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DVG - Valiant Defense: Guadalcanal

Created by Dan Verssen Games

The Battle For Henderson Field

Latest Updates from Our Project:

USMC Attack Action
almost 2 years ago – Sat, Aug 17, 2024 at 05:51:11 PM

After completing the Move Sub-Phase, the player next moves on to the Action Sub-Phase. As noted in the last Update, the number of actions available to the player is determined by the Difficulty Level selected. 

The most important action is Attack.

To be able to make an Attack, a USMC counter must have Line of Sight to the target IJA counter.

This is determined by matching a letter below the Combat Position of the USMC counter taking the Attack action with the corresponding letter below the Attack Position the target IJA counter occupies. So, A matches with A, B matches with B and so on. 

From the rulebook:

Different counters using different weapons have limitations on which Attack Positions they can target. 

Only the Machine Gun and Artillery can target the entry Attack Position. However, due to the proximity to the Marine lines, Artillery cannot target the front-line Attack Positions. The 37mm Anti-tank gun can be used to target the Tank counter in the entry Attack Position. 

Resolving an Attack

Resolving an attack is as simple as rolling a number of d6 die equal to the Attack Value of the USMC counter or Weapon counter. Compare each result to the Defense Value of the target IJA counter. If at least one result is equal to or greater than the Defense Value of the IJA counter, that counter is destroyed. 

Out of Ammo

If, when resolving an Attack, the player rolls a natural '1', that USMC counter is Out of Ammo. Ammunition was in very short supply during the Battle of Henderson Field. An Out of Ammo result will require that counter to take the Reload action before it can use the Attack action again, though other actions can be selected. 

From the rulebook:

USMC Counter Phase
almost 2 years ago – Fri, Aug 16, 2024 at 05:02:08 PM

This is a longer section of the rulebook, so I will split this up into a few separate Updates :) 

As a reminder, the Sequence of Play is as follows:

  • USMC Card Phase 
  • IJA Card and Counter Phase
  • USMC Counter Phase

In the USMC Counter Phase the player makes tactical decision for all USMC counters in all three Combat Sectors (Matanikau River Mouth, Matanikau River Log Bridge, and the Southern Lunga Perimeter). 

Difficulty Level

The USMC Counter Phase also has the option to select one of four Difficulty Levels (Boot, Regular, Veteran or Elite). 

The Difficulty Level determines the number of Moves and Actions available in this phase.

Sub-Phases

There are two Sub-Phases: Moves and Actions. The Move Sub-Phase must be completed before resolving the Action Sub-Phase.

Move Sub-Phase

In this Sub-Phase the player will move one or more USMC counters between Combat Positions, to and from the Reserves box, between Combat Sectors and to and from Colonel Oka's Attack box. The limit on the number of Moves is determined by the Difficulty Level selected, so from 3-6.

There are two ways to increase the number of available Moves (and Actions):

Officers

An officer may grant one extra Move OR one extra Action to a single counter that is in an adjacent Combat Position.

Comms

If a Comms Token is set at Henderson Field (Location #17) and one or more Combat Sectors then the player gains an additional one Move AND one Action for any counter or counters within that Combat Sector (only).

The majority of Moves will be from one Combat Position to another, linked, Combat Position. The defensive line is not static, and as casualties mount and gaps appear, decisions about which counters to move to where become ever more critical. The player will need to understand where to position Officers, NCOs and Medics to be most effective. 

From the rulebook: