Taipei: China Invades
Taipei: China Invades Rulebook
Table of Contents
Table of Contents
- [1.0] Introduction
- [2.0] Game Equipment
- [3.0] Sequence of Play
- STANDARD GAME RULES
- [4.0] Airpower
- [5.0] Air Defense
- [6.0] Air Unit Missions
- [7.0] Special Air Unit Types
- [8.0] Land Unit Movement
- [9.0] Land Unit Stacking
- [10.0] Zones of Control
- [11.0] Land Combat
- [12.0] C4I
- [13.0] Command Control & Second Impulse
- [14.0] Logistics
- [15.0] Disruption & Recovery
- [16.0] Reinforcements
- [17.0] Staging Areas
- [18.0] Naval Operations
- [19.0] Special Units
- [20.0] Airlift
- [21.0] Fortifications
- [22.0] Strategic Recon
- [23.0] Victory Conditions
- [24.0] The Scenario
- ADVANCED GAME RULES
- [25.0] Information Warfare
- [26.0] Intensive Attack
- [27.0] Special Weapons
- TAIPEI Scenario
- Unit Abbreviations
[1.0] Introduction
TAIPEI is an operational-level simulation of a hypothetical mainland Chinese (i.e., People's Republic of China) invasion of the island of Formosa (Taiwan Republic of China) in the near future. The game simulates the full range of modern operational level warfare, including land, air and information operations.
TAIPEI is a two-player game. One player is the Communists and controls the forces of the People's Republic of China. The other player is the Coalition and controls the forces of the Republic of China, the United States, NATO and Pacific Rim allies.
The rules are divided into the Standard Game and the Advanced Game. The Standard Game gives a basic simulation of modern Airland operations. The Advanced Game contains additional rules which give a more complete simulation of modern warfare.
- Players who want to start a quick game should skip the airpower rules [4.0], [5.0], [6.0], [7.0], [20.0] and use just the land units.
[2.0] Game Equipment
2.1 Game Map
The game map portrays the island of Formosa. A hexagonal grid has been superimposed on the map to regularize the position and movement of the playing pieces. When setting up and playing the game, the cardboard playing pieces are placed within the individual hexagons. Hexagons are usually referred to as "hexes."
2.2 Playing Pieces
Examine the sheet of colored die cut cardboard playing pieces (which are termed "counters" or "units"). These represent the opposing military forces which are currently either deployed in the region or could be deployed there in contingencies. The counters use standard NATO military symbolism to indicate the types of units they represent. Each unit has numbers which indicate its various military capabilities.
2.21 Sample Land Combat Unit
See next page. The sample counter is labelled as follows:
-
Unit size: the symbol above the unit box (XX in the sample).
-
Unit designation: the number or abbreviation inside the box.
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Unit type: the NATO symbol inside the box (see 2.23).
-
Combat strength, C4I rating and Movement allowance: the three numbers below the box, read as Combat Strength-C4I-Movement Allowance (3-0-6 in the sample).
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Airmobile units. Certain land units have an infinity symbol over their movement allowance. This indicates they can have organic aircraft and can make air moves.
2.22 Unit Status
All units are printed on both front and back. The front side of the unit is its combat effective side. The reverse of the unit is its disrupted side. A unit becomes disrupted as the result of combat or lack of logistical support. A disrupted unit is restored to combat effectiveness via the Recovery process.
2.23 Land Unit Types
Mechanized types:
- Armor/Tank
- Armored Cavalry
- Mechanized Infantry
- Mechanized Airborne
- High-technology Strike Force
- Headquarters
Non-mechanized types:
- Infantry
- Shock Infantry
- Light Infantry
- Airborne Infantry
- Air Assault/Air Cavalry
- Helicopter
- Marine Infantry
- Special Operations
- Paramilitary (police, militia, political troops)
- Defense
2.24 Land Unit Size
- II: battalion
- III: regiment or group
- X: brigade or group
- XX: division
- XXX: corps echelon headquarters (including Chinese "armies")
Counter errata: The Republic of China forces are missing a Sea Lift marker.
2.25 Sample Air Unit
The sample air unit is labelled as follows:
- Counterair strength: the top number.
- Strike strength: the middle number, with a special strike modifier (the "*" in the sample).
- Electronic warfare strength: the bottom number.
- Special Strike Modifier: the "*" printed beside the strike strength (see 7.3). The unit type "PGM" is printed beside the box.
2.26 Air Unit Types
- TAC: Tactical air, fighter-bombers and Air-Ground Attack (also repress advanced tactical aircraft).
- FTR: Pure fighter/interceptor types.
- BR: Bomber type aircraft.
- EW: A wide variety of AWACS, electronic warfare and "wild weasel" types.
- STEALTH: Stealth types.
- MAC: Military airlift, transport and cargo.
- PGM: Precision Guided Munitions, cruise missiles and other guided weapons.
- SSM: Surface-to-surface missiles, usually short or intermediate range unguided ballistic missiles.
Note, technically, PGMs and SSMs are not "aircraft" units per se, but they are treated as such for purposes of the game.
Most air units represent one Group or Air Regiment. STEALTH and EW air units represent squadrons. TAC units represent a mix of fighter-bombers and ground attack units. PGM and SSM units represent 30–50 guided or non-guided missiles.
Communist air units represent one Air Regiment on the front and two on the back. This is indicated by the circled number on the upper right of the counter (one Communist TAC unit is erroneously shown as a "3"; it should be a "2".)
2.27 Naval Task Force
Strike strength.
2.28 Unit Nationality
- Communist: People's Republic of China: red with white print.
- Coalition: Republic of China: blue with black print.
- United States: olive with black print.
- NATO: tan with black print.
- Pacific Rim: purple with white print.
2.28 Unit Identifications
(The source prints "2.28" for both this section and the Unit Nationality section above; the numbering is kept as printed.)
Units are represented by a numerical designation (e.g., the US 82nd Airborne Division) or an abbreviation.
2.210 Markers
- Crash. These indicate units whose C4I systems have been temporarily disabled.
- Fortification. These indicate hexes containing extensive concrete emplacements, trenches, minefields, etc.
- Forward Supply Point (FSP). These represent a temporary concentration of logistical activities.
- Information Warfare. These are a quantification of a side's ability to conduct various types of Information Warfare operations.
- Out of Command (OOC). These indicate land units which cannot conduct a second impulse within a turn.
- Target Destroyed. These indicate map features which have been destroyed.
2.3 Explanation of Game Terms
- C4I. "C4I" stands for command-control-communications-computer-intelligence. A unit's C4I rating represents the effectiveness of a unit's headquarters to plan and execute operations, evaluate intelligence, and react to enemy moves.
- C4I radius. The number of hexes over which a headquarters can extend its C4I rating.
- Combat effective. A unit's status when it is fully ready for combat. This is indicated by the front side of the unit.
- Combat strength. A unit's effectiveness in combat for both attack and defense. Combat strength is a measure of the unit's firepower, training and leadership. A parenthesized combat strength indicates that the unit may only defend and not attack.
- Counterair strength. The ability of an Air unit to engage in air-to-air combat.
- Disruption. A unit's status when it has taken losses due to combat or lack of supply. This is indicated by the reverse side of the unit.
- Electronic Warfare Strength. The ability of an Air unit to engage in target acquisition, jamming, surveillance and anti-radar operations.
- Friendly/Enemy. Friendly units include all units assigned to the player by the scenario and subsequent reinforcements. An "enemy" unit is a unit which is controlled by the other player.
- Information Warfare (Abbreviated "IW"). The employment of electronic warfare (EW), psychological operations (PSYOP), deception, certain direct-action missions, and operational security (OPSEC).
- Movement allowance. A unit's ability to move across country. It is a measure of the unit's mobility and, to a degree, of its logistical capabilities.
2.4 Game Charts and Tables
Various visual aids are provided for the player to conduct certain game functions.
- Air Defense Index: used to record a player's current level of air defense capabilities.
- Air-Ground Strike Table: used to resolve air attacks against ground units and terrain features.
- Air Missions Chart: details which Air units may perform particular Air Missions.
- Air Operations Chart: used to allocate Air units to Air Missions.
- Counterair Table: used to resolve air-to-air combat.
- Game Turn Record Chart: indicates the current game turn.
- Information Warfare Index: used to record which player (if any) currently has Information Dominance.
- Information Warfare Table: used to resolve information combat.
- Land Combat Results Tables: include the Probe, Assault, and Airland Battle tables. These are used to conduct land combat.
- Terrain Effects Chart: details the effects of terrain on movement and combat.
2.5 Dice
Players will need one six-sided die (plural, "dice") to play the game. The die is used for various randomized game functions.
2.5.1 Die Roll Modifier
Certain game charts require a die roll modifier. This is a number added to the result rolled on a die.
For example, a die roll modifier of "+1" added to a rolled result of "3" would give an outcome of "4". A negative die roll modifier is subtracted from the number rolled. If more than one die roll modifier is applied, then use the cumulative total.
2.6 Game Scale
Each hexagon is 10 kilometers across. Each turn represents 3.5 days of operations.
2.7 Players
2.71 The Coalition Player
The Coalition player controls all Republic of China (Formosa), United States (U.S.), Pacific Rim and NATO forces. All Coalition units may stack together, draw supply from each other's sources, etc.
2.72 The Communist Player
The Communist player controls all People's Republic of China forces.
[3.0] Sequence of Play
TAIPEI is played in turns representing one half week of real time. Each turn is further subdivided into a Communist Turn and a Coalition Turn. During each turn, the players follow a rigid Sequence of Play in which they conduct their various game actions.
3.1 Sequence of Play
- Information Warfare Phase (Advanced Game only—skip this Phase in the Standard Game).
- (a) Information Warfare Allocation subphase.
- (b) Reveal all Information Warfare missions.
- (c) OPSEC subphase.
- (d) EW subphase.
- (e) Deception subphase.
- (f) PSYOP subphase.
- Air Operations Phase
- (a) Air allocation subphase.
- (b) Reveal all Air Warfare missions.
- (c) Air Superiority combat subphase.
- First Player Turn (The scenario will designate which player is the first player)
- (a) Reinforcement & Replacement Phase. The first player places any reinforcements/replacements due this turn.
- (b) First Impulse.
- [1] First Movement Phase. The first player may move his units in accordance with the movement rules.
- [2] First Combat Phase. The first player may conduct land and air attacks.
- (c) C4I Determination Phase. The first player determines which of his units are In Command.
- (d) Second Impulse.
- [1] Second Movement Phase. The first player may move his In Command units in accordance with the movement rules.
- [2] Second Combat Phase. The first player may conduct land and air attacks with In Command units.
3.2 Game Length
The length of the game is indicated in the scenario chart.
STANDARD GAME RULES
[4.0] Airpower
During the Air Operations portion of the game turn, the players recover flown and repair damaged Air units and assign Air units to air missions.
4.1
During the Air Operations segment, the following occur:
- Both players secretly allocate their air units to applicable Air Missions on their Air Mission chart. This is done by placing air units in the appropriately labeled boxes.
- Both players reveal their Air missions.
- Conduct Air Superiority combat.
4.11
Throughout the remainder of the turn, surviving Air units will conduct Air-Ground Attack, Anti-Naval, Interdiction, Airlift, Escort and Interception missions. During their Recovery segment, players may return to play certain damaged air units.
4.2 Allocation of Air Missions
The players place each of their air units in one of the listed Air Missions boxes on the Air Operations Chart. Each Air unit must be allocated to one mission (this can include Reserve). Each air unit may perform only one mission per turn and may perform only missions they are capable of. Upon completion of a mission all participating air units are placed in the flown box.
4.21
The Air Missions Chart designates which air units may conduct which Air Missions.
- As the chart indicates, an Air unit must have a Counterair strength of "1" or more to participate in Air Superiority, Escort and Interception missions.
- An Air unit must have a Strike strength of "1" or more to participate in Air-Ground, Anti-naval and Interdiction missions.
- Only MAC units may conduct Airlift.
- All Air units may perform Ready, Reserve and Recovery missions.
4.22 Summary of Air Missions
- Ready (air units available for operations).
- Air Superiority (used to attack enemy air units in Air Mission boxes and to suppress enemy air defenses).
- Air-Ground Attack (used to attack enemy ground units and map features during the phasing player's turn).
- Air-Naval Attack (used to attack enemy Sealift).
- Interdiction (used to attack enemy units during the phasing player's turn).
- Airlift (used to move land units).
- Escort (used to protect Air-Ground, Airlift and Interdiction missions on the map).
- Interception (used to attack Air-Ground, Airlift and Interdiction missions on the map).
- Reserve (used to withdraw air units out of range of enemy Airpower).
- Recovery (used to indicate air units which have been damaged and are available for recovery).
- Flown (used to indicate air units which have flown a mission during the current or previous turn).
4.23
There is no limit to the number of air units which may be allocated to a particular air mission.
4.3 Range
A player may utilize air units to conduct missions anywhere on the map.
4.4 Stacking
There is no limit to the number of air units that may be placed in an individual hex. Air units may be placed in the same hex as enemy land and air units.
4.5
A player may employ each air unit with only one mission per game turn. The air unit is placed in the Ready box upon completion of the mission after completion of its mission.
4.6 Communist Air Regiments/Divisions
Certain Communist Air units are printed on both sides. The front side represents them as a single Air Regiment. The reverse side represents them as two or three Air Regiments. The Communist player may at any point in the game exchange an equivalent number of Air Regiments of the same type (e.g., two (1) FTR unit for one (2) FTR unit). The multiple Air units are there for player convenience—use them as "change".
[5.0] Air Defense
Each player has an Air Defense Index, which measures the "level" of the player's air defense systems including radar, surveillance, headquarters, and surface to air missiles (which are abstracted in the game). The Air Defense Level is initially set by the scenario and may change throughout the course of the game as the result of Suppression of Enemy Air Defenses missions (see [6.1]).
5.1 Air Defense Fires
A player fires his Air Defense as part of the Air Superiority subphase. The current Air Defense level is added to the total Air units' strength involved in Air Superiority missions.
5.2
Should a player's Air Defense Level reach "0" (zero), it can go no lower. However, even with a zero-air defense level the player may still fire air defense, using the "0" column. This represents anti-aircraft gunfire and general attrition of aircraft.
5.3
If one player has a higher Air Defense Level than his opponent, he fires first in Air Superiority combat.
5.4
If a player's Air Defense level is "1" or more, he may fire at enemy Air units using airmobile movement (see [19.2]).
[6.0] Air Unit Missions
6.1 Air Superiority Combat
During the Air Superiority subphase, each player uses the Air units they allocated to Air Superiority plus their current Air Defense level to attack the enemy's Air units and reduce their Air Defense Level.
6.11
Each player "fires" on the Counterair Table. Players utilize the column with a number equal to the total Counterair strength of friendly Air units allocated to Air Superiority plus their current Air Defense level. Roll one die and crosses the index result. The outcome gives the number of enemy air units destroyed/damaged.
Example: A player has an Air Defense level of "3"; he commits one TAC (whose strength is doubled, see Air Missions chart) and one BBR to Air Superiority. This gives him a total Air Superiority strength of "6" (3+[2×1]+1).
6.12 First Fire
- The player whose Air Defense level is higher conducts Air Superiority first. Then, after all destroyed/damaged enemy air units are extracted, the other player totals his Counterair and Air Defense strength and conducts Air Superiority combat.
- If both players have the same Air Defense level, then Air Superiority fire is simultaneous.
First fire reflects the advantages that the side with superior air command control and surveillance capabilities has in air operations.
6.13 Loss Allocation
Each player always chooses his own losses due to Air Superiority combat.
6.14
Air units in the "Reserve" box are never affected by Air Superiority combat and may not be taken as losses. All other units are vulnerable to both Air Defense and Air Superiority combat.
6.15
Air units whose strength is doubled are each counted as a single point for extraction of losses (i.e., they do not count as two losses).
6.16
If one player has more EW factors dedicated to Air Superiority, then that player gains a +1 die roll modifier if attacking or a -1 die roll modifier if defending.
6.2 Suppression of Enemy Air Defenses (SEAD)
A player may declare "SEAD" prior to conducting his Air Superiority die roll. If so, then he may allocate any number of damaged/eliminated results on the Counterair Table to reducing the enemy's Air Defense Level on a point for point basis.
e.g., A player declares "SEAD". He inflicts a result of 2/1 on the Counterair Table. He can allocate 1, 2, or 3 points of this total to reducing the enemy's Air Defense Level. Whatever remains will be taken as damaged/elimination results against enemy Air units. For example, he allocates one of the damaged points to reducing the enemy Air Defense Level, leaving one damaged and one elimination to be inflicted against enemy Air units (the enemy player chooses which of his own Air units will be damaged/eliminated).
