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© 2021 GMT Games LLC • P.O. Box 1308, Hanford, CA 93232 • www.GMTGames.com Vol. 3 Japanese FBE American FBE Mission 34: The Lost Patrol By Christian Snyder 12 August 1942: 1st Marine Division Intel Officer Frank Goettage asked for and received permission from MG Vandergrift to conduct a long-range patrol to locate Japanese remnants who he suspected to be on the verge of surrender. His patrol of 25 Marines would be decimated mere hours into their patrol and resulted in the launching of several rescue attempts after survivors made their way to the Marine perimeter around Henderson to report on the disaster. Mission Objective: The mission ends at the end of any game turn when the Survivors have been located and all American units are on a beach hex, or either side exceeds their Casualty Differential Limit, or the Final Score is ≥ 56. Forces: American: Baker Marine Co., 1st Plt. (5 steps), and 2nd Plt. (3 steps), supported by one MG section [9 steps]. Lost Patrol: see MSR 2. Japanese at start: Force A: 1st Infantry Co., 1st Plt. (4 steps) supported by one MG section. Force B: 1st Infantry Co., 2nd Plt. (5 steps) [10 steps] Initiative DRM: American +1 Casualty Differential Limit: American [3]; Japanese [4] Coordination DRM: American (+3) Disposition of Forces: Japanese: The Japanese set up first. Force A sets up Hidden [20.9] in hexes south of hex row 7. Force B sets up Hidden in any hexes south of hex row 11 [see MSR 4]. Americans: The Americans are the attackers, have the initiative at start, and setup in any hex in hex row 12. Mission Special Rules: 1. All American units are Elite. 2. Lost Patrol: Prior to Japanese set up, the American player selects and records any three non-adjacent jungle hexes within three hexes of hex F0. At the end of any activation or reaction when an American combat unit occupies a selected hex, the American player makes a search die roll for each hex occupied. If the die roll is ≤ 5, the Survivors have been located in that hex. The Survivors are automatically located in the last hex searched. Once the Survivors are located, place one squad and one section from Baker Co., 2nd platoon and one Concealment marker (representing the remains of the Survi- vors) in a cup. A single counter representing the Survivors is drawn from the cup and then placed in the hex. If the concealment marker is drawn, only the remains of the Survivors were found. 3. Once the survivors have been located, the Americans are limited to two hexes in Retreat and each Japanese unit’s maneuver allowance is increased to two hexes in Reaction instead of one [this is an exception to 10.1.2a]. 4. Japanese Force B: Although Hidden, these units are not revealed, volun- tarily or involuntarily, until the game turn after the survivors have been locat- ed, at which time they are revealed normally. 5. Any American unit that is forced to retreat from the beach must conduct an exit die roll [10.2a]. N 28 Victory Level: 0 – 45 American Victory 46 – 55 Draw 56+ Japanese Victory

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Page 1: Mission 34: The Lost Patrol - Amazon Web Services

© 2021 GMT Games LLC • P.O. Box 1308, Hanford, CA 93232 • www.GMTGames.com

Vol. 3

Japanese FBE

American FBE

Mission 34: The Lost Patrol By Christian Snyder12 August 1942: 1st Marine Division Intel Officer Frank Goettage asked for and received permission from MG Vandergrift to conduct a long-range patrol to locate Japanese remnants who he suspected to be on the verge of surrender. His patrol of 25 Marines would be decimated mere hours into their patrol and resulted in the launching of several rescue attempts after survivors made their way to the Marine perimeter around Henderson to report on the disaster.Mission Objective: The mission ends at the end of any game turn when the Survivors have been located and all American units are on a beach hex, or either side exceeds their Casualty Differential Limit, or the Final Score is ≥ 56.Forces:

American: Baker Marine Co., 1st Plt. (5 steps), and 2nd Plt. (3 steps), supported by one MG section [9 steps]. Lost Patrol: see MSR 2.Japanese at start: Force A: 1st Infantry Co., 1st Plt. (4 steps) supported by one MG section. Force B: 1st Infantry Co., 2nd Plt. (5 steps) [10 steps]

Initiative DRM: American +1Casualty Differential Limit: American [3]; Japanese [4]Coordination DRM: American (+3)

