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Guadalcanal Board Game Instructions

This document provides instructions for playing the board game Guadalcanal, which recreates the World War II battle between American and Japanese forces on Guadalcanal Island. It describes the map, unit counters, turn sequence, and rules for movement and combat. The goal is to occupy the key airfield Henderson Field for two consecutive turns or eliminate all enemy units. It is intended to be challenging like chess but more versatile for recreational wargaming.

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100% found this document useful (1 vote)
672 views36 pages

Guadalcanal Board Game Instructions

This document provides instructions for playing the board game Guadalcanal, which recreates the World War II battle between American and Japanese forces on Guadalcanal Island. It describes the map, unit counters, turn sequence, and rules for movement and combat. The goal is to occupy the key airfield Henderson Field for two consecutive turns or eliminate all enemy units. It is intended to be challenging like chess but more versatile for recreational wargaming.

Uploaded by

Rick
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
You are on page 1/ 36

Artist-game designer-author-Marine Corps tacti-

cian-that's Colonel Donald L. Dickson, now editor


and publisher of Leatherneck, the Marine Corps
magazine.
Back on August 7, 1942, this same Colonel Dickson
was in the first invasion wave to land on the island of
Guadalcanal. As regimental adjutant he was able to
interpret, in pencil and paint, Marine Corps life in
the early days of Guadalcanal. Thoroughly trained
in tactics and weaponry his alert eyes saw many
things about the campaign that would have escaped
the historian with less military training. It is with this
knowledge that we present with pride Avalon Hill's Colonel Donald L. Dickson,
recreation of this epic historical battle campaign . . .
Guadalcanal. U.S.M.C. (Ret.)

The same American and Japanese Units are now yours to command . . . possibly
to alter the course of history ...
in this recreation of the turning point of the
World War I1 campaign in the Pacific theatre.

Guadalcanal is actually three games in one: The Basic Game, explained in this
instruction folder, gets the beginner into the new art of wargaming within 10 min-
utes; The Tournament Game adds greater depth and realism to the game; and the
Optional-tournament Game includes additional variables for the true wargame nut.

Try your skill and intelligence at Guadalcanal . . . the game as challenging as chess
but more versatile . . . for two players, 12 years and up.

INSTRUCTIONS- READ FIRST

Q 1966 The A v h n Hill Company, Baltimore, Maryland. Printed in U.S.A.


First printing - March 1966, 2nd printing -June 1966
MAPBOARD PREPARE FOR PLAY
The mapboard shows part of Guadaicanal STEP 1: Lay the mapboard out on a table.
Island where, during the period from August Seat the Japanese player on the land side
1942 to January 1943, operations of the vari- and the U.S. player on the ocean side.
ous U.S. Army and Marine Units were con-
ducted against the armed forces of Imperial STEP 2. Punch out the Order of Battle
Japan. A hexagonal grid has been printed Units and place them on the corresponding
on the board to determine movement. Here- spaces provided on each player's Order of
after, these hexagons will be referred to as Appearance card.
"squares." Terrain features are as follows. STEP 3: The Japanese player removes the
CLEAR SQUARE: Any square devoid of the two Units under "At start" on his Order of
following terrain features: Appearance card and places them on the
board on any square within 7 squares of
JUNGLE SQUARE: Any square containing Henderson Field (KK-22).
green splotches, wholly or partially.
RIVER SQUARE: Any square containing a
solid blue line wholly or partially. HOW TO PLAY
SLOPE SQUARE: Any square containing The week of 7 August is the first turn.
brown splash contours. The thickest part of The routine of play for every turn is as
the contours indicate the high side of the follows:
slope.
STEP 1: The U.S. player consults his Order
HILLTOP SQUARE: Any square adjacent to of Appearance card to see if any troops ar-
the high side of slope squares. Hilltop rive (as is the case on his first Turn). If so,
squares sometimes contain splash contours he places them on any coast squares he
of higher slopes. chooses.
COAST SQUARE: Any square that is part STEP 2: The U.S. player then moves all
land and part ocean. Units on the board he choose to move. No
ROAD SQUARE: Any square containing par- Jap movement is allowed.
allel lines. STEP 3: All battles caused by U.S. move-
VILLAGE SQUARE: Any square containing ment are resolved one battle at a time.
houses. STEP 4: The Japanese player then consults
GRID-COORDINATES: The letters and num- his Order of Appearance card and brings in
bers on the board-edge help pinpoint loca- any newly arriving Units in the same man-
tions. Examples: Visale is H-2, Henderson ner as the U.S. player.
Field is KK-22, Mt. Austin is GG-26, Tasim- STEP 5: The Japanese player then moves
boko is FFF-28. The Road begins at G-2 all of his Units he wishes to move. .No U.S.
and ends at RR-24. movement is allowed.
STEP 6: All battles caused by Japanese
UNlT COUNTERS movement are resolved one battle at a time.
Now study the die-cut Unif Counters. STEP 7: The Japanese player then checks
These Blue, Green and Orange counters are off one Turn on the Time Record Card and
youi "chessmen." Hereafter they will be play .reverts to STEP 1. This cycle is re-
called "Units."

