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Menglianggu English Rulebook
Menglianggu English Rulebook
TABLE OF CONTENTS
1.0 INTRODUCTION 5.0 STACKING
2.0 GAME COMPONENTS 5. 1 Stacking Limit
4.0 MOVEMENT
4. 1 Zone of Control
4.2 Exploitation
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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. 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
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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
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.
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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.
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.
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
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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.
2.3 Chits
There are two types of chits that are drawn randomly in this
game: 2.4.1 Turn 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:
(1) Put the Tactical Chits of Nationalist in a mug and put the
Tactical Chits of Communist in another mug.
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(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.
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)
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
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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.
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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.
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
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(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.
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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.
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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.
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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.
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