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First Blood Guadalcanal A4

The document outlines the rules and components of the Guadalcanal Campaign wargame, which simulates the battle between Imperial Japanese and United States forces for control of Guadalcanal during WWII. It details game mechanics, including movement, combat, and victory conditions, as well as the organization of the game components and board. This version is a restructured update of the classic game 'First Blood', incorporating new graphics and rules for improved gameplay.

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Peter Hu
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0% found this document useful (0 votes)
18 views30 pages

First Blood Guadalcanal A4

The document outlines the rules and components of the Guadalcanal Campaign wargame, which simulates the battle between Imperial Japanese and United States forces for control of Guadalcanal during WWII. It details game mechanics, including movement, combat, and victory conditions, as well as the organization of the game components and board. This version is a restructured update of the classic game 'First Blood', incorporating new graphics and rules for improved gameplay.

Uploaded by

Peter Hu
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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1209

The Guadalcanal Campaign

1111 1110 1109 1108


Blood

1011 1010 1009 1008 1007 1006 1005

FigIntercontinental Kriegspiel Society


a

hteChristian Holm Christensen


ng
0913 0912 0911 0910 0909 0908 0907 0906 0905 09

Lu
0813 0812 0811 0810 0809 0808 0807 0806 0805 0804
0716 0715 0714 0713 0712 0711 0710 0709 0708 0707 0706 0705 07
First
Henderson

r
16 0615 0614 0613 0612 0611 0610 0609 0608 0607 0606 0605 0604

Revised by
Avalon Hill
0516 0515 0514 0513 0512 0511 0510 0509 0508 0507 0506 0505 05
16 0415 0414 0413 0412 0411 0410 0409 0408 0407 0406 0405 0404

ge
Rid
0316 0315 0314 0313 0312 0311 0310 0309 0308 0307 0306 0305 03

dyo
Blo
Original Credits
Game Developer: Steve Llewellyn
Game Design: Chester Hendrix
Map work: Chester Hendrix
Counter Craft: Chester Hendrix and Tom Hanover
Rules Typing: Betty Spriggs
Rules Organization: Chris Harrison
Sieve Ball, Chris Harrison, Chester Hendrix, Steve Llewellyn, Ken
Playtesting:
Nied, Paul Nied, Bill Smook, Tom Thornsen, Richard Tucker
Rule Inquiries: AHIKS Judge
Opponents: AHIKS Match Coordinator
Bob Best, Joe Bukal, Anthony Daw, Chester Hendrix, Todd Hively,
Research:
Kevin Kelly, Dennis Reilly, Ed Snarski
Charts and Tables: Steve Llewellyn and Chris Harrison
Illustrations: Tom Hanover

Photograph on front from Wikipedia.

Game mechanics
Period WWII
Level operational
Hex scale 0.5 km (0.3 miles)
Unit scale battalion ( )
Turn scale one third of a month
# turns 15
Unit density medium
Complexity 2 of 10
Solitaire 8 of 10

This version all text, illustrations, graphics, and layout by Christian Holm Christensen.

Typeset in LATEX by Christian Holm Christensen using the package wargame. The sources of this
LAT EX document and supporting material is available from Gitlab.
10th
III

wargame
4–3
© 2022 Christian Holm Christensen. This work is licensed under CC BY-SA 4.0. Last updated
13th November 2024.
Preface
This document and supporting material represents a 6 Movement 5
re-vamp of the classic wargame First Blood first pub- 6.1 Map movement . . . . . . . . . . . . . . . 6
lished in the Avalon Hill Intercontinental Kriegspiel So- 6.2 Zone of Control . . . . . . . . . . . . . . . 6
ciety Kommandeur Volume 26 #6-magazine (AHIKS
6.3 Air strips . . . . . . . . . . . . . . . . . . 7
version). It was later republished in Strategy & Tac-
tics magazine #178 by Decision Games (S&T version). 6.4 Stacking . . . . . . . . . . . . . . . . . . . 7
The S&T version substantially changed the rules of the 6.5 IJ off-map movement . . . . . . . . . . . . 7
game. 6.6 IJ Shore bombardments . . . . . . . . . . 8
This version is based in the AHIKS version, which is 6.7 IJ Air-to-air combat . . . . . . . . . . . . 8
freely available for download [1], but all text, graphics, 6.8 US Ground support . . . . . . . . . . . . 8
etc. is completely new, except for the historical summary
by Steve Llewellyn. 7 Combat 8
This version differs from the AHIKS version in that 7.1 Terrain effects on combat . . . . . . . . . 9
• The rules have been restructured. The original rules 7.2 Air strips . . . . . . . . . . . . . . . . . . 9
were organised according to command structure. That 7.3 IJ Shore bombardment . . . . . . . . . . . 10
is, ground, naval and air command was separated into 7.4 US Air support for ground attack . . . . . 10
distinct sections. In this version, the organising prin- 7.5 Artillery . . . . . . . . . . . . . . . . . . . 10
ciple is the game flow.
7.6 Combat resolution . . . . . . . . . . . . . 10
• The counters of the game have been redesigned. NATO
7.7 Combat results . . . . . . . . . . . . . . . 11
symbology is used throughout, including for naval and
air units, as well as air strip installations and activit- 7.8 Advance . . . . . . . . . . . . . . . . . . . 12
ies. 7.9 Retreats . . . . . . . . . . . . . . . . . . . 12
• The board has been revamped. For example, entry 7.10 Airfield bombardments . . . . . . . . . . . 12
points are no longer numbered but marked with fac- 7.11 USAF unit refuelling . . . . . . . . . . . . 13
tion symbology. Boxes for air strip status, work, and
8 IJ Supply 13
refuelling of USAF units have been introduced. Also,
the board uses terrain graphics instead of iconography 9 IJ Strategic phase 13
for jungle hex-sides and hexes. This change simplifies
the rules somewhat. 10 US Engineering 13
• Some clean-up of description of the rules. 11 USAF Mission allocation 14

References 12 Check for Victory 15

[1] Avalon Hill Intercontinental Kriegspiel Society,


Kommandeur, Volume 26 #6, First Blood down-
load.

Contents
1 Victory conditions 2
2 Components of the game 2
2.1 The board and map . . . . . . . . . . . . 2
2.2 Units and other chits . . . . . . . . . . . . 3
3 Initial setup 4
4 Turn sequence 4
5 Reinforcements 4
5.1 Attack upon entry . . . . . . . . . . . . . 4
5.2 IJ Reinforcements . . . . . . . . . . . . . 5
5.3 US reinforcements . . . . . . . . . . . . . 5
2 2 COMPONENTS OF THE GAME

Rules
This game simulates the five month battle between Im- Hex side Movement
perial Japanese and United States of American forces
for the control of the island Guadalcanal, part of the Clear 1 MF
Solomon Islands, in the Pacific Ocean. The game starts
Beach 1 MF
in the turn Oct I and runs for 15 turns until turn Jan III.
Each turn is roughly 10 days. Rough 1 MF
In the following, and through out the rules, we will use
‘IJ’ or to signify the Imperial Japanese faction, and Jungle +1 MF
‘US’ or to signify the United States of America faction.
Rules that apply to only one faction are marked as such. Ridge +1 MF
Rules that apply to specific unit types are marked as
such. Commentary on the rules are offered in indented River +2 MF
paragraphs in italics.
Entry, Off-board ½ MF†
§1 Victory conditions
Air strip
The IJ faction wins the game if, by the end of a com-
plete turn — including the US faction part — it has Table 1: Terrain
units on any completed air field hex (0709, 0708, and
if the fighter strip has been constructed 0605, or 0705).
moved into may impose additional costs. See also §6
If the end of the game is reached in turn Jan III, and
the IJ faction has not already won, then the IJ faction
Hex types For combat purposes, a hex containing
wins if there are any IJ ground troops on any hex of
jungle in its centre is considered a jungle hex (hexes 0908,
the map. The US faction wins if it prevents these con-
1008, and 0618 are not jungle for combat purposes, 0619
ditions. That is, if the US faction can keep IJ ground
and 0620 are).
units from the air fields, eliminate all IJ ground units,
and no IJ reinforcements are forthcoming, then the US Clear These hexes represent open fields and the like.
faction wins. These hexes are easy to move into and provides little
cover in combat.
§2 Components of the game Beach Similar to clear hexes, and provides no combat
modifiers or movement penalties.
The game consist of this rule book, the playing board,
and playing chits. In addition, a 6-side dice is needed. Jungle This is dense growth of trees and brush, mak-
ing them hard to traverse, and providing additional
§2.1 The board and map defence. For movement purposes, the important part
is the hex side moved over. If the target hex contains
The central part of the board is the map. The map is
jungle on the hex side moved over, then jungle move-
composed of hexagons of various kinds. Along the top is
ment must be paid. For combat purposes, a hex is
a turn track that is used to keep track of the game using
considered jungle if there is jungle in the centre of the
the dedicated chit. Below the turn track, are 9 boxes
hex.
— four for IJ, one for each of the air fields on the map,
and three for US. The first four and latter three boxes Ridge Higher ground on the map. Moving up or down
are used to simulate naval and air combat and support. a hill or mountain is harder than traversing clear ter-
The two air field boxes are used to keep track of air strip rain. On the other hand, the higher ground provides
status. Along the bottom of the map are four off-map a defensive advantage. For movement purposes, the
movement boxes — A through D. These boxes are used important part is if unit crosses into the hex over a
to simulate IJ movement on the parts of Guadalcanal ridge hex side. Once on the hill, crossing to another
island that are not in the map. adjacent higher ground does not incur a penalty.
The hexes of the board are of various kinds. These are River These are marked on the map between hexes, and
summarised in Table 1, along with a summary of the affect movement and combat from either side. rivers
consequences for movement. are hard to cross and attackers crossing a river a vul-
nerable. Thus, when a unit moves across a river hex
Hex sides Movement into a hex has the same base side, an additional penalty is incurred, and similarly
cost. In addition, the traversed hex side of the hex a defensive advantage is obtained if all attackers are
2.2 Units and other chits 3

on the other side of the river. Example Force Description


Note the bridge between 0909 and 0910. Crossing this Ground unit

28/1
4–8
IJA
hex side — in either direction — counts as crossing a

A6M2

G4M1
IJAAF Fighter and bomber
F B

F B
clear hex side.
IJN Destroyer
+2/B
DD

Air fields Four hexes on the map has an air strip in-
USMC Ground unit

1
stallation marking. Two are 0709 and 0708 which con- 2–10

stitute the Henderson air field. At the start of the game USA Ground unit

8
2–6 5

this air strip is fully operational. The other air field is

P400

TBF
USAF Fighter, bomber, both

F4F
F B F/B

F +1 +1/F
0605 and 0705. This is the location for a US planned
fighter-plane air field. At the start of the game, the air Table 2: Unit types
field is not constructed (but may be latter on by engin-
eering units). Type
Echelon
Note, for the purpose of tracking repairs, construction
Turn Identifier

