Overview
Bloody Ridge is a simulation of the Japanese attempt to retake the airfield at Lunga Point, Guadalcanal, during September 1942. Part of SPI’s Island War series, the game portrays the fighting around “Bloody Ridge” (also known as Edson’s Ridge) from September 12-14, 1942, between U.S. Marines and Imperial Japanese forces. The game uses the Island War standard rules with exclusive rules for this particular engagement. The Japanese player attempts to break through U.S. defensive lines, while the American player must hold key positions.
Components
- Hexagonal game map of the Bloody Ridge area on Guadalcanal
- Die-cut counter sheets with Marine and Japanese units
- Standard Island War rules and Bloody Ridge Exclusive Rules
- Combat Results Table (Primary and Secondary)
- Terrain Effects Chart
- Turn Record/Reinforcement Track
- Ground Support markers
- Two dice
Setup
Players set up units according to the chosen scenario’s Initial Deployment chart. Three scenarios are provided: Scenario I and II cover the two main Japanese attacks; Scenario III is a Campaign Scenario linking both offensives. The Japanese Player is first player in every Game-Turn. Place units in designated hexes and set the Game-Turn marker.
Turn Structure
Each Game-Turn follows this sequence:
- Japanese Player-Turn (First Player)
- A. Movement Phase: Move Japanese units and enter reinforcements.
- B. Combat Phase: Resolve Japanese attacks.
- U.S. Player-Turn (Second Player)
- A. Movement Phase: Move U.S. units.
- B. Combat Phase: Resolve U.S. attacks.
- Game-Turn Record Interphase: Advance marker.
Note: Scenario begins on Game-Turn One and continues through the specified final turn (including Game-Turn Seven for Scenario I).
Actions
- Movement: Units have individual Movement Allowances. Terrain affects movement costs per the Terrain Effects Chart. Jungle, ridgelines, and river terrain dominate the battlefield.
- Reinforcements: Arrive during the Movement Phase on specified turns. U.S. reinforcements may not be deliberately withheld. Reinforcements enter at map edge hexes or coastal hexes as specified.
- Combat: Units in adjacent hexes may attack. Combat odds are determined by comparing total attack strength to total defense strength. Results are resolved on the CRT. The Primary CRT is used for most combat; the Secondary CRT may apply in certain situations.
- Artillery: Only one Japanese or U.S. Artillery unit may apply FPF (Final Protective Fire) in a single phase. There is no limit to Barrage attacks. Artillery can support adjacent units or conduct bombardment at range.
- Ground Support (Optional): Each player has a number of Ground Support Points available per Game-Turn. Japanese Ground Support Points must be used to attack units adjacent to hex 250S. Ground Support Points may not be used as FPF and may only be used against units in non-jungle, non-broken terrain hexes. U.S. units adjacent to hex 250S on Game-Turn Seventeen are automatically attacked at +10 on the Combat Results Table (representing 300mm guns of Japanese battleships).
- Reinforcements and Combat: Reinforcements may engage in combat in the Combat Phase of the same Game-Turn they arrive.
- Artilleried Effects: If any hex at Henderson Field is occupied by a Japanese unit, no U.S. reinforcements can be brought into the game on that Game-Turn.
Scoring / Victory Conditions
Victory Conditions are the same for all scenarios. The Japanese Player wins by occupying two hexes of Henderson Field with any of his units at the end of any Japanese Combat Phase. Occupation is defined as having a unit physically in place. The U.S. Player wins by having avoided the fulfillment of the Japanese Victory Conditions at the end of the last turn.
Special Rules & Edge Cases
- Japanese Banzai Attacks: The Japanese player may conduct massed attacks with combat bonuses representing the ferocity of banzai charges, but at the risk of heavy casualties.
- Henderson Field: The airfield is the critical objective. Japanese occupation of two Henderson Field hexes triggers immediate Japanese victory.
- Night Combat: Many attacks occur at night, with modified combat effects favoring the Japanese attackers.
- Terrain: Dense jungle provides significant defensive advantages but slows movement for both sides. Ridge terrain (the namesake “Bloody Ridge”) provides elevation advantages for defenders.
- Marine Raiders: Elite U.S. units (Edson’s Raiders) have enhanced combat capabilities.
- Three Scenarios: Scenario I covers the initial Japanese probe (12 Sep), Scenario II covers the main assault (13-14 Sep), and Scenario III is the full campaign linking both.
- Mapboard Hexes: Units on coastal hexes have special movement and reinforcement options related to beach landings.
Player Reference
| Scenario |
Turns |
Focus |
| I |
7 |
Initial Japanese probe |
| II |
Varies |
Main Japanese assault |
| III (Campaign) |
Full |
Both offensives linked |
| Terrain |
Movement Effect |
Combat Effect |
| Jungle |
High MP cost |
Defender advantage |
| Ridge |
Moderate cost |
Elevation bonus |
| Clear |
Low cost |
No modifier |
| River |
Extra cost |
Defender advantage |