Download as pdf or txt
Download as pdf or txt
You are on page 1of 13

Menglianggu: Best Division under Heaven

TABLE OF CONTENTS
1.0 INTRODUCTION 5.0 STACKING
2.0 GAME COMPONENTS 5. 1 Stacking Limit

2. 1 Map 5. 2 Fog of War


2.1.1 Turn Track 6.0 COMBAT
2.1.2 Supply Points Track 6. 1 Advance after Combat
2.1.3 Combat Result Table
7.0 BARRAGE
2.1.4 Barrage Result Table
7. 1 Disorganized
2.1.5 Terrain Effect Chart
8.0 DAMAGE
2.2 Units
2.2.1 Headquarter 8. 1 Disorganized

2.2.2 Infantry 8.2 Stack Point Losses


2.2.3 Artillery 8.3 Retreat
2.3 Chits 9.0 JOINT OPERATIONS
2.3.1 Command chit 9.1 Command Friendly Troop
2.3.2 Tactic chit
10.0 SUPPLY
2.4 Markers
10.1 Reorganization
2.4.1 Turn Marker
10.2 Replacement
2.4.2 Supply Points Marker

2.4.3 Fortification Marker 11.0 TACTIC


2.4.4 Disorganized Marker 12.0 VICTORY CONDITIONS
3.0 SEQUENCE OF PLAY 12.1 Score

3.1 Game Setup 13.0 SCENARIOS


3.2 Sequences of Play 13.1 Battle of Mengliangguu
3.2.1 Strategic phase 13.2 Central Sandong Campaign
3.2.2 Operational phase
14.0 OPTIONAL RULES
3.2.3 Supply phase

4.0 MOVEMENT
4. 1 Zone of Control
4.2 Exploitation

20130320  1
1.0 INTRODUCTION refer to the Terrain Effect Table for the effect of the terrain on
movement and combat. Units can only enter the half hexes
"Menglianggu" is a two-player operational level board and full hexes. There are five entry areas where
wargame that simulates the Battle of Menglianggu in reinforcements and supplies enter the game. Yellow
Shandong Province of China from May 10 to 16, 1947. boundaries and orange boundaries are used to mark the
Hexagons are printed over the map to regulate the placement playable game area of the two scenarios (scenario boundary).
and movement of units. During the game, Activation Chits
are drawn, and these determine the order that division or
column moves and fights. Combat Result Table and die roll
is used for resolving combats. Each turn represents one day
and the game lasts for nine turns. Each unit represents a
regiment (Infantry) or a battalion (Artillery, Mountain
Artillery). The Players play the roles of the commander of
the Nationalist Military Headquarters in Xuzhou and
Communist’s East China Field Army. There are two
scenarios: “Battle of Menglianggu” and “Southern Shandong
Campaign”. Each scenario has its own victory conditions.

2.0 GAME COMPONENTS


"Menglianggu" includes a 57cm x 82cm map and 286 square
die-cut counters. Please use a cutter to cut the counters where
necessary. 2.1.1 Turn Track

2. 1 Map The turn track is for recording the current turn number. The
reinforcements and their entry areas for both sides due to
Hexagons are printed over the map to regulate the placement arrive each turn are also printed here. The game length (in
and movement of units. The map shows the mountainous number of turns) of the scenario is different.
region in Yimen Shan of Central Shandong in 1947. Please
20130320  2
2.1.2 Supply Points Track Barrage (Mountain Artillery) Strength is printed in red while
Barrage (Artillery) Strength is printed in white on red.
For keeping track of the number of supply points remained
unused by both sides. The number of cities currently Example: Three Mountain Artillery of Barrage Value 2 per
controlled by a side will determine the number of supply unit and an Artillery of Barrage Value 4 jointly attack by
points it will receive for that turn. barrage, they will use column 8 to resolve the barrage because
the total Barrage Value is 10, lower than 12 but higher than 8.
2.1.3 Combat Result Table

The combat result table is used to adjudicate the result of each


attack. The horizontal row of the table shows the ratio of the
Attacker’s Attack Value to the Defender’s Defense Value,
which is also known as Combat Odd (factions rounded to be
nearest number). The vertical column shows the dice throw.
Look up the above ratio and the dice throw for the combat
result, i.e. the losses for both sides. (Number = Attacker Loss
in term of damage points, Defender Loss in term of damage
points).

