magazines shown above the destroyer – 1.2.2 Boxes also numbered. The 40mm and 20mm guns also have Assignment Station -- indicates the radar picket station magazines assigned to them. Note: The 20mm and your ship has been assigned to. Also holds any Surface 40mm AFT magazines also supply the 40mm and 20mm Fire Support markers available to the player. guns in the Midship section, as well as those in the Aft section. Should the Aft 20mm and 40mm magazines be Time of Day Box -- indicates the Time of Day for each lost, the 20mm and 40mm guns in the Midship section phase of a game turn: morning (0400 – 1200); midday as well as those in the Aft section may no longer fire. (1200 – 2000); night (2000 – 0400). Surrounding the destroyer are eight bearing areas Weather Box -- indicates weather status for the current depicting angles from 0 to 315 degrees. Japanese planes phase. (See Rule 6.1 and 6.2) are placed here when called for during Japanese attack Air Fire Support -- holds the FDT status modifier chit sub-phases. (See Rule 5.1), and the Carrier Based and/or Land Based 1.1.1 Compartments and Equipment Air Support markers available (See Rule 6.5). A. There are two types of compartments: Primary Ship Morale Box -- records the current morale level on (located on the map) and Secondary (located on a the ship. (See Rule 8.1) separate sheet -- See Rule 1.7). Secondary Land Radar Activation Level Ω -- records the current compartments are used only in the advanced game. level of land based radar stations (See Rule 5.3) The Primary compartments are located in three sections Ship Radar Level -- records the current level of your of the ship, labeled as: Forward -- Repair Section 1; ship’s radar (See Rule 5.3.1). Midship -- Repair Section 2 and Aft -- Repair Section 3. List & Trim Ω -- as the ship takes damage and B. A blue background in the compartment name compartments are flooded, the ship will begin to list indicates it can be flooded due to damage or to correct and/or lose trim. The display records listing to port and trim and list. An example of a primary compartment is starboard, and bow and stern trim (See Rule 7.4). below. 1 PICKET DUTY RULES – VERSION 2 May 10, 2014 Gun Directors Damage Box -- Record damage to gun Repair Two - 10 crew counters; and Repair Three - 13 directors here. crew counters. Repair Sections One, Two and Three -- Mark damage to B. Repair Chiefs 1, 2, and 3 are the respective leaders of your Destroyer here. their section – represented by the number on the marker. Their chit values are used when attempting Damage Control Box -- Primary Compartment section: repairs in their respective sections (See Rule 7.6.H). Damage repair crews are placed here when not assigned to damage control work; Secondary 1.4 Markers and Chits Compartment section: Repair crews are placed here to repair secondary compartments (See Rule 7.9) Water lines hits are recorded here. (See Rule 7.12) Japanese Attack Waves Box - Regular and Special attack plane counters are placed here after draw. Damage Markers: There are five types of damage markers represented: Hit (ship and Kamikaze), Fire, 1.3 Crew Counters Flood, and Destroyed. 1.3.1 Officers and Petty Officers A. There are five officers and one Chief Petty Officer. For game purposes, all are considered Key Officers. Key Officers use their Track Markers: The five track markers indicate ammo value (determined at the start of a supply, fuel supply, hull integrity, maneuver capability scenario or campaign - See Rule of the ship and flooding. 2.0.A) to assist with designated functions during the course of the game: Captain – his chit value is used to modify a morale Target Markers: Each weapon on the ship has a specific check at the end of each turn and when performing target marker. 5” guns have additional markers for the Emergency Maneuvers. Mk 37 Controller used in the Advanced Game. Executive Officer – his chit value is used to modify Time of Day and Weather damage repair attempts in one compartment only. Markers: Track time and weather for each phase. Engineering Officer – his chit value is used when attempting Emergency Maneuvers, and for repair attempts in certain compartments. Deck Fire Marker: Indicates the level of deck Gunnery Officer - his chit value is used when fires present in each section. determining hits on Japanese planes during the FDT Present Marker: Indicates whether you defensive fire phase. have a Fighter Direction Team assigned to Damage Control Officer – Applies his chit value to all your ship. repair attempts in one section only. Land Radar Active Marker: Land Radar Chief Petty Officer - His chit value is used for morale becomes eligible for activation on the dates checks at the end of each turn. indicated on the Time Record Sheet starting on April 21. (See Rule 5.3) 1.3.2 Damage Control Teams A. Damage Control Teams consist of three Repair Chiefs and their corresponding team. Each team consists of a fixed number of men: Repair One - 14 crew counters; 2 PICKET DUTY RULES – VERSION 2 May 10, 2014 Ω List &Trim Markers: Indicates severity of 1.6 Time Record Sheet list & trim. Values are interchangeable; The Time Record Sheet keeps track of each turn as the example - a 5 marker can replace a 2, 2 & 1. game progresses. It is also indicates when Land Radar Morale Marker: Indicates the current state Stations may become available for activation (date in of the crew’s morale. green) and when Kikusui attacks occur (date in red). Dates available to be played in Design-Your-Own Ship Radar Status Marker: Indicates the scenarios but outside the regular game scenarios are current status of ship radar. marked in yellow. Station Marker: Used to indicate the radar 1.7 Ω Secondary Compartment Sheet picket station your ship has been assigned to man. The Secondary Compartment Sheet is used to keep track of damage to secondary compartments. There are Value Chit: Drawn to determine the value of two boxes shown in each compartment on the sheet. certain functions of the ship and crew The left box is checked when the compartment is ranging from -2 to +2. “damaged” (first hit) and the right box is checked when the compartment is “destroyed” (second hit). Kamikaze Marker: Used to denote 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 table. Place aircraft (See Rule 6.6.F). the Value Chits numbered -2 to +2 in an opaque cup. Mix the Value Chits well and draw a Value Chit and record the value of each on the Ship Log Sheet in the Spray Fire Marker: Used only in space provided for each of the Key Officers: Captain Special Attacks (See Rule 6.9). (CO), Executive Officer (XO), Engineering Officer, Gunnery Officer, Damage Control Officer, Chief Petty Officer and each of the Repair Chiefs. Return the chits to the cup once the values have been noted. B. Place the Officer Crew counters on their respective Air Fire Support Marker: Air Fire starting compartments. The Captain starts the game on Support markers are Land Based or the bridge and stays there. The Executive Officer also Carrier Based, and can be used starts on the bridge but may move as needed.
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