Wow, thanks guys. This was actually my first attempt at building something like this other than some structures for my son's WH 40K games. I'm nowhere as good as most of you guys.
Regarding the rules, I'm not a game designer so I just read accounts of the battle and determined the best way to portray them. I did have some board games of the battle but I felt they didn't capture the flavor of the battle, tactics and decisions that had to be made.
Yellow Admiral,
I'm still in Contra Costa County and did play this at Pacificon in 2007 or 2008. However, I'll be in the Chattanooga area in the Spring 2021. I've been to Pacificon since about 2003, I'm sure I've met you. I gamed mostly with Rick Schult who has moved to SD and the guys from the South Bay Club in SJ. I've known Mark Ruggerio for decades.
I think the best way to play the game is as a collaborative effort between 3-9 Marine players. With three players each commands a Regiment of 27 platoons and nine players each commands a Battalion of 9 platoons. You really need to use the Marine tactic of having two Platoons on line and one in the rear recovering and rotating them around with a fresh one coming in every day or when you need to pull one out of the line. That's left up to the player to manage his personnel and take care of them. If not, there is a good chance the advance will grind to a halt. The multiple Marine players get to argue over who will get reinforcements, naval and air support, etc. That can get pretty intense and comical. The GM can play the Japs and roll on the chart whenever a Marine unit moves or attacks. The night belongs to the Japanese but the Marine player determines which units and supplies are landed.
Since the Maries are playing as a team, they all conduct their movement and attacks during an AM or PM turn at the same time but need to coordinate with the unit on their flanks. That means they may need to slow down or speed up to hit their objectives. Platoons can attack as often as they like during an AM or PM turn but most likey they'll stop after 2-4 attacks because of friction, causalities, etc. The Marine players can attack with their platoons in any sequence they like. During an AM or PM turn, they could attack with one platoon, switch to others and than come back to the original one. This enables him to slowly open up a gap to create flank attacks with another fesh platoon. Be creative. At the end of the PM turn the players need to link up to make sure they can stop infiltrators which will come during the night. If they get through they can cause havoc on aid stations, rear area HQ's and supply depots.
One problem the Marines have is they can only advance as fast as the slowest platoon. Any gaps in the line are infiltrated by the Japs at night. The slow ones need to be reinforced by 75mm Pack Howitzers providing direct fire into the bunkers. The 37mm anti-tank guns are great at suppressing bunkers by firing HE rounds through the loop holes.
It's interesting to see how players react and handle their WW and WIA's. Too many causalities means you have to pull them out of the line to rest and refit. Small Arms fire from the Japanese, when effective, has a 20% chance of a KIA, 40% chance of WIA and 40% chance of a WW and can be modified by the Corpsman by converting a KIA to a WIA but there is a 10% chance he'll get nailed by a sniper when he does. Artillery and mortars is 10%, 40% and 50%. There is always a chance of a team suffering from battle fatigue and heat strokes becoming a WW. WIA's can die if not evacuated right away.
There was a small supply dump inland between Red 1 and 2. When a Marine Platoon gets to it there is a chance they find a Saki cache intact and one of their squads will take advantage of it and not be able to attack for the rest of the AM or PM turn as they become a DD causality (drunk and disorderly).
To keep the game simple, any Marine units not moving or attacking are assumed to be Hunkered Down and safe from direct fire weapons except near the big bunker by the end of the pier on Red 3 which will make things very difficult for 2/8 forcing them to hide behind the sea wall most of the first and second day. Any unit can be hit at any time by mortars, snipers and infiltrators.
For shorter games you could just play Red Beach 1 or Red Beach 3. I've made charts for the Japanese counterattacks for whenever the Marines want to move or attack that is somewhat historical and would work for a solitare game too. The Japanese do get to Banzai on the second night.
As the Marine player, you can't hold back. Historically, the Navy needed to land the Marines and take the island within a few days or the Japanese could sortie a naval task force from Rabaul and they were not ready for a fleet battle as they had WWI battleships. There were Jap subs in the area and one did sink the carrier USS Liscome Bay with about 900 causalities.
Ideally, I'd like to use a three figure stand for platoons in 10mm or 15mm. It would make it easier to mark KIA, WIA and WW.
Bismarck,
I'm glad you like it. I'll put the latrines in next. I have a detachable pier too where LT Hawkins and the Scout Sniper Platoon start off the attack. The US intel was able to accurately determine the enemy strength by counting the latrines.
Wolfhag