Should the ratio be greater than 5 to 1, it will be resolved


under the 5 to 1 column while attack below 1 to 3 is not
possible. Calculate the Combat Odd before applying the
Terrain Effect or Tactics

Example: The Barrage Value of barraging Artillery is 8. The


terrain of the defender is Mountain that modifies the Barrage
by one column shift to the left. The Attacker rolls a 4 on 1d6.
The Defender Loss is 2 damage points. The Defender
loses one step of his choice and a Disorganized Marker is
placed on the surviving Defending unit.

2.1.5 Terrain Effect Chart

Refer to the Terrain Effect Chart for the Effect of Terrain on


Movement, Attack (column shifts for attacker and defender),
Barrage (attack bonus and defense benefit)

Blue: Combat Odds, Red: Barrage Value, Arrow: one column


Example: The Attack Value of the Attacker is 15 and the shift to left or right.
Defense Value of the Defender is 6. The terrain of the
defender is Clear. The Combat Odd is therefore 2 to 1. A: Total Attack Value of Attacker, D: Total Defense Value of
The total dice throw (two six sided dice) of the attacker is 10. Defender, TER: depends on Terrain
The Attacker Loss is 1 damage point and the Defender Loss is
2 damage points. The Attacker must lose one step and the
defender either loses two steps, or loses one step and retreat
one hex.

2.1.4 Barrage Result Table

The Barrage Result Table is used to adjudicate the result of


each Barrage. The horizontal row of the table shows the Total
Attackers’ Barrage Value (can be combined as a total if more
than one unit is attacking). The vertical column shows the
die throw. Look up the above ratio and the die roll for the
losses to be suffered by the defender (with no adverse result to
the attacker).

If the cumulative Barrage Value is between two columns, use Example: The Terrain in the diagram are: A: Clear, B: Hill, C:
the left column. Barrage (Mountain Artillery) with Barrage Mountain, D: Road, E: Track, F: River (hex-side between two
Value less than 2 is resolved using the 2 Column. Barrage hexes), G: City, H: Village
(Artillery) with Barrage Value less than 4 is resolved using
the 4 (Artillery) Column. Barrage (Artillery and Mountain 2.2 Units
Artillery) with Cumulative Barrage Value more than 12 is
resolved using the 12 Column.
20130320  3
There are three types of units. During the Operational Phase, friendly unit (regardless of the presence of enemy’s Zone of
Headquarter (HQ) is used to activating Infantry Units and Control). If there is no such hex, then the HQ is eliminated.
Artillery Unit to move, attack or barrage. If there is no other Infantry unit, Artillery unit, Mountain
Artillery unit with the same Command Designation, the HQ is
removed from the game and is treated as eliminated.

If a unit is outside the Command Range of its own HQ or its


own HQ is eliminated, it can be activated by HQ of other
Command Designation by Joint Operation. When all its
subordinate units have been activated, flip the HQ unit to its
back to show that it is activated.

Example: All the 74RD units in the Blue areas of the diagram
can be activated by HQ of 74RD, except the Artillery Unit in
the lower left.

2.2.1 Headquarter (HQ) 2.2.2 Infantry

The front of the HQ shows its inactivated side. The back of Infantry units are printed on both sides. The front represents
the HQ shows its activated side. The number on the left is its full strength status and the back represents its reduced
its Combat Strength (i.e. both its Attack Value and Defense strength status. The number in its top left hand corner is its
Value) and the number on the right is its Movement Stacking Points and the number in its bottom left hand corner
Allowance. is its Attack Value. The number in the middle of its bottom
is its Defense Value and the number in its bottom right hand
The Command Range of Nationalist HQ is 4 hexes and that of corner is its Movement Allowance. Infantry Unit can move
Communist HQ is 3 hexes. Command Range will not be during Operational Phase and Attack the enemy units in one
affected and reduced by presence of enemy Zone of Control. adjacent hex.

During the Operational Phase, HQ can be used to activate all The Stacking Points (or Stack Point) of Infantry Units are 2.
Infantry units, Artillery units, Mountain Artillery units under They can stack with any friendly unit (regardless of Command
the same Command Designation within its Command Range. Designation). Each Infantry Unit can take up to 2 damage
points. The first damage point will reduced it to the reduced
HQ Unit will add its Combat Strength (Attack Value or strength status, the second damage point will eliminate it.
Defense Value) to the Total Attack Value (when attacking) Reduced strength unit can be brought back to its Full Strength
and the Total Defense Value (when defending) of other units Status by taking replacement. The Defense strength of units
in its own hex. stacked together in the same hex is cumulative.
HQ Units can freely stack with units under its command 2.2.3 Artillery
without counting as a unit for stacking purpose. Different
HQs cannot be present in the same hex. If the Infantry unit, Artillery includes Artillery Units and Mountain Artillery Units
Artillery unit, Mountain Artillery unit stacked with a HQ is (with different silhouettes and Barrage Value color to
eliminated, the HQ is displayed to any adjacent hex with a differentiate between different unit types). The front of the
20130320  4
Artillery shows its inactivated side. The back of the Artillery There are 4 types of game markers:
shows its activated side. The number in its top left hand
corner is its Stacking Points and the number in its bottom left
hand corner is its Barrage Value. The number in the middle
of its bottom is its Defense Value and the number in its
bottom right hand corner is its Movement Allowance.
Artillery can move during Operational Phase and Barrage the
enemy units in one hex that is adjacent to a friendly unit
provided that they are within 2 hexes (for Mountain Artillery
Unit) or 3 hexes (for Artillery Units) of the artillery.

The Stacking Point (or Stack Point) of Artillery is 1. They


can stack with any friendly unit (regardless of Command
Designation). Each Artillery can take up to 1 damage point
that will eliminate it. They cannot be brought back to the
game by taking replacement. The Defense strength of units
stacked together in the same hex is cumulative.

2.3 Chits
There are two types of chits that are drawn randomly in this
game: 2.4.1 Turn Marker

To be placed on the Turn Track to show the current Turn


number.

2.4.2 Supply Points Marker

To be placed on the Supply Track to shows the remaining


supply points of the two armies. In the Strategy Phase and
the Operational Phase, Supply points can be used to Barrage.
Reduced strength unit can be brought back to its Full Strength
Status by expending Supply Points (i.e. taking replacement) in
the Operational Phase

2.4.3 Fortification Marker

2.3.1 Command chit To be placed in a hex with a friendly unit. Once placed,
cannot be moved. A fortification marker can be used to
In this game, command chits are placed in a mug where they absorb 1 point damage or 2 point damage. Absorbing 1
are randomly drawn to determine which Command can point damage will remove a –1 Fortification marker or flip
conduct actions now. There are 12 Command Chits for the a –2 Fortification marker to become a –1 Fortification marker.
Nationalists and 10 Command Chits for the Communists. There can only be up to one fortification marker in a hex.
When a Command Chit is drawn, HQ of that Command Both sides can use and benefit from the Fortification marker.
(which may be a Nationalist Division or a Communist
Column) is activated 2.4.4 Disorganized Marker

2.3.2 Tactic chit To be put on top of Infantry Units or Artillery to indicate that
all units (except HQ) in the hex are disorganized.
Units activated in the Operational Phase can use one Tactic
Chit to support the performance of its action. 3.0 SEQUENCE OF PLAY
2.4 Markers Put the map between the players. Choose a scenario.
The two players decide who will play as the Nationalist and
Communist sides. Set up the game according to the scenario
chosen:

3.1 Game Setup


The following are common setup procedures. Please refer to
the scenario for additional set-up instructions.

(1) Put the Tactical Chits of Nationalist in a mug and put the
Tactical Chits of Communist in another mug.

20130320  5
(2) Place the Command Chits of Nationalist Reinforcements move once but they cannot enter such Zone of Control in the
and Communist Reinforcements on the Turn Track course of their movements. For each Division or Corp, up to
according to their Turn of arrival. one Fortification Marker can be placed by the Nationalist
Player on one of the Nationalist Units of that Division/Corp
(3) Sort out the remaining Command Chits of Nationalist and that have not moved in this step.
Communist.
Then the Strategic Phase ends and the Operational Phase
(4) Remove those Nationalist units whose Command begin.
Designation is in red. These units are not used in the
game.

(5) The Nationalist Player set up first. Place the Nationalist 3.2.2 Operational phase
and Communist units in or adjacent to the city, village in
accordance with the Scenario set-up. In this phase, the players take turns to draw a Command Chit
from the Mug. The Player who controls the Command Chit
(6) Put the Turn Marker on either Turn 1 or Turn 4 conducts the following actions for those units of the same
(depending on scenario). Command of the Command Chit drawn:

(7) Place the Supply Markers on 5/3 or 2/1 (depending on (1) Joint Operation: Decide whether to check for Joint
scenario). Operation. If the check is failed, immediately activates those
units of the same Command of the Command Chit drawn. If
the check is successful, redraw the Command Chit.