7/1
SepI
(see 10), maintenance of USAF units (see 11), or air strip

28
hex status, the US faction may choose to either use the 5–8 2–5 6 Range
hexes on the map, or use the corresponding status hexes
in the top row of boxes on the board. Ground units must Movement Combat
never be placed in the status hexes in the top row boxes.
Figure 1: Elements of ground units
In the following, ‘air strip hex’, or ‘air strip status’, can
be understood as either the on-map hex, or the corres-
ponding status hex when it comes to engineering work due to terrain.
and status markers. The on-map air strip hexes must Movement factor (MF) How mobile a unit is. A unit
be used by ground units (including engineering units). may expend these, once per turn, manoeuvring the
Since one can potentially place a lot of chits on a unit around the board.
single air strip — six USAF units, a ‘Oper’ marker, Range (artillery only) Range of artillery fire. This
and three ground units for a total of 6 + 1 + 3 = range does include the hex occupied by the unit.
10 chits, it can be quite cumbersome to use the map Setup This indicates at which turn the unit becomes
hexes. Instead, the US faction can place USAF units available. Units with no setup field are part of the
or work or status chits in the status box where there initial setup. This has no other consequence for the
is more room. game.
Setup border The map has a blue dashed line which Identifier Historical identification of the units. These
indicates the area within the US may initially set up its typically denote the parent regiment (the number be-
units. It has no other effect on the game. fore the slash) and battalion identifier. These have no
significance for the game and are merely there for the
§2.2 Units and other chits historically interested1 .
On the Imperial Japanese faction side, the available Echelon The size of the unit. All ground units in First
units consist of the Imperial Japanese Army (IJA), the Blood are battalions (roughly 500 soldiers and sup-
Imperial Army Aviation Force (IJAAF), and the Imperial porting equipment).
Japanese Navy (IJN). IJAAF and IJN units are used to Type The frame indicates the type of unit. These de-
simulate the naval and air part of the conflict and does noted using NATO symbology. The types are outlined
not count as ground units. All IJA units are ground in Table 3.
units.
Other chits Included are 3 other types of counters.
On the United States of America side, the available
The counters marked ‘Dest’, ‘Dam‘, and ‘Oper’ are for
units consists of United States Marine Corps (USMC),
keeping track of the state of the 4 air field hexes, and
United States Army (USA), and United States Air Force
indicate ‘Destroyed’, ‘Damaged’, and ‘Operational’, re-
(USAF). Both USMC USA are ground units, while USAF
spectively. These chits should be placed on the air strip
units are used to simulate the aerial aspect of the con-
hexes in the top boxes, according to the current condi-
flict. Table 2 summaries the different unit types.
tion of the air strips. The counters with a stylised shovel
All ground units have a number of elements as show in and the number ‘1’ and ‘2’ are for keeping track of en-
Figure 1.
1
Wikipedia has a rather long article on the Guadalcanal Cam-
Combat factor () CF The strength of a unit. This paign, including Order of Battle on both sides. The unit identifiers
used when resolving combats — both offensive and may in some cases help the players identify specific units and their
defensive. A units combat factor may be modified commanding officers.
4 5 REINFORCEMENTS

Type Type IJ
Infantry Machine gun Reinforcements §5.2
SF Raiders Airborne Movement §6
Defence Marines Combat §7
Artillery Mountain artillery Supply §8
Defence Motorised artillery Strategic §9
Armoured Reconnaissance US
Amphibious Anti air Reinforcements §5.3
Anti tank Engineer Movement §6
MP Police Labour Combat §7
Engineering §10
Table 3: Unit types Air §11
Check IJ victory
Type
Dest Dam Oper
Air strip status Table 5: Turn sequence

1 2
Construction progress
Game Game
Turn Turn Turn status boxes on the top of the board. In that case, the
two hexes of the Henderson air field (0709 and 0708)
Table 4: Other chits must have ‘Oper’ markers in them, and the two hexes
of the fighter air field (0605 and 0705) must have ‘Dest’
markers in them.
gineering work on the air strip hexes. The counter ’1’
should be placed on an air strip hex the turn that work
on that air strip is begun, and ’2’, on the second turn §4 Turn sequence
of work on the air strip. Once the air strip is fully con- The game runs for 15 turns, until IJ victory conditions,
structed these counters should be removed from the map or until it is no longer possible for IJ to meet the victory
and an ‘Oper’ should be placed in the top box for that conditions (§12). Every turn follows the same turn se-
air strip hex. Finally, there is a chit to mark the current quence. Since IJ are the aggressors launching an counter-
turn and faction on the board turn track. Ideally these offensive, it is IJ that starts every turn. The turn se-
chits are made double sided. quence is summarised in Table 5
The following sections will describe each step in more
§3 Initial setup detail.
Each faction places its units on the Order of Battle sheet
for that faction. §5 Reinforcements
US sets up first. The units in the US Order of Battle On some of the turns either IJ or US, or both, will re-
(OOB) chart with At-start are placed within the blue ceive reinforcements. The reinforcements are listed on
dashed boundary on the map. That is between the the OOB of the respective faction. The exact method
northern 02XX and southern 12XX rows and eastern of reinforcement varies with the faction. Both factions
XX02 and western XX15 columns, inclusive. That is, have a number of entry points on the map, as shown in
hex 0202 and 0212 are the south eastern and western, Figure 2. No more than four ground units may be placed
respectively, most possible hexes for US to set up. on an entry point, and factions may only use their own
The units must be set up respecting the stacking rules entry points. Units cannot stay on entry points. Units
(see §6.4) — that is, no more than three ground units that fail to enter the map by the end of the factions com-
per hex. bat phase are eliminated. Enemy Zone of Control (ZOC,
USAF units may be placed in see §6.2) does not extend into entry points or off-map
• hexes of Henderson air field, boxes.
• the USAF Combat Air Patrol (USAF CAP) box, or §5.1 Attack upon entry
• the USAF Ground Attack Attack box
Units cannot enter the map from entry points (or off-
IJ places all At-start units in off-map movement boxes
board movement boxes) into hexes occupied by enemy
A or D. IJ is free to allocate units in any way. Note,
ground units. Under specific circumstances, reinforce-
the game starts with the IJ reinforcement phase of
ments may conduct combat to enter the board, but if the
turn Sep I, which will make more units available.
attack does not clear the hex from enemy units, then the
Players may decide to put air strip chits as appropriate reinforcement units are eliminated. The conditions un-
on the air strip hexes — either on the board on in the der which this is permissible for each faction is described
t Blood
USAF CAP
0403

0603

0803
IJ Reinforcements Ilu 5

0503

0703
5.2
0402

0602

0802

228/3
OctIII

228/1
0502

0702

OctIII
4–8
4–8
0401

0601

0121

0321

0521
USAF Reserve
228/3
OctIII
Tenaru

228/1
0501

0701

OctIII
0020

0220

0420
4–8
4–8
Ma
0400

0600

0120

0320

0520
tan
ik
0500

0700

0019

0219

0419
Figure 3: IJ units entering map. In the Oct III turn,

0119

0319

0519
228/1 & 3 are placed in the south western entry point,
and are moved to hex 0220. They now have 4 MF each

0018

0218

0418
A

Mt. Austen
Figure 2: Entry points. The star on blue background to move further on to the map with.

0118

0318

0518
( ) is a US entry point for reinforcements. The IJ sun
in a circle near the bottom is an IJ entry point. A US
faction. There are no limits to how many units can

0017

0217

0417
unit landing on 0701 has the full movement allowance
be placed in any of the IJ Reserve or Attack boxes.
available to move further on the map. An IJ unit with

0117

0317

0517
8 MF landing on 0600 has 4 MF for further movement If US ground units occupy all entry hexes, then rein-
into the map. The US unit can only enter on the indic- forcements must be placed in off-map movement boxes

0016

0216

0416
ated hex, while the IJ unit may enter any of the three A or D. If the US also occupies all entry hexes from
off-map movement boxes, then IJ units may move to an-

0116

0316

0516
hexes pointed to.
other box it has not already been in, or if that is not
0015

0215

0415
possible (see §6.5), then IJ may attack US units from
below. The defending units are doubled in strength in the off-map movement boxes.
this case. 0115

0315

0515
If IJ units attack from off-map movement boxes, then
If the entry hex is cleared from enemy units, then the
• All defending units are doubled in strength
0014

0214

0414
attacking ground units must enter that hex (and cannot
do any other movement). If this results in over-stacking • Artillery units may attack with direct fire but not
0114

0314

0514
(see §6.4), then the controlling faction takes casualties with artillery support.
until the stacking rules are met. The control faction §5.3 US reinforcements
0013

0213

0413
B

decides on the eliminated units.


US reinforcements enter on the US entry points. No
0113

0313

0513
§5.2 IJ Reinforcements more than 4 ground units may be placed on an entry
point. US ground units do not expend MFs when mov-
0012

0212

0412
A IJ ground unit enter
ing onto the map, and thus have their full movement
• either on entry points on the east or west edge of the
0112

0312

0512
allowance to manoeuvre on the turn of entry. US air
board (max 4 units per entry point), units are placed in the USAF Reserve box.
0011

0211

0411

• or in one of off-map movement boxes A or D, with US ground units may attack on entry if, and only if,
no stacking limitations. Units should be placed in the all entry hexes are occupied by enemy ground units.
0111

0311

0511

middle part of the off-map movement box. Artillery units on entry points may not participate in
the attack, but can be taken as casualties. US bomber
0010

0210

0410


units in the USAF Ground Attack box may support such
IJ units entering the map from either entry points or off-
attacks (each adding a +1 bonus to the die roll).
0110

0310

0510

map movement boxes must spend half of their MFs to


enter the first hex (when crossing the red dashed bound- This means that IJ may prevent rear attacks by oc-
0009

0209

0409

ary, see also Figure 3). Reinforcements placed in move- cupying hexes 0701 and 0702 in the east, and hexes
ment boxes A or D cannot, however, move this turn. 0618 and 0619 in the west. Of course, if IJ only oc-
0109

0309

0509

IJ air units are placed in the IJAAF Reserve box. IJ naval cupies one of these pairs of hexes, they can prevent
further progress by the US by forcing a combat when
0008

0208

0408

units are placed either in the IJN Reserve or IJN Attack


boxes. Note, at the end of the IJ strategic phase (see §9), the US reinforcements land.
0108

0308

0508
C

units in the Attack boxes are removed from play, and


naval and air units in the Reserve boxes must be moved §6 Movement
0007

0207

0407

to the corresponding Attack box.


