War of the Suns Playbook

War of the Suns Playbook

WAR OF THE SUNS WAR OF RESISTANCE, 1937-1945 PLAYBOOK & CHARTS TABLE OF CONTENTS 27.0 – SETTING UP A GAME ....................................................... 2 BIBLIOGRAPHY ......................................................................... 27 SETTING UP A GAME ...................................................................2 EXISTING AIRBASES ON TURN 0 ................................................2 GENERAL EVENTS CHART ....................................................... 29 EXISTING NAVAL BASES ON TURN 0 ..........................................2 CONDITIONAL EVENTS CHART ............................................... 31 28.0 – MINI SCENARIOS ............................................................. 2 RANDOM EVENTS TABLE ......................................................... 32 MINI SCENARIO 1: FIST OF FURY ...............................................2 MINI SCENARIO 2: RETREAT TO VICTORY .................................4 UNIT EXAMPLES ....................................................................... 34 MINI SCENARIO 3: DOUBLE GAMBLE ........................................6 MINI SCENARIO 4: PLAN B ..........................................................8 BREAKDOWN CHART ............................................................... 38 29.0 – OPERATIONAL SCENARIOS .......................................... 10 GARRISON REQUIREMENT TABLE (GRT) .............................. 39 SCENARIO 1: SPACE FOR TIME ................................................10 TRANSPORT CAPACITY TABLE ............................................... 40 SCENARIO 2: BATTLES OF CHANGSHA ..................................11 SCENARIO 3: CHINA ISOLATED ...............................................12 TRANSPORT POINT REQUIREMENT TABLE .......................... 40 SCENARIO 4: OPERATION ICHI-GO .........................................13 POLITICAL INCLINATION TABLES ........................................... 40 30.0 – CAMPAIGN GAMES ........................................................ 14 OB KEYS ..................................................................................... 41 30.1 – CAMPAIGN GAME WITHOUT TURN 0.............................14 30.2 – SINGLE-THEATER CAMPAIGN GAMES ..........................14 KMT FACTION AND CLIQUE CARD ......................................... 42 KUOMINTANG ORDER OF BATTLE ............................................14 JAPAN ORDER OF BATTLE ........................................................19 KMT/CCP REPLACEMENT AIDS.............................................. 44 WESTERN ALLIES ORDER OF BATTLE .....................................25 TERRITORIES TABLE ................................................................ 45 CHINESE COMMUNIST PARTY ORDER OF BATTLE .................26 ORDER OF BATTLE — SIAM ......................................................27 EXPANDED SEQUENCE OF PLAY ............................................ 46 ORDER OF BATTLE — FRENCH INDOCHINA............................27 1.0 – PRE-OPERATION SEGMENT .............................................46 INITIAL EVENTS ..........................................................................27 2.0 – OPERATION SEGMENT ......................................................... 47 3.0 – POST-OPERATION SEGMENT ...........................................48 2 WAR OF THE SUNS 27.0 – SETTING UP A GAME FRANCE SETTING UP A GAME Indochina: Haiphong (6016) To set up a game, follow the instructions below in the listed order: SIAM • Set up the units on the map (including the holding boxes and the vari- Siam: Bangkok (8416) ous pools, tracks and displays) according to the Order of Battle of the game (see 14.1 for deployment order). Units cannot be set up in enemy 28.0 – MINI SCENARIOS ZOC unless their setup hex is specified by the OB. MINI SCENARIO 1: FIST OF FURY All Japanese ground units are IJA units, except when noted otherwise. THE BATTLE OF SHANGHAI, Each KMT ground unit designation is preceded by a “faction/clique” notation, showing the faction and clique it belongs to. See the KMT JULY 1937 – FEBRUARY 1938 Faction and Clique Card for abbreviations. Duration: 3 turns (Turns 0-2) The bracketed “t#” notation after a unit’s name indicates its turn of Players: Two (Japan vs. KMT) entry in the Campaign Game OB. • Use control and clique markers to show control of all cities and ports The Battle of Shanghai was the first major battle of the Second Sino-Japanese contributing RP to the KMT and CCP. These markers may also serve War. It escalated the skirmish of the Marco Polo Bridge Incident into a full- to denote other controlled cities and transport routes. scale war that would last for more than 8 years. • Put the HQ chit of every on-map HQ and GHQ on the appropriate On advice of their German military advisor, the