Gavutu-Tanambogo Special Rules

(apply to all GT scenarios)


GT1: Any hex that contains a terrain feature other than water is an Island hex (G13.15 and G13.41). There are six Beach hexes (B.1; G13.) on Tanambogo, fourteen on Gavutu, and three comprising Gaomi. Beach Slope is Slight (G13.21). Coral Soil (G13.82) is in effect.

All water hexes with a light blue shade are Shallow Ocean (EX: 4001), while all water hexes with a dark blue shade are Deep Ocean (EX: 2012) (G13.4 - ignore the second sentence). In several places the common hex-side of adjacent land hexes is entirely Ocean (EX: 3120-3121, 4040-4041, 2026-4027, 1151-2007); in all such instances, any movement from one land hex to an adjacent one across an Ocean hexside costs 2+COT MF/MP and is considered Wading (G13.42) for all other purposes.

GT2: EC are Moist, with no wind at start.

GT3: PTO Terrain (G.1) is in effect, including Light Jungle (G2.1). Building 3139 is stone:, all other buildings are wooden. The "docks" on Tanambogo and Gavutu (EX: 1148) are treated as wooden piers (G13.7). The "causeway" linking, the two islands (i.e., hexes 2022-2024 [Tanambogo] and 2025-2026 [Gavutu] is treated as a stone pier.

GT3A: Palm trees are represented on the GT map by 3-4 leafy symbols in a hex (EX: hex 4018). These are treated as Palm Trees (G4.) in all respects.

GT4: Rising Sun includes LCV counters (see Landing Craft Note 3) to use rather than the LCVP counters originally used as substitutes.

GT5: Due to the diversity of units, Japanese forces have two ELR ratings. All Japanese Elite/1st-Line units have an ELR of "5"; all 2nd-Line/Conscript units have an ELR of "3". These apply regardless of the unit's original class. Further, Japanese units are exempt from Battlefield Integrity.

GT6: The American SAN is "6" at the start of each scenario and the 1st Assault Period, but is lowered by three at the end of Game Turn 3. The American SAN is "3" at the Start of the 2nd, 3rd, and 4th Assault Periods. Unless specified otherwise, the Japanese SAN is "4". Reductions in SAN values do not carry over to the following Assault Period.

GT7: Rising Sun includes Paramarine (G17.111) MMC to represent the 1st Marine Parachute Battalion without requiring a side record.

GT8: The Japanese player is exempt from the restrictions of G14.21 (but not of G13.3): however, no unit/Fortification of either side may be set up in an Ocean hex.

GT9: The Japanese are limited to the construction of one Cave Complex (G11.2) on each of Gavutu and Tanambogo.

GT10: Captured vehicles/Guns do not count double for calculation of Casualty VP totals.

GT11: A board-edge, Deep Ocean hex must be declared prior to any scenario/Assault Period for each Shipboard Observer (G14.68) as per G14.62. [EXC: the hex need not be ≥ 12 hexes from all Hinterland hexes]. Neither IR (G14.672) nor WP (G14.67) is available for NOBA.

GT12: At the beginning of each scenario/Assault-Period, the allowable total of T-H Heroes is calculated based on the number of squads (only) currently in play.

GT13: There being no civilians still residing on these islands, Civilian Interrogation (E2.4) is NA.

GT14: Personnel may Swim (E6.) Deep Ocean hexes only if they enter the hex from an adjacent water/land/pier Location; all other pertinent rules for Swimming apply normally.

GT15: If no suitable terrain (building or jungle) exists, the American player may invoke G14.41 (for routing to Beached LC only) for his units during the RtPh. The broken unit may then remain aboard until rallied; once returned to Good Order, G14.231 applies. Until vacant, the LC will remain Beached and is not subject to Recall as per G14.232.