Guad 42 Campaign

SPWaW is a tactical squad-level World War II game on single platoon or up to an entire battalion through Europe and the Pacific (1939 to 1945).

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Bing
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Guad 42 Campaign

Post by Bing »

1) How many have played the Guadacanal 42 Campaign and how did you like it? Tips und Tricks (per our German friends)??

2) More important, actually: What composition of forces did you all select? Having played a couple campaigns I know how critical it is to start off right.

Thanks for your comments one and all,

Bing
"For Those That Fought For It, Freedom Has a Taste And A Meaning The Protected Will Never Know. " -
From the 101st Airborne Division Association Website
Wild Bill
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Post by Wild Bill »

Its one of the best, Byron. I really like it. The maps are a thing of beauty and it is very historically accurate. I think Bruce Hodgman outdid himself on it.

I chose mainly Marine Infanty with a few Stuarts to reflect the real troops used.

I'm still not through with battle one, but I have looked through the entire campaign. I give it a "thumbs up." So do many others.

Good to see you here, my friend!
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Warrior
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Post by Warrior »

I was lucky enough to help test this campaign, and it truly is exceptional. My core was heavy with Infantry and Engineers (with flame throwers), a few tanks, and some Pack 75mm's and mortars. Each battle gives a briefing before you start with hints about what may be coming your way, and that can help you pick good support units. :) I would definitely suggest you review the tutorial about caves & bunkers before starting the campaign. :D
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lnp4668
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Post by lnp4668 »

It is a great campaign with beautiful map. I still haven't finished it since stuffs keeps on happening :D I picks almost exclusively raiders and alligators (it is mostly an infantry slugfest after all :) )
"My friends, remember this, that there are no bad herbs, and no bad men; there are only bad cultivators."

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Bing
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Post by Bing »

Thanks for the comments, guys. ANy others before I move on??

Good to hear from you, Bill. Drop a line when you get the time,

Bing
"For Those That Fought For It, Freedom Has a Taste And A Meaning The Protected Will Never Know. " -
From the 101st Airborne Division Association Website
Rick Borovec
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Post by Rick Borovec »

Started it with ver 4.5, got through the first three scenarios. Picked mostly infantry and engineers, did also pick some AA trucks and Stuarts. Had done very well up to the point of updating to ver 5.0, then Ihad a OOB/Icon problem, the US 30cal MGs turned into Halftracks. I decided then to stop and wait to finish. Now with version 6.01 I am looking forward to starting over. Had some great suprises, very effective Jap airplane strikes. Made a mistake and had the Ammo turned to Unlimited, had some super bombers attack, wiped out whole platoons. Still was able to get a victory out of it with a mad rush to take the final victory hexes. Very fun campaign, great maps, good text that gives clues as to what to expect without giving anything away.
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Drex
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Post by Drex »

you gotta have engineers Bing. My alligators were taken out by AT guns rather early in the first battle. used A platoon of Stuarts in the first battle to help get my Marines across some fords but left them behind to protect the rear.
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Bulldog61
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Post by Bulldog61 »

I've played the first scenario but have started the second one twice and been creamed by the betty bombers. Entire platoons wiped out and those that remained had less than 5 men each. I thogt my dispersion was pretty good but apparently not, does anyone have any suggestions?
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BruceAZ_MatrixForum
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Post by BruceAZ_MatrixForum »

Originally posted by Bing:
1) How many have played the Guadacanal 42 Campaign and how did you like it? Tips und Tricks (per our German friends)??

2) More important, actually: What composition of forces did you all select? Having played a couple campaigns I know how critical it is to start off right.

Thanks for your comments one and all,

Bing
Thanks! I am glad you like it. Here are some tips and they won't spoil it for anyone else:

1. To get the best effects, try playing the campaign with the lights off and the sound turned up. You can really get into the game and the jungle sounds in the background add a new dimension to the realism.

2. Select your core and support forces with care! Read the opening notes! Look at the maps in detail! The campaign was designed so that if you make the correct tactical choices and have the right core and supporting forces, you will achieve a Decisive Victory! If not, most of those that have attempted to lead their Marine battalion to victory, including myself, end up with a Draw or a Marginal Victory or Loss.

3. One last tactical tip. During final battle (Cape Esperance), you must seize the
Victory Hexes on the beach! You race against the clock. If you capture them, you will prevent the Japanese 17th Army from escaping to Rabaul. If not, you will see numerous barges departing the coast headed northwest in a final salute of defiance on the last turn!

4. And finally, play the bunker tutorial, as it will help you deal with the typical Japanese defensive set-up.

Good luck, you will need it.