6.3 Escort & Interception
Escort and Interception missions are limited forms of air combat flown during the Movement and Combat phases. They are conducted in hexes in which Air-Ground Attack, Airlift and Interdiction missions are taking place. Escorting/Intercepting units may not perform any other missions in the same turn.
e.g., a TAC performing Escort could not also perform Air-Ground Attack in the same mission.
6.31 Escort
Escort missions may be flown by aircraft accompanying Air-Ground Attack, Interdiction and Airlift missions. Escort aircraft are placed in the same hexes as the units flying these missions. Escorts fire at enemy aircraft intercepting their hex.
6.32 Interception
At the instant that a player places air units on the map for Air-Ground Attack, Interdiction or Airlift missions, the other player may place Air units flying Interception missions in the target hex (or hex to which the MAC units are being moved). Air combat is then resolved, using the Air Superiority/Air Defense CRT. Interceptors may not in turn be intercepted.
6.33
A player may NOT perform interception if his Air Defense level is 0.
Why? Because his air command control system is knocked out.
6.34 Procedure
Escort and Interception combat is resolved using the Air Superiority/Air Defense Table. Escort/Interception fire is simultaneous. Only the Air units involved in the hexes are affected. The intercepting player fires the total combat strength of his intercepting air units (TAC+FTR). The player being intercepted fires the strength of his escort (TAC+FTR).
6.35
If one player has more EW factors dedicated to the Interception/Escort in a particular combat, then that player gains a +1 die roll modifier if attacking or a -1 die roll modifier if defending.
6.36
In Interception and Escort, each player always chooses which of their own units will be destroyed/damaged.
6.37
Escort/Interception fire is resolved prior to the resolution of other missions conducted by other Air units in a particular hex.
Note the difference between Air Superiority and Escort/Interception. The former represents general air operations against the enemy's airpower and airbases; the latter deals with specific missions on the map. Also, note that the enemy player does not fire his Air Defense level as part of Interception.
6.4 Air-Ground Attack
Air-Ground Attack missions are conducted against enemy land units or terrain features (ports, etc.). Air-Ground Attack is performed during the phasing player's combat segment.
6.41 Procedure
The player places the Air unit(s) on top of the enemy unit(s)/hex(es) to be attacked. He totals the strength of the Air units he has allocated to the hex (making any adjustments for multiplication of air unit strength called for by the Air Mission Chart). Roll one die and crosses the index result on the Air-Ground Attack Table. The outcome may result in the reduction of enemy units, and/or the destruction of land targets.
6.42
A player may conduct Air-Ground Attack against hexes that will be, or were previously, attacked by ground units in the same combat phase.
6.43
A player may make any number of Air-Ground Attacks against a single hex as long as no Air unit attacks more than once.
e.g., a player has two TAC units in an Air-Ground Attack against a hex. He can combine them into one two-unit attack or two separate one-unit attacks.
6.44
The instant a player commits at least one air unit to an Air-Ground Attack mission, he may examine all enemy units in and adjacent to the hex to be attacked. Representing recon and surveillance.
6.45 Ground Targets
Certain Air-Ground Attack results will destroy ground targets. Place a Target Destroyed marker in the hex. A Target Destroyed marker negates the effects of all airfields, ports and bridges in a hex. Once placed in a hex, a Target Destroyed marker remains on the map for the remainder of the game.
6.46
The player does not have to place Air-Ground Attack missions at start of the Combat phase. He may place them at any time during the Combat phase.
The Air-Ground Attack table may possibly inflict damaged results on Air units, representing losses due to ground unit fire as well as operational losses. The negative die roll modifier on the Table for attacking hexes containing or adjacent to enemy headquarters represents concentrations of enemy air defense units.
Players should note that Air units which gain high die roll modifiers for Air-Ground Attack missions will be more likely to destroy targets but not affect enemy ground units. This represents the use of small amounts of precision guided weaponry which are more effective against point rather than mass targets.
6.5 Anti-Naval Attacks
Anti-naval missions are conducted against enemy Sealift capacity. Anti-naval attacks are performed during the phasing player's combat segment.
6.51 Procedure
The player totals the strength of the Air units he has allocated to Anti-naval (making any adjustments for multiplication of air unit strength called for by the Air Mission Chart). Roll one die on the Air-Ground Attack Table and cross index the result on the Air-Ground Attack Table. The outcome may result in the reduction of enemy Sealift.
6.52
A player may make any number of Anti-naval attacks in a single turn.
6.53
The Communist player may not attack the U.S. 7th Fleet marker.
6.6 Interdiction
Interdiction missions are conducted by the non-phasing player against enemy land units during the phasing player's Movement and Combat Phases (1st or 2nd).
e.g., The Communist player could conduct Interdiction in the Coalition player's turn and vice versa.
6.61 Procedure
When a player declares an Interdiction Attack, the enemy Movement Phase is temporarily suspended. The non-phasing player places the Air unit(s) on top of the enemy unit(s) to be attacked. He totals the strength of the Air units he has allocated to the hex (making any adjustments for multiplication of air unit strength called for by the Air Mission Chart). Roll one die and cross index the result on the Air-Ground Attack table. The outcome may result in the disruption or elimination of enemy units.
- Interdiction does not affect hex features on the map (e.g., ports).
6.62
If attacking enemy land units which are moving, the attack takes place in hex entered. Non-moving land units in the hex are also affected by the Interdiction attack.
Note that you can make Interdiction attacks against non-moving enemy units.
6.63
A player may make any number of Interdiction Attacks against a single unit or hex if no Air unit attacks more than once.
6.64
The instant a player commits at least one air unit to an Interdiction mission; he may examine all enemy units in and adjacent to the hex being attacked.
6.65
Interdiction attacks may be made against units making airmobile movement. They may not be made against units making Airlift move (via MAC) or naval movement.
6.7 Airlift
This mission is explained in its own rule's section [20.0].
6.8 Ready
Surviving Air units are placed in the Ready box as they complete their missions. They may conduct air operations normally on the following game turn.
6.9 Reserve
Air units placed in the Reserve box do not conduct any missions. However, they are never affected by enemy Air Superiority fires. All types of air units may be placed in Reserve.
6.91 Exception
Republic of China Air units may not be placed in Reserve unless the U.S. Limited or Full intervention Policy Options, or the Pacific Rim Reinforcements Scenario option, has been chosen.
Why? Unless the U.S. or other Asian nations actively intervene, there would be a lack of bases to operate from outside of Taiwan and, hence, the Republic of China could not pull its aircraft out of range.
6.10 Air Unit Losses & Recovery
The Air Superiority Table indicates two types of results: Damaged and Destroyed. Air units which are damaged are placed in the Air Unit Recovery box and may be returned to play via the air unit Recovery process [15.5]. Air units in the Recovery box may not fly mission and are never affected by Air combat. Air units which have been destroyed are removed from the map. They are permanently lost (they may be taken as reinforcements if the players run out of other air units). Units which receive either a damaged or a destroyed result do not complete their mission.
- Damaged/destroyed results represent not only losses to enemy fire, but also due to operational considerations such as poor weather, friendly fire, and maintenance deficiencies.
- Example of Air unit combat. The Coalition player places a force including 1 TAC (Escort), 1 TAC (Air-Ground attack) and 1 EW (Escort) on a hex containing Communist land units. The Communist player intercepts using 1 TAC and 1 FTR. Escort/Interception fire is resolved. Total Coalition escort strength is "2" (1 TAC × 2). Total Communist interception strength is 4 (1 TAC × 2) + (1 FTR × 2). Additionally, the Coalition player receives a +1 modifier when firing and a -1 modifier when being fired upon (due to the Coalition EW). The Coalition player rolls a "3", modified to "4", which damages one Communist air unit (the Communist player chooses the FTR to be damaged). The Communist player rolls a "3" modified to a "2", resulting in no effect (note that since fire is simultaneous, the Communist player used both his intercepting air units even though one was damaged). This ends the Escort/Interception fires. Now the Coalition TAC assigned to Air-Ground attack conducts its mission. It uses the "1" column on the Air-Ground Attack Table, rolls one die, and modifies it by +1 (owing to the presence of the EW). The roll is "4" modified to "5", a "D". This ends the complete Air combat and all Air units involved are now placed in the friendly Ready box.