Disposition of Forces: Japanese: The Japanese set up first. Force A sets up Hidden [20.9] in hexes south of hex row 7. Force B sets up Hidden in any hexes south of hex row 11 [see MSR 4]. Americans: The Americans are the attackers, have the initiative at start, and setup in any hex in hex row 12. Mission Special Rules:1. All American units are Elite.2. Lost Patrol: Prior to Japanese set up, the American player selects and records any three non-adjacent jungle hexes within three hexes of hex F0. At the end of any activation or reaction when an American combat unit occupies a selected hex, the American player makes a search die roll for each hex occupied. If the die roll is ≤ 5, the Survivors have been located in that hex. The Survivors are automatically located in the last hex searched. Once the Survivors are located, place one squad and one section from Baker Co., 2nd platoon and one Concealment marker (representing the remains of the Survi-vors) in a cup. A single counter representing the Survivors is drawn from the cup and then placed in the hex. If the concealment marker is drawn, only the remains of the Survivors were found.3. Once the survivors have been located, the Americans are limited to two hexes in Retreat and each Japanese unit’s maneuver allowance is increased to two hexes in Reaction instead of one [this is an exception to 10.1.2a].4. Japanese Force B: Although Hidden, these units are not revealed, volun-tarily or involuntarily, until the game turn after the survivors have been locat-ed, at which time they are revealed normally. 5. Any American unit that is forced to retreat from the beach must conduct an exit die roll [10.2a].

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Victory Level: 0 – 45 American Victory 46 – 55 Draw 56+ Japanese Victory

Page 2: Mission 34: The Lost Patrol - Amazon Web Services

© 2021 GMT Games LLC • P.O. Box 1308, Hanford, CA 93232 • www.GMTGames.com

Vol. 3

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Japanese FBEMission 38: Expanding the Perimeter By Christian Snyder

1 November 1943: The 3rd Marine Division and the 37th Infantry Division conducted an amphibious assault on the island of Bougainville at the Cape of Torokina. Fierce jungle fighting defined this island battle as the Americans sought to expand their perimeter on the island to build up several airfields and ultimately eject the last Japanese forces from the Solomon Islands. The first airfield would a be fighter strip close to the beach with later additional, larger airfields built further inland. While fighting was in starts and fits along the entire perimeter, it was fiercest in the sector of the 3rd Marine Division as it advanced inland.Mission Objective: The mission ends if at the end of any game turn the Americans control all six Wooden Building hexes in sector 31 and have a Line of Communication (LOC) of uncontested hexes along a road to a beach hex, or either side exceeds their Casualty Differential Limit, or the Final Score is ≥ 71. [LOC is contested if a Japanese combat unit is within Close Range (unmodi-fied), the range in hexes a unit can fire without a Range DRM, and LOS to a road hex.] Forces:

American: Able Marine Co., 1st Plt. (5 steps) and 2nd Plt. (5 steps), Baker Marine Co., 2nd Plt. (5 steps) and 3rd Plt. (5 steps), and Baker Tank Co., 2nd Plt. (3 M5A1 tanks), supported by three MG sections, one FT, two LATWs and two 60 mm mortar sections [26 total steps]. Japanese at start: Group A: 1st Infantry Co., 1st Plt. (Knee Mortar Squad and 4 steps), one FP(AT) and two MG sections [9 steps]. Group B: 2nd Plt. (Knee Mortar Squad and 2 steps), one FP(AT) and one FP(MG) [6 steps]. Group C: 2nd Plt. (3 steps), two MG sections and one 47mm AT Gun [6 steps]. In the Mortar Available Box: one 81mm mortar section [see MSR 6]. Reinforcements: 3rd Plt. (less the Knee Mortar Squad) and one MG section. [7 Steps] [28 total steps].

Initiative DRM: American +2Casualty Differential Limit: American [5]; Japanese [8]Coordination DRM: American (+3)

Disposition of Forces: Japanese: Japanese set up first. Group A units, excluding the platoon leader, are placed in a cup and nine Concealment markers are placed in hexes on or between hex rows 1 and 6 (inclusive) in sector 28. Group B units, excluding the platoon leader, are placed in a cup and seven Concealment markers are placed in hexes on or between hex rows 7 and 12 in sector 31. Group C units are placed in a cup and seven Concealment markers in hexes on or north of hex row 5 in sector 31. No more than two Concealment markers may be placed in a single hex [see MSR 8 for additional restrictions]. The Japanese player defines the orientation of each FP when placed on the map.American: The Americans are the attackers and have the initiative at start. Able Marine Co. sets up in any beach hex west of the river. Baker Marine Co. sets up in any beach hex east of the river. All other units, including Baker Tank Co., may set up with either Able or Baker Marine Cos.

