Corinth Corinth

Retreat from Shanghai - November 10, 1937 - November 19, 1937

Battle of Shanghai
Pacific Theater By: Nygaard - Last update: 09/08/2011
Axis Player: Allied Player:
x5 x7 x5 x7
first You play first    

Historical Background:
On 5 Nov 1937, Japanese 10th Army (equivalent of a western corps in strength) landed in Jinshanwei, south of Shanghai, nearly unopposed due to Chinese troops' concentration near Dachang and other regions north of Shanghai. With the city encircled, and not seeing any positive results out of the Brussels conference between the Western powers and Japan, Chiang Kai Chek finally issued a general retreat order on 8 Nov, and by 12 Nov the city was cleared of remaining Chinese soldiers. Following the fleeing Chinese army, Japanese advances broke Chinese defenses at Kunshan on 10 Nov, the Wufu Line on 19 Nov, and Xicheng Line on 26 Nov. The Wufu Line, supposed to be a formidable defensive work, turned out to be only half finished, and often the Chinese soldiers couldn't even get into the bunkers and pillboxes as the caretakers with the keys had already fled. A particularly embarrassing event was the Japanese capture of Soochow by nothing more than a handful of advanced scouts. Sneaking into the city at the heels of fleeing Chinese soldiers during the night, the Japanese then proceeded to the city administration building and, when dawn broke, hoisted the Japanese flag, creating an extraordinary panic among the Chinese forces within the walls, all of whom fled by every available gate, some with and some without arms, and all without firing a shot. Those fifteen scouts, without a single man killed or wounded, remained in undisputed possession of Soochow for the next three hours, until other Japanese forces overtook them.

Axis Player [Japan] : Take 5 command cards, you move first.
Allied Player [China] : Take 5 command cards

Conditions of Victory:
7 Medals.
Each town hex of Soochow is a temporary victory medal for the Japanese player.
Any Chinese infantry that manages to exit through the Road to Nanjing hexes is worth 1 Victory point to the Chinese player. (Online both sides can exit units)

Special Rules:
Apply the Japanese Command rules to the Axis Player (Nations 3 ? Japanese Imperial Army).
The single Japanese figure is a Sniper (Troops 10 - Snipers), do NOT apply the Nations 3 rules to this unit.
The Chinese player controls the bunkers (Terrain 2 - Bunkers).
The Chinese player lay out the minefields (Terrain 29 - Minefields). (Note that online in the Expert mode the computer cannot see which side lays the field)
Japanese Armor has 4 figures to symbolize the superiority in numbers of Japanese tanks.
The Chinese Artillery has only 1 figure to represent light artillery.
When the Air Power card is used reverse the effect, i.e. the Axis (Japanese) player rolls 2 dice per hex while the Allied (Chinese) player rolls 1 die per hex. (not applicable online)
Air Rules are optional. If used give 1 Air Sortie card to the Japanese player and shuffle the other one into the deck. (not applicable online)

Scenario Bibliography:
History of the Sino-Japanese War (1937-1945) Hsu & Chang 1971

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