%KT
peated for the remainder of the game.
TYPE (Infantry) SIZE (Battalion)
SUPERIOR UNIT +IDENTIFICATION
(1st Regiment) (1st Battalion of
COMBAT FACTOR (5) the 1st Regiment) HOW TO WlN
MOVEMENT FACTOR
(10 squares per turn) The Basic Game, being a shorter game,
Only the combat factor and the move- must end by the November 20 turn.
ment factor will be of any significance in Either player wins as soon as he occupies
the basic game. Explanation of other sym- Henderson Field for 2 consecutive turns
bols is found in the Battle Manual. anytime between September 25 and Novem-
COMBAT FACTOR: Basic fighting strength. ber 20 inclusive . . . or . . . eliminates all
MOVEMENT FACTOR: Maximum number o f squares
enemy Units on board in that same period.
a Unit may
b e moved in one Turn.
Game ends in a draw otherwise.
HOW TO MOVE UNITS the die roll with the 2 to 1 odds column on
the Basic Game Casualty Table.
1. In any Turn you may move all your
Units on board.
ATTACKING:
2. You may move each Unit any number
of squares regardless of terrain not exceed- 1. An attackipg Unit must stop as soon as
ing its movement factor. it enters the first enemy controlled square.
3. You do not have to move every Unit 2. You are not allowed to move an attack-
nor do you have to move any Unit in your ing Unit through enemy controlled squares.
Turn. 3. You may attack as many enemy Units as
4. You may move Units in any direction or you can reach in the same Turn.
combination of directions you wish in the 4. You may move as many Units into ene-
same Turn. my zones of control as you are able before
5. Unlike chess and checkers you may move resolving combat.
all Units you choose to move before resolv- 5. You resolve all combat one battle at a
ing any battles. time after moving all the Units you choose
6. You may move Units over top of to move in your Turn.
friendly Units but you are not allowed to 6. The attacker has the choice of resolving
move your Units on top of or over oppo- battles in any order he wishes.
nent's Units.
7. The attacker must resolve combat against
7. Movement factors are not transferable every enemy Unit he has moved Units
from one Unit to another nor can they be next to.
accumulated from one Turn to the next.
8. The combat factor of a Unit when at-
8. You are not allowed to move Units onto tacking remains the same regardless of
or through squares that contain the grid- terrain it is attacking from.
coordinate numbers.
NOTE: The die is used to resolve battle - DEFENDING:
it has nothing to do with movement.
1. The defending player is not allowed to
move any Unit while his opponent is at-
tacking.
HOW TO HAVE COMBAT 2. The combat factor of a Unit when de-
fending varies according to the terrain it is
defending on. Examples are shown on the
Basic Game Casualty Table Card.
MORE THAN ONE UNlT PER SQUARE
1. Both players are allowed to combine
Units of any kind in a stack totaling up to
3 Units maximum. This limit also applies
to newly arriving units placed on coast
squares.
2. Stacked Units may stay together indefi-
nitely or they may be combined on one
Turn and split up on the very next.
3. Stacked Units may pass over squares
containing other friendly Units.
4. The movement rate of stacked Units is
ZONE OF CONTROL: Every Unit's zone of that of the slowest Unit in the stack. Of
control is its 6 adjacent squares (A-F) course, the fastest Unit in the stack may con-
regardless of which square it is on. You tinue on its way after splitting away from
automatically cause combat when you move the slow moving Units.
a Unit into any one square of an enemy
Unit's zone of control. The player moving
his Units is always the attacker; his oppo- MULTIPLE UNlT BATTLES
nent is the defender. To determine battle
odds the attacker's combat factor is stated 1. When two or more Units attack one de-
first and the defender's combat factor is fending Unit the factors of the attacking
stated second. For example: If the 3rd Units must be totaled into one combined
Marine Battalion (4) attacks the 2nd Mt. Combat Factor.
Arty. Battalion (2) battle odds are 4 to 2
which reduces 2 to 1. To resolve combat the 2. When one Unit attacks two or more
attacker rolls the die once and matches up defending Units the factors of the defending
Units must be totaled into one combined terrain. Combat in these areas varies as
combat factor. shown on the Basic Game Casualty Table
3. When several Units attack several de- card. Ocean tranfer from one coast square
fending Units the attacker has the choice to another is not allowed.
of dividing combat into more than one battle
as long as:
(a) he battles every defending Unit he HOW TO RESOLVE BATTLES
has attacking Units adjacent to and, Use the Casualty Table for BASIC
(b) his Units are adjacent to the specific GAME only.
Units they are attacking. STEP 1: Reduce battle odds to basic odds
4. You may deliberately sacrifice one or shown on the Casualty Table. To do this
more attacking Units at unfavorable odds simply divide the defender's factor into
in order to gain more favorable odds over the attacker's factor and round off any frac-
other defending Units - this tactic is tion in favor of the defender. Exaniples: 16
called "soaking off." Soak off odds cannot to 9 converts to 1 to 1; 14 to 6 is 2 to 1;
be worse than 1-6. 4 to 15 is 1 to 4; etc.
5. The combat factor of a Unit cannot be STEP 2: The die is rolled once for each
split and applied to more than one battle. battle by the attacker.
6. No Unit, attacking or defending, can STEP 3: The die roll is matched up with
fight more than one battle in any one play- the basic odds to get the result of the attack.
er's Turn even if it finds itself adjacent to Example: a 3 to 1 attack with a die roll of
the enemy after all battles have been re- 3 means that the defender is pushed back
solved. In this event, that Unit must either 2 squares.
attack or withdraw in its Turn. If it chooses
to attack it may do so staying where it is or BATTLE MANUAL
by withdrawing from the enemy zone alto-
gether and then re-entering by a different You have finished the rules of the basic
square. In this instance, Units may not with- game. Examples of play and an Appendix
draw and reenter by a route that would of questions on play are included in the
force them into or through zones of control Battle Manual. The Battle Manual also con-
of other enemy Units. tains complete instructions for the Tourna-
ment Game which adds greater realism and
1 7. The attacker with stacked Units on the depth to the play of Guadalcanal.
same square may divide combat into more
than one battle against defending Units on
separate squares.
8. The attacker may not divide combat into
more than one battle against defending
Units on the same square. SEND STAMPED ENVELOPE
For general information about all Avalon
TERRAIN Hill products, send a stamped, self-addressed

I Movement through jungle, hilltops, slopes


and rivers is treated as if they are clear
envelope to: The Avalon Hill Company,
4517 Harford Road, Baltimore, Maryland.

The Avalon Hill Company


4517 Harford Road
Baltimore, Maryland 21214
BATTLE MANUAL
THE AVALON HILL COMPANY BALTIMORE, MARYLAND
Contents
Page
Replacement Parts List ....................................... 2
Tournament Game ........................................ 3
Unit Counters .......................................... 3
Movement ............................................. 4
Combat ................................................ 5
Artillery Fire ........................................... 6
How To Win ........................................... 7
Optional Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Hidden Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Supply ............. .............................. 9.
Artillery Range .......................................... 10
Psychological Effects ..................................... 1 1
Withdrawal ............................................ 11
Unit Specialization ....................................... 12
Examples and Diagrams of Play ..... ......... 13
Appendix .................... ......... 15

GUADALCANAL REPLACEMENT PARTS LIST

.
1 Game Box. 11" x 14" ............................
2. Mapboard. 14" x 44" (available on stiff board. only) .....
.
3 Instruction Folder (Basic Game. only) ..............
4 . Battle Manual (Tournament and Optional Rules) . . . . . . . . . . .
5. Leathernecks Illustrated (campaign pamphlet) . . . . . . . . . . . . . .
6. Troop Counters (complete set. only) ........................
7. Order of Appearance Cards .............................each
8. Time Record Card .......................................
9. Casualty Table Card ......................................
.
10 Casualty Reduction Pad ......
11. 1 Die ..................................................

IMPORTANT: Minimum Order . $1.00. We pay postage and handling to


anywhere in the U.S.A. Please enclose a check or money-order and always
specify. "Guadalcanal Replacement Parts." Sorry - no C.O.D.'S orders
accepted .

For general information about Avalon Hill's series of realistic games


and their magazine, The General, send a stamped, self-addressed
envelope to: The Avalon Hill Company, 4517 Harford Road, Balti-
more. Maryland 21214 .
0 1966 The Avalon Hill Company. Baltimore. Maryland . Printed in U.S.A.
First printing - March 1966. 2nd printing - June 1966
2
I TOURNAMENT GAME I
For greater realism we suggest you get into the play of the Tournament
game as soon as you have mastered the Basic game. Many of
the rules in the Tournament game are similar, if not the same, as
the rules of the Basic game.

TYPE (Infantry)
SUPERIOR UNlT
(1st Regiment)
COMBAT FACTOR (5)
-
-
UNlT COUNTERS

I"'*'
- SIZE (Battalion)
IDENTIFICATION
(1st Battalion of
the 1st Regiment)

BTA (Basic Turn Allowance)


TYPE:
Infantry SIZE: . .- Section (Squad)
101 Armor (Tank) 1- Company
@ Engineers 11- Battalion
Amphibian Tractor 111- Regiment
Pioneers UNlT DESIGNATION -
@ Defense Unit (Coastal) NOTE: Parentheses Mean Numbers of
Service or Labor Troops Main Unit. (-1 Means Not Entire Unit
Artillery
RF - Rapid Fire Gun
Special Weapons (Self Propelled Guns).
LT -Light Trench Mtr.
171 Cavalry (Reconnaissance) AA -Anti Aircraft
Naval Landing
DB -Defense Battalion
Parachute (May Not Jump)
MT. -Mountain
Support Troops IND. - Independent
COMBAT FACTOR - Same as in Basic Game
BTA - Same as Movement factor referred to in Basic Game
SUPERIOR UNlT -The Superior Unit that the Particular Unit is assigned to. In the illus-
tration the Unit is the 1st Battalion of the 1st Regiment. (Bold Face Numbers Indicate
Regiment.)

