Battle of Guam 5 - July 23, 1944

Banzai Attack
Pacific Theater By: 50th - Last update: 12/14/2010
Axis Player: Allied Player:
x5 x6 x7 x5
first You play first    


Historical Background:
During the night of July 23rd, the marines could hear the Japanese troops getting drunk on sake in a small village. The troops got themselves loaded up on sake and then attacked the American positions in the early dawn hours. The marines took some causalities, but managed to fend off the drunk attackers. By the morning, the chargers were dead and the marines had captured the town and the hospital.

Briefing:
Allies: Take seven command cards

Axis: Take six command cards and play two for the first turn. After the first turn, draw only one for a maximum of five for the rest of the scenario

Conditions of Victory:
Allies: Take the village and the hospital to the north and take three more medals. The village is a permanent medal objective, the hospital is a temporary medal objective.

Axis: Hold the radio towers, the town, the hospital and take three more medals. The radio towers is a temporary medal objective.

Special Rules:
Night rules are in effect- see action card #19. This battle takes place at visibility three. (place the star marker on three and proceed from there)
For hospital see Terrain card #55 and see action card #18 hospital recovery rules are in effect.
For jungle see Terrain card # 57
For caves on hills see Terrain card # 52
For caves on mountains see Terrain card # 53
For hills see Terrain card # 6
For mountains see Terrain card # 30
If air pack is used, place Japanese zero on airfield hex (either).

Scenario Bibliography:
Wikipedia
The Recapture of Guam by Major O.R. Lodge

Warning:
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.

Set-up Order
1
1
3
8
1
1
18
9
1
13
1
1
3
1