Guadalcanal
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Guadalcanal 1966 review
I bought and played this game several times back in 1966 so thought I'd post a review. Maybe someone will see it on e-bay and wonder if they should buy it.
THEME
The land battle for the island of Guadalcanal. Units represent companies or battalions, and the map is a big hex map of the northwest corner of the island (where all the fighting took place).
COMPONENTS
You get a bunch of paper sheets to set up your reinforcements, and the old-school Avalon Hill counters. The Japanese are pink, for instance. The board is an old sturdy board with a vaguely greenish map that is very game-y, and reminds me of the old square-grid Gettysburg - basically a terrain map with a hex grid overlay, so sometimes hills, rivers, and forests are a little ambiguous.
. Everything
GAMEPLAY
The gameplay is largely controlled by the reinforcement schedule. First the Americans invade and beat up the feeble Korean labor unit in place, then they try to set up defenses, since the first "real" Japanese arrive swiftly thereafter. From then on the fighting goes back and forth based on who currently has the most units.
Not to say the gameplay is entirely based on numbers - clever tactics are useful to get a local advantage and your skill in using the counters clearly affects winning. The game is in fact much LESS luck-based than some of its contemporaries (such as GETTYSBURG or STALINGRAD, which often came down to a single die roll).
But when the Japanese are in the ascendant, both sides know it and the Americans dig in and defend. When the Americans get a big shipment of troops, then they widen their perimeter, capture a hill or two, and keep away the Japanese. The game ebbs and flows based on this.
Fundamentally, you're fighting over Henderson Field. The Americans are mainly on the defensive, trying to keep the Japanese as far from the field. Really the main reason the Americans attack is just to capture better defensive positions. The Japanese of course are trying to break through the American lines and get to the field.
BALANCE
In our games, we found that the Americans won more often than the Japanese, but this might have been because we were all a lot younger then (I was in high school), and less skilled at taking advantage of a successful attack.
REALISM
Of course if you've read anything about the actual Guadalcanal campaign, you are aware that it was determined by naval & air actions, not by the brave marines & Japanese imperial troops skirmishing on the ground. In a sense the game reproduces this, because the reinforcement schedule dominates play, and presumably your reinforcements are the result of naval actions you don't get to see.
But a good Guadalcanal game includes control of the sea & air clashes and LETS them govern the land battle, rather than leaving them as a given.
FLAWS
It looks ugly and drab. It takes a long time to set up and a whole evening to play. Fills up the entire table top. If you're a grognard with an evening to kill, there are clearly more fun hard-core games to play.
VIRTUES
Excellent for solitaire play. Lots of little fiddly counters (some people love this, I know I do). Only takes one evening to play (as opposed to 3-4).
OVERALL VALUE
If you are a completeist, buy it. It might even be worth a play or two. I rate it as inferior to Blitzkrieg in fun, but better than Anzio (I know that's not saying much).