| Tactics
in Guadalcanal
By Doug McNair
January 2006
Panzer
Grenadier: Guadalcanal is unique among
our line of Panzer Grenadier games,
and not just because of the incredibly cool,
historically accurate maps. Upon opening the
box, players will notice significant differences
from other Panzer Grenadier games,
and when they get into play they’ll
encounter radically-different tactical challenges
from those they’ve experienced on the
Russian Steppes or the Ardennes.
Some of the immediate differences players
will notice are:
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American setup. Marines come ashore,
7 August 1942.
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“It’s Raining Second Lieutenants!”
Guadalcanal has almost as many leaders
as it does troop counters. This is very different
from our other Panzder Grenadier games,
in which an entire Russian force may have
only four or five officers. But when the Marines
land, they usually have two or three officers
per stack of units. This is because of the
impenetrable jungle into which the Marines
must advance once they’re off the beach.
A leader in a jungle hex can’t activate
or assist in any way units that are outside
his own hex. So, instead of a major or colonel
being able to mobilize a huge formation just
by activating the officers around him in chain
of command, each leader in Guadalcanal
lives in his own little leafy world, along
with the platoons in his hex. This means that
if a player wants to form a line of units
to scour the jungle for the enemy, each hex
in that line needs its own leader, and the
units in that hex must activate on their own.
Warships
These take the prize for sheer coolness.
A warship in Guadalcanal both moves
and fires in the same activation, with
a movement allowance of 10 and a direct fire
range of 9. This lets it move up and down
the coast, providing fire support to units
that need them, while keeping out of range
of enemy guns. Japanese units confronting
Marines with naval support are best advised
to hang back in the jungle where ships can’t
spot them.
Morale
In a previous article (“Leadership
in Panzer Grenadier”),
I noted that winning in Panzer Grenadier
requires only breaking enemy morale, not killing
them. This is not so much the case in Guadalcanal,
where most units on both sides have a
fanatically high morale rating. It is well
that the Marines have overwhelming firepower,
and that the Japanese have the ability to
lure the Americans into deadly traps, because
without these strengths these unshakeable
enemies would have serious trouble making
headway against each other.
Scenario #1,“Tulagi: The First Day,”
is an excellent introduction to Guadalcanal,
and lets both players use most of the
toys and tactical options that make the game
so much fun. It also brings out the need for
each side to focus on its strengths, and use
them carefully to avoid being annihilated.
Japanese Strengths
Hidden Units
This is the Japanese secret weapon. Dense jungle terrain and
other prepared defenses lets the Japanese
player write down the starting locations of
up to five units on Tulagi (plus unlimited
leaders), with the counters kept offboard
until the Marines spot them. The units can
move normally (with the Japanese player rolling
each time they move to see if the Marines
spot them), and can lie in wait for the Marines
to stray too close or enter the hidden units’
hexes unawares.
On-board Japanese units can work with the
hidden units as well, moving so as to lure
Marines into traps set by hidden units. Such
hidden units can then unleash deadly opportunity
fire at adjacent American units (getting a
+3 column shift on the direct fire table),
or assault Marines that enter their hex.
Marines who are careless enough to stumble
into hexes containing hidden units are likely
to take step losses (since the hidden units
can fire first with extra column shifts for
surprise). This is very bad in Scenario #1,
where the U.S. player can’t win if he
or she takes more than two step losses. And
even if the Marines find and kill the units
that start the game hidden, on-board Japanese
units can pull back to a range of 4 or more
hexes and make dierolls to attempt to become
hidden themselves. This puts them in a position
to set more traps to slow the Marines down
and inflict more losses.
Terrain and Geography
Tokyo Rose once taunted the U.S. Marines
by saying, “The jungle is where we live
— it’s where you die!” On
Tulagi, she’s probably right unless
the Marines are very careful. Slogging through
jungle terrain is a slow business, and the
Marines need to spray adjacent jungle hexes
with fire before entering (to roust out any
hidden units that might be there). Units need
to stay in the same hex with their leaders
to avoid being cut off from command, so leaders
have to stop and stay behind with units that
become disrupted or demoralized.
