Guadalcanal 1942

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Poopyhead
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Guadalcanal 1942

Post by Poopyhead »

A big part of any success in this campaign is to pay close attention to the briefings. Not all of the VH's are visible at the start of a scenario and it pays to make a mental note of what you're told. (Update: Thanks to a post by mosh, I now realise that the designer probably made an adjustment that made my losses double in value, so be extra cautious when you try this one.) After some playtesting, this is the OOB that I chose:

A0-Col Poopyhead (Of course)

B-FO and a scout patrol for security (use the assign button)

C-Marine Company D HQ with an ammo carrier assigned directly to it (delete the 5 platoons and add the following). This is the HQ unit for the Bn.

D-12 Raider Dem SF squads (Buy one group and assign three other groups to its leader unit)

E-8x75 mm howitzers (buy one platoon and assign a second to it)

F-Engineer platoon with three scout patrols assigned

G-Armored recon platoon with 4 scout patrols assigned to it

H-Alligator platoon of eight vehicles (Do the assign thing)

I-Next Marine company D HQ (delete the 5 platoons). This is one of the line companies:

J and K -two of the 2 Bn Raider platoons (With 2 BAR's and Thompson SMG)

L-Engineer platoon

M-Scout patrol group with 3 extra patrols assigned, for a total of 6 patrols

N-Alligator platoon with 8 vehicles as above.

Two more companies as above (O through Z), which uses all of the purchase points.

The entire Battalion is now mobile, you have lots of extra scout units and twelve infiltrators. Except for the FO and security patrol, all of the units have a Company Commander for rally checks. The Raider units have a lot more firepower than the type D platoons. I used the scouts out in front with their range set to 0 and I really tried to move them only two or three hexes per turn.

In the first scenario, I infiltrated all the SF units to the Tenaru village. Only half of them made it. One company secured the eastern ford and cleared the jungle to the bridge and secured it. The second company cleared the road to the western ford (with the goal of pushing on to the village if needed). The third company cleared a way to the hilltop. I also had all of the ammo/supply dump crews bail out and used them, the ships and the Aux LVT's to launch a diversion along the coast with the Aux commander and his FO. All of the objectives were taken without any problems for a decisive victory.

I upgraded the armored cars to four M31A1 Stuarts and each of the six 30 cal MG units to 2 Bn Raider squads as above. I also switched two of the scout patrols in F to engineer squads and one more to a FT squad. Each Stuart had a scout patrol loaded.

In the next scenario, for support units I took a battery of 105 mm howitzers and two dive bombers. One company moved along the northern river and then southward to the trail. There it moved to Kukum village and supported the infiltrators. All the SF infiltrated to Kukum village, but only half of them made it. Once the village was secure, the company took the VH at the trail junction to the south. The second company secured the bridges with the Stuarts in support. The third company crossed the river that runs north -south and stayed next to the south edge of the map all the way to the village by the hill. The HQ engineers and all of the Aux engineers mined Henderson Field's VH's. ALWAYS read the text during the combat phase at the end of the turn! On turn four, there is a message that a lot of Japanese units show up...somewhere. I sent several Aux jeeps out and was able to find them. All of the VH's were taken without too much trouble. I sent the Stuarts back to defend the airstrip which had an impressive minefield by the time that the Japanese attacked. The 105's and the dive bombers took the fight out of them for another decisive victory.

For scenario 3, I upgraded the four MG jeeps to Stuarts and reassigned some scout patrols to load on them. I again took two dive bombers and a 105 mm battery for support and a lot of mines for defense of the western river.

During the deployment phase, I always do a leader's recon around the edge of my area and peek into "no man's land". Well this paid off big time. I found three reinforced company groups inside my rear area, one to the north, one to the east and a larger one to the south! My instructions were to prepare for an attack from the west, so I was basically out-numbered and surrounded. Faced with this situation, I did what any would-be Napoleon would do, I split my force in two and attacked!
Since I held all of the VH's and did not need to infiltrate, I split the SF up among the three line companies. One company with four Stuarts attacked the northern group and the other two companies with four Stuarts attacked the eastern group. I needed to crush the Japanese quickly, because it would take several turns to redeploy to the west. I deployed my force right on top of the Japanese. The southern group was the target of all my artillery and the two dive bombers. By the end of turn 1, the northern Japanese group had been totally destroyed, less than three depleted squads had managed to flee from the eastern group and the southern group had been hammered for dozens of casualties. The northern company then moved west to be a reserve at the airfield. The artillery was switched to defend the southern tip of the ridgeline VH. The tanks and the two remaining companies reformed. I could now strike south and turn the Japanese eastern flank, turning west towards hill 442 (where I thought that the Japanese A0 was hiding). However, there are limits even to my arrogance. I chose instead to move west just north of the line of Aux marines. Now I can wait for the southern Japanese group to over extend and then counter attack, or wait for the expected attack from the west. It's turn 7 and the naval gunfire have caused a total of 16 casualties. Anything can happen.
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Jackk
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RE: Guadalcanal 1942

Post by Jackk »

During the deployment phase, I always do a leader's recon around the edge of my area and peek into "no man's land"

Curious about this. What does it mean?

Nice report as well.
Jackk
"Smile today cuz tomorrow may really suck"
Poopyhead
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RE: Guadalcanal 1942

Post by Poopyhead »

You can take your A0, or any unit, and move it along the edge of your deployment area one hex at a time. Enemy units within sight then show up. This trick was really critical in the third battle. The designer sort of hinted to this. In the briefing from your commander, he mentions that he will "walk the line" with you.
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Jackk
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RE: Guadalcanal 1942

Post by Jackk »

Oh. Well how about that.
I had noticed before that at the beginning of Turn 1 I could see some units that hadn't moved, but never knew I could recon the area beforehand.

Thanks!
Jackk
"Smile today cuz tomorrow may really suck"
Poopyhead
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RE: Guadalcanal 1942

Post by Poopyhead »

My pleasure. It doesn't always work though. I believe in PBEM and some other battles, visibility range of the line of sight is also the width of "no man's land". I always try it, just to be sure. A good recon is the most fun you can have with your clothes on.
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Poopyhead
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RE: Guadalcanal 1942

Post by Poopyhead »

My gamble paid off. Due to the superior mobility of my force, I was able to redeploy and finish off the Japanese attack. The naval gunfire caused less than 50 casualties and was not decisive. Actually, the only surprise was that the Japanese got an extra 700 "mystery" victory points that gave me a Marginal Victory! Their morale broke on turn 10, I held all of the VH's and I did everything except sink the Japanes flotilla shelling me. Oh well, excrement occurs.

In the fourth battle, I am supposed to hold the landing beach again. After spending a whopping 19 points to rebuild my force, I upgraded six of the 75 mm guns to T-19 105 mm HT's. These are Army SPA's. The USMC has 105 mm guns, you just can't upgrade to them, but everything works if you let it. Once again, I got a battery of 105 mm howitzers and this time 4 dive bombers with the support points (and a few mines). With the leader's recon I spotted over 20 Type A squads and 7 A HQ squads, as well as several other units and three tanks. I think that I may mine the bridges to the west and attack southwards after a horrendous artillery barrage.
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BruceAZ
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RE: Guadalcanal 1942

Post by BruceAZ »

ORIGINAL: Poopyhead

My gamble paid off. Due to the superior mobility of my force, I was able to redeploy and finish off the Japanese attack. The naval gunfire caused less than 50 casualties and was not decisive. Actually, the only surprise was that the Japanese got an extra 700 "mystery" victory points that gave me a Marginal Victory! Their morale broke on turn 10, I held all of the VH's and I did everything except sink the Japanes flotilla shelling me. Oh well, excrement occurs.

