The Japanese were eventuallly worn down and driven back, particularly after the U.S. established Naval superiority. A game turn commences with the Reinforcement phase. U.S. units land on any friendly coastal hex within five hexes of Henderson Field, the airfield that prompted this entire campaign and worth big victory points. Japanese units can land on coastal hexes, including those behind U.S. lines, provided they're not in enemy zones of control. This forces the U.S. player to garrison his rear area carefully unless he wants a very unpleasant surprise.
Japanese units can also enter at map edges.
Movement follows with units that neither move, nor are in an enemy zone of control, being able to entrench. Infantry types that move more than half their movement allowence can suffer fatigue. Also, each game turn, the U.S. has the option of moving two infantry units by sea to a coastal hex. Japanese units can move directly from one enemy zone of control to another at a cost of their full movement allowance for the current phase. Combat follows movement and is voluntary between adjacent units.