Tulagi is a long, thin island, and the Marine
landing zone is a small, three-hex area on
the southwest coast. The island is mostly
jungle, with tracks running along the coast
and the central ridge. The Japanese need to
set up a few units in places where they can
fire on the U.S. beachhead from both ends,
then place hidden units at crucial chokepoints
where the Marines have no choice but to go.
Such units have the best chance of inflicting
step losses on the Marines before they can
react.
“Banzai!”
Japanese troops are highly effective in
close combat. This is expressed in the Panzer
Grenadier rules by giving all Japanese
infantry units an automatic +1 column shift
in assault combat. This, combined with the
excellent defensive properties of jungle terrain
in assault combat (-1 column shift to attackers,
+1 column shift for defenders), the fact that
there are so many Japanese leaders on Tulagi
(a leader gives another +1 column shift),
and the hidden unit rule (which gives hidden
units column shifts of +1 or +2 depending
on how fast the Marines who enter their hex
are moving), makes even a single Japanese
infantry unit stacked with a leader deadly
in assault combat.
For example, a hidden SNLF infantry unit
with a combat strength of 4 that gets +4 column
shifts due to the factors noted above fires
on the 18 column on the Assault Table. This
gives it a 50% chance of inflicting a step
loss on the Marine units, and a 1 in 6 chance
of inflicting two step losses. So, the Japanese
player can afford to spread his units out
thinly and wait for the Marines to walk into
Assault traps, where they’ll likely
take heavy losses.
U.S. Marine Strengths
Superior Firepower and Numbers
The Japanese only have 14 units on the entire
island. The Marines, on the other hand, have
eight units on the beach at start, with another
16 just offshore in the AK waiting to land.
If the Marines can break out of their beachhead,
there are another 20 units coming as reinforcements
by Turn 7.
This means that the Marines have everything
they need to scour the island and take out
the Japanese defenders. They just need to
keep their heads and not rush headlong into
the jungle, where hidden defenders will cut
exposed Marine units to pieces.
Combined Arms
In addition to overwhelming boots on the
ground, the Marines have air units and warships
to support them. This, plus the fact that
the U.S. player has an initiative of 5 vs.
the Japanese initiative of 2, means that the
Marines can usually start the turn by calling
in an airstrike followed by shore bombardment
before the Japanese can get off a shot. This
makes the job of advancing Marines significantly
easier.
Game Summary
The following summary of a game I recently
started illustrates how these factors drive
play.
Turn 1
The U.S. gets initiative, and three SBD
air units as air support. The aircraft all
hit a Japanese HMG emplacement that’s
up on a hill, blocking the track into the
woods, two hexes to the northeast of the Marine
landing zone. Two of the SBDs find their target.
The Japanese player opts to keep his anti-aircraft
unit (which is adjacent to the HMG in the
next hex down the track into the jungle) hidden
for now, so it doesn’t fire. He quickly
comes to regret this, because the U.S. player
rolls a 12 for the airstrike, and the SNLF
Infantry unit with the HMG unit takes a step
loss. The Japanese units and their leader
all make their morale checks.
The Japanese then activate their hidden
units in a jungle hex up on a hill that’s
adjacent to the rightmost hex of the Marine
landing zone. There are three Raider units
plus officers there, so the Japanese player
get a +3 column shift for firing at them and
figures it’s worth exposing the hidden
units before the U.S. can fire back. However,
the U.S. player has placed his best leader
(a captain with a morale of 10 and a +2 morale
bonus) with those units, so the Raiders’
effective morale is 11, and they all make
their morale check except for one sergeant,
who is disrupted. The Japanese got nothing
for revealing themselves.
The U.S. light cruiser then activates, moves
in to shore, and fires at the HMG emplacement
on the left flank of the beachhead. The infantry
with the HMG units is demoralized by the shore
bombardment.
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Fire support. USS San Juan, the
“CL” of Scenario One.
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Then, the major commanding the landing force
activates, and since his hex and the hex to
his left are clear hexes he can activate all
units there. The Raiders in the leftmost landing
hex fire at the HMG emplacement, disrupt their
leader, and demoralize the already-demoralized
half-strength accompanying infantry there
again, eliminating them. The Major and his
units then fire into the jungle hex directly
in front of them and up the hill, hoping to
drive out any hidden defenders that might
be there.
Then, the beleaguered Japanese HMG covering the beach finally
gets to fire. Unfortunately for the Japanese,
the fire has no effect on the Marines in the
leftmost landing hex. However, the lieutenant
commanding them there recovers morale.