3.2 Sequences of Play (2) Reorganization:Expend 1 Supply Point to remove a


Disorganization Marker from those units of the same
There are 3 phases in a Turn: Command of the Command Chit drawn.
3.2.1 Strategic phase (3) Barrage:All Artilleries of the same Command of the
Command Chit drawn that have not Barrage in the Strategic
Both sides conduct this phase in the following procedures:
Phase can Barrage once.
(1) Reinforcement: Both sides place reinforcement on the
(4) Movement:All Units of the same Command of the
Entry Areas and then move them out of the Entry Areas.
Add the Command Chit of the Reinforcement arriving this Command Chit drawn can move once.
turn.
(5) Attack:All Infantry Units of the same Command of the
(2) Tactic Chit: Both sides receives a number of Tactic Command Chit drawn can attack once.
Chits as specified on the Scenario Special Rules by drawing (6) Exploitation: The following units of the same Command
them randomly from the respective mugs. (Skip this step in of the Command Chit drawn can move but their Movement
Turn 1). Allowance is halved (retain faction): (a) Infantry Units not in
(3) Command: Both sides choose a number of its Command enemy Zone of Control and (b) Artillery that has not barrage.
Chits he wishes to activate this Turn from those in Play for This phase will end when all the Command Chits are drawn
that Scenario as specified on the Scenario Special Rules and from the mug.
put them together in a mug.
3.2.3 Supply phase
(4) Communist Strategic Barrage Phase:All Communist
Artillery can barrage once. Flip those Artilleries that barrage Both sides conduct this phase in the following procedures:
to their back after resolving the barrages.
(1) General Reorganization: Remove the Disorganized
(5) Communist Strategic Movement: All Communist Units Marker on all units currently in supply.
that are not in the Zone of Control of any Nationalist Unit can
move once but they cannot enter such Zone of Control in the (2) Supply Check: Check the supply status of all units, put a
course of their movements. For each Communist Column, Disorganized marker on top of one of the units (one per
up to one Fortification Marker can be placed by the cluster of unsupplied units) that are currently out of supply.
Communist Player on one of the Communist Units of that
(3) Add Supply Point: Add one supply point for each
Column that have not moved in this step.
friendly controlled city (2 supply points for LINI).
(6) Nationalist Strategic Barrage/Bombing Phase: All
(4) Replacement: Use Supply Point to bring Reduced
Nationalist Artillery can barrage once. Up to one Tactic Chit
Strength unit back to its Full Strength Status (Only in Turn 1,
(B-25 Bomber or P-51 Fighter) can be used now. Flip those
4, 7)
Artilleries that barrage to their back after resolving the
barrages. (5) Next Turn:Advance Turn Marker to Next Turn on the
(7) Nationalist Strategic Movement: All Nationalist Units Turn Track.
that are not in the Zone of Control of any Communist Unit can
20130320  6
This is the end of the Turn. Begin Next Turn by going to 5. 1 Stacking Limit
Strategic Phase above.
The maximum Stacking Limit of each hex is 5 Stacking
Points. Stacking Limits must be observed at the end of
Movement of unit (including Strategic Movement), retreat or
4.0 MOVEMENT Advance after combat. The owning player must remove
units on top of the Stacking Limit until Stacking Limit is
The number in the bottom right hand corner is the Movement observed.
Allowance of the unit. Movement into different terrain
requires expenditure of different Movement Allowance. 5. 2 Fog of War
Fog of War applies to this game. i.e. Player can only
examine the top unit of each stack of opposing units.

After a player has announced to attack a hex, he can freely


examine the enemy units beneath the top unit.