PREPARE FOR PLAY


In the Tournament game the indicated set-up is the same as in the Basic
game. The general procedure as outlined under How to Play is also the same.
However, the mechanics of play are quite different.
MOVEMENT
CLEAR TERRAIN:
1. Movement over clear terrain is the same as in the Basic game. Here-
after, we shall refer to the movement factor as BTA (for Basic Turn Allowance).
For instance, the 1st Battalion of the 1st Regiment has a BTA of 10.

JUNGLE TERRAIN:
1. Movement over jungle squares takes twice as long as over clear terrain.
Thus jungle movement costs 2 BTA's per square. In other words, the Unit with
a BTA of 10 could only move 5 squares per turn through the jungle.
2. Jungle movement may be mixed with movement over other terrain in
the same turn.
3. A Unit entering the jungle incurs the 2 BTA cost for the first jungle
square it lands on.
4. A Unit leaving the jungle does so at the normal rate. Thus a Unit moving
from 4 1 3 to R13 does so at 1 BTA instead of 2 BTA. Of course that Unit
must land on a non-jungle square-movement from CC21 to CC20 would
cost 2 BTA.
5. If a unit only has one BTA left it may not take the next jungle square
in that turn. Thus it loses this fractional move.
SLOPES:
Movement same as in Basic game.
COAST SQUARES:
Units landing on a coast square either in an invasion or Order of Appear-
ance entrance are placed on the first coast square at a cost of 2 BTA instead
of 1 BTA.
INVASION AND SEA MOVEMENT:
1. Each side is allowed to move any 3 Units out to sea and land them
again in the same turn.
2. The Units must land in that turn and may not remain out at sea at the
end of that turn.
3. Units may go out to sea from any coast'square not in enemy zones of
control.
4. Units may be moved from one coast square to another incurring only
the landing delay outlined under Coast Squares above. There is no BTA cost
for the actual movement on the water.
ROAD:
1. Movement along the road is naturally the fastest. Thus, there is no
BTA cost for road movement regardless of distance traveled except in passing
through villages.
2. Movement through villages on the road costs 1 BTA.
3. Units enter a road square from a non-road square at 1 BTA . . . and
leave onto a non-jungle square at 1 BTA; onto a jungle square at 2 BTA.
4. Units may enter and leave the road as often as desirable in any direc-
tion-moving up and down any distance at no BTA cost.
5. Units must stop on the road if they enter any enemy controlled square.
6. Units cross rivers on the road at no BTA cost.
7. Movement across the river on the road at Matanikau (FF21) costs
1 BTA, not 2 BTA.
RIVERS:
1. Movement onto any river square, regardless of terrain, costs 2 BTA
instead of 1 BTA. Movement onto river squares in the jungle costs 2 BTA,
not 3 BTA.
2. Units move up and down rivers at the usual clear terrain and jungle
movement rates.

COMBAT
ZONES OF CONTROL:
1. As in the Basic game, the zone of control is defined as being the 6
adjacent squares, with the exception that in the Tournament game a Unit's
zone of control does not extend into jungle squares.
EXAMPLES:

2. In the above example (2), Unit "A" could move right by "B" without
stopping to attack although he has the option to do so. But "B" could not
pass right on by and is required to stop and attack from the square he is
presently on.
I I I I

Units in "A" do not have to attack but may i f they so desire. They may attack only "DM
or only "B" or any combination of the squares.
The units in "A" MAY retreat into or through Squares G and E. Since they are not in enemy
Zones of Control.
3. If a Unit is not in enemy zones of control at the end of the turn, but
adjacent to enemy Units in several squares, then if that Unit decides to
attack he is not forced to attack all enemy Units in adjacent squares but
only thoSe squares he desires to attack.
CASUALTY TABLE:
1. Unlike the Basic game, provision has been made for the partial elimi-
nabon of troops. Combat is rolled on the Tournament Game Casualty
Ta6le as outlined by the instructions on this card.
2. When a Unit suffers a loss in factors, that loss is recorded on the
Casualty Reduction Pad.
3. Two Units which have both suffered losses may be combined into
one Unit by erasing the check-off marks from the boxes of one Unit and
checking off the remaining boxes in the other, (that is, a 2 and a 3 may be
combined into a 5 by erasing the checks off one and placing them on the
other). Partial switching may also occur (a 3 and a 2 may be switched into
a 4 and a 1 by appropriate erasing and checking). The two or more Units
conducting the switch must be on the same square at the time of the switch
and the BTA remaining to the new Units is that of the contributing Unit
with the least left at the time of the switch.
4. Combat factors may not be transferred between Units of different types
such as armor and infantry and (in Optional Rules) artillery of different ranges.
5. N o Unit may be larger than the total number of boxes available for it on
the Casualty Reduction Pad.
ARTILLERY FIRE
U p to this point we have made no differentiation between artillery and
infantry regarding combat. However, artillery has an additional fighting
capability over and above the normal as follows:
1. At the end of the movement portion but before resolving normal combat,
both attacker and defender may fire their artillery at targets up to 7 squares
away. This added capability applies only to artillery Units not engaged in
normal combat in that turn. Firing artillery may select any target(s) it
wishes within the 7-square range including those enemy Units that are involved
in normal battles to be resolved in that turn. Firing player determines which
enemy Units must absorb losses where more than one enemy Unit occupies
target square.
2. The firing routine is as follows:
STEP 1: The defender fires first. He may fire once for each single
combat factor available. For instance: the Sumiyoshi battery has a combat
factor of 3 so he may fire three times; the Jap 3LT battery may fire twice
because its combat factor is 2, etc. Combat factors, as in normal combat,
are based on current strength of u n i t as indicated on the Casualty Reduc-
tion Pad. Factors of the same Unit may fire at different Units and at
different squares or all at the same target.
STEP 2: The die is rolled once for each artillery factor that is firing.
Thus, in the above example, the Jap player would roll the die three times
for the Suiniyoshi Unit. The artillery fire is resolved on the Artillery Fire
Table (where else?) and hits recorded immediately on the Casualty Reduc-,
tion Pad. Notice that squares containing greater number of factors
naturally contain greater concentration of troops thereby increasing chances
of damage. After artillery fire is resolved, no further movement is allowed.
STEP 3: The attacker fires in the exact same manner as Step 2. N o
further movement is allowed.
3. The attacker resolves all normal combat taking into consideration losses
sustained in the artillery firing portion of this turn.
4. Attacking Units may occupy loser's square in situations that find adjacent
defending Units getting eliminated in the artillery firing portion of the turn.
ARTILLERY FIRING TABLE
An " X indicates a miss. Numbers "1" and "2" indicate the number of factors lost.

HOW TO WIN
The Tournament version of Guadalcanal is based on a point system, the
player having the most points at the end of the 29 JAN. 1943 turn wins
the game.
The ~ a ~ a n k player
se receives points at the following rates:
3 points for every American factor eliminated.
7 points for every turn the Japanese occupy* Henderson Field.
2 points for every turn an artillery Unit is within 7 squares of Henderson Field. (Only
if Japanese are not already occupying Henderson.)
The American receives points at the following rates:
2 points for every Japanese factor eliminated.
3 points for every turn the U.S. player occupies* Henderson Field.
*Occupying is defined as being on the square regardless of whether or not
it is in enemy zone of control. If neither player is on the square then it
belongs to the player who was there last.
Note: Points for Henderson Field are given only once each complete turn
and only at the end of the Jap player's turn.