[7.0] Special Air Unit Types
7.1 STEALTH
STEALTH Air units are affected by Air Superiority only if the die roll is "6" or "7". They are not affected by damaged/destroyed results generated by die rolls of "0-5" and may not otherwise be taken as losses in place of other Air units.
7.2 Missiles
PGMs and SSMs are affected by Air Superiority only if the die roll is "6" or "7". They are not affected by damaged ("0-5") and may not otherwise be taken as losses in place of other Air units. PGM and SSM units which receive a result of damaged are destroyed instead. PGM and SSM may be used only once and then are expended, regardless of mission outcome.
7.3 STEALTH and PGMs
STEALTH and PGM units have a "+" sign after their Strike strength. This provides a special die roll modifier on the Air-Ground Attack Table if all attacking units are STEALTH and/or PGM.
7.4 Electronic Warfare
Air units with an Electronic Warfare factor of "1" or more provide a die roll modifier to certain Air missions.
7.31 Air Superiority
If a player has more Electronic Warfare factors assigned to Air Superiority than his foe, then modify the die roll by "1" (one) in his favor, both attacking and defending. The die may never be modified by more than "1" regardless of the number of EW units assigned. This is determined separately for SEAD and Air Superiority.
- e.g., The first player has 3 Electronic Warfare factors assigned to Air Superiority, the second player has 1. When the first player fires, "1" is added to the die roll; when the second player fires, "1" is subtracted from the die roll.
7.32 Escort/Interception
If one player has more EW factors assigned to a particular Escort/Interception mission than his opponent, then that player receives a +1 die roll modifier if attacking and a -1 die roll if defending.
[8.0] Land Unit Movement
During a player's Movement Phase, he may move some, none or all of his units as he desires within the restrictions of each unit's movement allowance and the various terrain and zone of control rules. Each unit is moved individually, tracing the path of its movement through the hexagonal grid.
8.1
Movement is calculated in terms of hexagons. Basically, each unit expends one Movement Point of its total movement Allowance for each hexagon entered. To enter some types of terrain a unit must expend more than one movement point. The Terrain Effects Chart details the exact amount of movement points a unit must expend to enter each terrain type. Movement is completely voluntary. A unit may move some or all of its movement allowance if it decides to move.
8.11
There are different movement costs for mechanized and non-mechanized units. These are indicated on the Terrain Effects Chart.
- It costs mechanized units extra to enter cities and off-road, representing the difficulties inherent in moving armor through built up areas.
8.2
Unused movement points are not accumulated from turn to turn, nor may they be transferred from one unit to another.
8.3
A player may move units only during his own movement Phases.
- Units may also move as the result of Retreat and Advance after combat.
8.4
Each unit must be moved individually (i.e., stacks of land units may not move together). Once a unit has completed its move and the player has withdrawn his hand, the movement may not be retraced.
8.5
Units may enter hexes containing other friendly units; they may not enter hexes containing enemy units, unless using airlift or airmobile movement (they may not end their movement in the same hex as enemy units).
- See the Stacking rule for more details.
8.6
Units must STOP when they enter an enemy zone of control. Under certain circumstances they can move directly from one enemy ZOC to another.
- This is detailed under the Zone of Control and C4I rules.
8.7 Roads
Units moving along lines of roads always pay the road movement rate, regardless of other terrain in the hexagon. Units may also cross rivers/lakes at no extra movement cost if moving across bridges.
8.71 Pescadores
The player may use roads/bridges to cross between the various islands of the Pescadores islands.
8.8 Crossing Hexsides
Certain terrain runs along the side of hexagons (e.g., rivers). Players pay the cost for moving across these types of terrain when crossing from one hexagon to another. This is in addition to any other terrain costs.
- e.g., crossing a river to enter a rough terrain hex would cost three movement points, one for the river and two for the rough terrain.
8.9 Prohibited Terrain
Units are prohibited from entering certain types of terrain.
8.91 Mountains
Mechanized units may enter/exit mountain terrain only if they are moving along a road.
8.92 Inlets
Units may not move from one coastal hex to another through an all-sea hex.
8.93 Sea
Land units may not enter all sea hexes or cross all sea hexsides unless conducting either amphibious, airlift or airmobile movement.
8.94 Naval Units
Naval units may only be placed on all sea or coastal hexes.
8.95 Minimal Movement
A unit may always move at least ONE hex per turn as long as it is not entering prohibited terrain or moving directly from one enemy ZOC to another.
[9.0] Land Unit Stacking
Stacking is having more than one unit per hexagon.
9.1 Limits
9.11 Coalition
The Coalition player may stack two divisions or equivalents per hex.
9.12 Communist
The Communist player may stack three division or equivalents per hex.
9.13 Equivalents
- Brigade/regiment/battalion sized units count as one half of a division.
- Headquarters units count as one division for stacking purposes.
- e.g., the Coalition player could have in one hex a maximum of two divisions, or one division and two brigades, or four brigades, or two brigades and one headquarters.
9.15
Disrupted units count as full sized units for stacking purposes.
9.2
Stacking limitations apply only at the end of the movement and combat phases.
9.3
Players may move units through friendly stacks even if the stacking limit is exceeded as long as the stacking limit is met at the end of the phase.
9.4 Overstacking
If for some reason a player cannot avoid overstacking units, then at the end of the movement/combat phase all combat effective units in the stack are disrupted. Already disrupted units remain disrupted. A player may conduct combat only with one unit in an overstacked hex, offensively or defensively. Other units in the stack are still affected by the outcome of the combat if defending.
9.41
A player may voluntarily overstack a hex, taking this penalty.
9.5
Friendly land units may never enter hexes containing enemy land units.
- EXCEPTION: Land units may move through enemy units when using airlift or airmobile movement.
9.6
Air and naval units are not affected by stacking restrictions. They may also be employed in the same hex as enemy units.
[10.0] Zones of Control
The six hexagons surrounding a Combat Effective land unit constitutes that unit's Zone of Control (ZOC). ZOCs have inhibiting effects on enemy movement, retreat, and supply.
10.1
All combat effective land units have a zone of control. Disrupted units have no zones of control.
10.2 Extent of ZOCs
[Diagram: a hex-grid figure in which a central hex is surrounded by six hexes, each labelled ZOC.]
10.21
A unit's Zone of Control extends into all six hexes adjacent to it. ZOCs extend into hexes and across hexsides containing terrain the unit would normally be prohibited from entering. ZOCs extend into hexes containing enemy units.
10.22
The presence of friendly units in a hex does NOT negate enemy ZOCs.
- Unlike many other wargames, enemy units and prohibited terrain do not negate friendly zones of control. This is due to the range and lethality of modern weapons systems.
10.2 Movement
A land unit must STOP its movement upon entering an enemy zone of control. It may move no further in that movement phase (exception: see Infiltration [10.3]). A unit which starts its move in an enemy ZOC may freely exit it as long as the unit moves into a non-controlled hexagon. It may enter another enemy zone of control later in the same move.
10.3 Infiltration
A unit may move directly from one enemy ZOC into another enemy ZOC IF the moving unit's C4I rating is greater than the single highest C4I rating of the enemy unit(s) through whose ZOCs it is exiting and entering. Infiltration costs one additional movement point above that normally expended for the terrain.
10.31
Also, a unit which moves into an enemy ZOC may continue moving into a non-ZOC hex at the cost of one extra movement point if the requirements in 10.3 are met.
10.4 Combat
A unit is not required to conduct combat simply because it is in an enemy ZOC.
10.5 Retreat
A Combat Effective unit which retreats into an enemy ZOC is disrupted. An already disrupted unit which retreats through an enemy zone of control is eliminated.
10.6 Advance After Combat
Units which are conducting advance after combat may move through enemy ZOCs without penalty or stopping.
10.7 Logistics
A player may not trace a Line of Supply into an enemy ZOC. A player may trace a Line of Supply from a unit out of an enemy zone of control.
- i.e., a friendly unit adjacent to an enemy unit could still trace a line of supply from its own hex. It could not trace a line of supply to a headquarters which is in an enemy ZOC (unless in the same hex).
10.8 Air & Naval Units
Air and naval units have no zones of control and are never affected by enemy zones of control.
