More Than He Could Chew CCW (id:#60559)
Qinggangpo, China
1935-01-28 (0 others)
Designer: Jay Long
Starter kit scenario?: Deluxe scenario?:
Balance:
Red ArmyKMT
Overview:
The Red Army had not yet heard of the 2nd Division's failure to capture Chihsui and was still heading north. They were still being followed by KMT troops. These were thought to be two regiments of poor quality, opium addicted local troops. Mao decided he had an opportunity to turn on the outnumbered KMT vanguard claiming a quick victory for himself and gain some breathing room. Orders went out, columns converged and an attack was ready. The KMT were not such easy prey after all, they consisted of four regiments of top notch Sichuan troops determined to keep the Red Army out of their home province. By the afternoon, the Red Army was fighting for its life.Attacker: Red Army (Elements of 2nd Division, Red Army)
Defender: KMT (Elements of KMT)
7 turns
Players: 2 OBA: None Night: NoUnit Counts: |
Squads: A:24.0 D:27.0 |
AFVs: A:0 |
AFVs: D:0 |
Guns: A:0 D:0 |
Misc Rules: | GS |
Map Board(s): |
Publication | Board |
---|---|
ASL 10a - Croix de Guerre | 43 |
ASL 13 - Rising Sun | 35 |
ASL 13 - Rising Sun (2021) | 35 |
ASL Action Pack # 3 Few Returned | 43 |
ASL 8 - Code of Bushido | 35 |
Overlays: | NONE |
Errata (source)
Players wanting to play this game/Request a match:
Scenario info
Last Played:
Date | Reporter | Opponent | Bal. | Result | Time | Comments | |
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2022-02-09 | (D) Jobbo Fett | vs | Hypnobeard | KMT win | I'm not quite sure what the designer was thinking with this one. Were 2002 players just really passive in general? Was Human Wave more capable in the past? How does one deal with all that open ground they can/must travel through? It incentivizes aggressive play by having 4 times the units the KMT does, as constant reinforcements will hurt the Red Chinese more and more as time passes. There's no incentive for the Nationalists to move, ever, and the ground suits them very well. This is also the one time where the majority of blue squads are elites, in a scenario that would be better served with lower quality, but higher quantity, troops. This one feels like a clunker. | ||
2021-10-04 | (D) Stephen Stewart | vs | Mark D | KMT win (VASL Log) | Agree with the Campaign chart as to the number of points...but anyone can simply count up the CVP per side. Scenarios. Unbalanced? or not taking advantage of the topography? This scenario has 3 squads of reinforcements coming on PER TURN. meaning the Red Chinese WILL be overcome if they can't score their points early and then FALL BACK....the point isn't to hold ground (small group of buildings) but to destroy/capture units and retreat. Use the 2 MMG for firelanes to protect your retreating units....I'd suggest a retreat to the OG side of the map as Firelanes are worthless through the Orchards. My opponent made good headway, but ran into VASL dicebot. Again, I think it needs to be REALLY looked at as to what the RED needs to do here. score 20 points and avoid losing 30.... when they are getting outclassed mid game...they need to retreat after scoring their quick 20...They have the NUMBERS Early on with the commissar rallying everyone....use that and take the game. | ||
2010-03-20 | (A) Glen Taylor | vs | KMT | Red Army win | Most all of these Long March Scenarios are unbalanced and rules reguarding how victory points are add are unclear. The campaign chart givien with the scenario package has wrong victory point totals. This scenario had way to many turns. |
View all or balance report
Action | Date |
---|---|
Jobbo_Fett Added a playing | 2022-02-09 03:41:08 |
Stewart Rated the scenario | 2021-10-05 00:00:55 |
Stewart Added a playing | 2021-10-04 23:59:22 |
hoxson1 Modified the Theatre | 2021-05-27 18:22:43 |
Hutch Modified the Unit Elements | 2020-11-02 11:40:36 |
File | Description | User | Views |
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(redchina-kmt.png) | Image | hoxson1 | 632 |
VASL Log file (LM7 Complete Game.vlog) | VASL Game Log | Stewart | 701 |
(LM7 map.png) | Map Image | hoxson1 | 619 |
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