Z. EDSON'S RIDGE CAMPAIGN GAME

1. CAMPAIGN GAME

1.1 INTRODUCTION: The Edson's Ridge Campaign Game (ER CG) offers two or more players a series of consecutive scenarios relating to the epic struggle of September 12-14, 1942 for Guadalcanal's Lunga Ridge, just south of Henderson Field. Using the following rules, a variable number of scenarios will be played, each simulating a segment of the battle for this critical hilltop and access to Henderson Field.

1.11 BETWEEN SCENARIOS: Between ER CG Scenarios players will utilize a Refit Phase (RePh). Reinforcement Groups (RGs) will be purchased through the expenditure of Campaign Purchase Points (CPP) allotted by SSR and/or DRs called for under the CG Rules.

1.12 CASUALTIES: U.S. Casualties suffered in a CG-scenario and its following RePh (through CG Scenario End), must be recorded until 19 total CVP are accumulated. This is used for determining which RG may be purchased (1.518).

1.13 TEAM PLAY: The ER CG can be adapted to team play with multiple U.S. players commanding Marine Raiders, Para-Marines, and regular Marines, or by map sector (as was done historically between the Raiders & Paramarines). The Japanese players could also divide the map by sector or, if they decide to use RGs from the Lost Battalion, one player could command all troops entering from that map edge. In any case, an enjoyable addition can be the appointment of an overall commander who decides which team member receives support in the form of RGs and the like.

1.14 CG ROSTER & RG PURCHASE RECORD: The ER "CG Roster" and "RG Purchase Record" provided should be photocopied and used to keep track of RG purchased and CPP spent/remaining. Their use will be covered in more detail later in this chapter.

1.2 DEFINITIONS & ABBREVIATIONS:

The following glossary explains abbreviations and important terms used frequently in the ER CG.

CG: Campaign Game.

CG Date: The CG Dates are: 12 Sept Night, 13 Sept Day, 13 Sept Night I, 13 Sept Night II, and 14 Sept Day.

CG End: The CG-Scenario End that occurs on the "14 Sept Day" CG Date (or if one side concedes CG Victory, the CG-Scenario End that occurs at the conclusion of the the final CG scenario played in that CG) is also the CG End.

CG Roster: The sheet used to record information for each CG Day. One line is filled out for each CG Day. Photocopies are permitted and encouraged.

CG-Scenario End: Occurs when both the CG scenario and the ensuing RePh step 1.503 have been completed.

CPP (Campaign Purchase Points): Used to buy RG in RePh step 1.518.

Depleted: A RG not received at full strength.

Eligible: The status of an Entry Area enabling its use by a side for entry (and other) purposes.

Eliminated: Units/Equipment/Fortifications "Eliminated" in a CG are removed from that side's OB (i.e. are not Retained). OBA modules that have placed a PPE [EXC: Illumination] in the just played CG scenario are Eliminated. Any radios, field phones, Offboard Observers, and pre-registered hexes associated with that module are also Eliminated.

Enterable: A hex/Location that the unit in question could enter (disregarding its occupation by a fortification/enemy-unit) during a hypothetical MPIVAPh. If defined in relation to a Setup/Entry Area (or to a "path" of hexes drawn to/from/between such), the hex/Location must be Enterable along that "path." A terrain-Blaze hex is not Enterable.

Entry Area: Each map-edge hex that contains a large arrow with a green or yellow background color, plus each map-edge hex within four hexes of that hex, plus the holding box (see definition below) of that Entry Area. The nationality symbol(s) in the arrow indicate(s) if the Entry Area is used by the U.S. or the Japanese. See also SSR CG6.

Equipment: Any SW/Gun/Vehicle that can be part of a side's OB. Any counter that can be Portaged/driven/Manhandled about the map.

ER: Of, or pertaining to, the Edson's Ridge Campaign Game in the Operation: Watchtower Guadalcanal Historical Study.

Escape: The process by which a unit attempts to leave an Isolated Area (1.506).

FPP (Fortification Purchase Points): Used to purchase Fortifications in RePh step 1.520.

Front Line Hex: A Setup Area hex that shares one hexside with one hex of an enemy Setup-Area/No-Man's-Land/Uncontrolled-Territory.

Full Strength: A RG received in toto.

Holding Box: The off-map portion of an Entry Area. It is used for holding all units/Equipment that are retained in, as well as those that will enter play as reinforcements via, that Entry Area. Each Holding Box contains the hex coordinate of that Entry Area's center (arrow) hex, an ID letter/number, the CG Date on which the Entry Area becomes Eligible, a portion for the placement of reinforcements, and a portion for exited units/Equipment.