[11.0] Land Combat
Combat occurs between adjacent opposing units at the discretion of the phasing player. The phasing player is the attacker. The other player is the defender.
- The terms attacker and defender are relative to whose turn is in progress and do not represent who is the overall strategic aggressor.
11.1 For Each Combat
- Combat Declaration. The attacker designates which attacking units will be attacking which defending hex. Upon declaration of the attack, both players may examine all enemy units involved.
- Defensive Air. The defender may declare and resolve any Interdiction air strikes against attacking units.
- CRT Selection. Determine which player will select the Combat Results Table (CRT) on which the combat will be resolved.
- Combat Odds Determination.
- (a) Total the Combat Strength of all attacking land units.
- (b) Total the Combat Strength of all defending land units.
- (c) State the comparison as a probability ratio, dividing the attacker's strength by the defender's strength. Drop any fractions involved.
- Combat Resolution. Roll one die and cross-index the number rolled with the appropriate odds column. This will give a Combat Result. This result is applied immediately (including advances and retreats after combat).
- Once an attack has been declared, it may not be called off.
11.2 Which Units May Attack
11.21
Attacking units may attack only in their own combat phase.
11.22
Attacking units must be adjacent to the units they are attacking.
11.23
Attacking is completely voluntary. The attacking player may attack with some, none or all of his applicable units.
11.24
No unit may attack more than once per friendly combat phase.
11.25
More than one attacking unit may be combined in an attack against a single defending force as long as all attacking units are adjacent to the defender's hex.
11.26
An attacking force may attack only a single adjacent enemy hex. It may not attack more than one enemy occupied hexagon at the same time.
11.27
Units may attack into hexes and across hexsides they could not normally enter. They may not advance after combat or retreat across such hexsides.
11.3 Defending
11.31
A defending force may not refuse combat. All defending units in a hex must be attacked as one combined defense strength. A given hex may be attacked more than once per combat phase, as long as no attacking unit attacks more than once per phase.
11.32
A parenthesized combat strength indicates that the unit may only defend and not attack.
11.4 Defensive Air
In the Defensive Air subphase, the non-phasing player may allocate available Interdiction Air missions to attacking enemy land units involved in the attack. Each attacking hex may be attacked individually, and all units in that hex may be affected by the results.
- Example: attacking units are in two hexes; the non-phasing player could target one or both of the hexes (assuming he had the air units). However, if he chose to attack only one of the hexes, then the attacking units in the other hex would not be affected by the air strike.
- Note that the attacker can employ his Air-Ground Attack missions at any point prior to the initiation of a particular land combat during the combat phase, so there is no need to include a separate phasing air subphase.
11.5 Combat Results Table (CRT) Selection
11.51
TAIPEI includes three separate Combat Results Tables: Probe, Assault and Airland Battle. The CRT on which the combat will be resolved is chosen by the player who has C4I Superiority for that particular combat.
- C4I Superiority is defined under the C4I rule [12.0].
11.52
There are certain restrictions on who may use which CRTs.
11.53
Players may select the Probe and Assault CRT for any combat.
11.54
A player may select the Airland Battle CRT only if at least 50% of his printed combat factors for the combat are qualified as Hi-Tech. Hi-Tech units include:
- All U.S., NATO, ANZAC and Japanese land units.
- Other units as specified by game options/scenarios.
- Note that if the defender chooses the CRT, the attacker still remains the attacker (i.e., this is not a "counterattack" type of situation). This represents the ability of the side with the higher C4I rating to shape the battlefield.
Example 1. The Coalition is attacking with one U.S. armored division (combat strength = 9, C4I = 1) and one Republic of China reserve infantry division (combat strength = 3, C4I = 0) against one Communist Chinese shock division (combat strength = 4, C4I = 0). The Coalition has C4I Superiority (owing to the U.S. armored division having the highest C4I rating). The Coalition can pick which CRT the combat will be resolved on and may choose either the Probe, Assault or Airland Battle CRT (it qualifies for the Airland Battle CRT because more than 50% of its combat strength is made up of U.S. units).
Example 2. The Coalition is attacking with two Republic of China reserve infantry divisions (total combat strength = 6, C4I = 0) against one Communist Chinese infantry division (combat strength = 3, C4I = 0) and one Communist headquarters (strength = 1, C4I = 1). The Communists have C4I Superiority (owing to the Communist headquarters having the highest C4I rating). The Communist player can pick which CRT the combat will be resolved on and may choose either the Probe or Assault CRT (it cannot choose the Airland Battle CRT because Communist units are not allowed to use it).
11.6 Combat Odds
Combat odds are determined by dividing the attacker's total combat strength by the defender's total combat strength. Any fractions are dropped and this is the ratio used to determine which odds column will be used.
- For example, if the attacker has 14 combat strength points, and the defender has 5, the combat odds would be 14 divided by 5, which equals 2.8/1. Drop the .8 fraction and you get a final odds of 2/1.
11.61
The 1.5/1 column is used when the attacker has at least 150% of the defender's strength, but not as much as 200%. Odds less than 1/4 are treated as 1/4. Odds greater than 6/1 are treated as 6/1.
11.62 Defender's Terrain
The defender will receive a bonus for defending in certain types of terrain. This will be a doubling of the defender's strength.
- For example, if the defender has a printed combat strength of "5" and is defending in a city, his strength becomes "10." In certain cases, a defender will be able to take advantage of more than one defensive bonus (for example, defending in a city behind a river). In this case, his strength is doubled only, not tripled or quadrupled.
11.63 Fortifications
Fortification markers double the defender's normal strength. If defending in a fortification in a hex that would normally double the defender, the defender is tripled instead (an exception to 11.62).
11.64
One Republic of China unit per town hex is doubled in defense. The unit is chosen by the Coalition player. This does not require a fortification marker.
- This represents local support and fort
11.7 Application of Combat Results
Combat results are applied immediately as they occur. The players conduct any advances/retreats after combat for each combat before going to the next attack.
[12.0] C4I
Each land unit has a C4I rating. "C4I" stands for command-control-communications-computer-intelligence. C4I is a quantification of a unit's ability to control operations, as well as to evaluate intelligence, perform reconnaissance, and conduct electronic warfare. In other words, it refers to the full spectrum of operations made possible by modern technology. C4I affects the following game functions:
- Infiltration Movement
- Choice of CRT
- "In Command" status
- Remember, a Crashed unit has a C4I rating of "0."
12.1 Infiltration
12.21
A unit may move directly from one enemy ZOC into another ZOC as long as its C4I rating is higher than all enemy units whose Zones of Control are exiting and entering (see [10.3]).
12.22 Exception
Headquarters may never infiltrate.
12.2 Choice of CRT
12.21 C4I Superiority
During the CRT Selection subphase of the Combat Resolution procedure, the player who has a land unit with the highest C4I rating involved in a combat selects on which CRT the combat will be resolved. If both players have the same C4I rating, then the attacker chooses.
12.22 Headquarters
A headquarters unit may utilize its C4I rating in place of any units involved in a combat if those units are within the C4I Radius of a headquarters. The HQ itself does not have to be involved in combat.
12.3 Command Control
12.31
A unit that is "In Command" may move and attack during its Second Impulse.
12.32 Which Units Are In Command
- A unit with a C4I rating of 1 or more is automatically In Command during the second impulse of its turn.
- A unit with a C4I rating of 0 is automatically Out of Command unless a Headquarters unit can place it In Command.
- Units in a friendly Staging Area are automatically In Command.
12.4 Headquarters C4I Radius
12.41
A HQ unit with a C4I rating of 1 or more may place other friendly units within its Command Radius In Command during the friendly second impulse. It may also contribute its C4I rating to any friendly units conducting combat (for purposes of CRT selection) within its own C4I radius. It may not enhance a unit's C4I rating for infiltration purposes.
12.42
The C4I Radius extends out a number of hexes from the unit equal to its C4I rating, exclusive of the hex the unit is in.
- e.g., a headquarters with a C4I rating of 2 would provide Command Control for all units in its own hex and all hexes up to two hexes away.
12.43
A headquarters with a C4I rating of 0 would be unable to provide Command Control for any units (and would be out of command itself).
12.44
C4I Radius is never blocked. C4I Radius passes through enemy units, zones of control, all types of terrain, etc.
12.45
U.S. headquarters may provide C4I for all Coalition unit types. Republic of China headquarters may provide C4I only to other Republic of China units. The Multinational Force headquarters may provide C4I for all non-U.S. and non-Republic of China units.
