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GUADALCANAL specific documentation

Special Tokyo express unit type (both ship and ground combat unit): Ships that, if not destroyed by American destroyers, will land as infantry reinforcement units on the island of Guadalcanal.

Harbor (Anchor): Functions like a hospital for US Destroyers.

Fuel Tanker: Transfer fuel from harbors (anchor symbols) to Destroyers. Note: Fuel Tanker also needs fuel to be able to move.

AMERICAN UNIT TYPES:

US Army Unit: Regular US Army Unit.

Marines: US Marine unit (The United States Marine Corps (USMC) is a branch of the U.S. Armed Forces responsible for conducting amphibious operations with the United States Navy).

Dugouts: Defense structure: Must be placed on the border of a fully controlled province. Cannot be moved, cannot usually receive replacements.

Tank Unit: M3 Stuart Tank Battalion.

Supply Ship: After landing, Supply Ships turn into Supply Depots, which are the only source of supplies for American troops. Supply ships can ONLY land on hexagons which are clear (no forest, no swamp) and have at most one unit in them.

Destroyer: Fight Japanese destroyers to protect troops and supply ships on their way to Guadalcanal. Black marker in the upper right corner shows the available fuel. Units without fuel only get 1 MP. Refuel by accessing harbor (anchor symbol). Repair Destroyers in harbors (anchor symbol, functions as a hospital). Any out-of-fuel destroyer will receive half of the fuel from any other destroyer entering the same hexagon.

Fuel Tanker: Transfer fuel from harbors (anchor symbols) to Destroyers. Note: Fuel Tanker also needs fuel themselves to be able to move.

Artillery: Tap enemy unit to bombard it (this action requires full move points). Bombardment can result in a loss of HP, loss of MPs, increase in Fatigue, or be ineffective (IE). Operational range is shown with a circle when the unit is selected. If attacked by an enemy unit this type of unit might withdraw multiple hexagons and lose extra MPs.

Generals/Commanders: A general with MPs can passively support the closest combat units in battle at the cost of 1 MP (this support cannot be prevented if the closest general has MPs). The closer the general is to the active unit, the bigger the bonus (being located in the same hexagon gives the biggest bonus but also risks the general if the combat unit is forced to withdraw between turns). The support range is shown with a circle when a general with MPs is selected. The selected general can also give up 3 MPs, and the closest ground combat unit will gain +1 MP, and in some low-HP cases in the rear area, +2 MPs. In addition, generals have various actions, like disband, breach, operational movement, resetting small unit supply depots, requesting minefields or hospitals, requesting railway points, etc., available to them in the menu called Actions (these actions vary by campaign). If an enemy unit attacks the general, it will retreat, most likely several hexagons, and lose several extra move points. If a general cannot escape or has been out of supply for several turns, it might be removed from play. There is an option to turn off the entire unit type from Settings

JAPANESE UNIT TYPES:

Tokyo Express: Weak naval units which attempt to deliver Japanese reinforcements and supplies by landing near the front line.

Infantry: Regular infantry division, backbone of the Japanese Imperial Armed Forces.

Auxiliary: Weak infantry unit, more likely to withdraw under pressure.

Patrol: 2 HP 2 MP enemy infantry unit, more likely to scatter under pressure.

Tank unit: Light Japanese tank formation.

Dugout: Defense structure to slow down enemy progress.

Destroyer: Japanese warship (the number of Japanese warships will gradually decrease).

Artillery: Bombards nearby units (miss, MP hit, HP hit), can relocate, and sometimes manages to escape if enemy unit moves over it. Capturing might give some resources as a reward.

AI Commander: Supports enemy units in combat and provides extra MPs to combat troops just like a General commanded by the player does. Chance of capturing the enemy commander (moving into the same hexagon) is roughly 50 percent, partly depending on the MPs of that commander (if you push a commander back several times and it has negative MPs it will be easier to capture).