Bruce
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BruceAZ_MatrixForum
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Post by BruceAZ_MatrixForum »

Originally posted by Mike Kraemer:
I've played the first scenario but have started the second one twice and been creamed by the betty bombers. Entire platoons wiped out and those that remained had less than 5 men each. I thogt my dispersion was pretty good but apparently not, does anyone have any suggestions?
Hi Mike:

Put yourself in a tactical frame of mind and look at the terrain. You’re the Battalion C.O. and you have been briefed on your objectives. Set up your Battalion and attack in either platoon or company columns with cover fire. Use artillery to suppress or smoke to cover assault engineers. Play the cave and bunker tutorial and practice loading and unloading men and equipment from landing craft.

Think tactically. Each battle has one built in it one specific way to achieve victory. Once you have figured it out, you must have the right core and support force to be successful. The most important thing you must ALWAYS keep in mind is time. Keep track of where you are and how many turns are left.

As my old Company Commander use to say, “Gentlemen, lock and load, it’s time to get some.” :D :D

Bruce
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deggo
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Post by deggo »

I'm just starting the 3rd battle and see I have HT icons for the mg's that were already in place. Is there a fix for this?
Love it so far.
I have two marine Co, I Raider Co, some engineers, a few Stuarts and SP 75's.
Pretending to clear this place out for my dads unit to begin operations. He was a PB4Y crewman with VB 104.

Scott
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BruceAZ_MatrixForum
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Post by BruceAZ_MatrixForum »

Originally posted by deggo:
I'm just starting the 3rd battle and see I have HT icons for the mg's that were already in place. Is there a fix for this?
Love it so far.
Scott
When I tested it in 6.0, I did not see any OOB problems but I could have missed some. The Campaign was done in 4.5 but Paul assured us that it would not be a problem and would play just fine in 6.0. Can you be more specific on the OOB problem?

Bruce
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deggo
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Post by deggo »

I'm getting a corrupt OOB file message in PBEM games so maybe it's a problem with my installation of 6.1.
Anyone know where I can download the current OOB's for 6.1 without downloading the whole game again?
Thanks.

Scott
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Bulldog61
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Post by Bulldog61 »

Originally posted by 5thRecon:


Hi Mike:

Put yourself in a tactical frame of mind and look at the terrain. You’re the Battalion C.O. and you have been briefed on your objectives. Set up your Battalion and attack in either platoon or company columns with cover fire. Use artillery to suppress or smoke to cover assault engineers. Play the cave and bunker tutorial and practice loading and unloading men and equipment from landing craft.

Think tactically. Each battle has one built in it one specific way to achieve victory. Once you have figured it out, you must have the right core and support force to be successful. The most important thing you must ALWAYS keep in mind is time. Keep track of where you are and how many turns are left.

As my old Company Commander use to say, “Gentlemen, lock and load, it’s time to get some.” :D :D

Bruce
Semper Fi
Hi Bruce!
Thanks, I acheived a decisive victory in the first scenario. I look forward to getting past the pre game carpet bombing by the Betty's. My force structure is a marine battalion (3 rifle Companies and a weapons company ) Engineers, AA and some light tanks. Not quite the armored company I commanded in Germay, but better suited to the terrain. I've just killed my third attempt due to pregame carpet bombing. Can't seem to get any kind offensive going with 2 to four man squads. Any Ideas how to survive. This last attempt i tried better dispersion with my initial set up all that accomplished was that more squads survived, but they were deverly depleted.
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lnp4668
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Post by lnp4668 »

Originally posted by Mike Kraemer:


Hi Bruce!
Thanks, I acheived a decisive victory in the first scenario. I look forward to getting past the pre game carpet bombing by the Betty's. My force structure is a marine battalion (3 rifle Companies and a weapons company ) Engineers, AA and some light tanks. Not quite the armored company I commanded in Germay, but better suited to the terrain. I've just killed my third attempt due to pregame carpet bombing. Can't seem to get any kind offensive going with 2 to four man squads. Any Ideas how to survive. This last attempt i tried better dispersion with my initial set up all that accomplished was that more squads survived, but they were deverly depleted.
One way for my men to survive the carpet bombing is to load them on to vehicles. They tends to survive the bombing really well. It is rare for bombardment to actually hit a vehicle.
"My friends, remember this, that there are no bad herbs, and no bad men; there are only bad cultivators."

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Post by Randy »

I haven't played Guadalcanal yet, but I went to check it out and noticed that the music and video sequence are from the original Steel Panthers! That was like a trip to memory lane!
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Post by BruceAZ_MatrixForum »

Originally posted by Randy:
I haven't played Guadalcanal yet, but I went to check it out and noticed that the music and video sequence are from the original Steel Panthers! That was like a trip to memory lane!
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Randy
Hi Randy!

