This example of play is not an illustration of the
best tactics, but rather an examination of play to illustrate some of the mechanics of the Hitlers Global War rules. The Guadalcanal Scenario is only a turn and a half long and is designed to illustrate some of the naval rules rather than being a true scenario. Some discussions of various rules are introduced, even though those considerations may not directly affect this scenario. For the Guadalcanal scenario, only the Guadalcanal hex 3863 is important for victory point purposes. Activity in Papua New Guinea is specifically limited. The only incentive for capturing additional territory is to improve a players combat situation. Japan already controls most of the territory around Guadalcanal, as indicated by the Japanese garrison markers. Though there are no units in the garrisons, the Japanese player can simply move units to these locations without having to amphibiously invade, which would otherwise require using amphibious strength points. The Japanese player can move three strength points through the Pacific Ocean, as indicated in Strength Point Movement Across Seas. The scenario indicates that the Japanese player has an additional four shipping points located in hex 3180 (Truk) for seven total shipping points. There are only six Japanese land strength points in the scenario. The garrisons supply routes can be attacked, leaving the Japanese player vulnerable to production point losses if he cannot protect those supply routes. However, this scenario gives no victory points for production point losses, so there is no incentive to indirectly attack these garrisons other than to deny them to the Japanese player. Though Australia and Papua New Guinea are Allied friendly areas, the three Allied garrisons are listed to indicate that they are being supplied. The hex at 3679 (Port Moresby) obviously needs a sea route to be supplied. The two Australian hexes need supply because Australia can only supply hexes by land up to hex 4380 (Brisbane) (SUPPLY, Line of Supply). They may be worth
defending for use as bases for spotting purposes or
for deploying coastal air strength points since the three hexes contain airbase symbols. There being no strategic warfare units in this scenario, play begins with the Allied Movement Phase since the Axis player turn is skipped, as specified in the scenario rules. Sub-phases i. and ii. (removing Expended markers and patrol fleets returning to base) would be applicable to naval units having performed actions or having remained in patrol hexes from a previous turn. Since there was no previous turn, the game starts with iii., the Allied naval change of base subphase. The Japanese force at hex 3580 in Rabaul, with four capital ships and three carriers initially outnumbers the American fleet having one capital ship and three carriers stationed with the Marine Army at 4185 (Noumea). The Allies must combine their surface naval forces that start at various locations into one fleet at Noumea by changing bases. The one capital ship at hex 4580 (Sydney) and the one carrier and A.S.W. at hex 4778 (Melbourne) change bases to hex 4185 (Noumea). This move is taken freely, given that the Japanese player could not intercept the two fleets converging on Noumea because they could not be spotted, as described in Search. In examining the Spotting Table, the longest spotting distance 5 hexes is from a hex that contains an army. The closest that the two Allied fleets will come to a Japanese hex is a garrison at hex 3683 (Guadalcanal), which is four hexes from Noumea. At that range, the To Spot roll is a -2. It is possible to obtain a -1 modifier for a coastal/island hex, if searching in the destination hex, and another -1 for friendly coastal/island hex for a total die roll modifier of -2, which would not be enough of a modifier to allow a successful spotting. If a spotting were theoretically possible, the Japanese closest intercept fleet is at Rabaul, a distance of eight hexes. Referring to the Fleet Intercept Ranges
Table, an interception roll of 3 or less would be
required for a successful interception. However, there is no army in the Japanese garrison hex at Guadalcanal, so no army based air could search. The hex also does not contain a port or airbase symbol, so coastal air could not be used, though its search range of 2 would not have the required range. Also, since the Japanese tech level for coastal air is four, their coastal air range is only 1. Thus, the two Allied fleets successfully change bases to Noumea and there is no Japanese activity in the vi., Naval Interceptions and Combat sub-phase. In the following Declare Amphibious Invasion route sub-phase, the Allied Marine Army at Noumea can invade Guadalcanal, a distance of five hexes, which is within the six-hex invasion range. Supporting the invasion is the Allied Fleet 1. It can go on patrol in the Guadalcanal hex in the v. sub-phase before the amphibious invasion phase. However, if it is defeated by a Japanese interception, it could be forced to return to base and end its activities for the turn, leaving it unable to support the invasion in the following sub-phase. A surviving Japanese fleet could easily decimate the invasion with a second interception. If the Allied fleet accompanies the invasion, it must be completely defeated before losses can be taken from the invading armies. But then, after the invasion, the fleet would return to base, leaving Guadalcanal vulnerable since the fleet could perform no more activities in that player turn. However, there are no naval sub-phases after the amphibious invasion in which the Japanese player can take any offensive action. So the Allied player decides to have his fleet accompany the invasion. The Japanese player would like to intercept the amphibious invasion. The army in Rabaul is three hexes from Guadalcanal. An army based search at a range of three hexes requires a To Spot roll of 0. As per the previous discussion, an initial modifier of -2 can be obtained from the combined coastal/island and friendly coastal/island modifiers. Another -1 can be obtained from 5 or more Strength Points in Target Fleet for a total of 3. A spotting die roll of 2 by the Japanese player results in a successful search, and the Japanese Fleet 1 attempts an intercept of the amphibious
