I find the idea of adding Tactical Bomber intriguing and given the fact that Axis & Allies Guadalcanal came out before the separation of bombers into Tactical and Strategic I think makes this a excellent concept. Given the details from A&A 40 that Tactical Bombers represent dive, and torpedo bombers it would make sense to add this unit to A&A Guadalcanal. For the record I have just recently purchased A&A Guadalcanal off ebay and have not yet been able to play the game other dabbling on my own.
That said there would need to be limitations set namely that Bombers (Betty and B-17) are now Strategic Bombers, and can only attack airfields and ground units no longer Sea Units. The new unit the Tactical Bomber is able to attack both Sea and Land units, and has targeting ability including supply tokens. The Tactical Bomber would also be both carrier and land based. The Tactical Bomber would move between the Strategic Bomber and Fighter units. And being that Air Combat is the first phase of combat it would have first strike ability on its target similar to the submarine.
Taking into consideration the historical aspect the SBD Dauntless dive bombers were very effective against the Imperial Japanese Navy during the Solomon Island campaign. Most naval battles were fought without either ships coming within firing range on each other.
In summary I think Tactical Bomber should be included with a cost of 4, Air Attack of 1, Sea Attack of 2, Land Attack of 2, and select target.
Was wondering if anyone’s created a file for the Guadalcanal game boards. Since it’s out of print I have no qualms over printing my own vs. the nearly $150+ I’ve seen private sellers listing this game at. Thanks all!
I personally like Guadalcanal most among all the Axis & Allies family of games. The only down side for me is that it is a two-player game.
These are the things I like most about the game:
1. The game is balanced. Unlike the rest of the family, it does not pigeon-hole the players into an Axis strategy or an Allies strategy which can be so predictable.
2. The game has a relatively fixed timeline. Rarely will a game go long. You could make the game long, but this would be extremely rare due to the awarding of victory points each round.
3. There is a more realistic application of damage to units. The special dice box is an awesome concept. (There is a better way to apply the randomness of the box by using colored dice, and a printout of the order given in the dice box. This actually improves the roll outcomes to accurate randomness. The box tends to hold the dice from rotating in all directions.)
4. The map allows for land-sea combat. This is very unique to this game.
5. The game is fun, and this is the most important thing to me.
It implies that they are not cargo, as they are not lost as cargo would be.
Oh, ya, I guess it does. 🙂
My impression of that sentence was that it intended to speak to fighters on the deck of the carrier (which led to all that other rigamarole I asked about). Didn’t feel to me that fighters in the air in same sea zone as carrier during Combat phase would need mention of the carrier being sunk at that time. But your adjust of my focus provides clarity. Thank you, Krieghund! Your presence here makes our gaming experience better. Take care.
Combat Phase: Unload Transports/Destroyers- Must all units be unloaded, or can you maintain loaded ships?
You don’t have to unload them if you don’t want to.
Advantage Token: Quick Drop- Must all units in the sea zone be unloaded?
Advantage Token: Command Decision- Applies to Airfield attacks too? Unattended transports? (2 attacks on stuff that can’t shoot back)
It applies to everything in the chosen step, including airfields.
Seems that rules allow for not all transports being unloaded. And I think this works for feints, allows for “oh sh*t” moments, so, interesting. And between rules and other Krieghund responses on forum, I kinda think attacking Airfields with CD is likely considered cricket as well. ? Viscious! Wonder your thoughts. Thanks!
btw, I love A&AGC. More props to Larry & co for this one. I see it getting plenty of flack (along with other beloved BotB) and just want to do my small part to tip scale the other way. Thanks for a great game, guys! And thanks to forum members too. I do extend victory points to minimum of 30 and then you gotta win by 5. It’s too much of a sprint for me to 15; it’s just getting meaty at that point! But otherwise OOB plays great for me (with advantage tokens!). But, then, I tend to love the drama of the dice! 🙂
Looked on all the websites of Boardgamegeek list of Canadian boardgame store and I found 1 copy for 44.95,
Ordered 3 weeks ago. They had a problem handling it and it only shipped today, will receive it friday.
“Japan wanted the island chain as a place to launch air attacks on the US mainland. They also wanted to cut off the supply routes from Australia and the US. The US mostly wanted to stop Japan form achieving their goal, but establishing a foothold in the Solomons gave them a nice place to launch their Pacific operations closer to Asia.”
The first point is totally bogus. Nate’s been too busy with Dreamblade again.The real idea was to cut supply and isolate Australia from points that link back to our mainland and from British support. That was in fact the plan for Coral Sea namely to get in position to capture Port Moresby and further isolate Allied positions in south pacific. Also, it was to anchor the Japanese control of another further island chain for the defense of the perimeter of her conquests. A firm control of these islands would give Japan more time replace her lost carriers at Midway. AS you know she undertook conversion of 2 battleships to hybrid carriers and stepped up the completion of carriers not completed in order to gain back parity with American carrier force. Japan was engaged in a war of attrition after Midway and the Solomons would be for japan her first resolve of a bloody nose and send the message that “each island will be paid for in blood… do you have what it takes to continue?”
You use a movement point every time you cross a border between two zones, whether they be sea or island zones. When you leave an island, you cross the border into the sea zone and use one movement point. When you enter an island, you cross the border from the sea zone and use one movement point. When you move from one sea zone to another, you use one movement point. Conversely, if you don’t cross a border between zones, you don’t use a movement point.