SEND STAMPED ENVELOPE


General information and inquiries will be answered upon receipt of a self-
addressed envelope containing current first class postage. Please keep such
correspondence separate from mail orders. Address all letters to: The Avalon
Hill Company, 45 17 Harford Road, Baltimore, Maryland 2 1214.
OPTIONAL RULES
The following section comprises a group of varied rules that may be used
at the discretion of the individual players. These optional rules add a great
deal of realism. Only through experience can one determine which of the
optional rules are best suited to him.

HIDDEN MOVEMENT
Of all the optional rules, this rule has the most drastic effect on play aside
from adding a considerable amount of realism.
1. Only Japanese Units are allowed to use hidden movement, and (if U.S.
player occupies Henderson) only in jungle squares.
2. When the Japanese player brings Units on from his Order of Appear-
ance card, he must inform the U.S. player of the exact squares and the
number (not the type or size) of the Units landing in each square.
3. If the U.S. player occupies Henderson Field then all Japanese Units
not in jungle squares must be placed in view on the board. If the Japanese
player occupies Henderson, then only those Japanese Units in the open,
within 7 squares of a U.S. Unit must be put on the board.
4. During his turn, the U.S. player moves one Unit at a time, indicating
the exact route of each move. If the U.S. player attempts to move into a
square containing a hidden Japanese Unit then the U.S. Unit is placed in the
square the attempted move was made from and is considered to be attacking.

5. When discovered, the Japanese player does not have to tell how much
is in the square, only that there is something there. Not until the comhat
portion of the turn does the U.S. player find out exactly what is in the square.
6. After a hidden Unit has been discovered other units, that have not yet
moved in that turn, may then be moved and, if desired, moved into a square
adjacent to the discovered Unit and may help in the attack during the combat
portion of the turn.
7. If U.S. Units pass by but do not attempt to enter a square containing
hidden Japanese Units then the Japanese player does not have to disclose
their whereabouts.
8. If, after all U.S. Units have been moved, some U.S. Units are in the zone
of control of still hidden Japanese Units, then the Japanese player must inform
the U.S. player of the position of those hidden Units. The U.S. player must
then attack them. U.S. Units that are adjacent but not in enemy zones of
control do not have to attack but have the option to attack provided U.S.
zones of control fall on such hidden Units.
9. Hidden Artillery that fire must be placed on board.
10. Artillery may not fire into squares in which the existence of enemy
Units is in doubt.
11. On the first turn the two Japanese Units are considered hidden.
12. Retreating U.S. Units that have no alternative but to retreat onto or
through a. square containing hidden Japanese Units, are eliminated instead.
13. During his part of the turn the Japanese player may move the hidden
Units without informing the U.S. player. Units remain hidden if they both
begin and end a turn in the jungle, even if they pass over clear squares in
between.
14. Japanese Units may pass through squares adjacent to U.S. Units as
long as they do not pass through a zone of control.
15. If Japanese Units are on the board for combat during the combat
portion of the Japanese player's move, then they remain on the board for
the U.S. player's move. Also, Japanese Units that are forced to retreat as
directed by the Casualty Table are retreated on the board.
16. The points awarded to the Japanese player for having an artillery
Unit within 7 squares of Henderson may be awarded for hidden artillery
Units also. The Japanese player informs the U.S. player only that an artil-
lery Unit is within 7 squares of Henderson Field.

As in most campaigns supplies presented many problems on Guadalcanal.


However, the major difficulties did not arise with food and fuel as much
as it did with water and ammunition. The effects of the water problem are
taken into account in the Psychological Effects Section to follow. The ammu-
nition shortage is taken into account here.
1. Only artillery Units rely on ammunition supply, hereafter called Units
o f fire.
2. Each turn an artillery factor fires it uses one unit o f fire.
3. If artillery Units attack as conventional troops, they do not use any
units o f fire. Likewise if they are attacked conventionally, they do not use
any Unit o f fire.
4. Units of fire are replenished automatically on the following turns in
the specified amounts.
US: TURN JAP. TURN
7 AUG. 14 AUG.
30 OCT. 1 1 SEPT.
5. In addition to the above resupply both players roll on the following
table each turn using the appropriate column. Note: U.S. player begins
rolling on his 14 August turn and the Japanese player begins rolling on his
18 September turn. (Table on next page.)
6. A record of available units o f fire should be kept under "Notes" on the
Casualty Reduction Pad.
UNITS OF FIRE REPLENISHMENT TABLE
U.S. PLAYER JAP PLAYER
13
13 E
m
P:
I 3
3
P?
L I

Die Roll
I L
m
+u
gz 4%Ea +P:
pew
wm
!i3
e w
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ARTILLERY RANGE
The types of artillery employed by both sides varied greatly. This means
that all artillery should not have the same range. In the Tournament version
identical ranges were employed for simplicity. The following is a list of the
more realistic ranges of the various artillery Units:

U.S. JAPANESE
Unit Range Unit Range
11/ 1 5 squares 7 squares
5 squares 7 squares
5 squares 5 squares
7 squares 7 squares
5 squares 4 squares
5 squares 8 squares
5 squares 2MT 8 squares
6 squares 1OMT 8 squares
6 squares SUMYOSHI 7 squares
6 squares
5 squares
97 5 squares
22 1 8 squares
All other ARMY ARTILLERY-7 squares
PSYCHOLOGICAL EFFECTS
The following section is concerned with the introduction of the factors that
tend to retard an army's ability through a drop in morale o r fatigue or disease.
1. Both players roll on their respective tables every other turn beginning
with the October 9 turn. The rolls occur at the beginning of respective turns.
2. The effect applies for the one current turn, only.

PSYCHOLOGICAL EFFECT TABLE


Die Roll U.S. PLAYER JAP PLAYER
No road movement is al- No Japanese road move-
lowed by U.S. player. ment allowed.

* 5 U.S. Units of fire de-


stroyed by sabotage.
No Japanese sea move-
ment or invasions allowed.

U.S. player must remove Jap player must remove


3 1 infantry factor due to 1 infantry factor due to
malaria. malaria.
All Units moving through
Jungle squares incur a 3 Japanese Labor and Serv-
BTA delay per square. Also, ice troops may not attack
"crossing" a river incurs a for the remainder of the
3 BTA delay. (Applies to game.
Japanese units also.)
All artillery and tanks in
If any U.S. Units are on jungle incur a delay of 3
Field are BTA per jungle square and
each reduced .by 1 factor due a delay of BTA to cross
merit. (Psychological morale curs the delay during his
effect. ) turn).
Any Order of Appearance Any Order of Appearance
entering Units must enter entering Units must enter
through a coast square con- through a coast square con-
6 taining a village. If all of the taining a village. If all of the
villages are occupied they villages are occupied they
can land on any coast square can land on any coast square
but may not move farther but may not move farther
this turn. this turn.
b

WITHDRAWAL
1. The Japanese player may withdraw Units from the island up to)lO Units
per turn, 3 per village square maximum.
2. Withdrawing Units must leave through coast squares containing villages
and .may not leave from villages in U.S. zones of control.
3. Withdrawal may not occur before the 11 December turn.
4. Withdrawing Units may not return to the island for the remainder ot
the game.
5. The Japanese player loses one point for every 2 factors withdrawn. If
at the end of the game the Japanese player has withdrawn an odd number
of factors, the points are rounded off in the U.S. player's favor.