invasion. A three hex intercept range requires an
intercept roll of 5, which is made by the Japanese player, resulting in a successful intercept. The Japanese Fleet 1 consisting of 4 capital ships, 3 carriers, and 2 ASW strength points intercepts the amphibious invasion in the invasion hex. The three carriers attack at triple strength against the Allied fleet. The four Allied carrier strength points that fire defensively at a triple strength of 12 on the Firepower Table against the nine attacking carrier attack points (3 carriers x 3) roll a 6 on the 10 column eliminating 2 attacking strength points and roll a 5 on the 2 column, resulting in no additional hits. Next the attacking carrier air points undergo the Allied defensive fleet AA fire of 8 one for each strength point. The Allies roll a 1, resulting in an additional loss of 3 points for a total loss of 5 points against the attacking carrier air strength points. The remaining 7 carrier strength points roll a 2, resulting in a loss of 2 points to the allied fleet. While eliminating two Allied carriers would produce more victory points, the Japanese player chooses to eliminate the two defending Allied capital ships, thus eliminating almost all of the defending surface attack strength from the Allied fleet in the subsequent following surface naval battle. Before the naval battle is carried out, the Allied player carries out its simultaneous attack on the Japanese fleet. The defending 9 Japanese carriers eliminate 4 attacking air strength points with a roll of 1 on the Firepower Table and the defending fleet AA strength of 9 eliminates another 3 points with a roll of 4, resulting in a remaining attack strength of 5 (12 7). A roll of 6 on the Firepower Table eliminates no Japanese strength points. This leaves the Japanese player with a surface attack strength of 9 (4 capital ships, doubled + 2 ASW, halved), and an Allied fleet with a surface attack strength of 1 (2 ASW halved). The Japanese eliminate 3 points with a roll of two on the nine table and the Allies eliminate no Japanese points with a roll of 4 on the 1 table. The Allied player eliminates his two ASW points and one carrier, leaving three carriers in the fleet.
The escorting Allied Fleet 1, sustaining heavy
losses, but the surface factors not having been eliminated, the fleet naval fire is completed. The invasion arrives at the designated target hex and the invasion proceeds to Step 3. As discussed previously, there is no coastal air in the hex, and thus no coastal air strikes. Supporting fleet naval fire can now fire into the hex. The three remaining carriers supply three tac air points, which could not be combined with the capital ships supporting fire, if the Allied player had any capital ships left. The three tac air points roll a 6, resulting to no loss to the Japanese garrison. Garrisons cannot defensively fire, so there is no fire in Step 5. The invasion army chooses to assault the invasion hex using only its allowed amphibious strength points. The five marine amphibious strength points roll a 3 on the 5 table, thus eliminating the defending garrison with a result of 1. This allows the assaulting army to attempt to advance into the hex with 0 defensive strength points. All land strength points can be used in the advance, though they are all amphibious strength points in this case. With a Marine strength of five and a defenders strength of zero, a required roll of 1-7 assures a successful advance. The invading army could continue on with an amphibious advance attempt against the adjacent New Georgia hex. This one hex distance is within the now-reduced five hex amphibious advance limit for the second advance attempt. With no garrison in the target hex, a reduced advance die roll of 1-6 (reduced from an initial required roll of 1-7) would still allow success. However, given the results of the prior Japanese interception combat, the Allied player chooses to have the remaining invasion support fleet return to base. The Allied player could have chosen not to invade in his first turn and use the reinforcements of the second turn to increase the strength of the invasion fleet. However, the Japanese player also gets reinforcements in Tokyo that would still provide an advantage in surface combat strength against the Allied fleet. The Allied player might nonetheless count on better die rolls with the 5 carrier points having a better chance to eliminate the Japanese capital ship points. With the Allied coastal air tech level of 6, they might move their
coastal air reinforcements to Port Moresby to
attempt to intercept the Japanese fleet leaving Rabaul at a two hex range. The coastal air To Spot die roll at a range of two is better than a army based air search, so the Allies would not even have to move an army to Port Moresby. If the Allies had been able to have the coastal air reinforcements earlier, they could have the Port Moresby-based coastal air intercept the Japanese reinforcement fleet entering the Rabaul hex. The reinforcement fleet is smaller, and thus more vulnerable to a coastal air attack.