The Game:
What is Picket Duty? The US Navy first faced kamikaze attacks in October 1944, near the
click image for full details The entire air-sea battle off
The inspiration for the game came while I was reading the book, "Kamikazes, Corsairs, and Picket Ships," by Robin L. Reilly. I immediately thought of a solitaire game in which the player is the "captain" of a Fletcher Class destroyer while serving on radar picket duty off
Why the Fletcher class? It was the predominant destroyer class at
The purpose of the picket stations was to give advanced warning to the main fleet in case of aerial attack and to assist in fighter direction. Hence many of the destroyers had fighter direction teams on board. The assignment of FDT teams is depicted in the game.
Just where did most of the kamikazes appear in relation to the ship? In contacting the United States Naval History Heritage Command - they did not have the information. Apparently those figures were not compiled. While extensive reports have been made concerning ship damage and how best to combat kamikazes, the number of Japanese planes that attacked each picket station is not known. So a best guess had to be made.
Other sources pointed to the northern stations, particularly Picket Station 1 as being the most deadly (a diagram of the location of picket stations is included in the rules). Japanese planes came from bases in southern
Unlike the USAAF, which utilized a clock system to tell what direction an enemy plane was attacking relative the plane being attacked, the Navy used a bearing system. Hence the positions where Japanese could attack are represented by eight degrees of bearing: 0, 45, 90, 135, 180, 235, 270 and 315.
The kamikazes attacked from every conceivable angle so to make the game playable certain decisions had to be made. The high, medium and low designations are a function of both altitude and angle of attack. Otherwise players would be bogged down as planes made their way from high to low altitude, firing as each plane made its way closer to the ship. With as many as 4 to 12 planes attacking, the player would be saddled with too many steps.
So in order to make the game playable and manageable, high altitude also represents a high angle of attack, medium altitude a medium angle of attack and low altitude represents a low angle of attack - a water level attack. Guns are assigned to the planes in these attack positions and attempt to shoot down the kamikazes. Support for your ship is depicted by surface and air assets. While each did an admirable job in helping the destroyers on picket duty, the Japanese kamikazes still managed to get through.
Once a kamikaze struck the ship, the damage caused could be deadly. In some cases, a hit caused very little damage. Some ships took numerous hits by kamikazes and stayed afloat, while some took one hit and sank. Most of the planes were armed with bombs, so not only the plane and its spilled fuel caused damage, but its bomb penetrating the ship also caused damage.
Destroyers, unlike bigger ships, did not have empty spaces to counteract flooding. To counteract flooding, destroyers transferred oil to right the ship to an even keel, and also flooded working compartments. But it only can be done so many times, as players will find out should flooding occur with damage.
Key individuals are depicted in the game. These are the officers of the ship, the master chief petty officer, and the damage repair parties. Each has certain capabilities when it comes to performing actions and players will soon find out there arent enough repair crews to repair everything - the player will have to prioritize.
The game is not meant to be a detailed simulation. But I hope the game will give players an idea of the deadly combat that the destroyer men off
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Campaign Game The designer will be running an on-line campaign for the game. Follow the link below to learn more and to register: Online Campaign Sign Up |