6.0 Attack
Infantry unit can attack enemy units in one adjacent hex.
Headquarter and Infantry Units activated in the same step can
combine their Attack Value together as the Total Attack Value.
The Defense Value of all the enemy units (i.e. Headquarter,
Infantry Unit and Artillery) stacked together in the hex being
attacked will be combined together as the Total Defense
Example: In the above diagram, the black arrows show the Value.
path of movement with the respective Movement Points
required for the movement in red. The red hexes are Compare the Total Attack Value and the Total Defense Value
Communist’s Zone of Control. Movement into or out of to derive the Combat Odd (factions rounded to be nearest
enemy Zone of Control requires expenditure of 1 Additional number). Apply the applicable column shifts for Terrain
Movement Point (MP). Effect and Tactic. Look up the Combat Odd and the dice
throw (2D6) on the Combat Result Table for the combat result
4. 1 Zone of Control (i.e. damage points to be suffered for the attacker and the
defender)
Zone of Control extend into all adjacent hex of an Infantry
Unit, excepts that it doe not extend across river (unless there Each hex can only be attacked once per Operational Phase.
is a road or path across the river in the hex-side between the
Infantry Unit and that hex)

Headquarter, Artillery and Disorganized Unit does not has


Zone of Control.

Movement into or out of enemy Zone of Control requires


expenditure of 1 Additional Movement Point.

Unit that retreat through an enemy Zone of Control suffer one


additional damage point.

4.2 Exploitation Example: In the diagram, the Total Attack Value of the
Nationalist Attackers is 24 (the Attack value of the Southern
The following units of the same Command of the Command Units are halved because they are attacking across the river)
Chit drawn can move again in the Exploitation Step of the and the Defense Value of the Communist Defender is 4. The
Operation Phase but their Movement Allowance is halved Combat Odd before modification is 6:1. The Communist
(retain faction): (a) Infantry Units not in enemy Zone of uses the Ambush Tactic Chit and reduced the Combat Odd by
Control and (b) Artillery that has not barrage. 1 column. The terrain of the defender is Village. The
Combat Odd after Modification is therefore 4:1.
5.0 STACKING
6. 1 Advance after Combat
The number in the top left hand corner of a unit is its Stacking
Points. Each Stacking Point represents around 1,000 to If the defender retreats, any attacking units participated in this
1,500 troops. Units are said to be stacked together if they are attack can choose to advance after combat into the vacated
in the same hex. hex originally occupied by the defender. Stacking Limits
have to be observed at the end of Advance after Combat.
The Defense Values of all units stacked together are added
together when resolving combat. Game Note:Player can choose not to Advance after Combat
20130320  7
One Supply Point per unit must be expended to Barrage a
Nationalist Artillery Unit. A Barrage of multiple Artillery
Units require expending a number of supply points equal to
the number of artillery units participating in that Barrage.

8.0 DAMAGE
The owning player can choose which units to suffer combat
result or barrage result as a result of the Combat Result Table
or Barrage Result Table. These results may be suffering
disorganization, taking step losses or retreating.
Example: Continue with the previous example, the total dice
throw (two six sided dice) of the Nationalist attacker is 6. 8. 1 Disorganized
The Attacker Loss is 1 damage point and the Defender Loss is
All the units in the target hex will be disorganized as a result
2 damage points. The Nationalist Attacker must lose one
of the first damage point of caused by a barrage. The Attack
step (flip to its back) from the participating unit with the
Value, Defense Value, Barrage Value and Movement
highest Attack Value and the Communist defender chooses to
Allowance of a disorganized unit will be halved (faction
lose one step (flip to its back) and retreat one hex. The
rounded to be nearest number). Additional damage point
Nationalist attacker can chooses to advance after combat by
beyond the first damage point caused by a barrage must be
advancing any of the participating units (provided that
met by taking step loss.
stacking limit is observed).
All units in a hex with a disorganized marker are disorganized.
7.0 BARRAGE Should they split up and moves into different hexes, put a
disorganized marker in each hex occupied by them.
Artillery can barrage the enemy units in one hex that is
adjacent to a friendly unit (regardless of whether the friendly If using the Night Fight Tactic to attack, put a disorganized
unit is of the same command designation or not). Artillery marker on the defender at the end of the attack.
Unit and Mountain Artillery Unit cannot combine their
barrage together. Look up the Total Attacker’s Barrage There is no additional adverse result by new disorganization
Value and the die roll (1D6) on the Barrage Result Table for on an already disorganized unit.
the losses to be suffered by the defender (with no adverse
result to the attacker). The defender chooses which of the Game Note: Even if the disorganized stacks split up, they are
defending units will take step losses to meet the damage still disorganized.
points to be suffered.

Each hex can only be Barraged more than once per


Operational Phase.

An artillery adjacent to enemy unit must Barrage that unit if


Barraging (i.e. it cannot chooses to Barrage other enemy
units).

