Chiangyin Fortress - November 27, 1937 - December 01, 1937

Battle of Shanghai
Pacific Theater By: Nygaard - Last update: 05/01/2011
Axis Player: Allied Player:
x5 x7 x5 x7
first You play first    


Historical Background:
After the fall of Shanghai the Japanese pressed hard to cut off and annihilate as many Chinese divisions as possible. Along the Yangtze River there were a number of fierce encounters, many of them fought in ancient imperial fortresses build in strategically important locations. One such place was the Chiang-yin fortress. The 103rd and 112th Divisions were positioned in the old fortress, but had a serious lack of heavy weapons and artillery. Against them the 10th Corps under command of Heisuke Yanagawa could call upon several elite units of the Kunizaki Column, armor of the 6th and 18th division as well as heavy guns from 114th division.
After a five day fierce battle from November 27 to December 1, the Chiang-yin Fortress fell into enemy hands as support was cut out and off. It's defenders, the 103rd and 112th divisions broke and moved towards Chen-Chiang closer to Nanking.

Briefing:
The Japanese player takes 5 command cards - you go first.
The Chinese player takes 5 command cards.

Conditions of Victory:
7 medals
The Town Hex marked Chiangyin is a Temporary Victory location for the Japanese player.
The Road Hex marked Supply Lines is a Permanent Victory location for the Japanese player - in addition the Chinese player must discard a random command card and play with only 4 cards for the rest of the game.

Special Rules:
- As long as no Japanese unit is on any of the road hexes the Chinese player may play any card as a Medics and Mechanics card.
- The Fortress (Terrain 24) hexes are considered to on level with the surrounding hills for purpose of protection and line of sight.
- The Imperial Japanese Army rule (Nations 3) is in effect for all Japanese units with the Geiretsu Badge. Other Japanese infantry follow normal rules.
- The Chinese Armor unit in the Fortress hex symbolize heavy machine guns and cannot move, but count as armor for all other purposes.
- Air Power is reversed when used, i.e. the Japanese (axis) player rolls 2 dice per hex, while the Chinese (allied) player rolls only 1 die per hex.
- Air Rules are optional, if used give both Air Sortie cards to the Japanese player. The Chinese use a Spitfire for this game.

Scenario Bibliography:
Hsu & Chang: History of the Sino-Japanese War (1937-1945), pg. 200-211, map 8.

Warning:
Please note that this scenario was not approved by Richard Borg or Days of Wonder, so you have to check yourself about playability, potential gaming issues, etc.

Set-up Order
3
4
2
5
4
2
2
4
14
5
3
6
2