In the fourth battle, I am supposed to hold the landing beach again. After spending a whopping 19 points to rebuild my force, I upgraded six of the 75 mm guns to T-19 105 mm HT's. These are Army SPA's. The USMC has 105 mm guns, you just can't upgrade to them, but everything works if you let it. Once again, I got a battery of 105 mm howitzers and this time 4 dive bombers with the support points (and a few mines). With the leader's recon I spotted over 20 Type A squads and 7 A HQ squads, as well as several other units and three tanks. I think that I may mine the bridges to the west and attack southwards after a horrendous artillery barrage.

When you complete the later battles in jungle terrain, let us know how your mobile force fared.

Recon
Semper Fi
Poopyhead
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RE: Guadalcanal 1942

Post by Poopyhead »

Okey-dokey. I must say, however, that I got halfway through this battle only to find out that a glitch in the program was giving the Japanese tanks more armor than the battleship Yamato! Goblin told me how to fix this and I will start over. Unfortunately, that means that I already know a little about what's going to happen. I will stick to the above plan which was working. I had smashed the Japanese to the south and, due to superior mobility, was shifting my forces against those Japanese tanks to the west. Dive bombers are great against massed infantry and yes, Japanese infantry do break and run or even disperse under fire.
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BruceAZ
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RE: Guadalcanal 1942

Post by BruceAZ »

ORIGINAL: Poopyhead

Okey-dokey. I must say, however, that I got halfway through this battle only to find out that a glitch in the program was giving the Japanese tanks more armor than the battleship Yamato! Goblin told me how to fix this and I will start over. Unfortunately, that means that I already know a little about what's going to happen. I will stick to the above plan which was working. I had smashed the Japanese to the south and, due to superior mobility, was shifting my forces against those Japanese tanks to the west. Dive bombers are great against massed infantry and yes, Japanese infantry do break and run or even disperse under fire.

Sounds good. Make sure your preferences are set at 100%.

Recon
Semper Fi
Poopyhead
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RE: Guadalcanal 1942

Post by Poopyhead »

Roger! I did what Goblin told me and everything is fine (currently five burning Japanese tanks are now terrain features). I am back to the point where I had to start over. Once again, new VH's appear to the west in Japanese territory. I am moving reserves in LVT's for an amphibious assault, thus skirting my minefield. In the defense, I fire first with the LVT because the type A squads that the Japanese are using have nothing that can damage them at range greater than one hex. Once the LVT's have suppressed the Japanese, I have the Raider squads finish them off. It works so well, that I have used the artillery to counter-battery the Japanese onboard artillery (their smoke gave away their position). One of the 150 mm mortars is very dangerous and I have had some success suppressing it.

Actually, I'm getting ahead of myself. In this battle, I am to defend two bridges and three small areas in the northeast corner of a much larger map. A stream runs south to north along my western boundary and my area is basically everything directly east of the stream. A beach is my northern boundary. I positioned my three companies in line from the southern bridge to the eastern map edge. I attached two of the Stuarts to each company and put two at the northern bridge. The rest of the reserve was entrenched at the three VH areas. I quickly moved the Aux 60 mm mortars to the ammo dump where my artillery was entrenched. The Japanese have attacked all along the front for the past eight turns and are pretty much spent, as two FO's, two mortar squads and the AO have moved up to the attack.
I have put together an amphibious force of several platoons that will land in the center of the beach and move toward the new VH area. I am going to use the LCM to land the two Stuarts. This effort will have priority for artillery support. My scouts have moved south toward hill 775 along the east map edge and apparently the Japanese line there is held by a cave and nothing else. I am moving my reserves to the east and will strike south, turn the Japanese flank and roll up their line and perhaps destroy their artillery before the time runs out. With only ten turns left in this battle, I doubt if I can encircle the Japanese and destroy them in detail.
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Poopyhead
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RE: Guadalcanal 1942

Post by Poopyhead »

The battle progressed pretty much as advertised. I took the last objective by storm and was able to push through the collapsing Japanese line in several places. I destroyed half of their onboard artillery before the battle ended. All in all, I took 118 casualties and the Japanese lost over 1700. The LVT's rock. Two MG's, amphibious and they carry a good load. The mobility is a real force multiplier for the Marines.