In each factions movement phase, all ground units may
Blo
0107

0307

0507

This means that some planning at this point can pre- expend their movement factors (MF) odon manoeuvring
vent the needless loss of naval or air units for the IJ on the board. For example, the infantry y Rand artillery
idg
0006

0206

0406

e
01

03

05
v
10

10

10

10
tack
0412

0612

0812

0009

0209

0409

0609
6
0312

0512

0712

0912
6 MOVEMENT

Dec
0109

0309

0509

0709
I Henderson
0411

0611

0811

1011
0709

0008

0208

0408

0608
Henderson
1
0311

0511

0711

0911

1111

Dec
3

0108

0308

0508

0708
II
C
1 2
0410

0610

0810

1010
0708

3 2

0007

0207

0407

0607
7/1
SepI
0310

0510

0710

0910

1110
Blo

Dec
5–8

28/1
2 od

0107

0307

0507

0707
III 0606 I 0605 II 0604 III 0603
1 4 yR
0409

0609

0809

1009

1209
4–8
idg
1e 2

0006

0206

0406
3 Lu
0309

0509

0709

0909

1109
n 0605
Henderson

ga
3

7/1

Jan
SepI
0106

0306

0506

0706
0408

0608

0808

1008
5–8

Fighter
0005

0205

0405
Figure 4: Example of movement. The unit in 0710
0308

0508

0708

0908

1108
may move into 0809 by spending 4 MF (jungle(+1) and
0705
Figure 5: Example of movement. The IJ unit Fig in 0507
hte

0105

0305

0505

0705
Jan
river(+2) hex side), 0709 costs 3 MF (river(+2) hex side), r at
0407

0607

0807

1007
can move to an adjacent hex (0406) on Bloody Ridge
0810 is 2 MF (jungle(+1) hex side), while 0711, 0610, and 1 MF cost. Moving to any of 0508, 0506, or 0407 will cost
0004

0204

0404
0307

0507

0707

0907

od 0609 only costs 1 MF to move into (clear hex side). 3 MF (jungle(+1) and ridge(+1) hex sides). If the IJ unit
yR

0104

0304

0504

0704
idg moves to either 0607 or 0606 it will cost 2 MF (ridge(+1)

Jan
0406

0606

0806

e 1006
hex side). The US unit in 0306 can move onto the Bloody

USAF Ground
units in Figure 1 have 8 MF and 6 MF, respectively.
0003

0203

0403
Ridge 0307 at 2 MF (ridge(+1) hex side).
0306

0506

0706

0906

§6.1 Map movement Ilu

Attack

First Blood
0103

0303

0503

0703
0405

0605

0805

1005

Moving a unit into a hex always costs 1 MF. However,


Fig in the target hex may impose ad-
0002

0202

0402

0602
D

the hex side traversedht


0305

0505

0705

0905

ditional MF cost. The ehex


r side traversed on the source From To MF Cost
0102

0302

0502

0702
hex does not matter. 0200 ↔ 0301 1
0404

0604

0804

0200 ↔ 0201 +1 2
0001

0201

0401

0601
Clear, beach, rough Crossing over a hex side of either 0400 ↔ 0500 +2 3
0304

0504

0704

0904

of these kinds do not cost extra MF.

Tenaru
0400 ↔ 0501 +2 3
0101

0301

0501

0701
USAF CAP
Jungle Moving into a hex where the hex side traversed 0400 ↔ 0401 +1 2
0403

0603

0803

into contain jungle costs an additional 1 MF. This ap- 0600 ↔ 0601 +2 3
0000

0200

0400

0600
Ilu
plies only one direction. I.e., if the hex moved into 0401 0402 +2 3
0303

0503

0703


has jungle on the edge over which the hex is entered, 0401 0501 +2 3
0100

0300

0500

0700

0402

0602

0802

then it costs +1 MF (see also Figure 4). 0501 → 0401 +1 +2 4


Ridge Moving into or out of a hex across a ridge hex 0503 ↔ 0504 1
0302

0502

0702

side incurs an additional 1 MF cost. From the map, it 0503 → 0603 +2 1


is clear that this applies both ways — that is, moving 0603 → 0503 +1 +2 1
0401

0601

0603 0703 +2 3
USAF Reserve

up or down the ridge. ↔


Tenaru

River Crossing a river always costs an additional 2 MF. 0703 ↔ 0803 +2 3


0301

0501

0701

That is, no matter what side of the river one comes 0703 → 0704 +1 +2 4
0704 0703 +2 4
0400

0600

from it is more difficult to move across. Note, the →


bridge between 0909 and 0910 which nullifies this ad- 0405 → 0406 +1 2
0300

0500

0700

ditional cost (it only cost 1 MF to move between these 0406 → 0405 +1 +1 3
two hexes. 0406 ↔ 0307 1
0308 ↔ 0309 +2 3
Table 1 summarises the movement costs of different ter- 0308 → 0208 +1 +2 4
rains, Figure 4 and 5 show examples of movement costs, 0208 → 0308 +1 +2 4
and Table 6 gives some examples of movement costs. 0208 ↔ 0209 +1 +2 4
1009 → 0910 +1 +2 4
§6.2 Zone of Control
0910 → 1009 +2 4
Every ground unit on the map excerpts a Zone of Con- 0909 ↔ 0910 1
trol (ZOC) into the 6 hexes adjacent to the hex occupied 0910 ↔ 0809 +1 +2 4
by the unit. Units must halt movement upon entering 0619 → 0620 +2 3
an enemy ZOC. Unit cannot move from one enemy ZOC 0620 → 0619 +1 +2 4
hex to another enemy ZOC hex. It must first disengage
by moving into a hex free of enemy ZOC, and then it Table 6: Examples of movement costs
can re-engage in another enemy ZOC hex.
6.3 Air strips 7

The presence of friendly units in an enemy ZOC does Up to six USAF units per operational air strip hex are
not negate the effect of the enemy ZOC. A units ZOC allowed in total in air strip hexes, and USAF CAP, and
extends across rivers and ridges, but not into off-map USAF Ground Attack boxes. There is no individual
movement boxes or entry points. limitation on the number of USAF units in air strip
ZOC provides an effect defensive strategy. By placing hexes or the two boxes — what matters is the total
units behind a river in such a way that their ZOC number of USAF units.
prevents the opponent from moving past the units, one There is no limit to how many USAF units that can
can set up a strong defensive line. Strategic retreats be in the USAF Reserve box.
into such a formation can indeed be advisable in the All IJ boxes can hold an infinite number of units.
face of a strong offensive counter part. That is, IJAAF Reserve, IJAAF Attack, IJN Reserve,
and IJN Attack boxes can hold as many units as the
Friendly units may occupy the same hex (within stacking
IJ faction wants.
rules — see §6.4) thus forming a stack. This does not
change the ZOC of the units. That is, a stack of units IJ and US ground units may never occupy the same hex.
excerpts a ZOC into the adjacent 6 hexes. Units may
never occupy hexes occupied by enemy units. §6.5 IJ off-map movement
Units may move through hexes occupied by friendly
IJ ground units in the off-map movement boxes A through
units or their ZOC, and thus temporarily ignore stacking
D may move between off-map boxes, at the cost of half
rules (see §6.4).
the units MF of MFs per box moved. That is, a unit with
§6.3 Air strips 8 MF that moves from A to B will expend 4 MF. A unit
with 6 MF moving between the same off-map movement
If an IJ unit enters any air strip hex ( Henderson boxes spend 3 MF.
airfield 0708 and 0709, Fighter airfield 0605 and 0705)
IJ ground units in the off-map movement boxes must
during its movement or as a consequence of advance
move every turn, except the turn the unit arrived in
after combat (see §7.8), then immediately
the box as reinforcement. If a unit is placed in an off-
• all USAF units in the hex (either on the map or in map movement box upon reinforcement it cannot move
the top-row boxes on the board) are eliminated, during that turn, including moving on to the map. By
• any engineering work (see 10) is disrupted, and placing the reinforcement units in the middle of the off-
• the air strip is ‘Destroyed’ (place a Dest
marker in the map box, it can help the IJ faction as to which units
correspond hex or status box). are newly arrived and which must be moved during the
turn. Units that are to be moved must move at least
This applies even if the IJ unit is forced to retreat or are
one box during a turn, or enter the map. Once a unit
eliminated in the US combat phase.
enters the map, it can move as regular map movement
The air strip hexes are of vital importance to the US if it has available MFs.
faction. For one, if the IJ occupies any air strip hex Units can only move in one direction — either east or
at the end of a complete turn, the IJ faction has auto- west. Another way of saying this is that a unit can
matically won the game. But even the IJ units are never reenter an off-map movement box it has already
successfully removed from the hex, the US faction will been in. When moving units between off-map movement
have lost important air capability and left its ground boxes, place them in the field of the movement box with
troops more vulnerable to air strikes. the arrow pointing in the direction of movement. For
§6.4 Stacking example, if a unit moves from B to C, place it in the
(sub)field of off-map movement box B pointing eastward.
In map hexes up to three friendly ground units may oc- In this way, the IJ faction can keep track of which units
cupy a single hex. This only applies at the end of the moved in what direction and ensure that further off-map
the movement phase. Thus, a friendly unit may move movement continues in that direction.
through a hex which is already at capacity. Note that Units in the off-map movement boxes may move onto
USAF units do not count toward stacking limits, nor the map (hexes) by spending half their MF — regardless
does game mechanics chits such as air strip or construc- of the terrain of the hex entered. That is, a unit with
tion status chits. a 8 MF must spend 4 MF to enter the map on the first
Entry boxes can hold up to four ground units. It is hex. A unit with 6 MF must spend 3 MF for the same
not possible to move into entry boxes and thus it is not manoeuvre. The map boundary is marked with a red
possible to move through these. dashed border to remind the IJ faction of the movement
The number of air strip hexes currently in operation cost.
dictates how many USAF units can be in play (but IJ units may never re-enter off-map movement boxes
does not effect the capacity of the USAF Reserve box). from the map (hexes). US ZOC (see §6.2) does not ex-
8 7 COMBAT

At- Casu- bat with USAF bombers in the USAF Ground Attack box.
Target
tacker alty
• One IJAAF fighter eliminate one USAF bomber in the

