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A solitaire game where you are the captain of a Fletcher class destroyer while performing radar picket duty off Okinawa.
Latest Activity: Sep 26, 2018
Started by Steve Dixon May 16, 2010.
Not exactly a 3 day campaign but a day and a half. Rules and procedures may change slightly in final version.
Ship name: USS William Bean (I made this up - a list of Fletcher Class destroyers that served off Okinawa is provided in the game. A player is free to use his own or one of the historical names.)Captain name: Lt. Commander Roscoe P. Manning
As with any game, there are preliminary steps to take prior to beginning the first turn. Japanese fighter planes are placed in an opaque container - except the following: 1 Sally, 1 Betty, 1 Peggy, 1 Jill and 1 Zeke with a special symbol are placed to the side in the event a random event attack is called for.
Next, chits numbered -2 to +2 are placed in a separate opaque cup. I now reach into the cup and place the chits drawn on the following positions: Captain, XO, Gunnery Officer, Damage Control Officer, Engineering Officer and Chief Petty Officer. Chits are also drawn for the section repair chiefs. The chit draw represents the ability of the individual to perform certain functions during the game. Repair Team markers are also placed in the Damage Control Section of the map. The number for each section is stated on the map. These markers are placed in their respective sections should damage occur. For game purposes, Forward is Repair One; Midship is Repair Two and Aft is Repair Three.
I draw the following chits:Captain: 0XO: +1Gunnery Officer: 0Engineering Officer: +1Damage Control Officer: +1Chief Petty Officer: 0Repair One Chief: 0Repair Two Chief: 0Repair Three Chief: -1
Since all radar units on the ship are functioning, the shipboard radar +1 marker is placed on its space on the map.
Markers are also placed in the 10 position on the Hull Integrity, Maneuvering, Fuel and Ammo track.
Weather is not rolled, since it is considered good for the duration of the turn. The time marker is place on the 0400 - 1200 space on the map. This is considered a "day" turn.
The morale marker is placed in the 0 position.
Using Table 2-2, I determine my duty station. I consult the March 24 line and see I will be assigned to either Picket Station 5 or 9. I roll one die and I roll a three. I am assigned to Station 5. I place the Fletcher class marker on the station 5 space of Picket Duty Stations section of the map.I now consult table Table 3-1 to see if I have a Fighter Director Team on board. Rolling two dice I roll an 8 - giving me a team. I place the FDT marker on the appropriate space on the map.
With the preliminaries out of the way - the first phase begins!
Phase One - Morning (Day) 0400 - 1200 - March 24
Weather is not rolled, since it is considered good for the duration of the turn. I place the weather marker on the clear space on the weather track.
Next, I determine if I have air support, using Tables 4-1 - 4-3A. Consulting Table 4-1. I roll two dice, rolling an eight - giving me carrier air cover. I next draw a chit and it is a +2! I place this chit on the appropriate space on the map. Using Table 4-3A. Using the +2 column I roll a seven, giving me three air support fire markers.
I also determine my Surface support. Consulting Table 4-4 I roll two dice, rolling a 10. Surface support is available. I now draw a chit. I reach into the cup and get a +1! I place that chit on the appropriate space on the map, plus I get 1 surface support fire marker.
Next - I determine if Japanese attack. I add up the following values determined previously: FDT (+1), (+2 for the carrier air support), (+1 for all ship board radar working) and (+1 for surface support) - this gives me a total of +4. Using Table 5 and looking under the +2> column I roll two dice - rolling a 3. There are no dice roll modifiers because weather is good and Station 5 has a 0 roll modifier for its station. The result is "C" - and I look at that table to see how many planes attack. I roll a 5. Five planes will be attacking me: 90M, 135L, 180H and 2 at 270L. I next consult Table 5A to see how many waves attack my ship. Cross referencing the total number of planes attacking, I will be attacked by two waves - 3 planes in the first wave and two in the second.
I now reach into the cup and draw 5 Japanese planes. I draw the following placing the first three draws on the map and the last two on the second wave space located on the map. I draw the following - 1 Zero for the 90M space, 1 Oscar at the 135L and 1 Tony for the 180H space. For the second wave I draw a 2 Myrts and place them on the second wave space.
I assign my surface support fire marker to the Zero at the 90M spot and one air support fire marker to the Oscar at the 135L position. I will hold the last two for the second wave.
I next assign my ship guns. Using the fire reference chart printed on the map. The following guns are assigned:
Zero at 90M - 5" 1 and 2 and 40MM Tub BOscar at 135L - 5" 3 and 4 and 40MM Tub C, 20MM B, C, F and GTony 180H - 5" 5 and 40MM Tub E
Each gun has a fire marker and I place these on the planes I am targeting. I resolve surface and air support first, then I will resolve the gun fire. I roll one die for surface support and roll a 5, missing the target. Only a 6 will shoot it down. I now resolve the air support fire on the Oscar. I roll one dice, rolling a 6! The plane is shot down but will use the shot down column of Table 5-4 to see if it hits the ship. The air support marker is set aside. It cannot be used again this phase. The guns assigned to the Oscar are considered to have fired and cannot be reassigned to another plane.
