204:"perhaps the most interesting of the four games released in this format." Although Pollock admired the quality of the components, he was not a fan of the LP folder, saying that "the problem of unit storage, however, will persist as long as the games are packaged this way." Pollock also liked the facedown Japanese markers at the start of each scenario, but thought that Japanese placement should be completely hidden, otherwise "The Americans will still know where to bombard." He concluded, "I like
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might 'wear out'." Despite this, Schuessler concluded on a positive note, saying, " Matheny has given us a good, solid design. He avoided the error of taking
European combat and calling the trees 'jungle' instead of 'forest.' The landing craft rules demonstrate the problems of amphibious invasion.
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and felt the sides were mostly balanced by differing advantages. The
Japanese player benefited from hidden units while the American player could use overwhelming fire support, albeit risking running out of time to take their objectives if they fired for too long. Miranda felt banzai charges were
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In the "Opposed
Landing" scenario, the American player wins by earning a predetermined number of victory points, which are accumulated for each unit that crosses a predetermined terrain line, indicating that the unit has moved off the beachhead. The Japanese player wins by preventing this.
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Nick
Schuessler found the "Physical quality of the components is excellent" and that "except for the bulge of the counters, the works fairly well." He did question the replayability of the game, noting, "With the limited number of scenarios and the fixed map, it is possible that
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map of a beach backed by jungle printed on the inside cover. Four hundred counters represent various infantry units as well as machine gunners, tanks and other combat equipment. An
American "hero" counter, "Sgt. Stryker", can be used to provide close combat attack bonuses.
208:. It's tough for the Japanese, if they don't stop the Americans on the beaches, but the challenge is too good to pass up. Just finding an optimum setup for the Japanese can be a game in itself. That's quite a bit for only $ 7.00."
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The two scenarios simulate a generic (non-historic) amphibious landing on a small
Pacific island, using a non-specific map of a jungle beach printed on the inside cover of the game folder. The two scenarios are:
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is a two-player wargame in which one player controls
American forces trying to make an amphibious landing, and the other player controls the Japanese defenders. The game is packaged in an
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moves the 'beer and pretzels' game up to the 'dry white and cheese' level - a hearty offering with delicate overtones. Highly recommended as one of the best values of 1980."
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The game system uses an alternating system of turns. Each game turn, the players roll dice for initiative, the winner going first. The two players have the following phases:
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The
Japanese player sets up their units facedown so that the American player cannot know the types of units and strengths. The American units are placed face up.
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In 1980, Yaquinto released four wargames packaged in LP-style folders, with the maps printed on the inside cover of the folder, one of them being
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In the "Banzai!" scenario, the
Japanese win by retaking the plantation before the end of the game. The American wins by preventing this.
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over-modelled but the
American player could often win despite heavy losses, and concluded "not a bad effort."
133:"Opposed Landing": The Americans try to land and force their way off the beachhead against a prepared defense.
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When both players have gone, this completes one game turn, representing 20 minutes of game time.
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Additional optional rules include Banzai charges, smoke and close assaults.
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in 1980 that simulates amphibious landings in the Pacific Theatre during
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165:, a game designed by Michael Matheny, with cover art by
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Schuessler, Nick (September 1980). "Capsule Reviews".
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Pollock, Kevin (January–February 1981). "Beachhead".
327:Board wargames with artwork by Rodger B. MacGowan
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136:"Banzai!": The Japanese defenders try to use a
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295:(January–February 1991). "Beachhead".
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88:Bombardment, Airstrikes, Indirect Fire
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322:Board wargames set in Modern history
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332:Wargames introduced in the 1980s
317:Board games introduced in 1980
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247:. No. 31. pp. 29–30.
140:to retake a jungle plantation.
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342:Yaquinto Publications games
337:World War II board wargames
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299:. No. 71. p. 36.
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200:, Kevin Pollock called
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39:Yaquinto Publications
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297:Fire & Movement
217:Fire & Movement
157:Publication history
77:Movement and combat
167:Rodger B. MacGowan
145:Victory conditions
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22:Rodger B. MacGowan
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196:In Issue 101 of
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43:World War II
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108:Direct fire
91:Direct Fire
311:Categories
225:References
206:Beachhead
202:Beachhead
191:Beachhead
186:Beachhead
173:Reception
163:Beachhead
124:Scenarios
102:Japanese
85:American
58:LP record
54:Beachhead
30:Beachhead
279:Campaign
198:Campaign
111:Movement
94:Movement
62:hex grid
49:Gameplay
24:, 1980
69:Setup
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