A6M2
F

F
USAF CAP F

F USAF Ground Attack box. The IJAAF fighter is re-



B

USAF CAP F
moved from play.
B F

USAF Ground Note, IJAAF bombers cannot perform air strip bombing
A6M2

F B

F Attack* +1 runs if there are any USAF units in the USAF CAP box
(see §7.10).
Table 7: IJAAF missions.
* Only This simulates the fight for air supremacy over Guadal-
possible after clearing USAF CAP.
canal. The IJ faction must first ensure air supremacy
by engaging in dog-fights with the USAF fighters con-
tend into the off-map movement boxes. IJ artillery units ducting patrols over the battlefield. Once the IJ fac-
may not support ground unit attacks on the board, ex- tion has gained air supremacy, it can start to suppress
cept in the special case of attack upon entry (see §5.1). USAF support for ground combats, and start aerial
bombardment of the air fields, thus ensuring that the
§6.6 IJ Shore bombardments US faction has less air support for the ground cam-
IJN units can support the IJA ground troops. Any IJN paign.
destroyer in the IJN Attack box, and only from that box,
can do shore bombardment to help IJA units in combat.
B
§6.8 US Ground support
This is done by placing as many IJN destroyer units on During the US movement phase, any bombers in the the
to defending US ground units on the map. Each such USAF Ground Attack box may be placed on defending IJ
IJN destroyer unit will give a +2 modifier to the ground units, thus lending air support to US ground units attack
attack die roll. Note, IJN destroyers cannot attack US on those units. Any number of available bomber units
ground units on its own. It can only support already may be placed on a single combat. Each bomber placed
existing ground attacks by IJA ground units. The des- on a combat will add a +1 die roll modifier to that com-
troyer units are eliminated after the combat has been bat. Note that USAF bombers cannot initiate a ground
resolved. attack on its own — it must support US ground units
IJN units can only perform one action in a turn: either attacking. The bomber unit is returned to the USAF
provide support to ground combat via shore bombard- Ground Attack box after the combat has been resolved.
ment or bombard air strip hexes (§7.10). Once a USAF unit has flown a mission (either Ground
IJN units may also bombard air strip hexes during the Attack or Combat Air Patrol) it must return to an air-
IJ combat phase. Note, however, that IJN units may field. Here, it will sit idle for at least one turn before
only support ground attacks from the IJN Attack box, it can be activated again. This means that a USAF
while it may bombard air strips from both IJN Attack unit cannot fly missions on every turn, and while it
and IJN Reserve boxes. In the IJ strategic phase IJN is in the air fields it is vulnerable to artillery, air, or
units in the IJN Attack box are removed from play, and naval bombardment.
units in the IJN Reserve are moved to the IJN Attack
box (see §9). §7 Combat
B
§6.7 IJ Air-to-air combat In the combat phase, each faction declares and resolve
ground combats, as well as bombardments. Ground
During the IJ movement phase, IJAAF fighters or bombers combat happens between ground units, possibly with
from either IJAAF Reserve or IJAAF Attack boxes may artillery, air, or navel support.
engage in air-to-air combat with USAF units in the USAF
CAP box. All air-to-air combat is resolved during the IJ move-
ment phase, as explained in §6.7. In this game there
• One IJAAF fighter eliminate one USAF fighter in the is no naval battles. The IJN functions in a supporting
USAF CAP box. The IJAAF unit is also removed from role or as a means to eradicate the US air supremacy.
play.
Combat must occur if enemy units are in adjacent hexes
• Two IJAAF bombers eliminate one USAF fighter in
at the start of either factions combat phase. That is, if
the USAF CAP box. Both IJAAF bombers are removed
the faction in turn finds any of its ground units in enemy
from play.
ZOC (see §6.2), then a combat must be resolved. All
If the IJ faction succeeds in emptying the USAF CAP defending units in an attackers ZOC must be attacked.
box, thus clearing the skies of US patrols, it can go All attacking units in enemy ZOC must attack at least
on to attack USAF units in the USAF Ground Attack one hex. That is, the playing faction cannot choose to
box. Only IJAAF fighters may engage in air-to-air com- engage enemy units during the combat phase (in the
un un
ga g a

9
9

9
9

9
9

9
9

Jan

Jan
enderson

enderson

I
0408

0208
0608

0408
0808

0608
1008

0808

1008

Fighter

Fighter
7.1
0108 Terrain effects on combat 9
0508

0308
0708

0508
0908

0708
1108

0908

1108
0705 0705

Jan

Jan
II

II
0407

0207
0607

0407
0807

0607
1007

0807

1007
Defender Defender Die
Bl o CF

7/3

7/3
SepI

SepI
0107
0507

0307
0707

0507
0907

0707

0907
od hex roll Notes
yR
5–8 5–8
idg

Jan

Jan
III

III
4/3

4/3
0406

0206
0606

0406
0806

0606
1006

0806

1006
e e Beach (§7.1)

USAF Ground

USAF Ground
4–8 4–8
7/2

7/2
SepI

SepI
0106
0506

0306
0706

0506
0906

0706

0906
−1 Jungle (§7.1)

Attack

Attack
5–8 5–8

First Blood

First Blood
4/2

4/2
0405

0205
0605

0405
0805

0605
1005

0805

1005
4–8
F 4–8
F ×2 River* (§7.1)
igh igh
7/1

7/1
SepI

SepI
0105
0505

0305
0705

0505
0905

0705

0905
ter ter
5–8 5–8
×2 Ridge* (§7.1)
4/1

4/1
0404

0204
0604

0404
0804

0604

0804
4–8 4–8
+2 only (§7.3)
0104
0504

0304
0704

0504
0904

0704

0904
DD

+2/B

USAF CAP

USAF CAP
+1 only (§7.4)

F4F
F/B

Figure 6: Example of dividing attacks. On the left,


0403

0203
0603

0403
0803

0603

0803
+1/F

each US unit attacks


Ilu each of their own IJ unit.Ilu In this Odds 4:1 or better +1 (§7.6)
0103
0503

0303
0703

0503

case, all combats would have odds 1:1. On the right, 0703
* Only if all attackers on other side
the bottom US unit in 0705 attacks two units (0604 and
0402

0202
0602

0402
0802

0602

0802
0605) at odds 1:2, while the two top US units combine Table 8: Combat modifiers
0102
0502

0302
0702

0502

0702

strengths and attack the IJ unit in 0606 at odds 2:1.


Note that the US faction must attack all IJ units, even
0401

0201
0601

0401

0601

N
USAF Reserve

USAF Reserve
if at unfavourable odds. Jungle If any of the defending units are in a jungle hex,
Tenaru

Tenaru
0101
0501

0301
0701

0501

0701

then one is subtracted from the combat resolution die


roll (see §7.6). A hex is a considered jungle hex for
0400

0200
0600

0400

0600

movement phase, a faction may choose to disengage).


combat only if it has jungle in the centre of it. That
If all defending units are adjacent and all defending units
0100
0500

0300
0700

0500

0700

is, a hex may have jungle sides but no jungle terrain


are adjacent to the attacking units, then the attacker in the centre, in which case it does not count as jungle
may choose to attack into more than one hex. Figure 6 for combat purposes.
shows an example. Note that the attacking units must
River If all attacking units, not including artillery units
be adjacent to all defending units. An attack cannot
providing remote fire support, are on one side of a
be done by proxy via an intermittent hex, even if that
river and any defending units are on the other side of
hex is occupied by a friendly unit participating in the
the river, then the CFs of individual defending units
attack.
on the other side of the river are doubled.
A unit may only participate in one combat per turn.
Ridge If all attacking units, not including artillery units
Artillery units may either provide remote fire support
providing remote fire support, are on one side of a
to one combat or participate in a direct fire combat, not
ridge and any defending units are on the other side of
both. Artillery units cannot provide remote fire support
the ridge, then the CFs of individual defending units
to defending units, but may defend with direct fire i.e.,
on the other side of the ridge are doubled.
if adjacent to the attacking units.
Stacked defending units i.e., units occupying the same
hex, must be attacked as a whole. An attacker cannot Had the US faction, in the right-hand example of Fig-
attack some units in a stack in one combat and then the ure 7, split its stack so that one unit would attack
other units in a different combat. the IJ unit in 0506, and the two other units would at-
Table 8 summarises the various modifiers for combat tack in 0507, then the outcome may turn out better.
Both combats would have odds 1:1 (5 versus 4 and
§7.1 Terrain effects on combat 5 + 5 = 10 versus 2 · 4 = 8) but only the lower would
suffer a −1 to the die roll.
Different terrain provides support for the defending units.
In a combat, it is the type of terrain occupied by the de-
fending units that matters. It does not matter which §7.2 Air strips
type of terrain is in the hexes occupied by the attack-
ing units. Figure 7 illustrates the effects of terrain on If the IJ attacks an air strip hex in which a US engineer is
combat. doing construction (see 10), then that work is disrupted
and all progress is lost. The engineering unit must re-
Clear These hexes have no effect on combat in-and-off- start the work at some later stage. Remove any progress
themselves. marker in the hex or status box. Note that the engin-
Beach beach hexes are considered as clear for combat eering unit must still participate in the defence of the
purposes, except if there is jungle in the middle of the airstrip and can therefore not start work in the following
hex. In that case, it is considered jungle. US turn, even if it survives the combat.
ga

enderson
0012

0212

0412

0612

0812
k
0008

0712

0208

0912

0408

0608

0808

1008
Dec

Fighter
I
10

0112

0312

0512

0712
0611
7 COMBAT

0108

0811

0308

1011

0508

0708

0908

1108
0709 0705

Henderson
0011

0211

0411

0611

0811
0007

0711

0207

0911

0407

1111

0607

0807

1007
Dec
II
Blo

4/2

4/1
0610

0107

0810

0307

1010

0507

0707

0907
0111

0311

0511

0711
od

45
0708

7/3
4–8 yR 4–8 2–5 6

7/2
idg 5–8
4/1

7/1
0006

0710

0206

0910

0406

1110

0606

0806

1006
e 5–8

0010

0210

0410

0610

0810
Dec

USAF Ground
4–8 5–8

III
7/1

4/2
SepI
0609

0106

0809

0306

1009

0506

1209

0706

0906
0110

0310

0510

0710

Attack
5–8 4–8
Lu
0005

0709

0205

0909

0405

1109

0605

0805

1005
ng 0605
Henderson

0009

0209

0409

0609

0809
a

Jan
Fig
Figure 7: Examples of combat. Left: The twohtIJ units,

I
0608

0105

0808

0305

1008

0505

0705

0905
er

Fighter
0109

0309

0509

0709
with a combined strength of 4 + 4 = 8 are attacking the

Henderson
0004

0708

0204

0908

0404

1108

0604

0804
US unit. Since both IJ units are on the other side of the 0705

0008

0208

0408

0608

0808
Jan
river, the US strength is doubled to a total of 10. This

II
0607

0104

0807

0304

1007

0504

0704

0904
means the final odds are 1:2. Furthermore, since the US

0108

0308

0508

0708
C0403

USAF CAP
unit is in a jungle hex, the IJ faction must subtract one
0003

0707

0203

0907

0603

0803
from its die roll when resolving the combat. Ilu
0007

0207

0407

0607

0807
Jan
III
0606

0103

0806

0303

1006

0503

0703
Right: The US stack in 0606, with a combined strength

USAF Ground
of 5 + 5 + 5 = 15 is attacking both IJ units in 0506 and 0107
Figure 8:BloRange of artillery fire. The unit in 0311 has a

0307

0507

0707
od
0002

0706

0202

0906

0402

0602

0802
0507. Since the IJ unit in 0507 is behind a ridge its yR
range of 5, including the hex occupied by the unit and

Attack
the target hex. iThe

First Blood
dg red line above indicate the range.
0006

0206

0406

0606

0806
strength is doubled to 2 · 4 = 8, and thus the final de- e
0605

0102

0805

0302

1005

0502

0702

Figfensive strength becomes 2 · 4 + 4 = 12, giving 1:1 odds. The unit can bombard the western Henderson air strip
hte the IJ unit in 0506 is in a jungle hex, the US faction
0106

0306

0506

0706
0001

0705

0201

0905

0401

0601

N
Since hex, but not the eastern hex.
r

USAF Reserve
Tenaru

must subtract one from its die roll.