Example: Continue with the previous example but assume that


there is no Communist Unit in the NE hex. All the three
Mountain Artillery Units can combine their Barrage Value as
a single barrage against the Communist Unit in the North.
Their Total Barrage Value is 12. The terrain of the defender
is Village that modifies the Barrage by one column shift to the
left (i.e. to be resolved on the Barrage Value 8 Column).
The Attacker rolls a 6 on 1d6. The Defender Loss is 2 damage
Example: If the two Nationalist Mountain Artillery Units in points. Place a Disorganized Marker on the defending hex
the diagram chooses to Barrage the Communist unit to their to fulfill the first damage point and the defending unit loses
north, they can choose to Barrage separately as two Barrages one step to fulfill the second damage point.
with Barrage Value of 4 or they can combine their Barrage
together as a single Barrage with Barrage Value of 8. The 8.2 Stack Point Losses
Mountain Unit in the East is adjacent to an enemy in its NE
and therefore must Barrage that unit. All units with Stacking Points 2 have two steps. The front
represents its full strength status and the back represents its
7. 1 Artillery Barrage reduced strength status. Each Infantry Unit can take up to 2
damage points. The first damage point will reduced a Full

20130320  8
Strength Unit to its reduced strength side, the second damage actions for units of the 6CD. Then the Nationalist 83RD
point will eliminate it. Eliminate a reduced strength unit can Command Chit is drawn, the Nationalist Player can conduct
meet one damage point. operations jointly with units of the 83RD and 74RD, or he can
choose to check to conduct Joint Operations for Three
The Attacker must take step loss from the participating unit Commands later, but this time he need to roll a 5 or 6 to be
with the highest Attack Value if it chooses to fulfill the successful.
damage point by taking step loss.
10.0 SUPPLY
8.3 Retreat
For a unit to be in supply, there must be either: (a) another
If more than 1 damage point is suffered by the defender as a friendly unit (or chain of friendly unit of 2 hexes or less)
result of an attack, after taking one step loss to meet the first within 2 hexes of a Road or Track which can traces along a
damage point, the owning player can chooses to retreat all the path of Road and/or Track of unlimited length to a friendly
defending unit ONE hex (only and not any further) away from city or (b) a Road or Track within 2 hexes which can traces
the attacker to meet one damage point (i.e. the second damage along a path of Road and/or Track of unlimited length to a
point). friendly city.
Unit that retreat through an enemy Zone of Control suffer one Nationalist City includes LAIWU, HSINTAI, MENGYIN,
additional damage point (for the whole stack). Unit that LINI. Communist City includes NANMA, ISHUI,
retreat into a friendly unit occupied hex will disorganized all CHUHSIEN.
friendly units in that hex.
Supply line cannot be traced through an enemy unit or an
Damage Points caused by barrage or suffered by the Attacker enemy Zone of Control (except when the enemy Zone of
cannot be met by retreat. Control is occupied by a friendly unit).
9.0 JOINT OPERATIONS
A Player can decide not to activate the units of a Command
Chit drawn now so as to conduct joint operations together
with units of other command when the command chit of that
command is drawn. This is known as Joint Operations.

For each time a player decides to conduct Joint Operation, roll


a die to check whether it is successful. To be successful, the
First Joint Operations (i.e. two Commands operate together)
requires a die roll of 3-6 on 1D6 and the Second Joint
Operations (i.e. three Commands operate together) requires a
die roll of 4-6 on 1D6. It is impossible for four or more
commands to operate together as a Joint Operations.
Decide whether to check for Joint Operation. If the check is
failed, immediately activates those units of the same
Command of the Command Chit drawn (or two Commands in
case of failure to operate with three Commands).

