The Battle Track
The Battletrack has the option to go one of two ways depending on the outcome of the battles in Gudalcanal.
If the US is successful then the track goes to the left (regualr history). If the Japanese are successful
then the track goes to the right (alternate history). no players will be dropped from the first round.
In the second round players will be pared up with new opponents but the type of battle for each side
(US and Japan) will be determined by the side which is operating in its own battletrack (see below)
In the third round and after various battles will be determined by the outcomes of the side
which is operating in its own battletrack but are now variable for individual players as opposed to the first two rounds
in which the battle type is fixed.
Future Battles will only be announced after the outcomes of all battles of the current round are
finished and before the next round starts.
The battle track works like this:
After Round Two there are three different battles available based on wether
the winner won, drew or lost. In Round Three there are five different types of battles available depending
on the outcome of the two previous battles.
For example a US draw in round Two (battle I) would lead to battle G. A US loss in battle G
would lead to battle D.
A listing of battle will be given but particular information will be unavailable until after the
previous battle has been completed and before the next battle has been started.
Battle J - Japanese Assualt/US Defend - Guadalcanal
Battle I - Assualt/Defend - Fiji
Battle F - Assualt/Defend - Darwin/Australia
Battle G - Meeting Battle - Port Morseby/Papua New Guinea
Battle H - Assualt/Defend - Kwajeian Atoll
Battle A - Assualt/Defend - Midway Atoll
Battle B - Adavance/Delay - Aleutians
Battle C - Meeting Battle - Outback Ambush/Northern Territory
Battle D - Adavance/Delay - Fiji
Battle E - Assualt/Defend - Darwin
There are two different types of battles in this campaign each of which have different conditions
to secure victory. They are SEARCH AND DESTROY BATTLES and TAKE AND HOLD BATTLES.
Search and destroy
Search and destroy battles are battles in which both opponents have no Victory hexs (VHs) to hold
and must simply gain victory by destroying more enemy than the other side and thereby gaining more points.
Take and hold
Take and hold battles are the opposite of search and destroy. Players must fight to gain strategic
objectives on the map (VHs) and hold them to gain a victory, any points taken in the battle are recorded but have no influence
on the outcome. The side with the most VHs is the winner. In the event of both sides having equal ammounts then the battle
is a draw.
Please note: Battles may often be setup in a manner which may weight the battle in favor
of one side or another, ie an assualt/defend battle which is also a take and hold battle which is likely to favour the attacker,
or a search and destroy which is also a assualt/defend which will favour the defender, such are the fortunes of war, if you
are lucky intel and random factors may even the odds or even switch them in your favor.
Before the setup of each battle certain details will be given to both players. These include...
- the outcome of the random factor (each side will know nothing about the other sides random factor)
- unit allowances (given in percentages)
- Any bonuses for core units
- How many maps are available (some battle shave more than one map to choose. choice is determined by
the type of battle. Ass/Def is attacker, Adv/Del is defender and Meeting is referee).
- Special Rules such as if the battle is an amphibious assualt or paradrop.
- Any restrictions setdown by the referee.