I now resolve the gunfire. I will try for the Zero first. 5" 1 I roll a 6, adding one for the 5" modifier for a total of 7. Looking at Table 5-3 under medium for 5" guns a seven is a hit. I place a hit marker on the plane. I fire 5" No. 2, rolling a 4, missing the target. I now fire 40mm Tub B. looking under Table 5-3 for 40mm guns. I roll a 10 adding a 1 for the gun modifier giving me an 11. The plane is shot down and removed.
I now try for the Tony - 5" number 5, looking under the High column on Table 5-3 I roll an 11 shooting down the plane. It is removed from the board.
That leaves me with the Oscar shot down by the fighter. Consulting Table 5-4 and looking under the shot down column, I roll 2 dice. I roll a 5. The plane misses the ship. I get through the first wave unscathed.
Had I wanted to and prior to determining if Japanese planes hit the ship - I could have tried an emergency maneuver using Table 9 and adding together the Captain's and Engineering officer's value. If it were successful It would have subtracted 1 from the rolls when determining if Japanese planes hit the ship.
The two Myrts of the second wave are now placed on the 270L space. I assign my surface support fire marker to one of the Myrts, and a air support fire marker on each Myrt. Consulting the Fire reference chart, I assign 5" 3 and 4 to one Myrt, and 40MM Tub A and D to the same Myrt. The second Myrt will have 5" 5 and 40MM Tub E, plus any 20mm gun that can fire (A, D and E).
I will resolve my surface support first, rolling 1 dice. I roll a 1 missing the target. I now resolve my Air support, rolling a 1 and a 3, both misses. Next I resolve the ship fire:5" 3 - roll of 8, hit, hit marker placed on plane5" 4 - roll of 8, hit marker placed on plane40MM Tub A - roll of 5, plus 1 for the bonus gives me a 6 -- a hit, the plane has received 3 hits so will use the shot down column when it attempts to strike the ship.40MM Tub D - considered expended since plane was shot down.
Now for the next Myrt:5" 5 - roll of 3, a miss40MM Tub E - roll of 6, +1 for bonus for a 7, a hit20mm gun A - roll of a 9 , 2 hits, shooting down the plane 20mm gun D - considered expended20mm gun E - considered expended
Using Table 5-4 under the Shot down column I roll two dice for each plane. However, this time I will attempt an emergency maneuver. Consulting Table 9 I combine the captain and engineering officer rating, giving me a +1. I use that column and roll 1 die. It is a three so the maneuver is successful. My fuel marker is immediately reduced from 10 to nine. 1 will be subtracted from each Japanese attempt. I consult Table 5-4 and roll 2 dice for each plane: roll 1 is a 6, and subtract 1 for a 5 indicating a miss. Rolling two dice again I roll an 8, subtracting 1 for a 7. Another miss. The planes are removed and the time marker moved to midday (1200-2000) a day phase.
Phase Two - Midday (Day) 1200- 2000
No roll for surface support -- it remains as is from the morning roll. However Air support is determined. Consulting Table 4-1 I roll two dice - rolling a 5, I receive carrier support. I draw a chit, drawing a zero. I next consult Table 4-3A to see how many markers I receive. Using 2 dice and consulting the 0 column, I roll an eight receiving 2 air support fire markers.
Next - I determine if Japanese attack. I add up the following values determined previously: FDT (+1), (+0 for the carrier air support), (+1 for all ship board radar working) and (+1 for surface support) - this gives me a total of +3. Using Table 5 and looking under the +2> column I roll two dice - rolling a 5. There are no dice roll modifiers because weather is good and Station 5 has a 0 roll modifier for its station. The result is chart B. Rolling 2 dice and consulting chart I roll a 5 - cross referencing the result shows NO ATTACKS! Play immediately proceeds to the third phase.
Phase Three - Evening (Night) 2000 - 0400
Surface support remains as is but air support I must again determine. Consulting Table 4-1 Night I roll 2 dice - a 10. I do get night fighter support. I pick a chit, a -1! Bummer. Consulting Table 4-3A and looking under the -1 column I roll an 8, receiving 2 fire support markers...I got lucky here.
Because it is a night turn, the Japanese may not attack. Rolling 1 dice I roll a 4 - no Japanese attack. The turn ends.
I determine how much fuel and ammo I consumed for the turn by rolling 1 dice and consulting Table 15. I roll once for fuel and once for ammo. I roll a 3 and 4 respectively. The fuel track is now reduced to 8 and the ammo track is reduced to 9.
Moral check using Table 14: Taking my captain and CPO rating I add these to the die roll - both are zero so no modifiers to the die roll. I roll one die, getting a 4. My moral marker is moved 1 space to the right.
Since the intro scenario is only one turn, the game is over. Since I remained on station, I have earned a victory.
However, should I continue to the next turn.....
