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johnnyonthespot
12-15-2005, 08:26 AM
Marco Polo Bridge Incident
Near Wanping, China – July 1937

Synopsis
In June 1937, Japan’s Guangdong Army began drill exercises at the west end of the Marco Polo Bridge, which spanned central China’s Yongding River. On the east side of the bridge, in the town of Wanping, Kuomintang forces watched warily.

On July 7, the Guangdong Army informed the KMT that a Japanese soldier was missing and was believed to be hiding in Wanping. Colonel Ji, commander of KMT forces in Wanping, ignored an order from his superiors to allow the Japanese to enter the town.

The Guangdong Army began artillery bombardment of Wanping at midnight. The next morning, Japanese infantry and tanks under the command of Colonel Matsui moved on the town. Colonel Ji ordered his poorly armed forces to defend the bridge and town at all costs.

Victory Conditions
The Japanese player must control the objective by the end of turn 12. Any other result is a Chinese victory.

Nationalist China Army Build (85 points total)
The Chinese player builds three armies. These armies may contain any combination of Chinese units, except the T-26 Series 1933.

Army Build I (40 points)
These units deploy first on maps ABLE-2 and FOX-2 anywhere east of the river.

Army Build II (10 points)
These units deploy second inside or within one hex of the town on map BAKER-1.

Reinforcements (35 points)
See special rules for reinforcement rules.

Japanese Army Build (101 points)
The Japanese player builds an army composed of one Type 97 Te-Ke Tankette, one Type 95 Ha-Go, and 85 points of any number of units from the following list. These units deploy third anywhere west of the river on maps ABLE-2 and FOX-1.
Arisaka Rifle
Imperial Sergeant
Type 89 Mortar
Type 97 Machine-Gun Team

Map Set-Up
ABLE-2 (inverted)/CHARLIE-2 (inverted)
FOX-1 (inverted)/BAKER-1 (inverted)
Compass direction: ABLE-2 and CHARLIE-2 are the northernmost maps.
Objective: Place an objective marker on the southernmost town hex of map BAKER-1.

Special Rules
1) Defend at All Costs – Units in Nationalist China Army Build I have orders to defend the bridge at all costs. These units may not leave maps ABLE-2 and FOX-1.
2) Yongding River – Regard all stream hexes as “river” hexes. No river hex may be crossed except via a bridge.
3) Marco Polo Bridge – Disregard the tributary stream on map ABLE-2 and its corresponding bridge. Additionally, no bridge exists on map FOX-1. The remaining bridge on map ABLE-2 is the “Marco Polo Bridge,” the only point where the river may be crossed.
4) Reinforcements – Nationalist China reinforcements arrive in the first full hexes along the north and/or east edges of map CHARLIE-2. On each turn, at the beginning of China’s movement phase, roll a die. On turn one, a roll of 1 is required to activate reinforcements. On turn two, a roll of 1-2 is required, etc. These units may not move until the assault phase.

Options
Players may add and/or subtract 10 points from both the Chinese & Japanese armies for balance. The Japan player may also add the Type 97 Te-Ke Tankette & Type 95 Ha-Go to the list of additional units available.

Aftermath
The arrival of reinforcements turned the battle in the KMT’s favor. The victory, however, was short-lived. The Japanese Army used the “Marco Polo Bridge Incident” as a pretext for the invasion of central China. By the end of the month, Wanping was overrun by Japanese forces. At the same time, Japanese forces attacked the city of Beijing. World War II in Asia had begun.

johnnyonthespot
12-15-2005, 08:33 AM
I have been viewing the boards for quite a while and I have really enjoyed the scenarios other people have put up. Thought I'd post one of my own.

A couple of disclaimers:
1) This scenario has not been playtested. I'm open to suggestions on how to change it or make it better. I may edit this scenario in a week or so when I've had a chance to playtest it.
2) I realize that the year limits for this game begin at 1939, but as far as I could tell, there were at least some Ha-Gos and Te-Kes in production in 1937.

johnnyonthespot
12-15-2005, 08:36 AM
One more thing. If you have not printed the FOX map, you can still play this scenario. The FOX map isn't really used, it's more cosmetic.

MEX10MM
12-15-2005, 10:13 AM
It looks like a very good scenario I will try to play it as soon as possible and let you know what happened. It is very nice to be able to use the new Chinese troops.

protevangelium
12-15-2005, 10:42 AM
This does look interesting. Good work on putting it all together! Wasn't there a small American force fighting alongside the KMT in China during WW II? Merrill's Mauraders, I think? I don't know that much about WW II in China proper, aside from the fact that General Joe Stilwell wrote a book on it.

Wikipedia on Stilwell: http://en.wikipedia.org/wiki/Joseph_Stilwell

RaidingParty
12-15-2005, 01:09 PM
Nice scenario.

I've also been looking into early Japanese tanks for a homemade scenario, and it appears that Type 95 Ha-Gos saw action as early as 1937. I couldn't find any references to Type 97 vehicles in action at that time. They were still using Type 89s and 94s, which are in many ways precursors to later tanks.

The "Type 97" designation refers to the year the model was first produced on the Japanese calendar. "Type 97" means 1937, and "Type 95" means 1935. However, they might not see combat until a year or two after they are first produced.

