Panzer Grenadier Battles on April 27th:
Arctic Front Deluxe #40 - Children's Crusade Broken Axis #14 - Târgu Frumos: The Second Battle Scenario 3: Sledge Hammer of the Proletariat
Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
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Semper Fi! Guadalcanal

Guadalcanal boxcover
AP Series Panzer Grenadier
Designers Bennighof,
Knipple
Game Type Standalone
Format Boxed
Release Date 2003-06
Availability Out of Print
Scenarios 24
Counters 495
Counter Type Die-cut
Maps 2
Tour Veterans
Semper Fi! Guadalcanal Tour of Duty Ribbon
Overall Rating, 291 votes
5
4
3
2
1
3.13
Standalone Rank: 32 of 38
Popularity: Ownership & Activity
Status Owned by 36% Played by 18% AAR'd by 15% Medaled by 3%
Rank 9th of 163 10th of 152 11th of 150 8th of 92
Display
Balance:



Overall balance chart for Guadalcanal
Total
Side 1 100
Draw 84
Side 2 106
box back

The Panzer Grenadier game system re-defined tactical board games. Now it moves to the Pacific with this, the first in the Semper Fi series. In the summer of 1942 U.S. Marines landed on Guadalcanal to battle the Imperial Japanese Army and Special Naval Landing Forces. Twenty-four scenarios on maps of the actual battlefields re-create these struggles where the Marines wrote a new chapter in a long history of selfless courage.

box back map map

Display Scenario List (24)


Display Order of Battle

Japan Order of Battle
Imperial Japanese Army
  • Mechanized
Imperial Japanese Navy
United States Order of Battle
Marine Corps
  • Mechanized
  • Towed
Navy

Display Relevant AFV Rules

AFV Rules Pertaining to this Game's Order of Battle
  • Vulnerable to results on the Assault Combat Chart (7.25, 7.63, ACC), and may be attacked by Anti-Tank fire (11.2, DFT). Anti-Tank fire only affects the individual unit fired upon (7.62, 11.0).
  • AFV's are activated by tank leaders (3.2, 3.3, 5.42, 6.8). They may also be activated as part of an initial activating stack, but if activated in this way would need a tank leader in order to carry out combat movement.
  • AFV's do not block Direct Fire (10.1).
  • Full-strength AFV's with "armor efficiency" may make two anti-tank (AT) fire attacks per turn (either in their action segment or during opportunity fire) if they have AT fire values of 0 or more (11.2).
  • Each unit with an AT fire value of 2 or more may fire at targets at a distance of between 100% and 150% of its printed AT range. It does so at half its AT fire value. (11.3)
  • Efficient and non-efficient AFV's may conduct two opportunity fires per turn if using direct fire (7.44, 7.64). Units with both Direct and AT Fire values may use either type of fire in the same turn as their opportunity fire, but not both (7.22, 13.0). Units which can take opportunity fire twice per turn do not have to target the same unit both times (13.0).
  • Demoralized AFV's are not required to flee from units that do not have AT fire values (14.3).
  • Place a Wreck marker when an AFV is eliminated in a bridge or town hex (16.3).
  • AFV's do not benefit from Entrenchments (16.42).
  • AFV's may Dig In (16.2).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable
  • Anti-Tank Gun Carrier: half-track with anti-tank gun, NOT a Tank Destroyer

Display Errata (7)

7 Errata Items
Errata item for PG-Tank Dude

If a loaded landing craft in an all-ocean hex becomes dirupted or demoralized, the unit(s) it is carrying suffer the same fate but do NOT unload (they wish to avoid drowning). This is an exception to rule 5.66.

(PG-Tank Dude on 2010 Apr 30)
Scen 1

The Japanese 37mm AA gun is not included, use the counter from Waltzing Matilda.

(campsawyer on 2012 Feb 14)
Scen 1

Setup hexes for Tulagi Seaplane base personnel should be within 1 hex of 1606 and 2210.

(campsawyer on 2012 Feb 14)
Scen 2

In the victory conditions the Americans are required to control hexes 1709 and 2309, not 1706 and 2311.

(PG-Tank Dude on 2010 Apr 30)
Scen 5

The causeway should be identified as Hex 0303, not 0403 as noted in the preamble to the scenario. In Special Rule 3, Hex 0503 is mentioned as a hex that could not have hidden units; since this is a water hex, the authors presumably meant Hex 0504.

(Schoenwulf on 2017 Mar 21)
Scen 12

USMC Off-Map artillery states: "See special rule 6." There is no special rule 6 listed in the Special Rules for this scenario. Use special rule 6 from Scenario 14.

(Blackcloud6 on 2014 May 02)
Scen 14

Add after the USMC Off-Map Artillery battery listings: "See special rule 6."

(Blackcloud6 on 2014 May 02)

Display Nations (2)

Nations at War - Scenario Appearance Percentages
Japan
100%
Japan
United States
100%
United States

Display Battle Types (6)


Display Conditions (7)

Errors? Omissions? Report them!
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