This reflects the historical ammo shortage being suffered at this time. Once both players have completed their movement and combat there is an attrition phase. At the end of each turn each player rolls a die to determine whether they have suffered any attrition. This simple rule, and Ihe Japanese artillery rule mentioned above, are the only supply rules this game has. Nevertheless, the end result is accurate enough without complex rules that hamper play.
Victory is earned by holding victory hexes at games end.
The Japanese player can also earn points for having artillery units within range dropping shells on Henderson field. In addition to the campaign game two smaller scenarios are also provided for when time is limited. Henderson field was published at a time when 3W games were suffering from being under developed resulting in tons of errata and even being unplayable. It may come as a surprise, therefore, to learn that this game is both well balanced and suffers very little errata at all. Both sides are equally enjoyable to play and have their own set of problems.