KMT launched “Operation row of the Activation Track. Iron Fist”, whose objective was to expel the Japanese force from Shanghai. An unexpected Japanese counterattack put a stop to the battle, which ended with • Use control markers on the Political Display to record the attitudes of the fall of Nanking and the infamous Nanking Massacre. the major powers and the political affiliation of the minor countries and KMT cliques. VICTORY CONDITIONS The Japanese player wins if he controls Nanking and Shanghai at the end of • Record unused RP, CP, Transport Points, VP, etc. on the , Record Track the scenario. Otherwise, the KMT player wins. as well as the current turn, China connection status, etc. on the Turn Track. PLAY AREA EXISTING AIRBASES ON TURN 0 Ground units can only enter the full hexes shown on the picture below. This is the scenario map area. For air units and fleets, see Scenario Special Rule 4 NOTE: Peiping, Tientsin, and Shanghai airbases are controlled by the KMT below. The numbers on the map designate the entry routes for some scheduled side at the start of Turn 0, even though both Japanese and KMT units oc- KMT reinforcements. cupies these cities. KUOMINTANG SCENARIO SPECIAL RULES 1. Initial HQ Activation: On the first HQ Activation Phase of Turn Hopeh: Peiping (1024), Tientsin (0722) — Shansi: Taiyuan (1526) 0, do not perform an activation roll: the KMT is automatically the — Shensi: Sian (2828) — Kansu: Lanchow (3038) — Szechwan: Phasing Side. Chengtu (4232) — Anhwei: Pengpu (1913) — Hupeh: Hankow (2816) — Kiangsu: Nanking (1910), Suchow (1716), Shanghai 2. Railroad Transport Points: The KMT and Japan may each use up to (1806) — Chekiang: Hangchow (2106) — Kiangsi: Nanchang (3011) 9 Railroad Transport Points on Turn 0 and 10 Points on every other — Kwangtung: Canton (4507), Swatow (4003) — Kwangsi: Nanning turn. (5216) 3. Replacements: Eliminated KMT units cannot be replaced (as they JAPAN would not be reformed quickly enough to reenter the play area). On Jehol: Chengteh (0324) — West Pacific Air Zone: Off-map airbases the Replacement and Construction Phase of each turn, place ALL Japanese ground units eliminated during the turn, as well as a maxi- WESTERN ALLIES mum of one eliminated Japanese air unit, in the West Pacific Holding Box. Burma: Rangoon (8426), Toungoo (7929), Meiktila (7534), Magwe (7834), Akyab (8237), Fort Hertz (5839) — India: Ledo (6041) — 4. Out of Play Area: Air units and fleets may retreat or redeploy to bases Indian Ocean Air Zone: Off-map airbases outside the play area. Ground units leaving the play area (voluntarily or not) return as reinforcements on the following turn and are deployed FRANCE in the West Pacific Holding Box (Japan) or on any controlled transport Indochina: Hanoi (6117) route leading off map (KMT) [see 5., below]. Supply centers outside the play area ARE functional. SIAM 5. Deployment of Reinforcements: All Japanese reinforcements are Siam: Bangkok (8416), Chiang Mai (7519) deployed in the West Pacific Holding Box, unless stated otherwise, and EXISTING NAVAL BASES ON TURN 0 so must use sea transport to enter the play area. KMT reinforcements are deployed on transport route hexes adjacent to and outside the play KUOMINTANG area: on their numbered entry routes for scheduled reinforcements, Shantung: Tsingtao (1014) — Kwangtung: Canton (4507) — Hupeh: or any controlled transport route leading off map for returning units Hankow (2816) [see 4., above]. In both cases, stacking limits do not apply. These units cannot be attacked before entering the play area, and cannot enter the JAPAN play area if the route hex of entry is occupied by Japan. Kiangsu: Shanghai (1806) — Liaoning: Port Arthur (0316) — West 6. Rule Changes: Do not perform the Events, Negotiation, China Pacific Sea Zone: Off-map naval bases Isolation, Factory, or Strategic Warfare Phases. Air unit reequipping is WESTERN ALLIES not allowed. Turn 0 special rules [6.0] DO apply. Kwangtung: Hong Kong (4505) — India: Chittagong (7941) — Burma: 7. Set-up Instructions: Italicized name is what unit name (right side) Rangoon (8426) — Indian Ocean Sea Zone: Off-map naval bases appears on the actual counter. All units are infantry unless noted ©2013 Multi–Man Publishing, Inc. WAR OF THE SUNS 3 differently). Units entering the map are considered one hex away from ROCAF F Hawk II ..................................................Nanking (1910) the entry hex. The Army is listed first (Ex: CA – Central Army) if ROCAF F Hawk III ............................................ Hangchow (2106) not Japanese Army (which gets no listing). Clique is after the Army designation if applicable. If given a choice of entry areas, the owning ROCAF LB Gamma ........................................... Hangchow (2106) player decides

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