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The Battle of Taierzhuang Part 1 - March 24, 1938 - March 29, 1938

Battle for Xuzhou
Pacific Theater By: Nygaard - Last update: 02/14/2012
Axis Player: Allied Player:
x5 x6 x5 x6
    first You play first

Historical Background:
On 24 March Generalissimo Chiang of the Kuomintang (KMT) and his vice chief of the general staff arrived in Xuzhou and Taierzhuang to direct the operations, greatly boosting the faltering morale of the Chinese defenders.
The Japanese 10th Division, supported by more than 100 tanks, airplanes, and heavy artillery, forced their way towards Xuzhou, planning to take Taierzhuang and it's important railroads on the way. Overconfidence led the Japanese commanders to overlook the thousands of inconspicuous "farmers" in the area, who were affiliated with the KMT and cut communication lines and supplies, diverted streams, and ruined rail lines. By late March, supplies and fuels were being dropped from airplanes to Japanese troops, but the quantities were insufficient.

On March 29, 1938, a small band of Japanese soldiers tunneled under Taierzhuang's walls in an attempt to take the city from within. They were caught by the Chinese defenders and killed. Over the next week, both sides claimed to hold parts of the city and surrounding area, and many were killed in small arms battles.

However, the situations would get even worse for the Japanese, in this, their first decisive defeat of the war.

Japanese Player takes 5 command cards
Chinese Player takes 5 command cards, you go first.

Conditions of Victory:
6 medals - However, the Japanese MUST claim one of the Tairzhuang Town hexes in order to win.
- Each of the Taierzhuang Town hexes within the city walls are worth 1 victory medal for the Japanese player.
- The road north of the fork hex marked with "Japanese Supplies" is worth a temporary victory medal to the Chinese player as long as he has a unit on any of the four road hexes. In addition, if a Chinese unit is present on any of those hexes at the end of the Japanese Player's turn, he is not allowed to hold more than 4 command cards. Once the road is clear the Japanese player may again pick up cards to a full hand of five command cards at the end of his turn.

Special Rules:
- The Rice Paddies (Terrain 60) are rice fields, not fish ponds.
- The canal is fordable (Terrain 41)
- The three Chinese infantry units marked with a Battle Star Token are units of "peasants" hiding in plane view of the overconfident Japanese. They may not be targeted by the Japanese player until they loose their Battle Star Token. As soon as a unit is activated (whether they attack or not) by the Chinese player, it looses its Battle Star Token.
- Place a Mortar badge on the Chinese unit south of the canal (SWA 3)
- The three German infantry units within the city walls of Taierzhuang are defenders from the 31st Division. They are not allowed to leave the three city hexes, though they may move around if one of them is eliminated. They otherwise act as normal infantry.
- The sandbags represent the city walls of Taierzhuang and are not removed if the units occupying them are eliminated.
- If the Air Power Card is played the effects are reversed (i.e. the Japanese (axis) player rolls 2 dice, the Chinese (allied player) rolls 1 die per hex.
- Air Rules are optional, if used give both Air Sortie cards to the Japanese player. The Chinese use the Spitfire for this battle.

Scenario Bibliography:
History of the Sino-Japanese War (1937-1945), pg. 221-230 + Map 9-1

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.

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