Victory Results:
 50 %
Record a victory for BOTTOM ARMY  50 %
Total plays 2 - Last reported by pino on 2022-10-04 00:09:44

1942. An American offensive has pushed the Japanese forces on the Island of Guadalcanal back. A bridge is a vital element in keeping the US troops at the front supplied. However, mopping up the Japanese units in the area has proven a tedious and difficult task as the rugged jungle terrain is hard to traverse and makes spotting any such units hard. At the same time, unbeknownst to the Americans several of these Japanese units have regrouped and received orders to disrupt American supplies by retaking the bridge. Supported by a single Ha-Go tank they have made an enveloping move through the jungle and launch an attack against the bridge. Will the small defending force be able to retain control of this vital link in the supply chain?

  American Japanese
Division 1

4 Squad Bases
- 10 Regular Infantry
- 3 Elite Infantry
- 1 Officer
- 1 Machine Gun Crew


6 Squad Bases
- 14 Regular Infantry
- 4 Elite Infantry
- 2 Officer
- 1 Machine Gun Crew
- 1 Mortar Crew * see special rules

Division 2 -


1 Ha-Go tank * see special rules

Strategy Decks United States Marine Corps tactics Japanese Imperial Army tactics (remove “defection”)
Starting Strategy Cards 2 2
Operations Cards   No surrender
Deployment Zone Div. 1: Any green bordered hex.
Div. 2: (arrives as reinforcements on status phase round 3)
Div. 1: Any red bordered hex.
Starting Initiative   Initiative Token
  • Both sides immediately score 1 VP for each enemy squad base or vehicle eliminated.
  • In addition the controller of the bridge at the end of round 5, scores 3 [additional]VP’s.
Rounds 5
Actions per turn 2 2

Round 3 (Status)

2 Squad Bases
- 5 Regular Infantry
- 2 Elite Infantry
- 1 Officer

2 Truck
2 Half-track

The trucks are supply trucks and may not carry any squads.

Special Rules

Japanese Mortar: Suppressive Fire (Range 8, Firepower 3), Normal Fire (Range 8, Firepower 1).

Ha-Go tank stats: light vehicle, armor 2, move 5, AI 4-4, AI 4-3 (rear firing MG), AV 5-5, no Fire & Move allowed, may fire at infantry twice using rear MG in a single activation, concussive +3 range +1 fpr, overrun. 

Jungle (represented by woods hexes): plays like regular woods in all regards.
Advanced optional rule: Tree bursts: when a squad inside a jungle hex is attacked by an area attack, its cover dice are reduced by 2.

Dense jungle (represented by jungle terrain):
Movement cost squads: 3
Movement cost vehicles: impassable
Cover: 3

Advanced optional rule: Tree bursts: when a squad inside a dense jungle hex is attacked by an area attack, it loses 2 cover.

Terrain Features
  • Dirt road: trucks must pay ½ a movement point to move contiguously along a road rather than 1/3 a movement point.
  • The stream is Deep.


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