"You fell victim to one of the classic blunders, the most famous of which is, "Never get involved in a land war in Asia..." "
Battlefield Location: The Soviet Far East, 28 November 1941 Conditions: Overcast Time of Day: Morning
Soviet Order of Battle Japanese Order of Battle |
Morale All Soviet units are Rookie. All Japanese units are Veteran.
Terrain and Setup Lay out a map about one-third again as long as it is wide. Divide the map in half lengthwise by placing a river 2 MU wide from edge to edge. The river may be considered deep water, impassable by any unit. In the center of the map, place a bridge over the river. On both sides of the bridge, about 10 MU away, mark two areas 1 MU wide that are considered fords, where the river may be crossed as though it were bridged by rough terrain. The rest of the map should be clear terrain extending back about 10 MU from each side of the river, beyond which woods should stretch to the edges of the play area. Use this map as a reference. Soviet forces may set up anywhere on the northern half of the map (though not on the bridge itself), and any or all may be considered dug-in, as the Soviet player wishes. Japanese forces may be set up on the southern half of the map. No Japanese unit may be closer than 3 MU to the river, and no Japanese unit may be considered dug-in as the game begins.
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The battle for Russia is at its height in the west. Brutalized, desperate German armies are driving on Moscow through snow, slush, and mud. Soviet Premier Josef Stalin, horrified by the progress of the German assault, has gradually bled thousands of winter-hardened Siberian troops from his far eastern garrisons and moved them to positions around Moscow. He hopes that the bloody defeat Japan suffered in the cross-border incidents of 1938-39 will be enough to deter it from another military adventure on his Pacific coast, despite the weakening of Soviet forces there. For neither the first nor the last time, he has gambled badly.
Japanese forces are surging across the Manchukuo Front, across the border they have tensely maintained with the Soviets for the past two years. Their target is the port of Vladivostok, Pacific jewel of the Soviet Union. Though it is hardly the sweeping offensive Hitler has been pleading for for months, the Japanese assault is a grievous act of war, making both of the major Axis powers partners in the dismemberment of the Soviet empire.
A crack Japanese walker column has broken through the initial skirmishes and is racing to take a bridgehead across the icy waters of the Amur River. The Soviet forces opposing them are equipped with the same rugged, deadly tanks that have so thoroughly bedeviled the Germans in the west, but they are inexperienced garrison troops. Neither side is in for an easy time.
This scenario is Medium Mission Priority for both sides.
The Japanese objectives are to clear Soviet forces from the north side of the river and hold the bridge intact, if possible. As long as the bridge remains intact, the Japanese need only destroy six Soviet armored vehicles in order to win the battle. If any section of the bridge is collapsed, the Japanese must destroy eight Soviet armored vehicles in order to win the battle.
The Soviet objective is to bleed the Japanese so heavily that they cannot hold the bridgehead. If the Soviets can destroy seven Japanese walkers, they will win the battle.
The Bridge
The bridge has two sections, each with a DPC of 100 and a Size Capacity of 6 (refer to the bridge rules on page 68 of the core rulebook). Destruction of either section will render the bridge useless.
Winter Warriors
Replace the Rookie Soviet infantry units with Veteran Siberian infantry units. Give the Japanese an additional Heavy Weapons Squad.
Under the Guns
Allow the Soviet player to place three 45mm Model 39 AT Guns (Rookie) anywhere on the woodline, dug-in as the game begins. Give the Japanese an additional Shiki 41 Walker (Veteran).
Mixed Forces
Give the Soviets three BA-10 Armored Cars (Rookie) and two Mortar Squads (Rookie; use the stats for Command Squads, presented on page 85 of the core rulebook). Give the Japanese three Type 95 "Ha-Go" tanks (Veteran).
The Red Menace and the Yellow Peril are two flavors I've been wanting to mix for the longest time, and I'd like to eventually expand into the battle for Vladivostok.
This Scenario presents the Soviet player with one of those tactical conundrums that I find very amusing. Blowing up the bridge with fire from nearby units will buy more time in which to beat the Japanese, but it will require the removal of fire from Japanese units moving forward to do their business. Decisions, decisions...
What Vizzini forgot to mention, of course, is that viewed sixty years later and from a few thousand miles away, a land war in Asia can be kinda fun.