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Close-up of the map and the tables and turn track |
The map is pretty big. Because of the actual terrain, it will never be thought of as a piece of art. However, it shows the island's topography as it actually was. It is a long and relatively thin map, although most gamers will have a place where it will fit. The Rulebook is in full color and is made of glossy paper. It is only sixteen pages long but has a good number of play examples. The type used in the Rulebook is nice and large and very easy to read. The game comes with two players aid cards that are on glossy hard stock. These have all the tables and the Sequence of Play on them. There is also a glossy hard stock one-sided sheet for the Optional Reinforcements Setup Chart. The counters are big and have the usual NATO, or what we have come to call NATO, markings. They are very easy to read and really pop out against the map. The cards are sturdy if a bit plain. They have a picture from the box on one side and the event side is really just type. However, matching the rest of the components, the type is nice and large.

Sequence of Play:
Random Event
U.S. Victory Points
U.S. Naval Bombardment
U.S. Reinforcements
U.S. Artillery Supply
Guerilla Action (only the U.S. player)
U.S. Movement
Japanese Artillery Fire
U.S. Artillery Fire
U.S. Combat
Japanese Random Event
Japanese Victory Points
Japanese Naval Bombardment
Japanese Reinforcements
Japanese Artillery Supply
Japanese Movement
U.S. Artillery Fire
Japanese Artillery Fire
I think the game is a very good one and is quite a testament to its original forefather. This is what was said about its first iteration:
"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."
I think most wargaming companies today would jump for joy if they sold 27,000 copies of a game. The designer has added victory points for controlling the different village places on the map. This means that the whole map is really now in play. The game still has Henderson Field as its focal point. The whole reason both forces were in this jungle hell was the airfield. The original was also labelled 'very complex' by Avalon Hill. I think the game now is much closer to a medium complexity. This is even with the bells and whistles that the designer has added. The game play is still largely based upon each side's reinforcement schedule. Both players are also compelled, just as in reality, to deal with the lack or surplus of artillery supply. The naval war is abstracted. The air war and forces are not explicitly mentioned, but I believe those forces are added into the different sides' artillery strength. The rules also allow Japanese units to go into Stealth Movement. They can remain in that mode for three turns maximum. For each turn they remain hidden, and not detected by U.S. forces, they get to multiply their movement points. So, if a Japanese unit has been in Stealth Movement for two turns, they would multiply their movement points by two. When moving they can only move into jungle hexes and each of those cost four movement points. There is an optional rule to allow U.S. units to also use Stealth Movement.
Thank you very much War Diary Magazine for allowing me to review their first published wargame. One can only hope that the endeavor is crowned with glory, and they publish many more.
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