I know what you mean. I also get a big kick out of the background sounds of the jungle. Who ever did the soundtrack out did themselves!! I keep swatting at invisible misquotes until my wife comes in and tells me to knock it off . She is not a gamer but a good sport. At least she let’s me talk to Wild Bill now and then. :D :D

Bruce
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sjohn
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Post by sjohn »

What a great campaign! I followed the scenario notes' advice and also added to the core force some units that I had never really used before. I think they they did pretty well in jungle fighting:

+ 2- and 4-man Scout/Recon teams (fast and mostly invisible, find the enemy flank, always keep moving, they can disrupt and usually kill mortar teams if you're careful)

+ Marine Raiders (fast and big, limited ammo, but good skirmishers, flanking/envelopment strike force kinda guys, I think one of 'em has a satchel charge, good mortar killers too)

+ Marine Paratroops (Bada**!, the ones with the Johnson Rifles, the Johnson LMG and the Reisling: a close combat death squad with a .50 to boot!, used one pltn and later two in the core force as flank/rear security, some of the Aux forces are these and they often hold hilltops and generally get mauled, but I mean... wow!)

+ The 75mm SPA HT (I had a platoon of these and they were versatile: indirect HE fire and smoke (very important), direct HE fire and smoke with two .50 HMGs!, and a little bit of armor, if deployed carefully they can be very tasty!)

+ Engineers in a 2/3 mixture with Marine Rifle Squads. (I turned them all into flamethrower Engs. I usually avoided cavebusting, but these guys are nice to have readily available.)

+ The Aux Alligators are really good (troop carrier battle taxi with 3 or 4 MGs!, does well during arty/mortar bombardment and level Betty bombing runs, surprisingly few breakdowns or mud problems)

+ 75mm Pack How. and 81mm Mortars (Since Japanese untis don't retreat, you can pound 'em big time and then preferably get a machine gun involved, since the gun calibers are so small I tried to only fire when units were spotted unless I had a really good idea where the enemy was, I always used smoke to isolate caves, usually there's not enough time to deal with them on the attack, I say smoke 'em and bypass, they won't go anywhere, on yeah, and ammo trucks!)

+ Avenger Air Strikes ('nuff said!)
Bing
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Post by Bing »

ItsMeBrenGun: Thanks for the notes and comments, sounds like you had a really great time with the campaign.

Bing
"For Those That Fought For It, Freedom Has a Taste And A Meaning The Protected Will Never Know. " -
From the 101st Airborne Division Association Website
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BruceAZ_MatrixForum
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Post by BruceAZ_MatrixForum »

Originally posted by ItsMeBrenGun:
What a great campaign! I followed the scenario notes' advice and also added to the core force some units that I had never really used before. I think they they did pretty well in jungle fighting:

+ 2- and 4-man Scout/Recon teams (fast and mostly invisible, find the enemy flank, always keep moving, they can disrupt and usually kill mortar teams if you're careful)

+ Marine Raiders (fast and big, limited ammo, but good skirmishers, flanking/envelopment strike force kinda guys, I think one of 'em has a satchel charge, good mortar killers too)

+ Marine Paratroops (Bada**!, the ones with the Johnson Rifles, the Johnson LMG and the Reisling: a close combat death squad with a .50 to boot!, used one pltn and later two in the core force as flank/rear security, some of the Aux forces are these and they often hold hilltops and generally get mauled, but I mean... wow!)

+ The 75mm SPA HT (I had a platoon of these and they were versatile: indirect HE fire and smoke (very important), direct HE fire and smoke with two .50 HMGs!, and a little bit of armor, if deployed carefully they can be very tasty!)

+ Engineers in a 2/3 mixture with Marine Rifle Squads. (I turned them all into flamethrower Engs. I usually avoided cavebusting, but these guys are nice to have readily available.)

+ The Aux Alligators are really good (troop carrier battle taxi with 3 or 4 MGs!, does well during arty/mortar bombardment and level Betty bombing runs, surprisingly few breakdowns or mud problems)

+ 75mm Pack How. and 81mm Mortars (Since Japanese untis don't retreat, you can pound 'em big time and then preferably get a machine gun involved, since the gun calibers are so small I tried to only fire when units were spotted unless I had a really good idea where the enemy was, I always used smoke to isolate caves, usually there's not enough time to deal with them on the attack, I say smoke 'em and bypass, they won't go anywhere, on yeah, and ammo trucks!)

+ Avenger Air Strikes ('nuff said!)
It sounds like you might have it mastered! Good luck.

Bruce
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