On the 13th of August 1945, the Soviet 257th Tank brigade were the spearhead of the Soviet 1st Red Banner Army. Their objective was to secure the great rail bridge spanning the Mutan River just south of the city of Matanchiang. The Soviets had seize Hualin, just over a mile northeast of the bridge, but four days of heavy fighting had taken its toll. A reinforce tank company was sent down the road for the final drive for the Bridge. The Japanese Takikawa Battalion had wired the bridge for destruction and set an ambush. All at once they blew bridge and opened fire on the Soviet convoy, forcing Soviet tank riding infantry take cover. Under heavy fire, Soviet engineers struggled to clear the road of Japanese mines, while Japanese Smertniki troops stooped with heavy explosive on their backs charged Soviet Tanks. The Soviets were forced to retreat as the Japanese defenses held out, for now.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
Axis Player [Japan]: Take 4 Command Cards
You Move First
Allied Player [Soviet]: Take 4 Command Cards
At the end of turns 1 & 2 draw 2 cards, then have a card hand of 6 for the remainder of the game
Conditions of Victory:
Exit markers are in effect between 2 exits makers at the top and to the right side of the board for Russian forces.
Imperial Japanese Army Command rules are in effect. (Nations 3)
The Soviet Special Forces Infantry unit are Elite combat Engineers (Troops 4), they may also move 2 and still battle.
All other Soviet Infantry are Elite. (Troops 2)
The Soviet Special Forces Tank is a Tank Destroyer unit & has 3 Figures. (Troops 24)
Camouflage rules are in effect for the 2 Japanese units marked with a Battle Star Tokens. (Actions 16)
The 4 Japanese Special forces units have Smertniki (suicide bombers). When in close assault with Armour they may remove 1 figure when attacking and also hit on a star result.
The Japanese player may claim the bunker as a defensive position. (Terrain 2)
Special Weapon Asset rules (SWAs 7) are in effect for the 1 Japanese unit with a Machine Gun.
Air rules are in effect. The Soviet player starts with both Air Sortie Cards.
World War II Databook John Ellis
Atlas of World War II by David Jordan & Andrew Wiest
ASL 59 Smertniki
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.