0604

0101

0804

0301

0501

0701
0005

0205

0405

0605

0805
thirds of the total CF. Put in another way, the artillery
Fg
§7.3 IJ Shore bombardment CF cannot be more than twice that of ithe hteordinary units
0000

0704

0200

0904

0400

0600

0105

0305

0505

0705
participating in the attack. r
USAF CAP
If the IJ faction has allocated IJN destroyers to support
0603

0100

0803

0300

0500

0700
0004

0204

0404

0604

0804
ground attacks
Ilu during its movement phase (see §6.6), Artillery units cannot attack enemy units by remote fire
then those combat receives a +2 to its die roll per IJN on their own. That is, to provide remote fire support
0703

0104

0304

0504

0704
destroyer unit allocated to each combat. Once the des- other ground units must be adjacent to and attacking
0602

0802

troyer unit has carried out its mission it is removed from the target enemy unit. This is also implied by the above
0003

0203

0403

0603

0803
play. rule (two times nothing is nothing). Artillery units may
0702

attack adjacent enemy units with direct fire using Ilu their
0103

0303

0503

0703
§7.4 US Air support for ground attack full CF. In that case, the artillery unit is the same as
0601

USAF Reserve
0002

0202

0402

0602

0802
If USAF bombers are assigned to provide combat sup- other ground units.
D
0701

port of a combat during the US movement phase (see §6.8), Note that artillery units providing remote fire support
0102

0302

0502

0702
then for each USAF bomber allocated the US faction re- cannot be taken as casualties in combat and does not
0600

ceives a +1 bonus to the combat resolution die roll. retreat if the attacker is forced to retreat.
0001

0201

0401

0601
0700

USAF bomber units are returned to the USAF Ground The way the range is calculated is slightly different
Tenaru
0101

0301

0501

0701

Attack box after completing their missions. form many other war games. Often, the source hex is
not counted.
§7.5 Artillery
0000

0200

0400

0600

Artillery units can also bombard air strip hexes with


Artillery units (see §2) have remote fire capabilities. Re- the intent of squashing the US air supremacy. How-
0100

0300

0500

0700

mote fire are attacks performed on non-adjacent hexes. ever, an artillery unit may only participate in one ac-
That is, at least one hex is in between the artillery unit tion: either air strip bombardment or remote or direct
and the target unit. fire ground combat.
The range of the remote fire capability is printed on the
units between the CF and MF. If a unit does not have
§7.6 Combat resolution
this number, it does not have remote fire capabilities. All ground combats must be resolved in the combat
The range is measured including the hex occupied by phase. The combats can be resolved in the order of
the artillery unit and the target hex. This is illustrated choosing by the attacking faction. However, one combat
in Table 8. When attacking one or more enemy units must be fully resolved, including retreats, before moving
in one or more hexes all hexes must be in range of the on to the next combat.
artillery unit. Ground combats are resolved using the following pro-
The CF of an artillery unit providing remote fire support cedure
in an attack is added to the other unit’s CF in the attack. 1. Add up all CFs of attacking units, including any ar-
However, artillery CF cannot constitute more than two tillery units supporting with remote fire. This is the
7.7 Combat results 11

Die Odds Die Odds


roll 1:2 1:1 2:1 3:1 roll 1:2 1:1 2:1 3:1
1 AE AE A1 EX 1 AE AE A1 EX
2 AE A2 A1 EX 2 A1 A1 EX EX
3 A2 A1 EX EX 3 A1 EX EX D1
4 A1 A1 EX EX 4 EX EX D1 D1
5 A1 EX D1 D1 5 EX DR D1 DE
6 EX D1 D1 DE 6 DR D1 DE DE

Table 9: IJ Attack Table Table 10: US Attack Table

For example: If the total offensive CF is 12 and the


total offensive CF: A. total defensive CF is 7, 8, 9, 10, 11, or 12, then the
2. Add up all CFs of defending units in all hexes. Re- odds are 1:1. If the defensive odds are between 13
member to double units behind rivers and ridges ac- and 24 the odds are 1:2. Total defensive CF of 5 or
cording to §7.1. This is the total defensive CF: D 6 gives odds of 2:1, while defensive CF of 4 results in
3. Calculate the ratio of the total offensive CF to the 3:1. Lower defensive CF results in better odds but are
total defensive CF to form the final combat odds. resolved at 3:1 but with a +1 die roll modifier. If the
4. If the odds are worse than 1:2, that is, the total de- total CF is 25 or larger the odds are 1:3 or worse, and
fensive CF are more than twice the total offensive CF the attackers are automatically eliminated.
(D > 2 · A), then the combat automatically results Note that it is permissible to attack at odds 1:3 or
in the attacking units being eliminated. Note, this worse, even if it is plain suicide. However, this allows
happens before any die roll. a faction to “soak-off” — i.e., attack at poor odds
5. If the odds are more than 3:1, that is the total of- to allow for better odds elsewhere — sacrificing the
fensive CF are more than 4 times larger than the total attacking units with no hope of survival. A cruel and
defensive CF (A > 4 · D) then the odds are treated as harsh tactic, but one that may save the day.
3:1 but with an additional +1 die roll modifier. These
are the final odds of the combat: O. Note that odds §7.7 Combat results
are always rounded in the defenders favour. The results in the attack tables are interpreted as fol-
6. Add up all die roll modifiers applicable to the combat lows:
(see Table 8). This is the total die roll modifier: M
AE — Attacker Eliminated All attacking units are
7. Roll a single 6-sided dice and add the total die roll eliminated, except artillery units providing remote fire
modifier. Results larger than 6 are treated as 6, and support, supporting IJN destroyers, or USAF bombers
results smaller than 1 are treated as 1. This is the (§7.5, 7.3, and 7.4).
final die roll result: R
A2 — 2 Attacker Eliminated Two attacking units
8. Cross reference the final combat odds (O) with the fi- are eliminated and remaining attacking units must
nal die roll result (R) in the appropriate combat result retreat (see §7.9). Artillery units providing remote-
table fire support (§7.5) cannot be chosen as casualties and
When the IJ faction attacks, use the IJ Attack does not retreat.
Table (Table 9). A1 — 1 Attacker Eliminated One attacking unit is
When the US faction attacks, use the US Attack eliminated and remaining attacking units must retreat
Table (Table 10). (see §7.9). Artillery units providing remote-fire sup-
The indexed cell shows the result of the combat. The port (§7.5) cannot be chosen as casualties and does
results are detailed in §7.7. not retreat.
EX — Exchange One attacking unit and one defend-
About calculating odds: Odds 1:2 means that the total
ing unit are eliminated. Any remaining defending
defensive CF is between 3 and 1 times larger (both not
units must retreat. Artillery units providing remote-
inclusive) than the total offensive CF (D < O < 3 · D).
fire support (§7.5) cannot be chosen as casualties.
Odds 1:1 means that the total offensive CF is the same
or less than twice the total defensive CF (D ≤ O < DR — Defender Retreats All defending units re-
2 · D). Odds 2:1 means that the offensive CF is two treat.
times or less than three times the total defensive CF D1 — 1 Defender Eliminated One defending unit
(2 · D ≤ O < 3 · D). And finally odds 3:1 means that is eliminated. Remaining defending units retreat.
the offensive bonus is three times or larger than the DE — Defender Eliminated All defending units are
total defensive CF (3 · D ≤ 0). eliminated.
12 7 COMBAT

Eliminated units are removed from play. Remote-fire At- Casu- Com-
Target
units, such as artillery providing remote-fire support tacker alty bat
(§7.5), IJN destroyers doing shore bombardment (§7.3), B
*
B F/B
or USAF bombers providing air support (§7.4) cannot B
*†
be taken as casualties. B Dest

The faction suffering elimination results (AE, A2, A1, DD

+2/B F/B
EX, D1, or DE) chooses which units to eliminate. On DD

+2/B Dest
retreat results (A2, A1, EX, DR, or D1), the retreating
‡ - +2
faction performs the retreat.

0000
?
DD

+2/B

§7.8 Advance

?
?–? 6 F/B

If the result is DE (all defenders eliminated), then the

?
?–6 ? Dam

attackers may advance into the hexes vacated. Normal - CF

0000
?

?
?–6 ?
ZOC (see §6.2) restrictions does not apply, and no MFs
are spent on this manoeuvre. Table 11: IJ bombardments.
Note the special case of on-entry attacks (§5.1). In that * Bomber missions only possible if USAF CAP is empty.
case, the attacking units must advance into the vacated † Damage or destruction of air strip hexes only after all
hex on retreat results too (EX, D1, or DR). USAF units on hex are eliminated. ‡ IJN ground support
can only happen from IJN Attack.
§7.9 Retreats
If a combatant is required to retreat, it must move one
bomber) in the bombarded air strip hex or correspond-
hex away from the battle. A unit cannot retreat into
ing hex in the status box. If there are no US air units
hexes occupied by enemy units or unit enemy ZOC.
to eliminate, then the air strip field becomes ‘Damaged’.
This includes enemy ZOC containing friendly units. A
Note that as long as there are USAF units in the hex it
unit may not retreat across a river except at the bridge
is not possible to damage the air strip it self. If the air
between hexes 0909 and 0910, nor can it retreat off-map.
strip is already damaged, then the bombardment has no
If a unit has no viable retreat route, it is eliminated.
further effect, other than to disrupt engineering units
If retreating units would violate stacking rules (see 6.4), working in the air strip hex.
it may continue retreating until a hex with enough capa-
US ground units present in the bombarded air strip hex
city is met. During this extended retreat, normal retreat
are not effected by the bombardment.
rules apply e.g., may not enter enemy ZOC, cross rivers,
or move off-board. If the retreating faction cannot find Ground artillery units cannot destroy air strips. How-
a viable extended retreat route or opts not to do further ever, they can pave the way for other units (IJAAF
retreat, then the unit is eliminated. bombers or IJN destroyers) to destroy the air strip.
US units in the air strip hexes are not effected by ar-
§7.10 Airfield bombardments tillery bombardment of the air strip it self. Of course,
The IJ faction may during its combat phase choose to if the IJ faction has ground units up against the US
use remote fire units to bombard air strip hexes. The ground units in the air strip hex, then the artillery
units that can participate in these actions are artillery may provide regular remote fire support to that com-
units, IJN destroyers, or IJAAF bombers. bat.
All engineering work in an air strip hex being bombarded
is stopped, and must be started all over. Remove all Naval IJN destroyers in either the IJN Reserve or
engineering work progress markers from the air strip hex the IJN Attack box may bombard air strip hexes. IJN
or status box. units can only perform one action in a turn: either
provide support to ground combat via shore bombard-
Artillery Artillery units may bombard the Hende- ment (§7.3) or bombard air strip hexes.
rson or fighter airfield, if the latter has been construc- One IJN destroyer eliminates one air unit in the bom-
ted. Bombardment is done by the IJ faction declaring barded air strip hex, or corresponding hex in the status
so. The artillery unit must be in range of the air strip box. If there are no USAF units in the air strip hex
hex to bombarded. (or status hex), then bombardment by a destroyer ‘Des-
Note, artillery units can only perform one action dur- troys’ the air strip in that hex. Note, the air strip hex
ing a combat phase: either remote-fire support (§7.5) must first be empty of all USAF units before it can be
or direct-fire in ground combat, or bombardment of air- destroyed.
fields. Ground units in the air strip hex are not effected by
One artillery unit eliminates one US air unit (fighter or naval bombardment of the air strip hex, except engin-
7.11 USAF unit refuelling 13