PatrickWR
12-15-2005, 11:02 PM
A very cool scenario. My hat's off to you for researching and offering up a cool early war scenario featuring two underused factions!

johnnyonthespot
12-22-2005, 09:07 PM
After play-testing this scenario, Japan seems to have a very easy time trouncing Nationalist China. Stay tuned, I will make some changes to the units available to each side.

MEX10MM
12-23-2005, 10:28 AM
Just what I found out, the Japanese tanks are kind of "too strong" for this scenario Chines troops just "melt" away under fire from tanks and were unable to damage the vehicules. Some anti-tank weapon is needed by the Chinese.
I hope this observations are of some help. :)

johnnyonthespot
12-24-2005, 03:08 PM
Thanks for the response.

Actually, according to Wikipedia, the Chinese had no ready response to Japanese tanks in this actual engagement. Don't know how they actually dealt with them.

I have played the scenario again and found that a Chinese force with lots of MGs and only a few Riflemen and Officers works pretty well... With so many shots against tanks with a defense of 2, and the ability to disrupt, then damage, then destroy the Japanese tanks with multiple attacks, the Chinese reinforcements can indeed whittle down and delay the Japanese player, just as in real life.

Then again, a KMT/NRA force of lots and lots of MGs doesn't seem too historically accurate... hmmm.

As for killing the Japanese infantry, they have to spend a lot of their assault phases trying to advance toward the objective while finding cover. This gives the Chinese player lots of chances to fire without worrying about being returned on.

I'll try this scenario a couple more times and make a final edit. In any case, I'm just trying to give the Sino-Japanese War a little play. I hope people have fun with it.

Thanks again, MEX10MM. I have enjoyed playing your scenarios.

Any other comments are welcome.

CorpCommander
04-04-2007, 09:42 PM
Thanks for the response.

Actually, according to Wikipedia, the Chinese had no ready response to Japanese tanks in this actual engagement. Don't know how they actually dealt with them.

They used improvised methods: molotov cocktails, grenade bundles, etc. They also had a few armored cars like the SdKfz 222. The 2cm gun is not much but it can get lucky and immobilize or disable Japanese tanks. It is probably that the Japanese did have Chi-ha's at the battle but there is so little information on Japanese force that this is conjecture.

I have played the scenario again and found that a Chinese force with lots of MGs and only a few Riflemen and Officers works pretty well... With so many shots against tanks with a defense of 2, and the ability to disrupt, then damage, then destroy the Japanese tanks with multiple attacks, the Chinese reinforcements can indeed whittle down and delay the Japanese player, just as in real life.

Remember, the Chinese outnumber the Japanese 10,000 to 400. The Japanese also have on call a battery of 4 75mm Field Guns (off-board). When I run my Marco Polo Game I let all privates and corporals to be recycled (so when they die they come back.)

Then again, a KMT/NRA force of lots and lots of MGs doesn't seem too historically accurate... hmmm.

That's a correct assessment.

As for killing the Japanese infantry, they have to spend a lot of their assault phases trying to advance toward the objective while finding cover. This gives the Chinese player lots of chances to fire without worrying about being returned on.

I'll try this scenario a couple more times and make a final edit. In any case, I'm just trying to give the Sino-Japanese War a little play. I hope people have fun with it.

Thanks again, MEX10MM. I have enjoyed playing your scenarios.

Any other comments are welcome.

What I do in my scenario is I have the Objectives as the reinforcement points for the Chinese. I also have an Objective being the bridgehead the Japanese are coming across. Every turn any destroyed Chinese unit can come back on as a reinforcement. Roll a d6. The reinforcement points are labled 1,2-3,4-5,6. The unit comes on at the OP rolled for. IF the OP is occupied by the Japanese then the unit does not come back this turn! so if the Japanese can get, say the 1 and 4-5 reinforcement point they will have reduced Chinese reinforcements by 50%.

Another thing to keep in mind is that the Chinese can recover riflemen but they can't recover expensive things like ZB-26 lmgs, HMGs, etc.

I also give them some specialists with explosives. Lose them and you loose you molotovs and improvised explosives.

The Chinese should have some field guns but nothing really threatening to tanks. A 75mm M1A1 medium field howitzer is not out of the question. It has awful penetration capability against tanks but a decent HE round vs. infantry.

Those are some suggestions. Give it another try. I know I am coming to this late and I am not even an A&A player but I am sure you will figure out a few rules mods to get this to work historically if needed.

--Pete

horacus
04-12-2007, 09:52 AM
This is a good scenario. I think If I get enough units for the Chinese I will play it soon.

J.L.Robert
04-14-2007, 06:16 PM
I've always been fascinated with the Sino-Japanese War. It's a forgotten part of WWII. I even submitted a scenario based on The 800 Heroes of the Shanghai campaign for AH's first scenario contest, last year.

As for your questions about balancing, I have a couple of suggestions:

1. The tank can arrive as a reinforcement, sometime between Turns 3-5, depending on how much balance you're seeking.

2. You can have the Chinese player declare at the start of the scenario that X number of units are elite forces, do not have Lack of Determination, and have Close Assault 6.

The key to balancing a Chinese army is to force the Axis player to advance, to allow the Chinese to take advantage of their volumnous firepower (that's their only edge in any scenario).

Also, as reference, the Type 95 Tankette the Japanese had in China was functionally identical to the Type 97 that's available in AAM. They can effectively be the same piece.

But, I like what you have so far.