The Raiders in the rightmost landing hex
(which is jungle) then activate, firing on
the adjacent, formerly hidden Japanese units
in the hex adjacent to them to the northeast.
They disrupt one Japanese unit, and their
sergeant recovers morale.
Then a U.S. destroyer moves east and fires
on Japanese SER units in a clear hex on the
eastern flank of Tulagi’s high hill.
There’s no effect, but the SER units
then move west down the track and into the
jungle to avoid being bombarded again. The
other DD, stationed off the northern coast
of Tulagi, fires at the remaining SER units
in the clear, but misses as well. Finally,
hidden Japanese units move down the track
to the western flank of the central high hill,
to cover the coastal track east of the Marine
beachhead.
Turn 2
The Marines get initiative again, beating
the Japanese by 6 on the die roll. This gets
them three activations before the Japanese
can activate at all. They also roll and can
draw three SBD air units again. The SBDs start
by hitting the formerly-hidden Japanese units
NE of the landing zone. Two out of three air
units find their target, but all the Japanese
units make their morale check. Then the CL
bombards the HMG position to the west again,
but the HMG and leader make their morale checks,
too. Then, the Major activates the rest of
his units in the non-jungle LZ hexes. He and
his units advance directly ahead, into the
hex they sprayed for hidden units last turn.
The Japanese HMG fires again on the leftmost
LZ hex fires and disrupts one Raider unit.
There is now an empty landing hex, so Raiders
in the AK offshore (who have previously loaded
onto LCVPs) come in and land in that hex.
The elite captain in the jungle landing hex
to the right now activates and has his Raiders
fire on the adjacent Japanese units. They roll
a 3 on the 22 column of the Direct Fire table,
inflicting one step loss on the Japanese there.
Both Japanese units there fail morale and become
demoralized.
The leader of the just-demoralized Japanese
units tells them to hold their ground against
the barbarians, but they fail to recover and
flee northeast (the leader goes with them).
A Japanese unit just to the north moves into
the hex the fleeing units vacated to fill
in the line.
Turn 3
The Marines get the initiative again, and
draw two SBD units as air support. The SBDs
hit the hex to the northeast of the landing
zone into which the fresh Japanese unit just
moved. Only one air unit hits the target,
and there’s no effect on it. The targeted
units then fire at the Marine units next to
them. All those units make their morale check,
except for the poor sergeant who failed the
last time. . . .
The CL then fires again at the HMG covering
the beach. Both the HMG and its leader are
disrupted by the cruiser’s fire. Those
units then activate and decide not to try
for recovery because they think the Marines
are going to advance on their position this
turn, and they want to hit the Marines with
opportunity fire (recovering would take up
their action for the turn). The Japanese player
passes.
A DD moves in to hit the HMG again, but there’s
no effect. The Japanese player passes again,
so the Marines in the clear hexes of the landing
zone all activate. The units on the left do
indeed advance on the disrupted HMG’s
position, and since it’s disrupted its
opportunity fire is at half-strength, so it
is unable to harm the advancing American units.
The major who moved one hex inland has his
units spray the new hex in front of him with
direct fire to roust any hidden units. The
Japanese player passes, so the elite captain
in the jungle hex on the right of the LZ fires
on the unit and leader that moved into the
hex to their northeast. He rolls a 2 on the
22 column of the Direct Fire table, eliminating
the unit (the leader survives).
The Japanese player then activates two SER
units on the track that runs the length of
the central ridge. He moves them westward
as if to oppose the major, who’s advancing
toward the central track and could use it
to greatly increase his movement eastward.
The Japanese are hoping the major will move
directly ahead to try to reach the nearest
track hex before the Japanese do, and thereby
stumble into an assault from hidden Japanese
units in the hex ahead of him.
More Marines from offshore land in the leftmost
landing hex.
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Don’t scorn Japanese anti-aircraft.
Destroyed Marine SBD, Guadalcanal, August
1942.
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Turn 4
The Marines get the initiative by five,
meaning they get three activations before
the Japanese can activate. They also draw
three SBDs. The SBDs hit the SER units which
just moved west to block the major’s
advance. The SER units pass the morale check,
but their leader fails and is demoralized!