I upgraded the last two 75 mm pack howitzers to T-19 105 mm HT's, which had proved themselves to be much more lethal. I then traded in a scout patrol for another ammo carrier in the HQ company so that the T-19's can resupply more rapidly. In the next battle I'm back defending Henderson airfield.
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BruceAZ
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RE: Guadalcanal 1942

Post by BruceAZ »

ORIGINAL: Poopyhead

The battle progressed pretty much as advertised. I took the last objective by storm and was able to push through the collapsing Japanese line in several places. I destroyed half of their onboard artillery before the battle ended. All in all, I took 118 casualties and the Japanese lost over 1700. The LVT's rock. Two MG's, amphibious and they carry a good load. The mobility is a real force multiplier for the Marines.

I uograded the last two 75 mm pack howitzers to T-19 105 mm HT's, which had proved themselves to be much more lethal. I then traded in a scout patrol for another ammo carrier in the HQ company so that the T-19's can resupply more rapidly. In the next battle I'm back defending Henderson airfield.

Good job! [&o] The Defense of Henderson is a easy one but watch out for a back-door landing by SNLF! [X(] Just kidding. [:-]

Recon
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Poopyhead
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RE: Guadalcanal 1942

Post by Poopyhead »

Yes, the last battle sort of degenerated into shooting fish in a barrel.

For the second defense of Henderson, I have again taken a battery of 105's and four dive bombers in support (with a few mines). I have spotted fewer Japanese units this time, but I am forwarned to expect a major attack. This time, I'm thinking of reinforcing each company with two Stuarts (mounting a scout patrol) and two Raider Dem squads. I will position one company to defend the river, one to attack south and one to hold in the east in case of an attack from Alligator creek. The reserve and my artillery will set up at the Firebase where three aux 81 mm mortars are entrenched in the center of the map. My own artillery will make use of the entrenchments and I have positioned reserve LVT's to move the three aux 60 mm mortars there as well. The two ammo carriers should keep them all happy. The river defenders and the southern company should be able to destroy the Japanese units that are visible at each of these locations. The HQ engineers will mine Henderson field's VH's, as these are the most valuable VH's. Those spread around the map have barbed wire on them to slow down infiltrators. Each company's scout patrols will be used to make a screen. As soon as I find the axis of the Japanese attack, I should be able to smash them with the artillery and the dive bombers. My plans have worked well...so far.
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Poopyhead
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RE: Guadalcanal 1942

Post by Poopyhead »

I had a real problem with this battle. I broke the Japanese morale on turn seven. I broke through in the center and destroyed all their on-board artillery, their supply dump, Command bunker and CP. I fought for and took all the VH's except for one (worth 20 points at the end of the battle) in the middle of an Assault Engineer battallion. They took 2000 more casualties than the Marines. The problem was that I got a Draw. Apparently, the Japanese got like two or three times the Victory Points that they should. It gets worse. I fought the battle over and just lined my Marines up by the river in entrenchments. I did nothing tactically, except fire my artillery. I lost several of the cheap objectives. The Japanese took 800 fewer casualties, all their artillery and command structure survived, no broken morale. I got a Decisive Victory that my cat could have engineered. I think that I will keep the draw.
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Poopyhead
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RE: Guadalcanal 1942

Post by Poopyhead »

In the next battle I am to hold three bridges on my larger unit's flank, and scout out the Japanese to my west. Three VH's in one group at the NW corner of the Japanese area are visible. I have a small aux force in landing craft to attack this location. I chose the usual support of a battery of 105's and this time six dive bombers. One company with all the Stuarts will hold the bridges and two companies will accompany the amphibious force in an "end run" amphibious assault (did I mention that the LVT's rock?). I had the artillery spread smoke on the shoreline obscuring their approach. The SF infiltrated and so far most of them arrived at the VH's. I have located a CP and an ammo dump. When the main focre arrives, we'll secure the area and attack the Japanese positions from behind. During the opening artillery barrage, many hidden VH's appeared in the "no man's land" area. Again, the two companies that "hit the beach" can sweep back from behind the Japanese line and get these.
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Poopyhead
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RE: Guadalcanal 1942