eering work stops and must start all over. faction may charge an IJN destroyer to do a supply run
Once the destroyer unit has completed its mission it is and remove one naval unit from the IJN Reserve box.
eliminated.
§9 IJ Strategic phase
B
Aerial IJAAF bombers cannot fly air strip bom-
After the combat and Supply phases of the IJ turn, comes
bardment missions as long as there are USAF fighters in
the strategic phase.
the USAF CAP box. IJAAF bombers may attack a single
air strip hex. One bomber destroys one USAF unit in Naval and air Units in the IJN Attack and IJAAF Attack
the air strip hex. If there are no more US air units in the boxes, respectively, are removed from play. Naval and
hex, then IJAAF bombardment by a bomber ‘Destroy’s air units in the IJN Reserve and IJAAF Reserve boxes
the air strip. are moved to the IJN Attack and IJAAF Attack boxes,
respectively. This is the only way IJ naval and air units
At the end of its mission, the IJAAF bomber is elimin-
move between the two respective boxes.
ated.
This implies that IJ naval and air units can at most be
Consider the following scenario: The US has one fighter
on the board for two turns — one turn in the Reserve
in the USAF CAP box and one bomber in the USAF
box and another turn in the Attack box. If IJ naval or
Ground Attack box. IJ has two fighters in the IJAAF
air units have not been charged with any mission in
Attack box and one bomber in the IJAAF Reserve box.
those two turns, they are simply removed from play.
One of the IJ fighters combat the US fighter in the
USAF CAP box, and both units are eliminated. The Note that the IJ faction decides on reinforcements which
last IJ fighter can likewise eliminate the USAF bomber box the naval and air units enter play in. Thus, if the
in the USAF Ground Attack box, thus denying US ground IJ faction decides to put an air unit, say, in the IJAAF
forces air support. Since IJ has established air su- Attack box on reinforcement, then that unit is active
premacy via emptying USAF CAP, it can now deploy on the board for only one turn.
its bomber unit against the air strip hexes. Suppose Since IJAAF units may conduct missions from either
the US has two air units in the two air strip hexes of box (see 6.7), it makes little difference which box the
Henderson airfield. The IJAAF bomber may now elim- units are placed in on reinforcements, save for the flex-
inate one of these units. Had the US faction placed ibility to hold off attacks.
both units in a single hex of Henderson air field, then IJN destroyers can only support ground combat from
the IJ faction could have chosen between eliminating the IJN Attack box, and thus it matters more which
an USAF air unit, or destroyed the open air strip hex box the naval units are placed in.
in Henderson air field.
The end of the IJ strategic phase marks the end of the
B
§7.11 USAF unit refuelling IJ turn, and the US faction takes over on its turn.

Any USAF unit that was allocated to fly a mission, §10 US Engineering
whether bombers supporting ground attacks or fight-
ers flying patrols, must be returned to their respect- US engineer units are regular ground combat units, but
ive boxes: USAF Ground Attack for USAF bombers, and have the capability to repair and construct air strips.
USAF CAP for fighters (though they never really left). The manoeuvre like any other ground unit. However,
during the US engineering phase an engineering unit may
All USAF units face-down on an air strip hex (or corres-
perform repairs or on the air strip hex that it occupies.
ponding status hex in the boxes on the top-row of the
board) are flipped face-up. These USAF units have been As noted in the beginning of these rules (see §2) one
refuelled and are ready for missions in the following turn can potentially stack a lot of chits in the map air strip
(including IJAAF air-to-air combat — see §6.7). hexes. It is therefore recommended to use the off-map
In the US Air phase, the air capacity of the US faction status hexes in the top-row boxes for keeping track of
will be resolved and USAF units allocated for missions engineering work and USAF unit maintenance.
during the following turn (see §11). In the following, ‘air strip hex’ can be understood as
either the on-map hex, or the corresponding status hex
§8 IJ Supply when it comes to work and status markers — not for
ground units.
During the Guadalcanal campaign, the IJ forces suffered
from lack of supplies. In the IJ Supply phase the IJN To perform engineering work, the engineering unit must
faction must roll a 6-sided dice. On a roll of 4, 5, or start its turn in the air strip hex, and cannot have
6, the IJ faction must remove one ground unit from the • moved during the turn, including retreats as a result
board. The loss can be taken from the map (hexes) or of IJ attacks,
from the off-map movement boxes. Alternatively, the IJ • taken part in a combat, either as an defender or at-
14 11 USAF MISSION ALLOCATION

tacker, or units. An active USAF unit is a face-up or face-down


• been in an air strip hex bombarded by IJA artillery, unit in
IJN destroyers, or IJAAF bombers. • air strip hex (or corresponding status hex),
When an engineer unit declares to do work on an air • USAF CAP, or
strip hex, place a ‘1’ work counter (see Table 4) on the • USAF Ground Attack.
air strip hex. On the next turns US engineering phase USAF units that are not eliminated and exceeds this ca-
that work has been completed. Replace the ‘1‘ work pacity must be placed in the USAF Reserve box. USAF
mark with a ‘2’ work counter if appropriate. On the units may remain in the USAF Reserve box for any dur-
following US engineering phase the second part of the ation. The US faction decides which units are put into
work will be completed. Reserve.
A ‘Damaged’ air strip is repaired in one turn. That Any USAF bomber unit that was allocated to support
is, from when the repair is declared in a US engineering for ground combat must be placed face-down on an air
phase and until the next US engineering phase, the air strip hex (or status hex). That is, all USAF bomber
strip hex remains ‘Damaged’ and cannot be utilised by on the map or in the USAF Ground Attack box must
USAF units. be inverted on an air strip hex. This is regardless of
A ‘Destroyed’ air strip is repaired, or a new air strip is whether the bomber unit actually performed a sortie or
constructed in two turns. That is, from when the repair not.
or construction was declared in a US engineering phase Any USAF fighter allocated to fly a patrol mission must
until the next-to-next US engineering phase, the air strip be placed face-down on an air strip hex (or status hex).
hex is considered ‘Destroyed’ and cannot be utilised by That is all USAF fighter units in the USAF CAP box
USAF units. must be inverted on an air strip hex.
When an engineer unit start construction or repair of If the US has more air capacity then currently active
a ‘Destroyed’ air field it must complete two consec- USAF units, then reinforcements USAF units from the
utive turns of work. The air strip hex does not go USAF Reserve box may be made active.
through an intermittent state of ‘Damaged’ in such Any face-up USAF unit may now be allocated for air
cases. missions during the next turn (including IJAAF air-to-
It is therefore vital for the US faction to protect its en- air combat — see §6.7). This is done by placing the
gineering units from ground or bombardment attacks fighter units in the USAF CAP box and bomber units
if it is to maintain any kind of air capability, and thus in the USAF Ground Attack box. The US faction may
protect its ground units from IJ bombardments. decide to not allocate a unit for duty in the following
Once an air strip hex has been successfully repaired or turn. Such units must be put in the USAF Reserve box.
constructed, it becomes fully operational. For the fighter
air field hexes (0605 and 0705), place an ‘Oper’ air strip
marker (see Table 4) in the hex. Every operational air
strip hex can support USAF units, even if the full air
field (Henderson in 0708 and 0709, and Fighter in 0605 The rules for USAF missions, refuelling and so on
and 0705) is not fully operational. may seem a bit complicated. The important thing to
Only one engineering unit may perform work on an air keep in mind is that the US faction allocates USAF
strip hex at a time. Additional engineering units in the units for the next turn at the end of its turn. The
air strip hex does not affect the time needed to perform other thing to keep in mind, is that any USAF unit that
the work. flew a mission during the current turn must refuel in
Optional Allow any two US ground units to operate as the following turn. Refuelling takes up capacity in the
a single engineering unit for the purposes of air strip air fields and thus limits the number of missions that
repairs or construction. can be flown in the next turn.
Air capacity is tightly linked to the number of opera-
B
§11 USAF Mission allocation tional air strip hexes on the map. Since there can be
up to four operational air strips up to 24 USAF units
USAF units need one turn on the air strip hexes (or cor- may be active (not in the Reserve box) at any point.
responding status hexes in top-row boxes) for refuelling Of course, if the IJ faction succeeds in destroying most
and maintenance. air strips, then the US possibility to fly air missions
First, the US faction determines the current USAF ca- becomes severely limited. Without aerial patrols or air
pacity. The air capacity is determined by how many air support for ground combat it becomes harder for the
strip hexes are fully operational. For each operational US ground troops to win battles and are more vulner-
air strip hex the US can have up to six (6) active USAF able to IJ bombardments.
15

§12 Check for Victory


At the end of the US faction turn, the players check if
the IJ victory conditions are met (see §1). That is
• If there are any IJ ground units in any air field hex,
it is an automatic victory for the IJ faction.
Note, the Fighter airfield hexes (0605 and 0705) does
not count until they have been constructed.
• If the turn is Jan III and there are any IJ units on
the map (not off-map movement boxes), then it is a
victory for the IJ faction.
• If the turn is Jan III and none of the above conditions
have been met, then it is a US faction win.
If, at some point during the game, it is obvious that
the IJ faction cannot meet its victory conditions, then
the two factions may decide to stop the game and de-
clare the US faction the victor. This can happen, for
example, if all IJ ground units have been eliminated
from Oct III or later. The IJ faction will receive no
ground unit reinforcements after this point, and if all
have been eliminated then it is impossible for the IJ
faction to meet its goals. Besides, the game would
quickly become boring after all IJ ground units have
been eliminated.