12.46
A headquarters does not have to be In Supply to use its C4I radius.
[13.0] Command Control & Second Impulse
Phasing units which are "In Command" may move and fight during the Second Impulse of their turn.
13.1 C4I Determination Phase
During the C4I phase, the player determines which of his units are "In Command". A unit that is In Command may move and attack during the second impulse. All other units are "Out of Command" (OOC).
- See the C4I rule for determination of In Command status.
13.2
Units do not have to be In Command during the First Impulse (or any other time of the game other than the Second Impulse) to conduct game actions.
13.3 Duration of Command Status
Remove all OOC markers at the end of the friendly second impulse.
13.32 Command of the Air
A player's Air units are "In Command" if his Air Defense rating is 1 or higher. Air units that are "In Command" may be employed to make Air-Ground Attacks and Interdiction strikes in a Second Impulse, friendly or enemy. If a player's Air Defense rating is currently 0, then he may not employ air units to make Air-Ground Attacks or Interdiction strikes in a Second Impulse.
- Remember, though, that each Air unit may be employed only once per complete game turn.
13.3 U.S. Fleet
The U.S. Fleet unit is always "In Command."
[14.0] Logistics
During the friendly Logistics phase, the player checks the Supply Status of all friendly Land units.
14.1 Procedure
Each land unit checks its supply status by tracing a path of hexes from itself back to a friendly supply source. This path of hexes is known as the Line of Supply. Units which are unable to trace a valid line of supply back to a supply source are considered to be Out of Supply.
14.2 Supply Effects
Combat effective units which are Out of Supply during the friendly Logistics phase are disrupted. Units which are already disrupted are not further affected. There are no other effects for being out of supply. Supply is checked only during the friendly Logistics phase. Units may freely move to positions which are "out of supply" during the course of a turn and the effects are not determined until the logistics phase.
14.3 Determining Supply
14.31
A unit is considered to be in Supply if it can satisfy any of the following conditions:
- It can trace a line of hexes no longer than its printed movement factor back to a friendly supply source hex.
- It can trace a line of hexes no longer than its printed movement factor back to a friendly headquarters unit which can, in turn, trace a line of hexes no longer than its printed movement factor to a friendly supply source hex or a road leading back to a friendly supply source hex.
- It is in the same hex as a friendly supply source (regardless of enemy zones of control or other considerations).
- It is a type of unit which is in automatic supply.
14.32 Lines of Supply
The initial portion of a line of supply (from a unit to a supply source or headquarters, or headquarters to a road or supply source) may be traced through any type of terrain (this does not cost additional movement points if moving through rough, across rivers, etc.). It may not be traced through all-sea hexes/hexsides. The part of the line of supply which is traced along roads may not leave road hexes and may not cross river hexsides where bridges have been destroyed.
- Note that line of supply is in terms of hexes, not movement factors. I.e., a unit with a movement factor of "4" could trace a line of supply through four mountain hexes as well as four hexes of clear terrain.
14.33
A line of supply may not be traced into enemy ZOC or enemy units.
- This means that a headquarters or supply source which is in an enemy ZOC may not provide supply to units in other hexes. A unit in an enemy ZOC, however, may trace supply out of its own hex to a valid supply source.
14.34 Airmobile Unit Lines of Supply
Airmobile units may trace the initial part of their line of supply through enemy units and ZOCs.
14.35
Disrupted headquarters may act as a link to supply.
- Note that disrupted units have their own movement factors reduced, thereby reducing the length they can trace a line of supply.
14.4 Supply Sources
The following hexes are supply sources:
- Hexes containing friendly Forward Supply Point markers.
- Republic of China units only: Cities occupied by Coalition units.
14.5 Coalition Restrictions
14.51
Forward Supply Point markers may be used by all units on a side, regardless of nationality, as supply sources.
14.52
U.S. headquarters may provide supply lines for all unit types. Republic of China headquarters may provide supply lines only to other Republic of China units. The Multi-national Force headquarters may provide supply lines for all non-U.S. and non-Republic of China units.
14.6 Automatic Supply
Certain units are always in supply; they never need trace a Line of Supply. These units include:
- Special Operations units
- Paramilitary units
- Defense units
- Air units
- Naval units
- Units in friendly staging areas
14.7 Forward Supply Points (FSPs)
Each player has available a limited number of Forward Supply Points (FSPs) markers. FSPs act as supply sources.
14.71 Deployment of FSPs
FSP markers are received as part of initial deployment or as reinforcements. They are placed in a player's staging area. A FSP may be moved onto the map by the following methods:
- Airlift: The FSP is moved onto any friendly occupied operational airfield hex (see Airlift rule for costs).
- Airdrop: The FSP is moved onto any friendly non-airfield hex.
- Sealift: A player can utilize Sealift to move a FSP onto the map (see Sealift rule for costs).
- Helicopter units may not move FSPs. This is because of the massive logistics facilities each FSP represents.
14.72 Effects
A FSP acts as a Supply Source for the remainder of the friendly turn in which it is placed. All friendly FSPs are removed from the map and placed back in the friendly Staging Area automatically at the end of the friendly Recovery Phase, regardless of if they were used for supply or not. They may be reused on subsequent turns.
- Players should note that a considerable amount of their airlift and sealift capabilities will be utilized to establish and maintain FSPs on the map.
14.83
Scenarios assign the number of FSP markers a player receives. They may be reused each turn.
14.84
FSP markers do not count for stacking. They have no combat value or ZOC. They may never move other than as detailed above, and if for some reason an enemy land unit ends a phase in their hex, the FSPs are eliminated (and replaced in the friendly Staging Area). FSPs are not otherwise affected by combat or enemy ZOCs. FSPs are not affected by enemy air attacks.
- FSPs represent the terminus of friendly logistical operations, not supply units or supply dumps.
[15.0] Disruption & Recovery
Units start the game in their Combat Effective status. They become Disrupted through certain combat results and by being out of supply. In the Recovery phase, the player may attempt to restore disrupted friendly units to combat effective status.
15.1
Disrupted units have no zones of control. Certain combat results, as explained on the Combat Results explanations, will eliminate disrupted units. Disrupted units otherwise function normally. Disrupted headquarters units may provide supply and recovery if the other conditions for these functions are in effect.
15.2 Recovery Procedure
During the Recovery phase, check each friendly disrupted unit. If it is in supply, or is a type of unit that has automatic supply (see Logistics rules), then roll one die. If the die roll is less than or equal to that country's Recovery rating, the unit recovers: flip the unit to its combat effective side. If the die roll is greater than the country's recovery rating, the unit remains disrupted.
- See the Recovery Table.
15.3
A unit may attempt only one Recovery per turn.
15.4
Certain land units have no disrupted sides. If any game function would cause them to become disrupted, they are eliminated instead.
15.5 Air Unit Recovery
15.51
Air units that are damaged are placed in the Air Unit Recovery Box. Air units in the Recovery Box may not be used for air missions nor be taken as further losses; they may be returned to play via recovery.
15.52 Procedure
During the friendly Recovery Phase, the player rolls one die for each friendly air unit in the Recovery box. If the die roll is within the Recovery range for that country, then the unit is restored to operations. Place it in the Ready box. If the die roll is not within the range for recovery, then the air unit remains in the Recovery box and may roll on the following and ensuing turns.
15.6 Recovery of Air Defense/Sealift Points
15.61
A player may attempt to recover one lost Air Defense and one Sealift point per friendly Recovery Phase.
15.62 Procedure
During the friendly Recovery Phase, the player rolls twice on the Air Defense/Sealift Recovery Table. For each die roll, if the result is within the Recovery range for that side, then the player may raise his Air Defense/Sealift by one point. Only one such attempt may be made per turn, regardless of number of points lost.
15.63
A player may never raise his Air Defense/Sealift Levels higher than that which he started the scenario via Recovery. If a player receives extra Air Defense/Sealift points as reinforcements, then use the total of the original level plus reinforcements.
[16.0] Reinforcements
Reinforcements are new units which are introduced to the game. Replacements are eliminated units which are returned to play.
16.1 Reinforcements
There are two types of reinforcements:
- Scheduled Reinforcements are designated by the Scenario and are received automatically.
- Optional Reinforcements are designated by various scenario options and are received only if that option is chosen.
