Guadalcanal Board Game Instructions
Guadalcanal Board Game Instructions
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.
%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
.
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 ..................................................
TYPE (Infantry)
SUPERIOR UNlT
(1st Regiment)
COMBAT FACTOR (5)
-
-
UNlT COUNTERS
I"'*'
- SIZE (Battalion)
IDENTIFICATION
(1st Battalion of
the 1st Regiment)
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.
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.
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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.
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.
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.
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 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.
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.
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
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.
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.
I5
The last hundred yards