https://www.dropbox.com/scl/fi/bevpm3qx ... rhvsr&dl=0
Unzip the folder files into C:\Users\[USER NAME]\Documents\My Games\Strategic Command WWII - World at War\Campaigns
First time users make sure you read the Game Notes for important differences!
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Welcome to my mod of one of the greatest battles of the Pacific War! The fight for Henderson Field on Guadalcanal was, by any measurement, an epic struggle fought on land, sea, and in the air. Both sides had shortages, tough decisions, more or less equal forces in numbers, and an unforgiving environment. This mod tries to replicate that as much as possible within the limits of the game engine. The scale is very small - each hex is 2.7 miles. With a scale this small, I have modeled the historical firing ranges for different caliber guns. While ships did sail closer to one another than 2.7 miles, it was extremely common for naval engagements to happen between 2-15 miles (1-5 hex firing range).
Each side possessed unique advantages and you will need to use them accordingly. The Japanese had superior torpedo technology, naval visibility and LBA range, and closer ports. While few ships to start with, they receive reinforcements far quicker than the Americans. The Americans have radar but most captains did not trust it (you will need to research radar doctrines to increase its effectiveness). Once radar is understood better, the Americans will outmatch the Japanese. The Americans receive many reinforcements later in the campaign and they are generally much better equipped ships than the Japanese, especially the new Fletcher class destroyer. It is a race against the clock for the Japanese to recapture and fortify Guadalcanal!
You also need to change your traditional thinking for this mod. This is a tactical scenario covering a 6-month period of the war. As such, technology is used to represent specific things on units, with few opportunities to upgrade units. For example, the Japanese generally had 14" naval guns, but the American battleships had 16" guns. The technology "Naval Guns" is used to represent this difference, but it would not be historical if you could upgrade the Japanese (not to mention the time IRL it would take to do this, something the game engine cannot represent). Hence, most technologies are prohibitively expensive to upgrade units - this is on purpose. To keep the technology historical, this also forced me to research EACH naval ship and figure out what it was equipped with. If I allowed the user to design and build their own ships, then the mod would lose historical value. For these reasons, each ship (over 300 ships!!) has already been placed in the production que with its technology (or lack thereof), and the approximate date that it entered the area.
My goal was to keep it mostly historical, but enough "sandboxish" to not be forced into the same mistakes as the actual battle. I would rate this as 60% historical and 40% sandbox.
This mod has taken over a year of research, learning the nuances of the editor, and building the map from scratch (probably 200 hours alone just in the map) to bring to this point. I surely hope you enjoy it! I have many more ideas to add to the mod, but for now it is playable where it needs to be (still some scenery to add but it will not affect gameplay)...and plus I could go for some ego building feedback

ENJOY!
-Nginear