Guadalcanal is a hex based simulation of the land battle of Guadalcanal from August, 7 1942 through January 29, 1943, with battalion-sized units and a map scale of approximately one mile per hex. The naval and aerial combat that surrounded Guadalcanal are assumed to have their historical results so only historical reinforcements are available.
The "Basic Game" introduced the components: the map board, unit counters, victory conditions, movement, zones of control, and combat.
The "Tournament Game" the effects of different terrain types, reduction of units due to combat rather than wholesale elimination, ranged artillery fire, and point-based victory conditions.
The "Optional Rules" introduced hidden movement, supply rules, different ranges for different artillery units based on their historical composition, withdrawing units from the island, and specialized capabilities for amphibious tractor and engineer units. Records for step reduction were kept on paper side records, rather than using reduced units (as in Anzio); records for hidden movement were also kept on paper, rather than using screens to hide each player's view of the opponent's forces as in Midway.
The game victory conditions in the basic game were that the United States won if the Japanese were unable to hold Henderson Field for two consecutive turns between the September 25 and November 20 turns, inclusive, with the game ending on November 20 turn. The Tournament Game extended until the January 29, 1943 turn, with the point-based victory determined based on points awarded for eliminating enemy combat factors, occupying Henderson Field, or (for the Japanese) having Henderson Field in range of their artillery units.
The game is superior with a neutral referee for true double blind play.
Although innovative in many ways, GUADALCANAL was a failure as a design and as a seller. The huge mapboard was virtually wasted as 95% of the action took place on 20% of the mapboard. GUADALCANAL was discontinued after having sold only 27,000 copies. Its failure left AH with the impression that the Japanese were poor “box office” subject matter for years to come.
Rules and play aids for Augmented version of Guadalcanal. This is Volume 2 of a two-volume download.
Volume 2 includes a high resolution (600 dpi) file with units for the Augmented rules. The units are in a 600 dpi JPEG file and formatted for use in creating die-cut counters. These units include:
- Air and Naval units for Richard Giberson’s variant article, "Navy and Air Force in [i]Guadalcanal[/i]," in the Avalon Hill [i]General[/i], Vol. 4, No. 1 and Vol. 4, No. 3.
- Ground units for Joel Davis’s variant article, "Guadalcanal: the island, the campaign, the game," in the Avalon Hill [i]General[/i], Vol. 10, No. 6.
- Artillery units with individual ranges printed on them. (Avalon Hill Optional Rules)
Comments, questions, and suggestions are welcome!
Rules and play aids for Augmented version of [i]Guadalcanal[/i]. This is Volume 1 of a two-volume download. Volume 1 includes:
- A “Readme” file.
- An “Augmented” rulebook combining the July 1966 rules with official interpretations and unofficial variant rules published in the Avalon Hill [i]General[/i], in a format inspired by the [i]Fortress Europa[/i] rulebook.
- An “Augmented” Logistics chart to track ammunition reserves, fuel reserves, and damage to Henderson Field.
- An “Augmented” Japanese Reinforcement Chart that adds variant naval units while following the stock deployment schedule for ground units.
- An “Augmented” Japanese Reinforcement Chart that adds variant ground and naval units while following an variant deployment schedule where the player selects those units that...