Adverse Die roll modifier for all Joint Operations by Example: the yellow arrows show the valid Nationalist’s
Nationalist: -1. Supply Line. The Supply Line of the Nationalist Unit X on
the top right hand corner is blocked by the Communist Units’
9.1 Command Friendly Troop Zone of Control. All the other Nationalist Units are in
After a Command Chit is drawn, in addition to the units of the supply.
same Command as the Command chit drawn, the Player can
In the Supply Check Step of each turn, check the supply status
choose to activate: (a) units without any Headquarter or (b)
of all units, put a new Disorganized marker on top of one of
units which is beyond the Command Range of its Headquarter.
the units (one per cluster of unsupplied units) that are
However, these units must be within the Command Range of
currently out of supply. Remove the Disorganized Marker on
the Headquarter of the Command currently activated.
all units currently in supply.
Game Notes: Be reminded to apply the –1 Adverse Die roll
If disorganized markers have already been placed in all
modifier for all Joint Operations by Nationalist: -1
occupied hexes of the same cluster of unsupplied units, no
Example: Nationalist 74D Command Chit is drawn during the new disorganized marker is place.
Operation Phase, the Nationalist Player chooses to conduct
If two or more unsupplied units can trace a chain of path of 2
Joint Operations, it rolls 4 of 1d6 for the Joint Operation
or less hexes to each other, they are of the same cluster.
Check which is successful. Therefore, the Nationlist Player
retain this Command Chit, Then the Communist 6CD
Command Chit is drawn and the Communist Player conducts
20130320  9
(2) C-47 Transport:Choose any unit, roll 1D6 four times, for
each 4-6 rolled, add 1 Supply Point. These Supply Point can
be used immediately to remove disorganized marker or to be
saved along with other Supply Points for later use.

(3) P-51 Fighter:(a) In the Nationalist Strategic Barrage Step


to bombard the Communist units on two adjacent hexes (as
shown on the counter). Each of the two hexes will be
bombard once at Bombard Value (Mountain Artillery Unit 2)
or (b) In the Operational Phase, shift one column to the right
for an attack.

(4) Assault:In the Operational Phase, shift two columns to


the right for an attack.

(5) Night Fight:Activated units can attack again. When


attacking again, reduce their Attack Value by half (retain
faction). Put a disorganized marker on the defender at the
end of the attack regardless of the Combat Result.
Example: Continue with the previous example but assume that
there is no Nationalist unit in the Northwest to nullify the (6) March:Activated units can move again. If they attack
Communist Unit’s Zone of Control, all the Nationalist Units after they move again, reduce their Attack Value by half
will be out of supply. There are two clusters of unsupplied (retain faction).
unit. As there is only one hex of unsupplied unit in the
Northern Cluster, place a disorganized marker in that hex. (7) Command:Can activate any Command Chit again. It
For the southern Cluster of unsupplied units occupying three can also be used in Joint Operations.
hexes, put a disorganized marker on one of the hex. The
Nationalist Player chooses to place it on the southern hex. (8) Peasant: (a) Add 1 Supply Point. This Supply Point
can be used immediately to remove disorganized marker or to
10.1 Reorganization be saved along with other Supply Points for later use or (b)
place the marker in any hex and that hex is treated as in
During the Operational Phase, Both sides can expend 1 Communist’s Zone of Control. Remove the marker when
Supply Point to remove a Disorganization Marker from those any Nationalist Unit occupies the hex.
units of the same Command of the Command Chit drawn.
(9) Ambush:In the Operational Phase, (a) shift one column to
10.2 Replacement the right for an attack or (b) shift one column to the left for a
defense.
Both sides can use Supply Point to bring Reduced Strength
unit currently in supply back to its Full Strength Status (Only (10) Infiltrate: Ignore the presence of Nationalist’s Zone of
in Turn 1, 4, 7). It costs 3 Supply Points to replace a reduced Control during movement.
strength Nationalist unit to full strength and 2 Supply Points
to replace a reduced strength Communist unit to full strength. (11) Spy : Draw a Nationalist Command Chit. The
Nationalist Player cannot activate the Chit drawn in the
Game Notes: Out of Supply units cannot take any Operational Phase.
replacement.
12.0 VICTORY CONDITIONS
11.0 TACTIC
There are two scenarios with different Victory Conditions.
In the Operational Phase, each player can use one Tactic Chit We recommend new players of this game to play the scenario
to assist his unit’s action. The scenario special rules include Battle of Menglianggu first.
the details on the initial tactic chit and the number of
additional tactic chits receivable each turn. There may be no At the end of each turn, check whether any player has
more than 4 tactic chit keep by each player. Used Tactic chit achieved his Objectives as specified in the Scenario Special
is returned to the respective Tactic Chit mug, to be drawn Rules. If none of the have achieved his Objectives, calculate
again later in the game. the score for each side. Scores are awarded for eliminating
enemy units and occupation of cities (except there is no score
(1) B-25 Bomber:(a) Choose any unit, roll 1D6 twice, for for occupation of cities for Battle of Mengliangguu).
each 4-6 rolled, add 1 Supply Point. These Supply Point can
be used immediately to remove disorganized marker or to be 12.1 Score
saved along with other Supply Points for later use, or (b) it
can be used in the Nationalist Strategic Barrage Step to Eliminating each enemy Infantry unit: 2 Points. Eliminating
bombard the Communist units on three adjacent hexes (as each enemy Artillery: 1 Point. Eliminating each enemy
shown on the counter). Each of the three hexes will be Headquarter: 4 Points. Control each city: 8 Points. To
bombard once at Bombard Value (Artillery Unit 4) change control of a city, you need to occupy the city with