WITHDRAWAL OF U.S. FIRST MARINE DIVISION


In the actual campaign, the 1st Marine Division was taken off the island
before the fighting had ended. This was done to allow the division to rest,
regroup and reorganize for future campaigns. By the time the division was
withdrawn the campaign was in "mop-up" stages and the remaining Units
were quite able to finish up alone. However, it would have been advantageous
to the Japanese to keep the 1st Marine Division on the island longer. This
would have delayed future campaigns and given the U.S. somewhat less of a
victory. The following rule will take this into consideration:
1. The U.S. player loses 1 point per turn for each Unit of the 1st Marine
Division remaining on the island after the 11 December turn.
2. The U.S. player may, before the end of the I 1 December turn, elect to
remove Units of the 1st Marine Division. This is done in the same manner
as Units are moved out to sea.
3. Any number of Units may withdraw per turn, 3 per village square
maximum.
4. Withdrawing Units must leave from villages not in Japanese zone of
control.
5. Once removed, Units may not return.
6. The following Units comprise the I st Marine Division:
1 LVT, 1 E, 1 P, 1 S W, 1 TANK, (lst, 2nd, 3rd Battalion), 1st MARINE REGIMENT (lst,
2nd, 3rd Battalion), 5 MARINE REGIMENT (lst, 2nd, 3rd Battalion), 7th MARINE REGIMENT
(lst, 2nd, 3rd & 5th Battalion), 11 MARINE REGIMENT, 1st PARA BATTALION 1st Rdr. Note:
I f this 'iule is employed, switching on the strength,record pad is not allowed.

UNIT SPECIALIZATION
1. LVT-The amphibian tractors may cross rivers without delay and may
be placed on a river square to ferry other U.S. Units across. Units passing
through river. squares containing the LVT Unit do not incur the 2 BTA
delay but move at the normal rate.
2. E-Engineers move at the normal rate but may be placed on river squares
to aid the movement of other Units. Units move over Engineers on a river
square in the same manner they move over the LVT Units.

SEND STAMPED ENVELOPE


For answers to questions about play, please send self-addressed envelope
containing current first class stamps. Also, allow space on your letters for
answers to be written thereon. Address: The Avalon Hill Company, Design
Dept., 45 17 Harford Road, Baltimore, Maryland 21 2 14.
DIAGRAMS OF PLAY

MOVEMENT (Basic & Tournament Games)

All 3 Blue Units are moved into Red zones of


control. Blue 27/1 circles square B t o gain an
attack position that would leave Red 4/3
completely surrounded by Blue zones of control.
This means that Red would be eliminated even
i f the Casualty Table calls for a retreat for
Red. However, had Blue 27/1 stopped at
square B instead then Red 4/3 would have a
retreat route through square D which would be
the only square not under Blue zones of control.

MOVEMENT: (Tournament Game, only)

Blue 11/5 Unit starts from square A. Its move onto square B costs 1 BTA and movement onto
the first jungle square C costs 2 BTA as does all succeeding jungle moves. Note that crossing
the river at D does not incur additional costs to the ETA. The 11/5 must end its turn on square
E thus it uses up 7 of its allotted 8 ETA. It is not allowed to move onto square F because such
move would cost 2 BTA which it does not have remaining. Thus Units lose the benefit of left
left over BTAs.
Meanwhile, Blue 10/3 lands on coast square X at 2 BTA; its move onto the road costs 2 BTA
Movement along the road costs nothing but movement off the road costs 1 ETA.
COMBAT (Basic & Tournament Games)

Red 16/1 is defending on a hilltop and is


doubled on defense against Blue 35/1 and
35/2's attack from slope squares. Odds are
8-8 (1-1). Blue 35/11s location on a river does
not further increase Red's defense factor-it
remains doubled. Had Blue 35/3 moved onto
square A then Red 16/1 would not be doubled
on defense. Odds would then be 12-4 (3-1).

MULTIPLE UNIT BATTLES

(Basic & Tournament Game)


\
Blue 147/3 attacks Red 3LT and 45AA at 1-1,
thus allowing remaining Blue Units, 147/1 and
14712, better odds, 4-1, against Red 2Mt. Note
that Blue cannot divide combat against stacked
/ Red Units into two different battles-both the
2- 3LT and 45A4 must be fought in one battle
because they are on the same square.

ARTILLERY FIRE (Tournament Game, only)

Red is the defender, thus fires first. Red 20Mt, with a 3 combat factor, fires once at Blue 7/2
and twice at Blue 8. Red registers one hit against Blue 8 reducing its combat factor to 2. Now
it is Blue's turn to fire his artillery. Blue 8, now at a combat factor of 2, fires both times at Red
29/1 obtaining one hit thereby reducing its combat factor from 4 to 3. Blue 64 fires all three
times at Red 20Mt. Finally, Blue resolves normal combat involving Blue 7/1, 7/2 and 7/3
against Red 29/1 at 15-3 (5-1).
T h e f o l l o w i n g i s a series of questions a n d answers d e a l i n g w i t h u n u s u a l
situations t h a t o c c u r from t i m e to t i m e :
COMBAT ARTILLERY
9. Is a Unit surrounded (enemy Units in all Q. If a stack of Units containing, say 9
six adjacent squares) in the jungle forced factors, is reduced by artillery fire to 8
to attack? factors, which column are succeeding shots
A. No, because he is not technically in an rolled on?
enemy zone of control. A. The "4-8" column.
9. Do defending Units attacked from coastal Q. Can non-firing artillery be fired on?
squares double their factors when attacked .
A. No . . unless it is in the same square
by Units that moved overland first? with enemy artillery that is firing. In this
A. No. Defense factors double only when event the firing player has the option to
assaulted directly after sea movement. Also, select enemy non-firing artillery to absorb
combination sea and overland attack un- such losses that may occur.
doubles defense factor of Units attacked from
coastal squares. Q. Can a player accumulate Units of Fire even
when he has no Artillery in play?
9. What happens t o a Unit that suddenly
finds itself forced to attack at 1-7 odds or A. Yes.
worse? 9. When incorporating the optional rule of
A. It is eliminated before normal combat is varying artillery ranges, how does this affect
resolved. The defender does not advance i n the 7-square-range point scoring?
this case. A. Amend the victory condition to read, " ..
9. What happens to a soak-off Unit that is within range of Henderson Field."
eliminated by artillery fire before normal
combat is resolved?
A. It is removed immediately. However, a HIDDEN UNITS
new soak-off Unit is not required and remain- Q. What happens when an invading U.S. Unit
ing Units are not required to attack the lands directly onto a hidden lap Unit?
enemy Units that were being soaked-off against
by the eliminated Unit. A. U.S. Player places it back on any adjacent
sea square and must attack. Retreats would
9. May Units entering from the Order of be eliminations in this instance for U.S. Units.
Appearance card invade (assault) enemy Units
that are defending coast squares? 9. May the Jap player hide only some of his
Units on a sqbare?
A. Yes - but only from an adjacent Coast
Square. A. Yes.

