Campaigns for Guadalcanal Title: Campaigns of Guadalcanal Publisher: 3W Inc, Sacremento, CA Stock Number 782 Designer: Mike Smith Developer: Mark Perry (HF and LL) Map graphics: Joe Youst Counters: Beth Queman Henderson Field - beer and pretzel with a twist? - This Mike Smith design is a plain but sound treatment of the land based portion of the Guadalcanal campaign. It comes as the second part of a double act, the first a naval game, based around the Salvo system, in this 3W package. The game itself features a single map, 182 small counters, a 12 page rule book and a single page of charts. There is also a brief page of errata. The counters are adequate, with Nato symbols for non mech units, and some rather attractive iconic pictures for the few tanks etc. The map is by Joseph Youst, and is typical of his work. The map also contains two turn record tracks with reinforcement notes, a TEC and attrition charts. The feel is clean, and uncluttered. The map itself is attractively coloured, with some additional pictures of a purely decorative nature. All in all, Mr Youst's work grows on me. The rules are clear, taking 9 pages. Optional rules take up another page and the remaining 2 detail 3 scenarios - 'Bloody Ridge', 'The Battle for Henderson Field' and a campaign game. Time to play is anything from 2 - 6 hours. The system is a standard you go, I go system. Units are rated for combat strength, proficency and movement, together with range for artillery. Artillery may bombard, or support attack and defence, and there are rudimentary rules for air support, and naval bombardment. Chrome is added with short, but adequate, rules for LVT, AAA, AT, Combat engineers and Tanks, together with attrition. The Japanese may also use concealment markers, and under optional rules, dummy units. There is virtually no rules queries I could find. I am no expert on the Pacific theatre, and indeed steer clear of these games in general. This game is not the most detailed, it has nothing new in the mechanics, but it is a quick and FUN game to play. As a 'freebie' extra with Long Lance it is most welcome. Clarifications -- 9.6 I assume Japanese naval bombardment may be targeted at ALL hexes within 4 hexes of Henderson field. This interpretation has been used on CONSIM-l 15.1 and 15.2 Are US artillery and aircraft expended prior to the start of the game (ie used in the prior combat phase)? House rule - yes. ***************************************************************************** Long Lance And so on to its companion, Long Lance. This naval simulation is based on Mike Smith's Salvo system. The components consist of a standard sized map, 300+ small counters, a 12 page rules booklet and one player aid card. The map is blue (surprise, surprise) but tastefully so, has an island (Savo) in the middle, and is missing a directional compass, details of which are given in the errata sheet. The counters are nothing special. Each ship has 2 counters - one is a side silhouette, the other the gunnery/ torpedo marker. These are in rather lurid shades of red and blue, and are functional, but will not win awards! In addition, there are speed and damage markers. The rules themselves take only 6 sides long (+ 1/2 page of optional rules). Despite that the rules are clear, and cover most aspects of the battles, from visibilty (including radar), gunfire and torpedo combat, through to damage control. The game flows smoothly and neatly. There is some bookkeeping needed to track torpedo reloads and long range fire, together with some aspects of damage control. If it were not for the long range torpedo fire this game would be playable solo. Turn sequence: 1. Initiative determination 2. Visibilty determination 3. First player target designation 4. Second player target designation 5. Gunfire phase 6. Torpedo phase 7. First player movement 8. Second player movement 9. Damage control phase. On to the scenarios. Six basic scenarios are given, covering small and large engagements, with low counter density in the largest scenarios, with 27 ships in the biggest scenario. Balance seems to a problem in at least one (as historically), but I am always reluctant to ascribe chapter and verse prior to extensive playing of all the scenarios. They may be linked with Henderson Field, or just as a package of 6. Scenario playing time is of the order 1-4 hours. There is one optional rule which adds a little extra, with minimal trouble. In summary, this is a clever game, with average production. It will not appeal to naval fanatics, but people who liked Jutland (XTR) or Salvo (3W) will enjoy this offering. Finally, it would be emminently, and swiftly playable via E- mail, with its linear turn sequence. Richard Fluck 100337,2702