Reinforcements are placed during the friendly Reinforcement phase.
16.2 Coalition Reinforcements Appearance Location
16.21
Republic of China land units: in any Taiwanese city(ies) not containing enemy units or ZOCs.
16.22
Republic of China paramilitary units: may be placed on any Taiwanese hex not containing enemy units or ZOCs.
16.23
All other Coalition land units: in the Coalition Staging Area.
16.24
Coalition Air units: in the Coalition Ready box on the Air Missions Chart.
16.25
Coalition Fleet unit: on any all-sea hex.
16.26
Coalition Information Warfare markers: The Coalition Inactive box.
16.3 Communist Reinforcements Appearance Location
16.31
Communist land units: in the Communist Staging Area.
16.32
Communist Air units: in the Communist Ready box on the Air Missions Chart.
16.33
Communist Information Warfare markers: The Communist Inactive box.
16.4
Exceptions to the above deployment instructions will be noted in various optional rules and scenario options.
16.5
Reinforcements may be overstacked during their placement. Should there be no friendly hex available for placement of Republic of China reinforcements, then the reinforcements are eliminated.
16.6
Reinforcements may move, attack, etc., in the turn they enter play. Note that air units will not be able to be used until the following game turn as the Reinforcement phase is after the Air Operations phase in the sequence of play.
16.7
The number of units in the game is a limit. If there are insufficient units to take reinforcement, then the reinforcement is not received.
16.71
If a player does not have sufficient units available to take a Reinforcement, then he may take previously eliminated units in their place. Eliminated Air units may be taken, but not Air units in the Recovery box.
- Remember, Communist and non-Republic of China Coalition land unit reinforcements are placed in their respective Staging Areas and have to be moved onto the hexagonal portion of the map via air movement or sealift.
[17.0] Staging Areas
Each player has a Staging Area. The Communists have the Chinese Mainland. The Coalition has the Pacific Command.
17.1
Players may stack any number and type of units in their staging areas.
17.11
Staging areas are considered to have ports and airfields.
17.12
Units in staging areas are automatically in supply and may make recovery die rolls without a headquarters.
17.13
Friendly units may not enter the enemy staging area.
17.2
Units may enter and exit friendly Staging Areas by using airmobile movement, Airlift and naval movement.
17.21
Units using airmobile and Airlift movement to/from a staging area are simply picked up and moved.
17.22
Naval movement to/from Staging Areas is explained under the Naval Operations rule.
17.23
Entering/exiting a Staging Area uses up all of a unit's movement for a movement phase. A unit may not both enter and leave a Staging Area in the same movement phase.
[18.0] Naval Operations
18.1 U.S. 7th Fleet
In some scenarios, the Coalition player has a naval unit representing a task force from the U.S. 7th Fleet.
- The 7th Fleet has an Air-Ground Attack/Interdiction strength of "3".
18.11
The 7th Fleet unit is normally kept off the map until used for combat. It is never affected by combat results and can never be attacked.
18.12 Naval Gunfire
The Coalition player may use the 7th Fleet to make one Air-Ground Attack/Interdiction attack per Combat Phase (friendly and enemy). This support is indicated by placing the Naval Task Force unit on any enemy occupied hex or on adjacent to a coastal hex. The combat is resolved as a normal Air-Ground Attack/Interdiction combat.
- The Task Force unit is not placed on the Air Mission Chart. It may be allocated to Naval Gunfire the turn of arrival.
18.2 Sealift
A player can move land units to and from ports/coastal hexes/Staging Areas via Sealift. The number of Sealift Points a player receives each turn is designated by the scenario.
- Use the Sealift Point index to keep track of Sealift Points expended as they are used.
18.21 Procedure
A unit that begins its movement phase in a friendly port/coastal hex/Staging Area may be picked up and placed in the friendly Staging Area or any coastal hex (including ports) on the map not containing an enemy unit.
18.22
Each unit moved by sealift requires the player to expend Sealift Points. Sealift costs are given on the SEALIFT COST chart.
18.23
If a unit starts or ends its naval movement on a coastal hex that does not contain an operational port, the cost in Sealift Points is doubled.
- Note that Staging Areas are always considered to contain operational ports.
18.24
Sealift Points may be reused each turn.
18.25
Land units making naval moves may not be interdicted while at sea. They may be interdicted in their landing hex.
18.3 Combat
18.31
A unit may be landed on a hex containing an enemy ZOC. It may not be landed on a hex containing an enemy unit. Units may conduct combat normally in the turn of landing.
18.32 Amphibious Assaults
Marine and Special Operations units may make Amphibious Assaults, "landing" on all-sea hexes. See the Amphibious Units rule [19.3].
- These rules provide an extremely simplified version of modern naval operations. Overall naval capabilities are factored into scenario options.
[19.0] Special Units
Certain units have special rules, representing unique capabilities.
19.1 Airmobile Units
These are units with the "infinity" symbol under their unit type box. Airmobile units have organic helicopters (or STOL aircraft) which allow them to move via air. Airmobile units may move either via normal land movement, using their printed movement allowance, or conduct an Airmobile Move.
- In the game, airmobile units are treated in all respects as land units with a special movement capability. They are NOT Air units.
19.11 Airmobile Movement
To conduct an Airmobile move, the unit is moved over the map an unlimited number of hexes, through any type of terrain and landed on any hexagon not containing an enemy unit or prohibited terrain. The airmobile move may be through enemy units and zones of control. The hex landed in may contain an enemy zone of control. A unit may not use airmobile movement for advance or retreat after combat.
- Airmobile movement is considered to be a modified form of land unit movement.
Airmobile movement is NOT Airlift and the player does not allocate airmobile units on the Air Missions Chart.
19.12 Air Defense
If a unit uses airmobile movement and the enemy Air Defense Level is 1 or greater, then the player must roll on the Airmobile Loss Table. Only one die is rolled per unit, regardless of the number of hexes the airmobile unit entered.
- This rule does not apply to airmobile units using normal ground movement, nor to Air unit movement. It simulates the effects of anti-aircraft and SAM fires on helicopters.
19.13 Interdiction
Interdiction attacks made against units using airmobile moves receive a positive die roll modifier; see the Air-Ground Attack Table.
- Airmobile units which use their normal printed movement are considered to be using low level maps of the earth flying to avoid enemy air defenses or using ground movement.
19.14 Helicopter Transport
Each helicopter unit may conduct Airlift of one other friendly non-mechanized unit (any size). The two units must start the movement phase in the same hex and are moved as if they are a single unit, ending their movement in the same hex. If subject to an air defense or interdiction attack, any result is inflicted on both units.
- Note that only helicopter units may conduct helicopter transport. Air assault and other units with the infinity symbol may not.
19.2 Airborne Units
Units with the airborne symbol which are being moved via Airlift may land on any land hexes, including those with no airfields and those in enemy ZOCs (see [20.0]).
19.3 Amphibious Units
Marine and special operation units may be "landed" in all sea hexes adjacent to enemy occupied coastal/port hexes and conduct an attack. If the attack succeeds in clearing all enemy units from the hex, the marine/special operations units may advance after combat into the hex (even if combat results do not normally allow an advance). Otherwise, the units making the Amphibious Assault are disrupted (in addition to any other combat result) and returned to the friendly staging area.
19.4 Special Operations
Special operations units may ignore enemy ZOCs for all game purposes.
19.5 Light Infantry & Special Operations
19.51 Combat
Light infantry and special operations units have their attack factors doubled when attacking hexes containing rough or mountain terrain.
19.6 Multinational Force Headquarters
The Coalition player may bring this unit in if he chooses Pacific Rim or NATO reinforcements, paying the Victory Point costs listed for either option.
19.7 Hi-Technology Strike Force Units
These are hypothetical Coalition units which have a high proportion of advanced weapons, sensors and organic aircraft. They enter play only via Scenario option Hi-tech forces available.
[20.0] Airlift
Players may use their MAC Air units to move land units and FSPs by air.
20.1 Procedure
Air movement takes place during the friendly Movement phase. Use MAC units which were allocated to Airlift. Pick the unit up from its location and place it on an appropriate landing hex.
20.2 Capacity
The Airlift Costs Chart gives the number of MAC units required to move each unit type.
20.3
Units using Airlift must take off from and land on operational airfield hexes or the friendly staging area. They may move through enemy units and zones of control. Units may not land in prohibited terrain or hexes containing enemy units.