Day 2 - Morning 0400 - 1200 March 25
Weather takes affect and I roll 2 dice and cross reference the result with Table 1-1. I roll a six, indicating clear weather. The weather marker remains on clear.
I also remain at Station 5 and my surface support strength remains the same -- +1 with one Surface Support Fire Marker. I must roll for air support using chart 4-1. Rolling two dice I roll a 7, indicating I receive carrier support. I reach into my cup and draw a 0 - bummer. Using Table 4-3A I roll to see how many air support fire markers I receive - rolling two dice I roll a 5 - indicating only 1 air support fire marker.
Now to await the onslaught. My rating to determine Japanese attacks is a +1 for FDT, +1 for Surface Support, 0 for Air Support and +1 for all radar working. Total is +3. Consulting Table5-0 under the +2> column, rolling two dice, I get a 7, which tells me Chart A. Rolling 2 dice again, I get an 8 - indicating NO ATTACKS! I am lucky.
Day 2 - Midday 1200 - 2000 March 25
Weather stays good, and I roll for air support. I end up with a 7, getting support. I draw a chit and it is +1. Rolling on 4-3a and looking under the +1 column I roll a 5, getting 2 air support fire markers.
Now to see if the Japanese attack. My value is +4 so I look under the +2> column on Table. I roll a 5 indicating chart B. I roll again, getting a 3. Five planes attack: 270L, 45M, 135M; 180M, 90L. The attack will be in two waves, three planes then 2 planes.
I pick my planes: The first pick is a betty with an Ohka symbol, indicating a special attack. I place the Betty in the special attack box on the map. I continue picking my planes - an Alf, George and Grace for the first wave and 2 Jacks for the second wave. I place the two Jacks in the 2nd wave box on the map. I place the Alf at 270L, George at 45M and Grace at 135M.
I assign my surface support fire marker to the special attack, as well as both my air support fire markers. My guns will hopefully take care of the others.
Alf at 270L - 5" 4,5 and 40mm EGeorge at 45M - 5" 1,2 and 40mm ABGrace at 135M - 5" 3 and 40mm C
My rolls for the Alf are - Miss, Hit, Shot down - must use shot down column to determine if plane hits ship.My rolls for the George are - Hit, Hit, Miss, Hit - shot down and uses shot down columns to see if hits the ship.My rolls for the Grace are - 2 Hits and a miss - rolls on damaged column.
I will not perform an emergency maneuver and will hope for the best. The results - the first two planes miss the ship but the third strikes near the ship. Rolling on the near miss chart the result is superficial damage. I dodge another bullet.
Now for the special attack. I must roll a 6 to shoot the plane down. My results - all misses. The Betty launches the Ohka and I use table 6.2A to determine the result. I roll a 7 resulting in a miss. The Betty now flies itself toward the ship - I roll a 10 and it hits the ship. I now consult table 6 to see what damage is done.
I roll a 14 and a 25 resulting in the following - Fwd Alcohol locker damaged (secondary); Fwd Crew quarters 2 damaged (secondary); Fwd Engine room hit - if I roll a 2 my maneuver capability is reduced to 5 - I roll a 3; the Fwd cold storage room room is damaged and possible flooding occurs. If I roll a 6 it floods, I roll a 2. On the secondary sheet I check off a damage box for all but the Fwd engine room. For the Fwd Engine room I place a hit marker in the first box in the compartment on the map.
I now assign my midship damage control teams. I assign the Damage Control Officer, Repair two section chief and 3 teams, the XO and the Engineer, This gives me total of 7 and I subtract 2 for the hit marker. This gives me a total of 5. I roll 2 dice under the +2> column of Table 11. I roll a three, my repairs are unsuccessful!
I check for hull integrity since I received some damage. I roll on Table 12.3U to determine how many hull points I lose. - Since 1 plane struck the ship, I look under the 1,2 column and roll 2 dice. I roll a 5 and my hull integrity is reduced by 1.
Day 2 - Evening/Night 2000 - 0400 March 25/26
I roll for weather and it remains good. Since it is night I roll to see if the Japanese attack. I roll a 2 indicating no attacks.
I try to repair the FWD engine room again before performing end of turn maintenance. Same values as in the previous turn and I roll a 9. One more roll and I roll a 3. The damage marker is removed.
Using Table 15, I roll for fuel and ammo. Rolling a 6 and 4 respectively - consuming 2 fuel and 1 ammo.
A check of morale indicates no change. If the game were to end I would have earned a victory.
So here are my final results after 7 plays.
Final Results over 7 games: 4 wins, 3 losses -- 57%
I see I forgot to post the narrative! Will do so shortly. FYI - 140 presales, 110 to go! Hans Korting is proof reading rules and charts.
Steve, if you want put me down as one of the first to sign up even before I get the game
I will be creating an online campaign for Picket Duty, coinciding with its release once the magic 250 number is reached at Legion Wargames. I will only be taking 16 players, plus a reserve list.
Keep it mind folks!
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