The defenses of Gona were the least formidable of the three Japanese controlled beachheads in the Battle of Buna, Sanananda and Gona. However the defenses, ringing the Gona Mission were still formidable, featuring bunkers, trenches and firing pits. The 900 Japanese defenders were commanded by Tsume Yamamoto. The Australian attackers of the 25th Brigade had 1,000 men.
In all the Australians made 8 attacks against the Japanese before they broke them. It was a war of attrition however and the Japanese could not replace their men. An attempt to reinforce them with 200 troops on barges failed. On the 8th of December the final attack succeeded when the Australians pincered the town by sending two attacks around the swamp. Hand to hand fighting continued throughout the day but by the end all organized resistance had collapsed.
In all the Japanese lost 638 men in the battle and the Australians lost 750.
Allied Player [Australia]
Take 6 Command Cards
You Move First
Axis Player [Japan]
Take 5 command cards.
The turn either player plays "Their Finest Hour" the Japanese player reduces their hand by one card of their choice.
Conditions of Victory:
Gona Mission, Gona and the other hut are all Temporary Medal Objectives for the Allied Player.
[Nations 3] Japanese Imperial Army Command Rules are in effect.
[Nations 5] British Commonwealth Forces Command Rules are in effect.
The Palm Forrest hexes can be shot through, however the firing unit must reduce it's dice roll by one dice.
The Japanese player may attempt to reinforce his troops at the hex marked with the battle star. By playing a Recon 1 for their left flank they activate the action. Roll 1 Battle Dice. If the dice rolls an infantry symbol a full strength infantry unit arrives on the hex. However, if an infantry is not rolled the allied player gains the unit as a medal.
Please note that this scenario was not approved by Richard Borg or Days of Wonder, so you have to check yourself about playability, potential gaming issues, etc.