You can participate in this campaign on three different levels: strategic board game, War at Sea Miniatures (for the naval engagements) and Axis & Allies Miniatures (for the ground battles).
Just saw the Turn- 2 Results and options for Turn-3 posted for the current Avalon Hill Guadalcanal online campaign and was disappointed that none of my AAR’s or narratives were posted. I have no idea if my efforts of playing all these games solo are making any difference in the campaign or if “High Command” is even reading them. Some sort of weekly results tabel or chart would have gone far to alleviate that.
Maybe I do need to switch to Flames of War like my brother has been bugging me to do for over a year now. At least they have a published ranking system and you know where you stand in their gaming community.
Yes I agree airpower was dominant in the pacific but in this campaign the night actions should be modeled as there were so many such engagements in the slot.
I like the idea of some sort of night rules (long lance, radar etc); I see there is an optional rule for the Japanese to use a nightfighting token but I don’t think this is what Commander Hara had in mind.
Is there a place where these and other suggested “house” rules are being accumulated for A&AG?
The US has to take Santa Isabel, Malatia and evict the remaining Japanese from Guadalcanal on turn one. They have to get even on reinforcement points.
I think the Japanese are better off on turn 1 being in a position to contest New Georgia if necessary, they can get enough together to make it unattractive to the US, but moving the supplies back to build an additional airfield on the island they start with an airfield on. (Map is fuzzy in my head for some reason today.)
The game is short and both sides must move fast but at the same time remember they can’t win it on turn one. IMO.