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Guadalcanal, August 07, 1944, USA army of 98 units opposed to Japanese army of 88 units for a battle of complexity 0.82 at Battalion(II) level on a 2.5 Km/Hex map for 24 turns of Full Week each. by Sam Mudd submited on 12-03-2006 Rugged-Defense Playing Statistics
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| Briefing |
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Guadalcanal 1942Version: 1 03/01/2006 1. Unit Colors 1.1. Japanese Forces
1.2. US Forces
2. Start 2.1. US start Plan your initial landings well. The ONLY supply points on Guadalcanal Island are at the BEACH RED (29:20) landing area AND Henderson Field (27:20) once taken by US forces. BEACH RED supply last 4 turns before being removed, leaving Henderson Field as the only supply source on the Island. US must take and hold Henderson Field! All other islands are supplied (both forces) as well as all "Off-Map" ports and air fields noted with "distance" around them. 2.2. Japanese The Japanese forces that start on the Islands of Florida and Guadalcanal are not in sufficient numbers to attack or counter-attack with much effect. The real might of the Japanese will come in the way of reinforcements. Holding ground within Artillery range of Henderson Field should be a high priority. 3. GAME NOTES Victory Points: Outside of the normal victory points laid-out on the map, loss intolerance is 2 to 1 in US to Japanese losses. US can not afford to have losses even ratio with Japan forces. Ships can be used as needed and protected anyway a players wants, taking advantage of the shallow reefs as well as ANY port anywhere on the map. The most protected ports will be in the ports marked with "Distance" around them as they will be out of range of all BUT the long range Bombers. NOTE: Ships located at any port can still be hit/sunk. NO ships will reconstitute in the game. US and Japanese forces start turn 1 at 25% Theater Recon levels. Starting on turn 2, US Theater Recon levels drop to 0%. The US can raise their Theater Recon levels back to 25% levels by taking 5 locations, the 4 ports on the Florida Islands (Haleta 28:7, Tulagi 30:9, Gavutu 32:11, Halavo 34:12) and the port of Savo Island 14:7. EACH of the 5 locations RAISES US Theater Recon levels by 5, while at the same time LOWERING Japanese Theater Recon levels by -5. These levels can be taken or retaken ANY number of times throughout the game affecting both force's Recon Levels as locations are controlled or lost. These locations abstractly represent Coast Watchers. Reinforcements arrive with enough SEA LIFT Capacity for the turn ONLY of their arrival. ALL Reinforcements should EMBARK and land on the turn they appear. There is enough SEA LIFT Capacity for 1 battalion (either side) during turns in between Reinforcements that arrive. All bridges on Guadalcanal are "Blown" at scenarios' start and can be rebuilt with Engineers. US forces have a small number of "Guerilla" noted units. Guerillas are the only units that can launch commando type raids BEHIND enemy lines while drawing supply in unsupplied locations. (Guerilla units always draw normal supply reguardless of location) Those units are the 1st and 2nd Battalion of the Raiders (arrives turn 1 and turn 13) PLUS all 3 Battalions of the 147th (arrives turn 14) . Other units landing BEHIND enemy lines will find themselves unsupplied! NOTE: These units represent small independently supplied forces though historically not called "guerilla" forces. The US was not capable of dropping large amounts of supplies at multiple locations, thus the lack of supply locations except those placed at Henderson and Beach Red. On turn 13 comes the arrival of a US "SHIP" supply unit. This unit can be moved around port to port to enhance force supply in already supplied locations. It WILL NOT enhance supply in an unsupplied locations. Supply throw is set at 1 hex. There are NO honor rules in the scenario. The bombing of "Off-Map" Airbases and Ports including Rabaul, Lea, Gasmata, Espiritu Santo, etc...is allowed, and is encouraged. You will note that in most cases, only the longest ranged bombers are capable of such attacks. Savo Island, a "Coast Watcher" location, plus Mt. Austen 25:21 both have a mountain peak location. Any force taking a mountain peak location will have enhanced observation visibility. Beaufort Bay 11:28 is a 2-step (2 turn) process for either force in landing units on the south coast of Guadalcanal Island. This WILL limit the amount of units entering Beaufort Bay 11:28 to 1 battalion. (NOTE: US landings will be supplied only at "step one" 9:29, but are unsupplied once Beaufort Bay 11:28 is reached EXCEPT for Guerilla units) The US Forces have few replacements and weapon supplies noted on the beginning turn on the *Inventory and Replacements* briefing and do not receive any replacements and weapon supplies till turn 13. On turn 13, the US Forces receive a single mass shipment of replacements and weapon supplies. No additional shipment of replacements or weapon supplies will be received after turn 13. The game was designed to give the Japanese side the best possible chance against the US by ending on turn of 24 (Jan.15th) instead of the possible end turn of 28 (that being the historic Japanese evacuation of the Island date of Feb.,9th). The scenario is SET to end on turn 25. Game was made for Play by Email. Due to units need of Sea Transport, It will not work well against the Programmed Opponent (PO). |