by Greg Novak
PLAYING THE GAMEThe game starts at 2100 on the night of the 12th, and is played in three phases. Phase One (Night) consists of eight one-hourturns running from 2200 on the 12th to the end of the 0500 turn on the 13th. Due to the circumstances of this battle, we will use one-hour Night turns turns in place of the normal 30-minute Night turns. No changes are made from the normal fire or movement distances, except stands may not run at night in the jungle. Visibility within the jungle at night is 1", and along the ridge is 4". All limitations on night actions are in effect (see Rule 14.1). Phase Two (Day) runs from 0600 to 1800 on the 13th. This phase is optional and need not be played out unless the Japanese end the first night with troops holding the ridge. If played, use normal 15-minute turns. Otherwise, allow both players to regroup and reorganize their forces, and to shift thern within the positions held at the end ofPhase One. American troops may entrench during this phase, and place wire if they have it. Daytime visibility in the jungle is set at 2". All daytime movement in the jungle is at half rate. Phase Three (Night) consists of eight one-hour turns running from 2200 on the 13th to the end of the 0500 turn on the 14th. Due to the circumstances of this battle, we will again use one-hour Night turns turns in place of the normal 30-minute night turns. No changes are made from the normal fire or movement distance, except stands may not run at night in the jungle. Visibility within the jungle at night is 1", and along the ridge is 4 ". All limitations on night actions are in effect (see Rule 14.1). VICTORY CONDITIONSVictory is determined at the end of either the 0500 turn on September 13th (if the Japanese commander wishes), or, failing that, at the end of the 0500 turn on the 14th. The victory conditions are: Strategic Japanese: Hold at the end of the game both knolls as well as the location of the Divisional Headquarters, with all Marine stands pushed back at least 8" from these points. Tactical Japanese: Hold at the end of the game at least two out of the three positions mentioned above, with all Marine stands pushed back at least 8" from these points. Draw: Neither side is able to fulfill its victory conditions. Tactical American: Hold at the end of the game at least two out of the three positions mentioned below, with all Japanese stands pushed back at least 8" from these points. Strategic American: Hold at the end of the game both knolls as well as the location of the Divisional Headquarters, with all Japanese stands pushed back at least 8" from these points. The victory conditions can be shifted one level for each of the following: 1. If the 2nd Battalion, 5th Marines is committed to action, shift the victory conditions one level in favor of the Japanese. In that case a draw becomes a Tactical Japanese Victory. 2. Keep track of the stands lost by both sides, and compare them at the end of the game. If the Americans lose more stands than the Japanese, shift the victory conditions one level in favor of the Japanese. If the Japanese lose more stands than the Americans, shift the victory conditions one level in favor of the Americans. If either side is able to inflict twice as much damage as the other, then shift the victory conditions two levels in their favor. 3. If the Japanese player wishes to end the game at the end of the first Night Phase, shift the victory conditions one level in favor of the Americans. (This takes into account damage the American aircraft will inflict during the daytime on the Japanese units in the open when they launch their counterattack.) The Japanese players do not get Victory Points for exiting stands off the north edge of the board. That is not their objective (yet). REFEREE'S NOTESThis scenario is rather small in size-the table needed is but 3' by 4'. Since it is a night action, with very limited visibility and command abilities, the following is suggested as die best way to handle the game. Set up two separate sets of terrain, one for the Japanese players and one for the Americans. (If you want to be nasty, don't make the terrain on each board totally correct.) The two sets of terrain should not be in sight of each other. Allow players to move troops on their boards, but only place on their board those enemy troops that they can see. There are two maps of the terrain: a general one that you can give to the players, and one gridded in inches for your use. Run off as many copies as you might need of the gridded map on a photocopier. Keep track of the actual location and movement of stands for both sides on the gridded sheet. Remember that most of the action is taking place at night in a jungle. The location on your map is the correct location of the unit, regardless of what the players think. You can build in the confusion of a night action quickly with this map. Do NOT let your players have a copy of the gridded map. HISTORICAL NOTESThe Japanese air and naval elements were under orders to continue attacking Henderson Field until the ground troops were ready to advance and capture the air strip. Hence the need for the 35th to halt and regroup short of the final objective at a point where it could contact those elements. During both nights of the battle in fact, the Japanese Navy shelled the air strip, which is why the Japanese players do not get any points for exiting the north edge of the board, This can and should be a tough battle for both sides. The Marines are far from full strength, but have supporting artillery and can afford to back off and let the Japanese come to them. The Japanese have lots of infantry, but no supporting weapons. Their goal should be to close and destroy the Marines, where they can find them. Life is hard when the basic plan is bad! Historically, it was a Strategic American Victory. They lost the lower knoll, but kept the middle and divisional headquarters. While they committed the 2nd/5th to action, the ratio of Japanese losses was over 2 to 1 as the two Japanese Infantry Battalions were destroyed in action. With their base destroyed behind them, the Japanese survivors were forced to march around the Marine perimeter to reach the remaining Japanese force at Kokumbona. For the record, this was the site of the Battle of the Insults. Japanese battle cries of "Blood for the Emperor" were matched with Marine cries of "Blood for Eleanor." A Marine cry of "The Emperor Eats Shit" was matched by the Japanese rebuttal of "Babe Ruth Eats Shit." BIBLIOGRAPHYZimmerman, Major John L. The Guadalcanal Campaign, Historical Division, Headquarters, USMC, 1949. Hough, et al. Pearl Harbor to Guadalcanal, History of USMC Operations in World War II, Historical Branch, G-3 Division, Headquarters, USMC, 1958. "A Quiet Spot": Bloody Ridge on Guadalcanal September 12-14, 1942 Back to Table of Contents -- Command Post Quarterly #3 To Command Post Quarterly List of Issues To MagWeb Master Magazine List © Copyright 1993 by Greg Novak. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |