This review first appeared in IPW, the newsletter for all discount games club members. Contact colin@allusedgames.demon.co.uk for details. Henderson Field The land battle for Guadalcanal by 3W reviewed by Alan Sharif Let me start by explaining that I am only reviewing half a game. Henderson field is one of a two game package called Campaign for Guadalcanal. Its sister game, Long Lance, is a Naval game and as such is of no interest to me. Its unit counters remain unpunched, its rules unread, and its map (almost completely blue), unfolded. For those that are interested I can tell you it looks a simple game based on another by the same designer enlitled 'Salvo'. It is not playable solo, requires some book keeping and comes with six scenarios. Both games have maps which are very pleasant but this merely highlights how ordinary the unit counters are in comparison. As you may have guessed by now, Henderson Field concentrates on the land campaign and, whilst the two games can be played together, they are playable individually as well. Guadalcanal is an island lying 1000 miles north of Queensland, Australia. After seizing the island the Japanese started building an air field there. This led to a landing by 6000 U.S. Marines and was followed by each side feeding in more troops over a period of months. The Japanese were eventuallly worn down and driven back, particularly after the U.S. established Naval superiority. A game turn commences with the Reinforcement phase. U.S. units land on any friendly coastal hex within five hexes of Henderson Field, the airfield that prompted this entire campaign and worth big victory points. Japanese units can land on coastal hexes, including those behind U.S. lines, provided they're not in enemy zones of control. This forces the U.S. player to garrison his rear area carefully unless he wants a very unpleasant surprise. Japanese units can also enter at map edges. Movement follows with units that neither move, nor are in an enemy zone of control, being able to entrench. This increases both their combat factor and proficiency rating, (a measure of quality, training and integrity), by one. Infantry types that move more than half their movement allowence can suffer fatigue. A die is rolled and if the result is greater than a units proficiency its combat factors are h~lved till the start of the phasing players next movement phase. The U.S. have an LVT (land- ing vehicle tracked) unit that can cross sea hexes and transport infantry over rivers. Also, each game turn, the U.S. has the option of moving two infantry units by sea to a coastal hex. Japanese units can move directly from one enemy zone of control to another at a cost of their full movement allowance for the current phase. Combat follows movement and is voluntary between adjacent units. It is based on odds modified by terrain. Both players artillery units within range can add their combat factors also. The die roll is modified by proficiency ratings, terrain, air support & various combined arms. A combat shift can be earned for concentric assault. The modifiers involved help give the game a slight tactical flavour which I find most agreeable. Alternatively, artillery units can barrage targets in clear hexes, or in jungle if a friendly unit is adjacent to spot. A successful barrage causes the target to disrupt, halving its movement and combat factors as well as reducing its proficiency rating by one. Disrupted artillery cannot fire, nor can those with enemy units adjncent. The Japanese player also has naval points that can be used to barrage target hexes. The CRT gives units the option of retreating or step losses except for when one side is heavily favoured and eliminations can result. Step losses can sometimes be mandatory. The Japanese player can declare any assault a Banzai attack, doubling Infantry combat factors but not only losing his retreat option but adding two additional slep losses as a result. Don't try this tactic too often! Once combat is resolved the phasing player removes disruption markers from affected units, then he hands over to the non-phasing player to repeat the sequence. During this phase the Japanese player determines whether any artillery units used this turn will be available to fire next turn, via a die roll. This reflects the historical ammo shortage being suffered at this time. Once both players have completed their movement and combat there is an attrition phase. At the end of each turn each player rolls a die to determine whether they have suffered any attrition. If so a step loss must be taken, from a unit surrounded by enemy units/zone of control if one exists, or else from any unit the owning player chooses. This simple rule, and Ihe Japanese artillery rule mentioned above, are the only supply rules this game has. Nevertheless, the end result is accurate enough without complex rules that hamper play. Victory is earned by holding victory hexes at games end. The Japanese player can also earn points for having artillery units within range dropping shells on Henderson field. This also gives the U.S. player an incentive to expand his initial perimeter (but remember to garrison those rear areas). In addition to the campaign game two smaller scenarios are also provided for when time is limited. Henderson field was published at a time when 3W games were suffering from being under developed resulting in tons of errata and even being unplayable. It may come as a surprise, therefore, to learn that this game is both well balanced and suffers very little errata at all. Both sides are equally enjoyable to play and have their own set of problems. It is the mark of a good game that which ever side I play I always feel the other side is favoured. I think Henderson Field is worth the price and players may consider its sister game Long Lance an added bonus, or vice versa for naval buffs. A finnl word on errata. Owners may wish to note that the four U.S. replacement points received on 13 Nov turn should read one replacement point. This was an easy mistake to make when you consider that historically this units I.D. was the 4th replacement battalion.