Post by Poopyhead »

Another battle that went as planned. The two companies and 11 of the 12 SF squads overwhelmed the Japanese rear area, destroying the CP, A0, a command bunker, an ammo dump, most of their artillery and lots of caves (from behind). Once again, the LVT was crucial to this success. The outflanking maneuver took the sting out of the Japanese cave defense. This was a situation where I was supposed to slowly push my way through the jungle and run into endless cave complexes head on. Oh well.
I believe that I used every round of smoke getting ashore safely. I massed artillery and my gunboats against a Japanese patrol boat, even made an air strike, before it sunk. But only one LVT got stalled (no one was hurt). After the last battle, I tried to be more cautious than aggressive. I augmented the aux scout force with the Stuarts and used them to draw any Japanese infantry farther east, which worked quite well. I held the one company by the bridges in reserve until the final Decisive Victory.
Astrologers believe that your future is determined on the day that you are born.
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Poopyhead
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RE: Guadalcanal 1942

Post by Poopyhead »

In the next battle, The Japanese have two naval gun positions that must be destroyed. Several VH locations are spread over the eastern side of the map where the Japanese set up and a few cheap VH's on my side of the map. The Japanese side is largely jungle with a coastal village to the NE and an airstrip in the middle. A hilltop is the most likely location of the naval guns and it is south of the village. I get no airpower this time, so I chose three batteries of 105's for support and I upgraded all of the engineers to flamethrowers. I positioned some scouts to cover my starting VH's, which were all over the map. As I had twenty turns, I decided to go through the jungle to the south with two companies and the aux force and do an amphibious assault to the west of the village with the third company. This should bypass any caves in the center. With scouts out in front, I was able to find most of the Japanese that were entrenched all over. This battle was a real series of firefights, but I was able to take all of the objectives pretty quick. Actually, I took them too quick. There was one naval gun left when I ended the battle and I only got a Marginal Victory.
Astrologers believe that your future is determined on the day that you are born.
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Poopyhead
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RE: Guadalcanal 1942

Post by Poopyhead »

Well, in my briefing I am told that this is the final battle. I have upgraded two of the Stuarts to Wolverines (I'm hoping that their penetration will make them good bunker busters) and switched one scout patrol in each company to a 60 mm mortar for artillery support when it's "danger close". I have no air support, so I took a Bn of 105's again.
The last stand for the Japanese is a large continuos jungle with a coastal village to the NW. They have been digging in for 5 months, so I anticiipate lots of caves. I start on the east half of the map with a large aux infantry force in position on my southern flank. A company sized aux force is ready for an amphibious assault. I am going to infiltrate all of the SF to the village and send two companies in LVT's (the wonder weapon) to land with the amphibious assault to the NW of the trail junction behind the Japanese lines. I am of course going to prepare the shoreline with ample smoke. The remaining company with the HQ engineers and the tanks will hold the line from my southern flank to the coast. The amphibious force will storm the beach and split up, one company with gunboats in support, moving west to link with the SF and one to move back to the east and take the trail junction. This company will then link up with my main line force, attacking any caves from behind. The aux amphibs can take a hilltop VH area to the south of the beach and secure my center. The tanks and engineers will then also split up to support each wing of my advance, one along the coast and one along the trail to the south.
Astrologers believe that your future is determined on the day that you are born.
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Riun T
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RE: Guadalcanal 1942

Post by Riun T »

Poopy, Don't do it!!??,played same last week, needles to say without givin it away.
There's alot more enemy stuff centre of map they use later, watch your tail with the anphib's and south of the village!?!?
Poopyhead
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RE: Guadalcanal 1942

Post by Poopyhead »

Thanks for the tip! I hope that they have something. So far the Japanese have only shown me how they die.
Astrologers believe that your future is determined on the day that you are born.
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