Destroyer A6M2 Zeke

D3A2 Val G4M1 Betty

F4F Wildcat P38 Lightning

P400 Aircobra TBF Avenger

SBD Dauntless
16 12 CHECK FOR VICTORY

Historical summary
By Steve Llewellyn trate enough force to defeat each other. The difficulties
On August 7, 1942 at 0910 hours the ramp of an Amer- of gathering those troops were compounded by the alien
ican Landing Craft Infantry banged down in the surf of and hostile environment of the jungle on Guadalcanal.
‘Beach Red’ 6,000 yards east of Lunga Point on an ob- Back on the island, the Marines ate Japanese rice and
scure island in the Solomon Islands chain called Guadal- used Japanese construction equipment to finish the air-
canal. field which would be critical to the ultimate control of
The men of the 1st Marine Division who ran up the the seas around Guadalcanal. But the day before the
beach that morning had no idea they were beginning a first 12 Douglas Dauntless dive-bombers and 19 Grum-
bloody, six-month battle that would be the first United man Wildcat fighters arrived, the Japanese launched
States victory on the ground in the Pacific theatre in their first counter-attack.
the Second World War. On August 20, 1,000 soldiers led by Colonel Kiyono
As America’s first ground offensive in the Pacific, the lchiki attacked Marine positions on the left flank at the
invasion of Guadalcanal was a clumsy affair. Alarmed by mouth of the Ilu River. But the Japanese underestim-
the discovery that Japan was building an airfield on the ated the American strength, a mistake they would re-
island that could cut Australia off from North America, peat several times in the campaign. Thinking there were
Chief of U.S. Naval Operations Admiral Ernest King only about 2,000 Marines on the island, Ichiki’s men at-
ordered the 19,000 men of the 1st Marine Division to be tacked in three waves and were mowed down by the 2nd
rushed to Guadalcanal from New Zealand. The invasion Battalion of the 1st Marine Regiment. More than 800
force was assembled in such haste that the Marines had Japanese were killed and Ichiki commited suicide.
only enough food for 60 days and enough ammunition The Japanese brought more soldiers to Guadalcanal on
for 10 days of heavy fighting. destroyers that travelled only at night to avoid the planes
But despite that everything went well at first. Major- on Henderson Field and by September 12 had assembled
General Alexander Vandegriff’s men met little opposi- a force of 3,000 men. Major-General Kawaguchi at-
tion on the beach and seized the critical airfield three tacked from the south across a hill that became known
miles inland within 36 hours. It would eventually be as Bloody Ridge because of the intense fighting on the
called Henderson field in honor of Marine pilot Major slopes.
Lotton Henderson who was killed at the Battle of Mid- Colonel Merritt “Red Mike” Edson’s elite Raider bat-
way two months earlier. talion and parachute battalion bent under the assault,
But the Marines’ good fortune did not last long. On suffering 40 dead and 103 wounded, but did not break.
the evening of August 8, Rear-Admiral Frank Fletcher Kawaguchi was not so fortunate and lost 600 killed and
decided to withdraw the three aircraft carriers that were 600 wounded in two nights vicious fighting.
providing air cover for Vandegrift’s transports. Later On October 9, the Japanese made a third and final at-
that same night, a Japanese cruiser task force sank one tempt to drive the Marines into the sea when Lieutenant-
Australian and three American cruisers in the waters General Harukichi Hyakutake gathered a new force of
near Guadalcanal. 20,000 men plus heavy artillery and planned to strike
The naval battle would come to be known as the Battle at the American centre and right simultaneously. but
of Salvo Island and it was the first of a series of clashes the terrible terrain made exact co-ordination between
to decide the control of the sea around Guadalcanal. In the two columns impossible and they attacked 24 hours
the next six months the United States would lose two apart.
aircraft carriers, seven cruisers and 14 destroyers while That might not have been fatal except the Marines had
the Japanese lost one aircraft carrier, two battleships, received their own reinforcements in the weeks before
four cruisers and 11 destroyers. the attack. More Marines and the U.S. Army’s 164th
The transports fled the next day taking with them 3,000 Regiment brought American strength on Guadalcanal
Marines who had not had time to disembark and much of up to 23,000 soldiers. In addition, a second airstrip was
the division’s ammunition and heavy artillery. Another built for fighter planes.
6,000 men of the 1st Marine Division were dug in on Hyakutake attacked and was slaughtered on the Amer-
Tulagi Island 20 miles away. ican defences.
The 10,000 Marines on Guadalcanal were on their own. On December 9, the battle and jungle weary 1st Marine
The campaign was a race between the Marines and the Division was withdrawn and in its place were the Amer-
U.S. Army and the Japanese Imperial Army to concen- ical Division and the 25th Division, both army forma-
17

tions, and the 2nd Marine Division for a total of 50,000


men under Major-General Alexander Patch.
Hyakutake had less than half that number and a critical
shortage of supplies left his men weak and sick.
In January of 1943, Patch fought his way down the
length of the island, overrunning Hyakutake’s headquar-
ters on the 23rd of that month. The Japanese managed
to evacuate 13,000 soldiers by night and the campaign
ended on February 8, 1943.
In total, the United States lost 5,600 casualties of which
1,500 were killed while the Japanese lost an estimated
24,000 dead.
Turn sequence Units
IJ Example Force Description
Reinforcements §5.2

28/1
4–8
IJA Ground unit
Movement §6

A6M2

G4M1
IJAAF Fighter and bomber
F B

On-map §6.1 F B
Off-map §6.5
+2/B
DD
IJN Destroyer
Shore bombardment §6.6
Air-to-air §6.7 USMC Ground unit

1
2–10
Combat §7
USA Ground unit

8
Ground attacks §7 2–5 6

P400

TBF

F4F
Shore bombardment §7.3 USAF Fighter, bomber, both
F B F/B

F +1 +1/F
Airfield bombardment §7.10
Supply §8 Unit types
On die roll results of 4,5, or 6, remove 1 unit Type Type
Strategic §9 Infantry Machine gun
Remove IJAAF, IJN units from Attack, move IJAAF, SF Raiders Airborne
IJN units from Reserve to Attack Defence Marines
US Artillery Mountain artillery
Reinforcements §5.3 Defence Motorised artillery
Movement §6 Armoured Reconnaissance
On-map §6.1 Amphibious Anti air
Air support §6.8 Anti tank Engineer
Combat §7 MP Police Labour
Ground attacks §7
Air support §7.4 Other chits
Refuelling §7.11 Type
Engineering §10 Dest Dam Oper
Air strip status
Repair, construct air strips
Air §11 1 2
Construction progress
Game Game
Determine air capacity, allocate flight missions Turn Turn Turn
Check IJ victory §12

IJ Attack Table US Attack Table


Type
Die Odds Die Odds Echelon
roll 1:2 1:1 2:1 3:1 roll 1:2 1:1 2:1 3:1 Turn Identifier
7/1
SepI

28
1 AE AE A1 EX 1 AE AE A1 EX
2 AE A2 A1 EX 2 A1 A1 EX EX 5–8 2–5 6 Range
3 A2 A1 EX EX 3 A1 EX EX D1
4 A1 A1 EX EX 4 EX EX D1 D1 Movement Combat
5 A1 EX D1 D1 5 EX DR D1 DE
6 EX D1 D1 DE 6 DR D1 DE DE
AE Attacker eliminated
A2 Attacker looses 2 units and retreats
A1 Attacker looses 1 unit and retreats
EX Attacker & defender loose 1 unit each, defender retreats
DR Defender retreats Terrain
D1 Defender looses 1 unit and retreats Hex side Movement
DE Defender eliminated
Clear 1 MF

First
Combat modifiers
Defender Defender Die
hex CF roll Notes Beach 1 MF

Blood
Beach (§7.1) Rough 1 MF

−1 Jungle (§7.1) Jungle +1 MF

×2 River* (§7.1) Ridge +1 MF

×2 Ridge* (§7.1) River +2 MF


DD

+2/B
+2 only (§7.3)
Entry, Off-board ½ MF†
F4F

+1 only (§7.4)
F/B

+1/F

Odds 4:1 or better +1 (§7.6) Air strip


* Only
if all attackers on other side † only
NovII OctII OctI SepII SepI JanI DecII NovII OctIII OctI SepII

F
F
B
B

F
F
SF

+1
+1

2–8 6
2–8 6
4–8
1–8
2–5 6
5–8
5–8
1–5 8
5–8

1
A6M2 A6M2 10 230 4/3 ISHI 97 182/3 TBF 2 SDB 7/2 1 1/1

Turn
Game
NovII OctII OctI SepII SepI JanI DecII NovII OctIII OctI SepII

F
F
B
B

F
F
+1
+1

3–8 6
2–5 6
4–8
4–8
2–5 6
5–8
1–8 6
5–8

1
A6M2 A6M2 4 45 16/1 KUMA 221 25 SDB 10/1 SDB 7/3 3 1/2
NovII OctII OctI SepII SepI JanI DecII NovII NovI OctII SepII

F
F
B
F/B

F
F
+1

2–8 6
2–5 6
4–8
4–8
3–8
4–8 2–10 2–5 6
4–8
5–8

1
A6M2 A6M2 SLY 3LT 16/2 28/1 65 64 SDB F4F 164/1 11/1 1 1/3
NovII OctIII OctI SepII SepI DecII NovIII NovI OctII SepII

F
F
F/B
F/B

F
F

Front
Front
4–8
4–8
4–8
2–5 6
4–8
4–8
4–8

1
A6M2 228/1 A6M2 20 228/2 28/2 90 147/3 F4F 164/2 F4F 1 2/1
OctII OctIII OctI SepII SepI JanI NovIII NovI OctII SepII

F
B

DD
F/B

F
2–5 6 +1/F +1/F +1

4–8
4–8
5–8
2–5 6
4–8
4–8

2
228/3 A6M2 1 230/2 124/1 6/1 10/2 SDB 164/3 F4F 1 2/2
OctII OctIII OctII SepII SepI JanI NovIII NovI OctII SepII

Back
Back
B

DD
DD
DD
F/B
MP

+1

4–8
4–8
4–8
5–8
2–5 6
4–8

2
SDB F4F

+2/B +2/B
2–8 6 2–10 +2/B
16/3 230/3 124/2 6/2 246 10/3 1 2/3
OctIII OctII SepII SepI JanI DecI NovII OctII SepII

B
B

DD
F/B
F/B

B
2–5 6 +1/F +1/F +1/F +1

2–8 6
4–8
5–8
4–8
4–8
5–8

2
G4M1 F4F SDB F4F

4–8 +2/B +2/B


29/3 2/1 124/3 6/3 132/1 182/1 5/1
OctIII OctII SepIII SepI JanI DecI NovII OctII SepII

B
B

DD
F/B
F/B

B
+1

2–6
2–5 6
4–8
4–8
4–8
5–8

2
G4M1 A6M2 45 28 27/1 132/2 182/2 F4F SDB F4F 5/2

Turn
Oper Oper Oper Oper Dam Dam Dam Dam
Dest Dest Dest Dest Dam Dam Dam Dam

Game
OctIII OctII SepIII SepI JanI DecI NovII OctII OctI

F
F
B

DD
F/B

F
F
2–5 6 +1/F +1/F +1

3–8
4–8
4–8
5–8

3–8 2–10 1–10 2–8 +1/F +1/F +1/F

A6M2 A6M2 SDB F4F

4–8 +2/B +2/B


MG 27/2 132/3 245 6 5/3
OctIII OctII SepIII SepI JanI DecI NovII OctII OctI

F
F
F

B
B

DD
F/B

F
F
F

B
+1

5–8
4–8
2–8
2–5 6

2–5 6 2–10

A6M2 D3A2 A6M2 SDB F4F P400

6–8 +2/B
5 27/3 9 21 11/2
OctIII OctII SepIII SepI JanI DecI NovII OctIII OctI

F
F
F
F

B
B
Chits for First Blood

F/B

F
F
F
F

B
B
2–8
4–8
2–5 6
5–8
2–5 6

A6M2 G4M1 A6M2 G4M1 LAB 161/1 247 P38 8/1 F4F P400 11/3
OctIII OctII SepIII SepI JanI DecI NovII OctIII OctI

F
F
F

B
B
B

F/B

F
F
F

B
B
+1

1–6
4–8
3–8
5–8
3–8 6

A6M2 G4M1 G4M1 A6M2 6 161/2 57 P38 8/2 F4F SDB 11/5

for more compact storage.