PLAY-BY-MAIL
A s w i t h m a n y o t h e r A v a l o n Hill b a t t l e games, a p l a y - b y - m a i l kit is available
for t h e p l a y of G u a d a l c a n a l ($1.98) t h a t c a n b e o b t a i n e d only by d i r e c t m a i l
purchase f r o m A v a l o n Hill. T h i s kit c o n t a i n s p l a y - b y - m a i l instructions, m o v e -
m e n t a n d b a t t l e pads only. U s e B l i t z k r i e g P B M T a b l e s to resolve c o m b a t . T h e
kit does not c o n t a i n p l a y - b y - m a i l c o n v e r s i o n tables for t h e several c h a n c e
elements i n c l u d e d t h i s B a t t l e m a n u a l . C o n v e r s i o n of these tables s h o u l d b e
d o n e as f o l l o w s :
DIE ROLL of 1 c o n v e r t s to LAST DIGIT of 1; 2 c o n v e r t s to 2, 3; 3 c o n v e r t s
to 4, 5; 4 c o n v e r t s to 6. 7; 5 c o n v e r t s to 8, 9 a n d 6 c o n v e r t s to 0.
THE AVALON HILL COMPANY
BALTIMORE, MARY LAND
"There is no question that Japan's doom was sealed with the closing of the
struggle for Guadalcanal" . . . Rear Admiral Raizo Tanaka, creator of the Tokyo
Express.
Leathernecks Illustrated is dedicated to the many thousands of Army, Navy
and Air Force personnel who contributed to the success in the many faceted
operation of the entire Guadalcanal campaign . . . and particularly to the Marines
who were the "guinea pigs" in a campaign of fighting, the nature of which had
never before been encountered by United States soldiers.
The Guadalcanal story is a unique one . . . a story of mud and heat and
malaria and jungle rot . . . of daily aerial and naval bombardment . . . a story
of courage in the tradition of the United States Marine Corps.
There is no way to tell this story better than by a Marine Corps soldier him-
self . . . one who was there in person.
Avalon Hill's search for this man took us to the offices of Leatherneck Maga-
zine, just over the hill from the Pentagon in Arlington, Virginia.
Colonel Donald Lester Dickson was our man. As editor and publisher of this
Marine Corps magazine, the Colonel was a veritable fund of knowledge regard-
ing the Marine Corps . . . hanging on the walls of his office were splendid oils
and water colors depicting many battle scenes from out of the past.
These masterpieces of military art were from the hand of Colonel Dickson,
himself, whose own personal sketches, water colors and combat photos are
reproduced on the following pages as a pictorial commentary of the actual
campaign.

0 1966 The Avalon Hill Company, Baltimore, Maryland. Printed in U.S.A.


GUADALCANAL, 1942: World War 11, his "Stony Craig" had be-
"I'm not interested in drawing Marines come a familiar and widely read interna-
who are spick and span and smartlv tionally syndicated adventure strip.
dressed. I don't want to gloss over life Since 1928 his artwork and illustrations
out there. It's dirty and hot and rugged have appeared on covers and in numerous
and that's the way I want to draw it" . . . magazines such as House Beautiful, Naual
commented Major Dickson to his 1st Lt. Institute Proceedings, World Book, Combat
after several months of the campaign had Artists of World War 11, plus many other
gone by. military periodicals. Portraits hang in gal-
lerys at Pearl Harbor, Quantico, Beaufort
And those are the pictures Major Dick- S. Carolina to mention a few.
son did draw. From the very first day he
landed, 7 August 1942 with the initial He also saw his share of combat action
assanlt, to his departure 4 months later, he . . . participating in landings on the Mar-
sketched men in all moods of combat life. shall~, Saipan and Tinian. It is through
Many of these drawings and .paintings the alert eyes of this military artist and
made on Guadalcanal appeared in Life tactician that we feel best presents the
Magazine and other publications. true situation as it actually happened on
Guadalcanal.
Colonel Dickson's personal observations
"STONY CRAIG" interspersed with his own sketches, water
National exposure of his renderings was colors and photos, now follow for the edifi-
nothing new to Major Dickson. Prior to cation of the true military game aficionado.

First photo of 5th Marines moving into Guadalcanal from Red Beach 0940, 7 August

3
THE GUADALCANAL CAMPAIGN-by Colonel Donald L. Dickson
It was still dark. Ships of Transdiv Every Higgins boat streamed the Stars
Xray and Yoke separated silently near and Stripes astern. Every Marine gripped
Savo Island. Seemingly without signal they his weapon and tensed for the expected
changed course toward the beaches of fight at the water's edge.
Tulagi and Guadalcanal. The time was
0400, 7 August 1942. There was no fight.
-
My notes made at the time recorded the The Japs had fled. It was 0930 and the
sequence of events that morning. first Marines were ashore.

"Up at 0400 and on deck. Sliding along


Guadalcanal nearly opposite Kukum. No
sign of life ashore yet. Boats ready, men
ready. A cruiser shoots her planes, a land
battery lets go and all hell breaks loose.
Getting lighter but the blasts from cruiser
and destroyer guns light up the sky with
yellow flashes. We watch the shells grow
white hot as they near the shore in salvos.
The most really awe ful sight I've ever wit-
nessed."
It was more than awful to the suddenly
awakened Japanese of the 8th Base Force
ashore. They were on the receiving end
and hadn't expected to be. Thanks to the
bad weather of the previous few days we
had achieved complete tactical surprise.
Fires, particularly those from oil storage
dumps, roared skyward in vivid orange
flame. Coconut palms crashed or were
qukkly defoliated. Then with the quick
troric dawn came the SBD's and F4F's of
the fleet camers, working over targets of
opportunity. The Marines waiting to go
over the side were impressed by the air and
naval gunfire support. They had reason to
Gold plated Point. . . Lunga Bridge
be. There were witness to the work of the
most powerful amphibious attack force ever The landing was in waves by the 1st and
assembled to that time. 3rd Battalions of the Fifth Marine Regi-
ment abreast, followed by the First Marine
Amphibious Task Force Commander, Regiment in column of battalions. The
Rear Admiral Richmond Kelly Turner, is- scheme of maneuver was to attack inland
sued the time honored order, "Land the for a short distance, change direction and
landing force," and the eager men of Major attack what was then called "Grassy Knoll."
General A. A. Vandegrift's First Marine It was thought to be about two miles away.
Division headed for the black sand of "Red Our knowledge of Guadalcanal that day
Beach" on Guadalcanal. was sketchy at best because it had been
hastily gathered in the three weeks avail- lines to Australia. In our hands, it could
able after receipt of the warning order. prevent further Japanese expansion south-
"Grassy Knoll," properly called "Mt. ward. The Marines named it "Henderson
Austen," was four miles away and wasn't Field" after Major Lofton Henderson, a
captured for months. Our left flank was Marine flyer killed in the Battle of Midway.
secured at the beach by 31.5. On the night of 8 August it rained. Rain
or not, Marines ashore stood quietly watch-
ing while a great sea battle flashed and
roared near Savo Island. Vibration from ex-
plocling ships and muzzle blasts shook the
grouncl. We who were watching had no
idea of what was happening, and perhaps it
was just as well. Our morale would not
have been helped watching four of our
cruisers sunk. It was the worst defeat in
battle suffered by the Navy.
The next day our transports left.
We were on our own.

Marine's best friend


At two in the afternoon we had our first
response from the enemy in the form of
an attack by 19 twin-engined bombers.
Most of them were quickly shot down.
Two days found General Vandegrift's
Marines establishing a loose perimeter to
defend the prize of Guadalcanal-its nearly
completed airfield. In enemy hands, Guad-
alcanal-based planes could cut our supply r old Joe . . . its been a long day
Order began to come to the coconut Sealark Channel. They had been in a real
groves of Gundalcanal. We heard the first fight from the Innding. Now the islands
news of our budclies of the Raider and were secured at n cost of 248 casualties.
Parachute Battalions and 215 at Tulagi. The clefending Japanese had lost 1420,
Gavutu and Tanambogo, 20 miles across killed, woundecl and captured.