Mission Special Rules:1. All Hills are x2.2. The American Marines are Elite.3. After each call for Reaction by the American player, the Japanese player may make a die-roll for each hex containing a Concealment Marker that is within LOS of an American unit that conducted an Action in the current Platoon Activation Cycle. The Japanese player must make the die roll when an enemy unit enters, or is within two hexes and LOS of, a hex containing a Concealment Marker. (The Japanese player may opt to remove a Conceal-ment marker instead of making a die roll). If the die-roll ≤ 5, the activated Concealment Marker is removed, and the Japanese player draws a single unit from its corresponding cup. The unit is placed Concealed in the hex, and if eligible, with an IP [4.1.16]. The platoon leaders of the 1st and 2nd platoon are placed on the map with the first unit drawn other than an FP. If the die-roll is > 5, no unit is drawn, and the activated Concealment Marker is

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removed from play. This die-roll is reduced by two if there is a Japanese unit within two hexes of the activated Concealment Marker. Immediately upon being placed, the Japanese unit may React and conduct Actions normally. Once all of the Japanese units have been drawn from their corresponding cups, any remaining Concealment Markers from that Groups area are removed from play. Any units of a group remaining in the cup after all Concealment markers for that group have been revealed are not in play. 4. Japanese Reinforcements: The Japanese player makes a die roll at the beginning of any game turn an American unit is north of a line running from hex A1 along the river to hex I8, then to J8 ending in hex K8. If the die roll is ≤ 5, his reinforcements are immediately available and enter within one hex of one of the three roads (selected at random) entering sector 31 from the north (F0), west (A2) or east (K2) board edges.5. The American Mortars recover on a die roll ≤ 6.6. The Japanese 81mm mortar is available at start, may be requested by any eligible unit regardless of whether its platoon leader is within range or in play, and recovers on a die roll ≤ 5.7. No fire is allowed against any Concealment markers placed at start.8. Japanese units in each group may not exit their setup area unless they exit the map from a FBE [10.2]. In addition, units from Group A may exit onto sector 31 and in doing so are removed from play as if exiting an FBE.

Victory Level: 0 – 60 American Victory 61 – 70 Draw 71+ Japanese Victory

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© 2021 GMT Games LLC • P.O. Box 1308, Hanford, CA 93232 • www.GMTGames.com

Vol. 3

Mission 39: The Plantation By Christian Snyder24-25 July 1943: The US Army 34th Infantry Division advanced on the Lambeti Plantation in New Georgia with Marine tanks as it attempted to capture the Japanese Airbase at Munda Point. The fighting was intense and did not see the gains expected as Marine tanks were engaged by anti-tank guns and the attack slowed. This and other smaller battles across the entire front highlighted the tenacious Japanese defense of the airfield, the difficulty of jungle fighting, and the limits of the American fighting man. Following these battles, additional forces would be brought in, and the 34th Division Commander relieved for a more aggressive commander.Mission Objective: The mission ends if at the end of any game turn there are no Japanese combat units within one hex of the Plantation (Hexes F4,F5,G5), or either side exceeds their Casualty Differential Limit, or the Final Score is ≥ 56.Forces:

American: Easy Infantry Co., 1st Plt., (5 steps), and 2nd Plt. (5 steps), Fox Infantry Co., 3rd Plt., (5 steps) and Baker Marine Tank Co., 2nd Tank Plt. (4 M5A1 tanks) supported by three MG sections and two 60mm mortar sections (one for each Infantry Co.). [22 steps]Japanese: 2nd Infantry Co., 2nd Plt. (6 steps) and 3rd Plt. (6 steps) supported by two MG sections, two 47mm AT Guns and one 81mm mortar section. [16 steps]

Initiative DRM: American +1Casualty Differential Limit: American [4]; Japanese [7]

Disposition of Forces: Japanese: Set up first Hidden [20.9] anywhere south of Row 9.American: Are the attackers and have the initiative at start, and setup in any hex north of hex row 9.

Mission Special Rules:1. The half hexes along the western and eastern edges are not in play. 2. The tanks are Marine and the infantry is Army – the Marines and Infantry are not allowed to activate together in Coordinated [7.1] or Ad Hoc [7.2b] Activations.3. The American mortars recover on a die roll ≤ 5.

