The Guadalcanal campaign of WWII featured air, land, and sea battles from August 7th, 1942, until the Japanese evacuated their forces on February 7th, 1943. One of the first actions of the campaign involved United States Marines seizing the Henderson Airfield on Guadalcanal.
United States Robert L Ghormley 11,000 Marines (Initial invasion of Guadalcanal)
Japan Isoroku Yamamoto 1,000 Garrison Defenders
Wargame Bolt Action or other similarly scaled WW2 Game 2 Players US forces 2,000 points, no armour should be taken Japan 1,000 points, with heavy point defense and a free air observer
The US forces must use beach landing forces; all troops should arrive in landing craft, and there should be a beach with an airfield just beyond.
The Japanese should defend the airfield to the last man as is historic; only when the last defender is killed can the US hold the airport. Darkness is in 7 turns; if the battle is not won, Japanese reinforcements may arrive.
The first engagement is complete. I was surprised at how close the battle was. In the first two rounds, it felt like the Germans were simply wiping the Soviets off the face of the planet. As the game progressed, though, it was a curiously close affair. I usually find in miniatures games that once one army is decimated, it just snowballs and gets worse.
Scenario Review
A thrillingly close game that came down to the last-order dice. I could have constructed both lists differently to optimize for the scenario. I was pleased with the idea and the thrill of combat. I liked the terrain setup and the distances. It played really well.
The army lists are as follows;
Germans
1167
Gates of Stalingrad
Leutnant
50
Regular
Here infantry
90
5 Rifles 1 LMG 1 Loader
Regular
Panzgrenadier
97
5 Rifles 1 LMG 1 Loader
Regular
medic
30
Veteran
artillery forward observer
100
1 AR
Regular
Heer infantry
110
7 Rifles 1 LMG 1 Loader
Regular
heer pioneer
77
1 Rifle 4 SMGS
Veteran
mmg
50
Regular
medium mortar
60
add spotter
Regular
flammenwerfer
50
Regular
sniper team
50
Regular
Anti-tank rifle team (removed)
Regular
50mm pak 38
75
Regular
Sdkfz231
100
Regular
Panzer iii Ausf E,F
140
2nd MMG
Regular
Sdkfz 7 halftrack
44
Regular
Sdkfz 7 halftrack
44
Regular
I based the German list on what an advancing army might look like. Mechanized infantry with early war armor support. Decent equipment. I could have made the squad sizes a little larger which would have brought me up to 1500 pts, as well as a few trucks, but this should make for a decent fight. I think the game plays well at 1250 to 1500.
Soviets Don Volga
Rifle Squad
0
12 Rifles
Inexpierenced
2nd Lieutenant
50
SMG
Regular
Veteran squad
85
3 Rifle 1 LMG 1 Loader
Veteran
Rifle squad
56
8 Rifles
Inexpierenced
commissar
15
SMG
Inexpierenced
assault engineer squad
80
5 SMGs
Veteran
rifle squad
81
7 Rifles 1 Flag
Inexpierenced
rifle squad
49
7 Rifles
Inexpierenced
veteran squad
103
4 Rifles 1 LMG 1 Panzerfust
Veteran
Mmg
35
Inexpierenced
Dshk heavy machine gun team
49
Inexpierenced
Sniper team
50
Regular
Dog mines
26
Inexpierenced
Tank hunters
20
Inexpierenced
Medium mortar
35
Inexpierenced
Light mortar
24
Inexpierenced
45mm antitank
46
Inexpierenced
Ba20 Armoured Car
52
Inexpierenced
T-34
156
Inexpierenced
Truck
31
Inexpierenced
Truck
31
Inexpierenced
Truck
31
Inexpierenced
Truck
31
Inexpierenced
Truck
31
Inexpierenced
The Soviet list is based on an army in full retreat. Supplies and such were not a huge issue at this point of the war, so I was happy to give them full equipment. The Soviet army was also inexperienced at this point, which I reflected in the list.
Scenario Rules
The Soviets have to cross the river they get to VP for each unit to cross. The Germans had to destroy the units and get 1VP for each destroyed unit. The bridge can be rigged to blow by any infantry unit within 3″ of the bridge. If the bridge blows, the Soviets get 5 VP.
Round 1.
The Soviets deployed as instructed on the far edge of the river. An AT Gun and a squad of rifles sit near the bridge as a garrison unit.
The German’s 3 Waves are shown here.
1 Panzer, 1 Halftrack Loaded, and the Mortar
1 Armored Car The other Halftrack, the AT gun, is very important for later the forward observer
Last 2 More companies of rifles, the MMG, Flamer, Sniper, AT Team and Medic
I was happy with how the field of battle turned out.
The German came to the table fast and hard despite having 6 fewer order dice. They also deployed well away from any units considered a threat. Their tank quickly knocked out a truck while the rifle company immobilized another. The immobilized truck in the front carried the people’s militia squad, which I am using as the free Soviet Rifle squad from their rule. The quantity and quality are all on their own.
Round 2
The Germans continued their assault on the Russian convoy. Destroying another truck right at the base of the bridge. A very timely shot from the German AT gun. I said earlier that the German forward artillery observer would play a huge role, and he really did. He was the first unit the Germans brought in for Wave 2, and the artillery strike was beautiful. Well placed, hit on target, and pinned 6 units down at the center of the field. The Soviets were able to inflict a couple of casualties this round; they also moved their AT Gun so it could hit the tank and armored car. They also knocked out a half-track.