We on Guadalcanal began to lose some My notes at this point read, "If we only
too. Sniper fire was beginning to pick up. had one little Piper Cub plane for spot-
Patrols ran into machine gun positions and ting!"
an intelligence patrol of four officers and \Ve needed a great deal more than a
25 enlisted Marines, under Colonel Frank plane for spotting. We had started for
Goettge, was ambushed and destroyed. Guadalcanal as light as possible. The word
But Japanese response was just begin- was "If you can't shoot it or eat it, don't
ning. With monotonous regularity they take it." We carried 10 instead of 15 days
bombed and strafed our positions. Their de- of fire for all units, and rations for 60 days.
stroyers and submarines began to shell us However, in their haste to withdraw after
with impunity for we had nothing of suffi- the Savo disaster, our transports and sup-
cient range to answer them. The air field ply ships had unloaded only part of their
was ready but we had no planes yet. cargo. We ate Jap food. It wasn't good
Marine chow. It was rice and dried fish, l>roadcast on captured radio which stated
but when you are reduced to two meals a we have been-wiped out. Rode Jap bike
clay it was better than nothing. for cxcrcise .this morning."
The tactical situation at this time was On 18 August, three companies of the
that we were loosely holding the beach line Fifth hlarincs attacked toward Koicumbona.
betbeen the Tenaru River on our east and In what was later to be identified as the
the Matanikau River on our west, with the First hl~~tanikau, they destroyed a Japanese
lines curving inland along the banks of c.;lmp, killing 62. Our own casualties num-
these rivers for about 1500 yards. We had herctl 16.
very little in defense of the inland area ex- There was action to the east also. Cap-
cept scattered special units. t;tin Charles Brush and his men from the
First Marinrs wcrc patrolling toward Koli
As the Japs began to reinforce, some-
Point \\hen they encountered a detach-
what unwillingly, as we discovered later,
ment of Japantxsr Special Naval Landing
they underestim;fied our strength and our
Forvi. s;lilors. Brl~sh's patrol killed 31 of
ability to fight. Thry likened the Marines
to "summer insects that had dropped into thrm ant1 rrtumcd with eight of his own
the fire." cnp;~lties. The Japanese werc a rear eche-
lon ;~ntlwr. would hear from the remainder
hly notes on 17 August: "Heard Jap of thc detachment shortly.

9,'
if- ' : .*A

Instructions to a night patrol


and machine gun fire in the First Marine's
area.
Cdonel Ichiki and his battalion had
moved inland from the site of Brush's fire
fight with the SNLF and rashly ordered a
frontal attack against the line held along
the Tenaru by the First Marines, It was
suicidal, as Ichiki soon discovered. His men
were cut to pieces. The remainder tried
to turn our left by wading through the surf
at the mouth of the river. Canister from
anti-tank guns tore into them. Bayonets
were used on the few who got through.
Colonel Cates sent a battalion across the
river and around Ichiki's left. As tfie jaws
of the nutcracker closed, Ichiki, himself,
fled, leaving 800 dead. He was so mortified
he burned his regimental colors and com-
mitted hnm-lriri

Too many, too close, too long

The really important happening to Ma-


rines on Guadalcanal that afternoon of 20
August, was the arrival of Dick Mangrum's
SBDs of Squadron 232 and of John Smith's
F4F Wildcats of 223. From my notes:
"The men's faces looked as though they
had been given $866 and a ninety-day fur-
lough."
At 2030 on 25 August all hands were --

wide awake and listening to the heavy rifle Dead enemy at daylight after Tenaru
After this display of Japanese courage the "Tokyo Express." It didn't do too well
ancl tenacity in the face of odds, we had on its first run becaues Mangrum's SBDs
to admit that the individual fighting man pounced on it. Only one of four destroyers
was good-but we knew we were better. withdrcw unhurt.
I wrote, "The Jap is a tough fighter. We Besides the "Tokyo Express," our people
are not in for an easy time of it." hacl their own generally accepted code
Troops of General Kawaguchi's 35th In- names for Jap activities. The Faisi-based
fantry Brigade were loaded aboard ship for float planes which harassed us night after
transportation to Guaclalcanal, or "KA," as night was called "Washing Machine
the Japanese code-named the island. This Charlie." His companion who dropped
first sizeable attempt to retake Guadalcanal flares was known as "Louie the Louse." The
resulted in the naval Battle of the Eastern submarines which surfaced and shelled us
Solomons, and in a new method of rein- at will were all called "Oscar." Our priso-
forcing Japanese troops on the island. ners \vere mostly construction workers of
the 8th Base Force ancl were familiarly
Rear Admiral Raizo Tanaka, IJN formed called "Termites:" Sealark Channel became
what he called "Rat Runs9'-fast destroyers, "Iron Bottom Sound" from the number of
deck-loaded with troops, which were to ships sunk in it.
race in to Guaclalcanal, quickly unload, and Kawaguchi finally landed his troops a t
rake our positions with 5 inch naval gun- Taivu Point, site of the unfortunate Colonel
fire before turning homeward at flank speed. Ichiki's iump-off. Without reconnoitering
Our people promptly named this operation the ground, his plan called for sending a
position, so he spared no efforts in digging
in and putting it in the best shape he could.
On 11 September, Admiral Turner flew
in to Guadalcanal with bad news.
COMSOPAC forecast a major enemy at-
tack within the next three weeks, but could
no longer support Cuadalcanal.
We were on our own again!
The next night, supported by naval gun-
fire and untler the eerie light of flares, 3000
screaming Japanese stormed Edson's Ridge.
It was a grinding see-saw battle of grenades,
b;~yonetsand full automatic fire. Time after
time the Japs fell back, regrouped and came
on again in f d l fury. There were localized
successes and failures. Our artillery, pre-
registered, were called upon for fire closer
; ~ n d closer to our own lines. Just before
dawn Kawaguchi ordered a final with-
First group of captured enemy; called
drawal. He had lost over 1200 men. We
"Termites" by the Marines counted 263 casualties, 49 of them killed.