Victory Level: 0 – 45 American Victory 46 – 55 Draw 56+ Japanese Victory

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© 2021 GMT Games LLC • P.O. Box 1308, Hanford, CA 93232 • www.GMTGames.com

Vol. 3

Mission 40: Edson’s Ridge By Christian Snyder

12 September 1942: The Japanese of the 35th Infantry Brigade are bearing down on the American perimeter, which controls the ridge dominating Henderson Airfield, the spot the 2nd Marine Division HQ least expected. Controlling the ridge would enable the Japanese to take the airfield and break the American lines. Unbeknownst to the Japanese, the Marines were in far greater strength on the ridge than they had assumed. That was primarily due to Lt. Colonel Edson who, deducing that an attack would come from this ridge, requested permission to bivouac his forces there for the night.Mission Objective: The mission ends if at the end of any game turn the Japanese control four Mission Objective Points (MOPs), or either side exceeds their Casualty Differential Limit, or the Time Lapse > 45 minutes and the American makes a die roll ≤ 5 to end the mission.Forces:

Americans at start: Able Marine Co., (14 steps) and Baker Marine Co., 3rd Plt., (5 steps) supported by five MG sections, two 60mm mortar sections (A & B) and one 81mm mortar platoon [24 steps]Reinforcements: Baker Marine Co., 1st Plt. (6 steps) supported by one MG section [7 steps] [31 steps total]Japanese: 1st Infantry Co., (18 steps) and 2nd Infantry Co., (16 steps) supported by two MG sections and one 81mm mortar platoon [36 steps]

Initiative DRM: Japanese +2 [see MSR 9].Casualty Differential Limit: American [5]; Japanese [10] see [20.5] Coordination DRM: American (+3); Japanese (+1)

Disposition of Forces: American: Set up first on any hill hex north of hex row J. Any units setting up north of the line E3 – H4 – H10 – E12 may set up Hidden. Japanese: Are the attackers and have the Initiative and Coordination for both companies on the first game turn. One Co. sets up Hidden on or south of the line J1 – J10. The other Co. sets up Hidden on or southwest of a line running from hex J11 to F13.Mission Special Rules:1. The first 30 minutes of the mission occur at night, followed by Twilight [17.0].2. Hill levels are x2.3. Half hexes along the east and west board edge are not in play except for hex F0.4. All American units are Elite.5. The Americans may use Illumination [17.5].6. The American mortars are not available on the first game turn even though they begin play in the Mortar Support Available Box. The mortar platoon may be requested by units of either company. All American mortars recover on a die roll ≤ 5. 7. In addition to Withdrawing/Retreating toward an FBE, any unit whether American or Japanese, may Withdraw or Retreat toward a friendly controlled objective.8. Units of an American platoon cannot leave their starting hex nor can the American reinforcements enter play until released. An Ameri-can platoon’s units are released once any of its units have been assaulted. In addition, the American player makes a die roll at the beginning of any game turn when either the Japanese control two objectives, or the Times Lapse is > 20 minutes. If the die roll ≤ 5, any

non-released platoons and reinforcements are released and immedi-ately available. The American reinforcements enter play in hex A2 or A12. On the game turn the American reinforcements enter play, the following changes occur immediately: a) The Japanese Initiative DRM is reduced to +1 and American’s is increased to +2; and b) the Japanese 81mm mortar section is removed play. 9. The Japanese mortar section begins play in the Mortar Support Pending Box and may be called by either company once available. In addition, the Japanese receive two free MFAs from 81mm sections off map. These MFAs must be used in the first game turn and cannot be extended. When used, place a Primary Impact marker in any two hexes (LOS is not required) and proceed to step 2 of the Mortar Fire Procedure [11.4.5].10. In this mission, an objective is controlled if it is void of enemy units and is garrisoned. To garrison a Hill, the Americans must have at least one combat unit in the objective hex, while the Japanese must have all remaining units of any single platoon (excluding any Ad Hoc or Support units) in or adjacent to an objective hex. To garrison the Ridge, the Americans must have three or more combat units in Ridge hexes, while the Japanese must have all remaining units of any single platoon (less any Ad Hoc or Support units) in Ridge hexes.

Victory Points: Each single Objective Hill hex (hexes E2, H3, and F11) is worth 1 (MOP). The level 4 Ridge objective running from H6 to H10 is worth 2 MOP.Victory Level: The Japanese win if at the end of any game turn they control four MOPs, or the side controlling three MOPs at mission end wins the mission. Otherwise it is a draw.

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