Ticket to Ride Japan Ticket to Ride Japan

Matan - June 24, 1938 - June 26, 1938

1938 Operations in the Yangtze Valley
Pacific Theater By: Nygaard - Last update: 08/19/2011
Allied Player: Axis Player:
x5 x6 x5 x6
    first You play first

Historical Background:
As the Japanese continued their advance up the Yangtze the next strong resistance was encountered at Matan. This fortress was situated on the south bank in a narrow defile between the river and Lake Tienpohu. Five forts. incorporated into a system of field fortifications, formed the Chinese center of resistance at this point.
On 24 June, at noon, the Japanese landed a reinforced infantry regiment in the vicinity of Sinkow. The landing was supported by powerful artillery fire from the naval vessels, but no progress could be made by this force in the face of the Chinese artillery bombardments. Other efforts on the part of the Japanese command to effect landings on the north shore of Lake Tienpohu and on the south bank of the Yangtze proved equally unsuccessful. Then the Japanese squadron began a systematic bombardment of Matan with gas shells.

The Chinese artillery, its ammunition supply exhausted, was incapable of replying to the Japanese fire. Being unprepared for a gas attack, the Chinese forces were compelled to withdraw, and the Japanese captured the city 26 June.

Japanese player takes 5 command cards, you go first
Chinese player takes 5 command cards

Conditions of Victory:
6 medals
A Japanese ground unit that reaches the Chinese back line earns a permanent victory medal. One such medal can be won for each section of the map.

Special Rules:
- The Bunkers (Terrain 2) are Chinese and can be claimed only by the Chinese (though 1 bunker is represented by a field bunker on the map).
- The Japanese Destroyers (Troops 12) are using gas shells to break the Chinese. They hit infantry on Stars as well.
- The Chinese Artillery is running low on ammunition. Every time they are activated, after finishing their actions, roll a die. On a roll of a Battle Star the guns are out of ammo and the unit is removed (no victory medal for either). Note that when Ambush is used the attacker get's to finish his attack before the roll is made.
- Imperial Japanese Army Rules are in effect (Nations 3)
- The Japanese units with the Giretsu badges are well trained marines and considered Specialized Units (Troops 2).
- If the Air Power card is played the effects are reversed, i.e. the Japanese (Axis) player attack with 2 dice per hex, the Chinese (Allied) player with only 1.
- Air Rules are optional. If used give the Japanese player one Air Sortie card and shuffle the other into the deck. The Chinese use a Yak-1 (Airplanes 8) as their plane in this scenario.

Scenario Bibliography:
Hsu and Chang, Sino-Japanese War (1937-1945), pg.241 + map 10.

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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