All units in the clear LZ hexes then activate.
The units next to the Japanese HMG fire but
have no effect. The units that just landed
at the end of last turn unload, and one Raider
moves one hex directly inland to flank the
Japanese HMG.
This is what the Japanese player was waiting
for. The hidden SNLF infantry unit and the
37mm Japanese AA gun in the hex northeast
of the HMG (and also adjacent to the just-moved
Marines) open up with point-blank opportunity
fire, rolling a 10 on the 30 column of the
Direct Fire table. They inflict one step loss
on the Raider, who nevertheless makes his
morale check.
The rest of the Raiders halt, noting the
now-revealed Japanese position so they can
call in an airstrike next turn. The rest of
the units in clear LZ hexes move one hex northeastward
now that the major has cleared a path for
them.
The Japanese HMG fires at the largest stack
of Marines next to it but does no damage.
Then the elite captain (with the shaky sergeant)
moves his units northeast and adjacent to
the SER units whose leader was demoralized
by the airstrike this turn. They hit the advancing
units with opportunity fire, but only a lieutenant
with them is disrupted.
Then the CL fires at the Japanese HMG and
rolls a 12, demoralizing it! The turn then
ends on a Fog of War roll (15 or better on
three dice after the fourth activation ends
the turn).
Turn 5
The Marines get initiative, with two phases
before the Japanese can act. They draw one
SBD, which attacks the formerly-hidden infantry
and AA units that inflicted the step loss
on the advancing Raiders. The Japanese units
are both disrupted by the airstrike.
The units in the clear LZ hexes then activate,
and they pile into the hex with the demoralized
HMG and assault it. The HMG’s leader
is demoralized, and the HMG takes a step loss
but survives. The rest of the units in the
clear advance north into the jungle and toward
the tracks eastward (onboard Japanese opportunity
fire on the way is ineffective).
The Japanese SER units with the demoralized
leader now fire at the adjacent elite Marine
captain and his units. Their fire is ineffective,
and their leader fails to recover morale and
flees northward.
The major then activates and moves eastward
toward the units whose leader just fled (leaving
behind the once quietly giddy but now quietly
disgusted hidden Japanese unit which was waiting
to assault the major by surprise when he entered
their hex). He fires and demoralizes one of
the leaderless SER units. The elite captain
then moves northeast to occupy a hex on the
central track.
Back westward, the Japanese HMG and leader
who were just assaulted both try to recover
morale. The HMG succeeds and becomes disrupted,
but its leader fails and flees northwestward.
More Marines land.
Turn 6
The Marines get the initiative, getting
two activations before the Japanese but no
SBDs this turn. All units in clear landing
zone hexes activate. More Raiders pile into
the assault hex with the Japanese HMG, wiping
it out. Raiders next to them then fire on
the infantry and AA unit which inflicted the
only U.S. step loss. The Japanese units fail
their morale check and are demoralized.
Then, a sergeant in the central landing hex
decides to reconnoiter the coastal track and
starts moving his units to the southeast.
His lead unit gets to within two hexes of
the summit of the high coastal hill. The Japanese
player has a hidden HMG unit on the hill,
so he rolls to see if the Marines spot it.
He rolls a 6, and the hidden unit must be
placed on the board. The Marines stop just
in time to keep from being wiped out by HMG
fire, but the HMG opens up anyway at a range
of two hexes and demoralizes the Marine unit.
The sergeant stops any further advance to
the southeast.
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Even Marines have to rest sometimes.
Guadalcanal, August 1942.
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Conclusion
At this point, the late hour (and concomitant
fear of spousal disapproval . . .
) made us decide to stop the game. The Japanese
had lost half of their force on the island,
three of their leaders were hiding in the
bushes, and the Marines had reached the central
track which would let them move eastward quickly
to circumvent the Japanese defensive line.
The hidden Japanese HMG on the hill had been
spotted and was vulnerable to airstrikes and
warship fire.
The best bet for the Japanese at this point
would be to move their units eastward beyond
the Marines and make rolls to let them become
hidden. Success would let them set more traps
for advancing Marines, and hopefully inflict
at least two more step losses (enough for
a draw). They could also hope that Marines
would walk into assault traps similar to the
one the major avoided earlier. This is their
best chance of inflicting the seven step losses
they need for a win.
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