Actually, the base that JFK operated out of was located on Rendova, south of the island of New Georgia. I have just gotten the game, and need to look at the rules a bit more covering PT boats. I probably will be modifying it a bit, having been in the Solomons, and flown over most of the islands. I did not make it to Rendova, but was on Kolumbangara, Gizo, and New Georgia, when landing at the Munda air strip on the way back to Henderson Field. I have attached three pictures that I scanned in from the trip. The first is of the Grayscout, the ship we used in searching for PT-109, under charter to National Geographic. The second is of the Munda air strip, which is pretty much the way it was in WW2, except that the jungle has grown back around it. The third is of me watching sonar screens, sorting out the targets on the bottom to determine which one might be the PT-109. Note, we did find it.
Sonar Stare 72 Crop.jpg
Haaahaha! I feel your pain, FMG. The second I bought Guadalcanal, I was so psyched to make my opponent’s IPC’s deteriorate via bombing raids, and swarm em with fighters. And then I opened up the box and went “WTF!?”.
I, too, am a bit unappealed by the rules. What we did was put a certain amount of chips on each island, gave it an IPC value, and put a production factory on our “base islands”. This made for an exciting naval minimap. I haven’t gotten to play a lot of navy-heavy games, usually my 1942 games just end up with British bombardment and amphibious assault on Berlin, and the US navy buildup with the subsequent bulldozing of the Japanese.
So, theres my suggestion for you, FMG. I look forward to your custom A&A molds. I’m DEFINITELY buying an italy set once I get my paycheck, and of course, once it’s released =D
additional note. Here’s an example to print out. This helped me alot.
Example: I have 2 destroyers and a cruiser in the space, and you are rolling 6 dice.
Slot 1 2 3 4 5 6
Type Destroyer Cruiser Battleship Aircraft Carrier Transport Submarine
Result Hit Roll 1 Hit Roll 2 Miss Roll 5 Miss Roll 3 Hit Roll 1 Hit Roll 2
* The first hit destroys a Destroyer because it’s a hit with a result of 1.
* The second hit will damage the cruiser because it’s a hit with a roll of 2.
* The next two shots miss.
* The hit of 1 on the transport will go back to the start of the line and destroy another destroyer, since I have no transports in the space.
* The hit of 2 on the sub will also go back to the start of the line, but there are no more destroyers left to kill (both have already been counted as destroyed from the 1’s). This will put a second damage on the Cruiser, destroying it.
Obviously destroyers, fighters, and infantry are “cannon fodder”. The only way to get a sure hit is to get one on that spot of the ship such as a “Roll of 1” in the 5 location if there was an aircraft carrier. During the war, there were no countermeasures for ships, smaller ones including PT boats would get in the way of the torpedo instead of the larger ship and take the hit.
I thought there might have been a kamikaze in this one, but Japan didn’t start doing that until later in the war. Your choice for another house rule Token, but balance it out with something on the allied side.
The two of you are getting pretty close to a tactical miniatures campaign game than a strategic game, with simplified combat. You might want to take a look at some books on naval wargaming that cover running a campaign game. I keep thinking of taking the Guadalcanal game resources and writing my own set of rules for the game, along with adding a PT Boat miniature and US APD fast transports. I would not likely use the battle box, although it is a very interesting idea.