20130320  10
either one or more friendly Infantry Unit or Artillery at the
end of a Turn. There is no need to garrison a city to retain
14.0 OPTIONAL RULES
control. LINI always under Nationalist Control and the
Communist can never control it. There is no Points award The following optional rules can be used if the players
for controlling LINI (for both sides). The Player with the consider that the game balance is against the Nationalist
highest total points is the winner. Player:

Score Special Condition (1) All CCP units are always in supply. They are never
Infantry 2 Must be Eliminated become out of supply.
Artillery 1 (2) Movement out of enemy Zone of Control by a CCP unit
HQ 4 does not requires expenditure of 1 Additional Movement
City 8 0 Points for LINI Point.
Translator Notes: KMT and Nationalist are used
Translated by: Lawrence Ho of Hong Kong Society of Wargamers   
interchangeably. CCP and Communist are used
interchangeably. Troops and Units are also used
http://www.hksw.org
interchangeably.

20130320  11
13.0 SCENARIOS
13.1 Battle of Mengliangguu
Turn:4-6 KMT CCP
Map Area Yellow Boundary only
1. At the end of any turn, have at lest 13
Objectives 1. Prevent CCP’s objectives.
points from eliminating units of 74RD.
Supply Points 2(independent on control of city) 1(independent on control of city)
Initial Tactic Chits B-25、P-51 March
Tactic Chits to be drawn per turn 2 1
Number of Command Chits
4 3
Activated per turn
9RD:新泰 Hsintai
4CD:舊寨 Chiuchai
25RD:桃墟 Taohsu
Troop (Black) and its setup 6CD:銅石 Tungshih
65RD:蒙陰 Mengyin
city/town 8CD:依汶莊 Iwenchuang
74RD:馬牧池 Mamuchih
9CD:坦埠 Tanfou
83RD:孫祖 Shangzhou

Game Setup: Setup the troop in its respective setup city/town and the 6 adjacent hexes. Remove the unit 74RD Artillery
(barrage value 8) as it is not used in this scenario.

20130320  12
13.2 Central Sandong Campaign
Turn:1-9 KMT CCP
Map Area Full Map
1. At the end of any turn, have at least
th (a) 14 points from eliminating units of
1. Capture Tanfou before end of 5 turn.
作戰目標 th 74RD or (b) 14 points from eliminating
2. Capture Ishui before end of 9 turn.
Objectives units of 11RD or (c) 18 points from
3. Prevent CCP’s objectives.
eliminating units of 5A.

Supply Points 5(depends on no. of cities controlled) 3(depends on no. of cities controlled)
Initial Tactic Chits B-25, P-51, Assault March, Spy
Tactic Chits to be drawn per turn 3 2
Number of Command Chits
8 6
Activated per turn
1CD:大張莊 Tachangchung
5A:萊蕪 Laiwu
2CD:蘇村 Sutsun
11RD:新泰 Hsintai
3CD:魯村 Lutsun
Troop (Black) and its setup 25RD:桃墟 Taohsu
4CD:東坪 Tungping
city/town 65RD:蒙陰 Mengyin
7CD:莒縣 Chuhsien
74RD:垛莊 Tochuang
8CD:黃山鋪 Huangshanpu
83 RD:青駝寺 Chingtossu
9CD:坦埠 Tanfou
9RD:B (Turn 3)
48RD:E (Turn 1) 6CD:C (Turn 1)
Reinforcement (Red)
64RD:C (Turn 3) 10CD:A (Turn 2)
75RD:B (Turn 2)

Game Notes: At the end of Turn 5, if both the Nationalist Player does not control Tanfou and the Communist Player cannot
achieve his objectives. The game is ended and both player calculate his total Victory Points. The Player with the higher
Victory Point is the winner. If the Nationalist Player control Tanfou in Turn 5, then the game is ended in Turn 9.

20130320  13

You might also like