NovII OctII SepIII SepII JanI DecII NovII OctIII OctI

B
B
B
B

DD
F/B

B
B
2–8 +1/F +1/F +1/F +1
+1

3–8
2–8
4–8
4–8
5–8
3–8

G4M1 G4M1 F4F TBF SDB

+2/B
2 37 161/3 35/1 8/3 1
NovII OctII OctI SepII SepI JanI DecII NovII OctIII OctI

through, then do final cut-through.


B
B
B
B

F/B

B
B
+1
+1

4–8
3–8
4–8
2–5 6
4–8
4–8
4–8

columns and rows, but not all the way


G4M1 G4M1 29/1 6 4/1 8 35/2 F4F 147/1 TBF SDB 1

Print on (adhesive) paper and glue onto

cut out with sharp knife. First cut along


cardboard (≈ 2 mm ≈ 1/16” thick) and
NovII OctII OctI SepII SepI JanI DecII NovII OctIII OctI SepII
F

B
B
B

Print board and OOBs on (adhesive) paper

cut folding grove in the middle of the board


and glue onto cardboard (≈ 2 mm ≈ 1/16”
F
SF

B
+1/F +1/F +1
+1

4–8
3–8
4–8
2–5 6
4–8
4–8
5–8
4–8

thick) and cut out with sharp knife. Possibly


G4M1 A6M2 29/2 9 4/2 89 35/3 TBF 147/2 SDB 7/1 1
First
US Order of Battle Blood

At-

11/2

11/3

11/5
1/1

1/2

1/3

2/1

2/2

2/3

5/1

5/2

5/3

1
start
5–8 5–8 5–8 4–8 4–8 4–8 5–8 5–8 5–8 2–5 6 2–5 6 3–8 6 3–8 4–8

P400

P400

SDB

SDB
F4F

F4F

F4F
F/B F/B F/B F F B B
1

1
SF MP

4–8 1–5 8 1–8 6 3–8 2–10 1–10 2–8 +1/F +1/F +1/F F F +1 +1
SDB

+1 Engineering progress

Sep
I
? ? ? ?
Sep Air strip status

SDB

SDB
SepII

SepII

SepII

SepII

SepII
11/1

F4F

F4F

F4F
SepII

SepII

SepII

SepII
7/1

7/2

7/3

F/B F/B F/B B B

II
5–8 5–8 5–8 2–5 6 +1/F +1/F +1/F +1 +1
Sep ? ? ? ?
III

Oct SDB

SDB

SDB
TBF

TBF
F4F

F4F

F4F
OctI

OctI

OctI

OctI

OctI

OctI

OctI

OctI
OctI

F/B F/B F/B B B B B B


6

I
2–8 +1/F +1/F +1/F +1 +1 +1 +1 +1
164/1

164/2

164/3

Oct
SDB

SDB
OctII

OctII

OctII

OctII
10/3

F4F

F4F
OctII

OctII

OctII

OctII

F/B F/B B B

II
4–8 4–8 4–8 2–5 6 +1/F +1/F +1 +1
147/1

147/2

Oct
10/1
OctIII

OctIII

OctIII

OctIII

OctIII

OctIII

OctIII
8/1

8/2

8/3

SF
III
5–8 5–8 5–8 4–8 4–8 5–8 2–5 6
Nov
SDB

SDB
F4F

F4F
NovI

NovI

NovI

NovI

F/B F/B B B

I
+1/F +1/F +1 +1
182/1

182/2

Nov SDB

SDB
TBF

TBF
NovII

NovII

NovII

NovII

NovII

NovII

NovII

NovII
P38

P38

F4F

F4F
NovII

NovII

NovII

NovII
245

F F F/B F/B B B B B
21

II
4–8 4–8 2–5 6 2–10 F F +1/F +1/F +1 +1 +1 +1
147/3

Nov
10/2
NovIII

NovIII

NovIII

246

III
4–8 2–5 6 2–5 6
After support
132/1

132/2

132/3

Dec
247
DecI

DecI

DecI

DecI

DecI

DecI

57

B
9

I → USAF Ground Attack


+1
4–8 4–8 4–8 2–8 2–5 6 3–8
182/3

Dec After combat, from USAF CAP


35/1

35/2

35/3
DecII

DecII

DecII

DecII

DecII

DecII

DecII
25

64

90

II and USAF Ground Attack


4–8 4–8 4–8 4–8 2–10 2–5 6 2–5 6

B F

Dec +1 F
III
161/1

161/2

161/3

Jan
27/1

27/2

27/3
6/1

6/2

6/3

221
JanI

JanI

JanI

JanI

JanI

JanI

JanI

JanI

JanI

JanI

JanI

JanI

JanI

JanI
89

97

65
8

I
5–8 5–8 5–8 4–8 4–8 4–8 4–8 4–8 4–8 2–5 6 2–5 6 2–5 6 2–5 6 3–8

US turn US Attack Table


Reinforcements Die Odds
Movement roll 1:2 1:1 2:1 3:1
On-map, Air support 1 AE AE A1 EX
Combat
2 A1 A1 EX EX
Ground attacks, Air support, Refuelling
Engineering
3 A1 EX EX D1
Repair & construct air strips 4 EX EX D1 D1
Air mission planning 5 EX DR D1 DE
Determine air capacity, Allocate flight missions 6 DR D1 DE DE
First
IJ Order of Battle Blood

KUMA

124/1

124/2

124/3
At-

28/1

28/2
ISHI

LAB
28

37
5

6
start
1–8 4–8 4–8 4–8 4–8 4–8 4–8 2–5 6 3–8 5–8 2–8 1–6 2–8

G4M1

A6M2
228/2

230/2

230/3
Sep

16/1

16/2

SepI

SepI
MG
4/1

4/2

4/3

2/1
SepI

SepI

SepI

SepI

SepI

SepI

SepI

SepI

SepI

SepI

SepI

SepI
B F

45
I
DD

4–8 4–8 4–8 4–8 4–8 4–8 4–8 4–8 2–8 6 2–6 6–8 +2/B B F

G4M1
Sep

SepII
SepII

SepII

SepII

SepII

SepII

SepII

SepII

SepII

SepII
3LT
230
B

45

20
2

1
II
DD

3–8 3–8 3–8 2–8 6 2–5 6 2–5 6 2–8 6 2–10 +2/B B


A6M2

A6M2

A6M2

A6M2

G4M1

G4M1
Sep
SepIII

SepIII

SepIII

SepIII

SepIII

SepIII
F F F F B B

III
F F F F B B

A6M2

A6M2
Oct
29/1

29/2

OctI

OctI
SLY
OctI

OctI

OctI

OctI

OctI

F F
10

I
4–8 4–8 2–8 6 3–8 6 2–8 6 F F
G4M1

G4M1

G4M1

G4M1

A6M2

A6M2

A6M2

A6M2
D3A2

Oct
OctII

OctII

OctII

OctII

OctII

OctII

OctII

OctII

OctII
16/3

29/3
OctII

OctII

OctII

OctII

B B B B B F F F F

II
DD DD

4–8 4–8 +2/B +2/B B B B B B F F F F


G4M1

A6M2

A6M2

A6M2

A6M2
228/1

228/3

Oct
OctIII

OctIII

OctIII

OctIII

OctIII
OctIII

OctIII

OctIII

OctIII

B F F F F

III
DD DD

4–8 4–8 +2/B +2/B B F F F F At Oct II or any later turn

Nov

OctII

OctII
DD DD

I +2/B +2/B
G4M1

G4M1

A6M2

A6M2

A6M2

A6M2

Nov
NovII

NovII

NovII

NovII

NovII

NovII
NovII

B B F F F F

II
DD

+2/B B B F F F F

IJ bombardment
At- Casu-
Target Combat
tacker alty
B
*
B F/B
B
*†
B Dest

DD

+2/B F/B

DD

+2/B Dest

IJAAF air-to-air ‡ - +2
? 0000

DD

+2/B
At- Casu-
Target
?

tacker alty ?–? 6 F/B



A6M2

USAF CAP
F F
?

F F ?–? 6 Dam


B

USAF CAP F

- CF
0000
?

B F ?–? 6
USAF Ground * IfUSAF CAP clear
A6M2

F B

FAttack* +1 † If clear
* After clearing USAF CAP ‡ Only from IJN Attack

IJ turn IJ Attack Table


Reinforcements Die Odds
Movement roll 1:2 1:1 2:1 3:1
On-map, Off-map, Shore bombardment, Air-to-air 1 AE AE A1 EX
Combat
2 AE A2 A1 EX
Ground attacks, Shore bombardment, Airfield bombardment
Supply
3 A2 A1 EX EX
50% change of 1 unit loss 4 A1 A1 EX EX
Strategic 5 A1 EX D1 D1
Shift IJAAF and IJN units 6 EX D1 D1 DE
Sep Sep Sep Oct Oct Oct Nov Nov Nov Dec Dec
I II III I II III I II III I II

IJN Reserve IJN Attack IJAAF Reserve IJAAF Attack Henderso

0709

0708
1111 1

1011 1010

0913 0912 0911 0

0813 0812 0811 0810

0721 0718 0717 0716 0715 0714 0713 0712 0711 0

0620 0619 0618 0617 0616 0615 0614 0613 0612 0611 0610
u
ika
tan

0521 0520 0519 0518 0517 0516 0515 0514 0513 0512 0511 0
Ma

0420 0419 0418 0417 0416 0415 0414 0413 0412 0411 0410

0321 0320 0319 0318 0317 0316 0315 0314 0313 0312 0311 0

0220 0219 0218 0217 0216 0215 0214 0213 0212 0211 0210

0121 0120 0119 0118 0117 0116 0115 0114 0113 0112 0111 0

0020 0019 0018 0017 0016 0015 0014 0013 0012 0011 0010

Mt. Austen

A B
Dec
II
Dec
III
Jan
I
Jan
II
Jan
III First Blood
nderson Fighter USAF Ground USAF CAP USAF Reserve
Attack
0708

0605

0705

1209

N
1 1110 1109 1108

1010 1009 1008 1007 1006 1005


a
ng

1 0910 0909 0908 0907 0906 0905 0904


Lu

0810 0809 0808 0807 0806 0805 0804 0803 0802

1 0710 0709 0708 0707 0706 0705 0704 0703 0702 0701 0700
Ilu

Henderson
r

0610 0609 0608 0607 0606 0605 0604 0603 0602 0601 0600
hte
Fig

1 0510 0509 0508 0507 0506 0505 0504 0503 0502 0501 0500

Tenaru
0410 0409 0408 0407 0406 0405 0404 0403 0402 0401 0400
ge
Rid

1 0310 0309 0308 0307 0306 0305 0304 0303 0302 0301 0300
dyo
Blo

0210 0209 0208 0207 0206 0205 0204 0203 0202 0201 0200

1 0110 0109 0108 0107 0106 0105 0104 0103 0102 0101 0100

0010 0009 0008 0007 0006 0005 0004 0003 0002 0001 0000

C D

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