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Kawaguchi's Gamble: Edson's Ridge
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Kawaguchi's Gamble: Edson's Ridge covers the area of Edson's Ridge and the surrounding jungle just south of Henderson Airfield on the island of Guadalcanal during September 1942. The Japanese, as part of a complicated multi-pronged attack, sent three battalions, nearly 3000 men, charging towards the ridge protecting the airfield. Almost 800 Paramarines and Raiders defended the ridge with amazing courage and, despite suffering horrible casualties, kept from being overrun and saved both the airfield and possibly the Marine presence on Guadalcanal. The Japanese are often cited as having lost nearly 80% of their men attacking the ridge.

Banzai charges, important leaders, gas attacks, even hastily assembled riggers, are represented in Kawaguchi's Gamble: Edson's Ridge.

Kawaguchi's Gamble: Edson's Ridge is five turns long, each turn is a variable length of alternating impulses. The game length between experienced gamers is 2.5 to 3 hours.

Playtest Images:

The Japanese take the hilltop.

The Japanese ranks begin to thin.

Bailey leads the Raiders on the right flank.

Kawaguchi's Gamble: Edson's Ridge contains:

Artwork samples for Kawaguchi's Gamble: Edson's Ridge will be posted shortly!

Playtest images courtesy of J.R. Tracy.


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Simon Spinetti says...

I was keen to get this game given the importance of the battle in the defense of the island and my past experience with this style of game, the first one by AH - Storm over Arnhem. Must say I was disappointed when I opened the box and found that I didn't get much "bang for my buck". Rules are poorly written and not that appealing to look at. Also some sections have contradictions, eg 13.6 CC Resolution mentions twice the need to make a "DR" (dice roll) but then it also mentions making a "die roll". Took my mate and I a fair bit of time to work out how to actually resolve our first CC phase. The game definitely needs some player aid cards to help players keep track of unit capabilities and the multitude of DRMs that are possible for the various actions. Also think that the CC rules need further work. A unit that is weak and/or exhausted has absolutely no modifiers to its CC roll,eg a D2 1 CCV unit kills with the same DR as a Fresh 7 CCV unit. Yes it is easier to kill in the return atta

Michel Sorbet says...

Kwaguchi's Gamble review (in Polish):

The Area Movement Series (AMS) updates and modernizes the rules system made popular by the now-classic Breakout: Normandy.