Round 3
The Soviets still had 0 units across the river, although two trucks packed full were moving hard toward the bridge and a couple of rifle squads. I determined to let the MMG and the mortars sit in place and try to provide some cover fire. In the photo, flames billowing up from the German Panzer tank. You should also notice a single figure lying on the ground behind the smoking white soviet truck. A lone AT man rolled a 6 to hit the tank, another 6 to damage the tank through its side armor, and finally, a third 6 on the vehicle damage table. This run of luck turned the game in favor of the Soviets. All units hit in the artillery barrage were still pinned and failed their order tests.
Round 4
The first Soviet truck crosses the bridge. The Commissar, the Lieutenant, and the sniper team all unload, giving the Soviets 8 VP. The Germans have destroyed 1 Rifle Team, 2 MMGs, 3 Trucks, 1 Mortar, the Dog Mines, and the Armoured car, giving them a one-point advantage. The Soviets will likely get 4 more VPs next turn as vehicles cross the river. The Germans were fully playing the game, sending their armored car on a suicide run to kill the remaining two veterans holding the side of the bridge the Soviets were crossing from. They also went in on the militia squad, which had successfully stayed down and pinned for most of the game.
Round 5
The last Soviet truck was destroyed on the bridge as it attempted to cross. The veterans did run across the bridge as their odds intensified, so 4 more VPs to the Soviets. The Germans knocked out another unit and immobilized the T34 tank. Their flame thrower team moved quickly towards the military squad, trying to eliminate it from contention. Still, the fuse has not been lit.
Round 6
It came down to the last two dice. The Germans were able to kill two riflemen who were attempting to remove their AT gun. The last Soviet activation lit the fuse on the bridge, but the Germans had a dice roll left, a natural 6, to cancel the bridge’s blowing. They succeeded. With the T34 and the rifle squad destroyed, the Germans ended with 13 VP compared to the Soviet 12. Had the Germans not diffused the bomb, it would have been a Soviet Victory.
Conclusions
For the Soviets, the militia squad, the veterans that held the bridge, the truck driver, and the AT Gun, plus the Garrison Rifle squad, all performed well and are up for a little more narrative follow-up next game.
On the German side, the armored car, the Heer Pioneers that saved the bridge, the Flame Thrower, and the Observer are also worthy of more follow-up and a bit of a story piece.
Soviets did not have any truly useless units; the inexperienced rifles didn’t do much, but they were not useless. The German medic was useless, as were the halftracks.
As the house remodel saga continues. Hobby progress has stalled because my Hobby Room is in the remodel area. I have the entrance sealed off with plastic so as little concrete dust as possible can enter. I am much larger than dust particles.
We are getting new fancy floors in our basement. Unfortunately, our house is 120 years old, and the basement is not level. There is a lot of grinding, jackhammering, and laying new concrete to get the new flooring. Lots of dust. Progress is slow. Maybe by the end of the week, I might have access again.
To expedite hobby progress, and because I wanted to. I did purchase a new airbrush for my workplace. It is a budget airbrush but should work nicely for priming and zenithal highlighting. I may even try it on the 3d printed soviet trucks.
I should be on track for the 2nd week of February to complete the full 3000 pt Word Bearers Army. My Ravenguard has been arriving; pictures will be taken later this week.
Here are the Army Lists for the Two Starter Forces
Word Bearers
3000
RavenGuard
3000
Praetor/W Command Squad
235
Centurion Master of Signals
95
Contemptor Dreadnought Talon w/Drop Pod
325
Praetor Cataphractii W Command
240
Destroyer Assault Squad
205
2 Contemptor Dreadnought
390
Veteran Squad w/Rhino
150
Mor Deythan Squad
150
Veteran Squad 1 Missile Launcher
135
Mor Deythan SquadW Storm Eagle
360
Despoiler Squad
100
Terminator Cataphratii Squad
325
Recon Squad w/Storm Eagle
344
Assault Squad
145
Tactical SquadW/ Rhino
145
Tactical Squad
100
Tactical Squad/W Rhino
145
Tactical Squad W Rhino
135
Outrider Squadron
91
Tactical Squad W Rhino
135
Proteus Land Speeders
210
2x Land Raider Carriers
505
Sky Hunter Squadron
105
Basilisk Squadron
200
Land Raider Squadron
250
Sicaran Squadron
220
Basilisk Squadron
200
Predator Squadron
360
There is very little method to my madness for these lists. I think I have enough transport capacity for the Ravenguard for every unit to be mechanized. I hope the fast attacks on the word bearers can work as screens to prevent the Ravenguard from crossing over the bridge. Some hard-hitting tanks, some dreadnoughts. Coming from someone who has never played, this seems like a fun list to play.
The Raven Guard will be 100% complete once they arrive. I have started priming the Word Bearers Tactical Squad in a silver primer and painting the main areas in Flesh Tearers Red. I didn’t like the look on my one test model. One thing I am trying to push myself with is brighter colors. Way too many of my models are muted color-wise, and I would rather they pop on the table. I am going to try a 100% airbrushed marine with a gradient to see how it looks. Then pick out a few silver details. I am not sold yet.
My 100% airbrushed marine makes me much happier. Base/primer coat of Vallejo German brown. Followed with Vallejo Game Air Blood Red and finished with Safety Orange from Army Painter Airbrush paint series. Used Grim Black from speed paints on the blacks. Silver from Vallejo game air on the silvers, and some Army Painter Red Tone for a little more detail. I underpainted it with a shot of Vallejo Royal Purple.
You can see the side-by-side comparison; the gradient model came out much bolder. I will base both models on the next just to see how they look complete. I literally have 250 Horus Heresy Marines lying around. If one or two become sacrifices, I will live.
It is very interesting to me how a base can absolutely change a model. Some dry brushing is a must on the one on the left, a little bit of silver on the blacks with some yellow on the armor. Also, skip the silver toes and maybe go with something else. Silver markings on the pauldron, maybe.