I ~ ~ t t a l i oofn the l a t h Infantry plus the two


remaining battalions of Colonel Ichiki's
regiment, 3000 men in all, deep around our
southern flank and attacking toward Hen-
derson Fieltl. This required cutting a long,
circuitous trail through the jungle. Another
hattalion of the 124th woulcl simultaneously
strike clue west across the Tenaru. Two
reinforced battalions, under Colonel Oka,
would cross the Matanikau on our west
flank, nttnck toward Lunga Point and hit
Henderson Field from the northwest. The
main effort was to be supported by naval
,cunfire and air.
The attack was ordered for the night of
12-13 September.
On 19 September, Colonel Merritt (Red
hlike) Edson ancl his tired First Raider
Battalion, and the equally tired First Para-
chute Battalion, occupied an unnamed ridge
qouth of Henderson Field. Although as-
signrd as a rest area, Edson believed the Raider's Ridge, where Edson's Raiders
next enemy attack would come through this destroyed a Japanese Battalion
Both flank attacks had failed as well, but would be artillery and air support. It didn't
Kawaguchi's survivors had greater troubles work. Communications became fouled up
ahead. The worn out men of the main at- and the operation was canceled.
tack force had to cut a trail through the The Third Matanikau was planned. Al-
jungle to the west and eight days after the though we didn't know it at the time, Lieu-
battle, starved and disorganized, they tenant General Maruyama was planning the
stumbled into their base camp near Cape same operation, but in reverse. We got
Esperance. there first and this time we produced results.
At long last, on 18 September, the Divi- The Japs lost 700 KIA to our total casualty
sion's Seventh Marine Regiment anived list of 200.
from Samoa. The First Marine Division There was word of an impending Jap
was actually a full division again. landing and we halted the operation and
Five days later, the Seventh was in ac- withdrew to tightened defensive lines.
tion at the Second Matanikau, a confused In an effort to disrupt the next Jap plan
operation against Colonel Oka's 4000 for the recapture of Guadalcanal, Admiral
troops. Scott, with his cruisers and destroyers,
tangled with the enemy fleet in the Battle
of Cape Esperance. It was a wild, gun for
gun, torpedo for torpedo, affair on 12 Oc-
tober. I t did not, however, prevent the
Tokyo Express from unloading two aircraft
tenders and six destroyer loads of troops a t
Tassafaronga.
We were getting some help too. On 13
October, grimy Marines cheered the arrival
of the Army's fresh 164th Regiment. W e
now had 23,000 men on Guadalcanal plus
another 4,500 holding Tulagi.
Our happiness was short lived.
At 0140, on 14 October, the Japanese
battleships Kongo and Hamna, t ~ g e t h e r
with a cruiser and seven destroyers, ar-
rived in Iron Bottom Sound. Their misson
was to reduce our positions, particularly
Henderson Field, to rubble. In two runs
past the island they fired one of the heav-
5th marines on their Way ro maranikau iest concentrations of WWII. Included in
the rain of explosives were 900 rounds of
The plan called for the Raiders to follow high capacity 14-inch shells. The duration
the right bank of the Matanikau south to of this shelling varies with different ac-
"Jap Bridge" where they were to cross and counts. My own notes say two runs of an
close with the enemy to the north, 215 was hour eadh. But I was so "shook up" at the
to attack across the sand bar at the mouth time, I could be wrong. Regardless of the
of the Matanikau. Colonel Lewis (Chesty) length of time, no Soldier, Sailor or Marine
Puller's 117 was to land from boats at Point who lived through it will ever forget "The
Cniz and attack from the west. There Night the Battleships Shelled."
The enemy should have been happy with On 15 October the heavy cn~isersMaya
the results. On Henderson Field that eve- and hliyako threw 1500 8-inch shells at us.
ning there had been 39 aircraft. At dawn Fifteen of our repaired F4F Wildcats were
only 5 were optional. We lost 41 killed that wrecked and half of the remaining 27 were
night ant1 60 wounded. in need of patching. But that next day Joe
The next night the 8-inch guns of cruisers Batter's Fighting 212 roared in, gassed up
Chokai and Kinagasn shelled us again while and took to the skies. Bauer himself shot
2000 fresh Japanese landecl at Tassafaronga. clown four Japs before he landed.
We didn't need a crystal ball to tell us The attack was timed for 1700 on 24
something big was cooking. October.
General Maruyama had another plan. It Preceded by something new, a heavy
wasn't very original. He would send his artillery preparation, which was promptly
Second, Sendai Division around to the south nick-named "Pistol Pete," the main Japanese
of Henderson Field. The Second would cut attack jumped off in a pouring rain. Again
a trail as it went which would be called the timing and coordination were lacking. Oka
"Maruyama Road." Over the "Road" in never really got into the fight. Faulty intel-
single file would go the 7000 men of his ligence and poor communciations played
main attack force. Kawaguchi would com- their part in the debacle. Maruyama was
mand the right, General Nasu, the left. The thoroughly defeated. He lost 2000 men
16th Infantry Battalion was in reserve. killed in action, again U. S. losses of 8 6 KIA
There would be a distracting operation at and 119 wounded.
the Matanikau. Colonel Oka would ford the
And he failed to take Henderson Field.
Matanikau one and a half miles upstream,
go east, then turn north to isolate our posi- The next day was known as "Dugout
tions in the area. A reinforced battalion of Sunday." Early in the morning the sirens
the 228th Infantry was prepared to land to accounced "Condition Red" and according
the east of our perimeter. Under Admiral to my notes we didn't come off it for the rest
Yamamoto, himself, battleships and cruisers of the day. There seemed to be a sky full
would support the attack with naval gunfire. of planes-ours and theirs. There were

Waiting until the bomb trays upen before enterills dugout ... CP of 5th Marines

13
Guadalcanal had become a symbol to tion from then on. The rest of the bombard-
both sides, and each aid for that symbol in ment fleet ran afoul of our task forces under
the stand off naval Battle of Santa Cruz on Callaghan and Scott and were much too
25 October. occupied to carry out their assigned mission.
The Jap hadn't given up yet. He had The troops for the landing in the biggest
another big try in mind. In the meantime Tokyo Express of all- 11 transports-
the small but grueling engagements between started for Guadalcanal. Our planes met
individual opponents and small units con- them a long way out, and in a "milk run"
tinued day and night. operation, worked them over. It was a
The next major Japanese effort was set for continuous effort, with planes returning to
12 November. Henderson Field to gas and rearm and then
It was to be an amphibious assault. Sup- off again to the transports. The Jap
ported by naval gunfire from the battleships destroyers finally left the transports to their
Hiei and Kirishima, the cruiser Nagara and fate as one after another took hits. Six
14 destroyers, the Japs intended to land transports were sunk, one crippled, but four,
14,000 troops on our beach. Eleven trans- although badly damaged, got through and
ports, accompanied by 12 destroyers, would beached themselves.
get the landing force to the line of departure. My notes say, "Fliers say you could walk
Cruisers Maya and Suzuya were assigned on floating Jap bodies from here to Russell
the task of preliminary softening and bom- Islands."
barded Henderson Field with 8-inch shells. It was the last major Japanese attempt to
recapture Guadalcanal.
Although in mid-November there were On 18 January, the remaining Japanese
still 30,000 enemy troops on the island, forces received orders to withdraw from
many of them were ineffective due to Cuadalbanal.
wounds, malnutrition, malaria and disor-
ganization. In a well-managed operation they took
The First Marine Division was worn out off 11,000 war-worn soldiers of whom 600
too. later died. They left on the island approxi-
mately 21,000 dead, either killed in action
On 7 December, General Vandegrift or died of wounds. They lost also more than
turned over command of U. S. forces on the 800 planes and 2362 irreplaceable pilots
island to Major General Alexander Patch, of and crewmen.
the Army, and the first elements of the First In the six months of the campaign, six
Marine Division embarked for rest areas in naval battles had been fought and 65 ships
Australia. were sunk.
Patch had five infantry regiments to work Rear Admiral Raizo Tanaka, creator of
with- the 164th, the 182nd (less one bat- the "Tokyo Express", has said, "There is no
talion) the 132nd, the 142nd, the Second question that Japan's doom was sealed with
Marines and the Eighth Marines. the closing of the struggle for Guadalcanal."
There was much hard fighting ahead for
these troops. Mount Austen proved, in DONALD L. DICKSON
particular, a tough nut to crack.

General A. A. Vandergrift and staff of 1st Marine Division, September 1942

I5
The last hundred yards

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