Idle Date: A CG Date in which both sides have picked an idle chit (no CG Scenario is played).

Initial Scenario: The "12 Sept Night" CG-scenario. The Initial Scenario gives each side's setup/entry restrictions, Initial Scenario Victory Conditions. starting OB (including certain predetermined RG and a pool of CPP to spend on additional RG) and the SSR applicable only to that Initial Scenario.

Isolated: A unit/Equipment in a friendly Setup Area Location from which it cannot trace a path of contiguous, Enterable, Uncontrolled-Territory/friendly-Setup-Area Locations to a friendly Setup-Area or Entry-Area.

No Man's Land: A non-Strategic Location within two hexes of both friendly-and enemy-Controlled Strategic Locations; 1.5051.

OB (Order of Battle): All the units, Equipment and Fortifications of a side that are eligible to participate in the next CG scenario. Includes all Retained units and Equipment, plus all RG purchased since the last CG scenario.

Objective Hex: Each initial-OB-given or purchased RU whose ID on a Reinforcement Group Chart begins with an "I" (note: not "HW") allows the owning side to secretly designate an Objective Hex during RePh step 1.5188. An Objective Hex remains a potential Strategic Location even if not revealed on the CG Date it was designated. As soon as (but never before) such an Objective Hex is Controlled (as per A26.11-.12; even if during setup) by Infantry of the designating side, its identity must be revealed to the opponent and it becomes a permanent Strategic Location. Once revealed, use a Control marker of the Controlling side to mark the hex. When designated, such a hex cannot already be a Strategic Location and must have an in-hex TEM +1 (including existing entrenchments but excluding Height Advantage).

Pltn (platoon): A CG Infantry or Heavy Weapons organization type.

RePh (Refit Phase): The series of steps performed between CG scenarios. All rules beginning with 1.5 are RePh rules/steps.

Reserve: "I", "HW", "G" or "V" type RG (of either nationality) purchased at a cost of one less CPP than that listed on the RG Chart may set up on-map: see ER SSR CG7.

Retained: All units, Equipment and RU in a side's OB that are available for setup/entry in the next CG scenario, i.e., all Initial Scenario OB-given/purchased units/Equipment (or all units/Equipment remaining available from the previous scenario of the CU), and all RG purchased since the previous (if any) scenario of the CG. A unit ending a CG scenario in a friendly Setup Area must begin the next CG scenario in that same Setup Area [EXC: Escape, Shift].

RG (Reinforcement Group): Usually a number of units/Equipment purchased, as a group, for use in the CG as additions to a side's OB. Also includes FPP, SAN increase, OBA, and Pre-Registration.

RU Purchase Record: The sheet used to record the unit-in/information-for each CG RU type. One line is filled out for each RG purchased. Players are urged to photocopy the one provided herein.

Sect (Section): A CG Vehicle or Ordnance RG organization type.

Setup Area: Each Strategic Location Controlled by a side, plus each non-Strategic Location within two hexes of such a Strategic Location but not within two hexes of an enemy-Controlled Strategic Location (i.e., not a No-Man's Land hex, 1.5051). Each such non-Strategic Location hex must also be Enterable by Infantry from one Strategic Location of that Setup Area. Friendly Setup Areas that touch/overlap are mated as a single Setup Area, provided that one of the touching/overlapping hexes is Enterable by Infantry from the other Setup Area. For Initial Scenario, see also 1.4.

Strategic Location: Each Level 4 Hill hex, Pillbox, 2- or 3-Squad Foxhole, Trench, Jungle Path, Entry-Area hex [EXC: must have been used by at least one RG to qualify], and each Objective Hex known to both players, is a Strategic Location. Each hex occupied by a non-Abandoned immobile vehicle with functioning MA and/or by a possessed non-malfunctioned Gun is a Strategic Location. Should the vehicle/Gun subsequently be destroyed (or moved in the case of the Gun) the hex ceases to be a Strategic Location (unless some other characteristic causes the hex to remain Strategic).

Strength: An Infantry or Heavy Weapons Pltn is received either at Full or Depleted Strength.

Uncontrolled Territory: All non-No-Man's Land hexes that are part of no Setup Area i.e., are 3 hexes from all Controlled Strategic Location hexes.

Weapon: Any SW/Gun/Vehicular-armament using the IFT/TH table(s) to cause damage to the opponent.