20.4
Units may land on airfield hexes only if occupied by at least one other friendly unit. They may attack in the same impulse.
- A player may land an airborne unit in an otherwise unoccupied airfield and then later in the same movement phase land another non-airborne unit in that hex (See 19.2).
20.41
Units may take off from airfield hexes containing enemy ZOCs.
20.5 Airborne Units
See [19.2] for special airborne unit capabilities.
20.6
Land units which used Airlift may attack normally in the same impulse.
20.7 Interception
If a MAC is destroyed by Interception, then any land unit it is carrying is eliminated. If a MAC is damaged by Interception, the land unit it is transporting is disrupted (eliminated if previously disrupted) and returned to the base in which it began the move.
- Note that damage/destruction of MAC units by enemy Air Superiority does not affect land units insofar as this is considered to be destruction of air units on airbases.
- 20.8 Airlift may be conducted during the 2nd Impulse movement for In Command land units and if the player's Air Defense level is "1" or more.
[21.0] Fortifications
Fortifications are used to enhance the defense strength of friendly units.
21.1
Fortification markers are placed on the map as designated by the scenario. They may not be built during the course of the game.
21.2
Defensive effects of fortifications are covered under the Combat rule [11.63].
21.3
A Fortification marker is removed from the map under the following circumstances:
- If all friendly units are eliminated/retreated out of the hex as a result of land combat.
- If either player has at least one Combat Effective friendly land unit occupying the hex during a friendly Recovery Phase, he can choose to remove the fortification from the map.
- As a result of certain Air-Ground attack results.
In TAIPEI, only the Coalition player may utilize fortifications to enhance his defenses. The Communist player may occupy hexes containing enemy fortification but gain no additional defense for them.
[22.0] Strategic Recon
The Coalition player may always examine all Communist stacks on the map. The Communist player may examine Coalition stacks only at the instant of combat (i.e., after an attack has been declared by either player but prior to the roll of the die).
- Comment: This is due to extensive Coalition satellite recon capabilities, and the Communists would be operating in presumably unfriendly territory.
[23.0] Victory Conditions
The game is won by gaining control of strategic objectives and attaining a favorable political position at the resolution of the conflict. At the end of the game, players determine who is the winner.
23.1 Type of Victory
There are two types of victory in TAIPEI: Military and Political.
23.11 Military Victory
A player wins a Military Victory if at the end of the game his land units physically occupy:
- both Taipei city hexes, AND
- at least three of the other city hexes on the map, AND
- at least two town hexes containing ports.
23.12 Political Victory
A player wins a Political Victory if at the end of the game he has at least twice as many Political Points as his opponent. Political Points are determined by adding the following:
- The Political Point cost the player gained for enemy Scenario Options, PLUS
- (Advanced Game only) If the player has Information Dominance at the end of the game, then he gains 50 additional Political Points.
23.2 Evaluating Victory
23.21
If one player has attained both a Military and a Political Victory, then he wins a Total Victory (the highest—this means the player's side has gained complete control of Taiwan and dominates the western Pacific Rim).
23.22
If one player has attained either (but not both) a Military Victory or a Political Victory and the other player has attained neither, then the game ends in a Regional Victory for the former player (the player has gained important concessions in the Far East).
23.23
If one player has attained a Military Victory and the other player a Political Victory, then the game ends in a Stalemate (both sides declare victory and go home).
23.24
If neither player has attained a Military Victory or a Political Victory, then the game ends in a Mutual Disaster (both sides' governments collapse).
23.3 Ceasefire
At any time, players may agree to a Ceasefire, ending the game. Both players immediately total their victory points and determine the winner. Both players must agree to the Ceasefire or the game continues.
[24.0] The Scenario
The scenario gives the initial deployment for the game, reinforcements, victory conditions, and scenario options.
ADVANCED GAME RULES
The Advanced Game Rules may be used by players who desire a deeper simulation of modern warfare.
[25.0] Information Warfare
Information Warfare ("IW") represents the wide range of operations made possible by high technology. Each player's Information Warfare capabilities are represented by IW markers. For game purposes, Information Warfare is divided into five types of missions:
- EW (Electronic Warfare): Measures designed to penetrate, jam, or intercept information on enemy communications and computer systems.
- Deception: Measures designed to confuse enemy commanders and units.
- PSYOP (Psychological Operations): Propaganda and other measures which change enemy and friendly morale.
- OPSEC (Operational Security): Defense measures designed to counter enemy IW.
- Inactive: A place to store IW markers which are not otherwise being used.
- Players should note that the Information Warfare rules are similar to the Air Operations rule. This is intentional, as both represent operational level warfare.
25.1 The Information Warfare (IW) Index
The Information Warfare Index is a quantification of the relative balance of world opinion, political support and media access for both sides. Use the IW Index marker to indicate the current IW level (this is initially set by the scenario but may change owing to various game functions).
25.11
The IW Index may be at one of three levels: Neutral, Communist Dominance, or Coalition Dominance.
25.12
The IW Index may go no further than the extremes on the index itself.
25.13 Effects of IW Dominance
If the IW Index currently favors a player (i.e., the IW marker is in an IW Dominance space for the player on the index), then the following occur:
- The player receives one extra IW strength point per friendly Reinforcement & Replacement phase.
- The player may allocate his IW markers after seeing the other player allocate his.
- The player may conduct his IW attacks first in each IW subphase.
- The player receives Victory Points at the end of the game (see scenario victory conditions).
25.2 Information Warfare Operations
25.21 Procedure
During the Information Warfare Phase, the following occurs:
- Both players allocate their IW markers to applicable IW Missions on their IW Missions chart. This is done by placing IW markers in the appropriately labeled boxes.
- Conduct OPSEC missions.
- Conduct EW missions.
- Conduct Deception missions.
- Conduct PSYOP missions.
25.22 IW Attack Table
Players use the IW Attack Table to conduct all IW missions. Results will vary depending upon the type of Operation being conducted.
25.23 Allocation of IW Missions
The player places each of his IW markers in one of the listed IW Missions boxes on the IW Operations Chart. Each IW marker must be allocated to one mission (this can include Inactive). Each IW marker may perform only one mission per turn.
25.24
If one player has Information Dominance, then he allocates his IW markers second, after seeing how the other player has allocated his missions. If neither player has Information Dominance, then both players set up their IW Markers secretly, revealing their missions simultaneously.
- Optional for solitaire play: If neither player has Information Dominance, then roll one die for each side, and the higher die roll sets up second. If a tie, reroll.
25.3 Strength
IW markers are each worth a number of strength points (1–3). Players may break them down and combine them at any point in the game as if they were "change."
25.31
Each IW strength point unit may be utilized for one (and only one) mission per game turn. IW markers are not expended by being used. They may be eliminated by OPSEC and Countermeasures.
25.32
Once committed to a mission, an IW marker may not be changed in the course of the turn. However, a player does have to use IW markers he committed to missions if there are no suitable targets.
25.33
Players may receive new IW markers as results on the IW Attack Table, if they have Information Dominance, or as reinforcements.
25.4 Procedure
All types of IW Attacks are conducted in the same way. The player totals the number of IW markers committed to a particular mission, then "fires" on the IW Table. He utilizes the column with a number equal to the total strength of IW marker he has allocated to each mission. Results will vary depending upon the IW mission conducted. See the IW Attack Table for details.
25.41
Each type of IW attack is conducted within its own subphase, as outlined in the Sequence of Play.
25.42
IW attacks are not simultaneous. Within each subphase, the player who has IW Dominance conducts his IW attacks first. If the IW index is "Neutral," then roll one die at the start of each subphase. The player who rolls higher gets to conduct his attack first (if a tie, roll again).
25.5 Inactive
Inactive IW markers are never affected by the outcomes of OPSEC combat.
25.6 Eliminated IW Markers
IW markers which are eliminated are removed from play. They may not be brought back by Recovery. They may be returned to play if called for as reinforcements.
25.7
A player may employ each IW marker for only one mission per turn. The IW marker is placed in the Inactive box upon completion of its mission. A player may reuse IW markers each turn.
- Note that IW markers are never placed on the hexagonal portion of the map.
25.8 Direct Action
Certain actions conducted on the map such as combat will affect the Information Warfare Index. These are implemented immediately as they occur. See Direct Action Chart.
- These represent the political effects of military actions.
25.9 Crash
Certain IW outcomes will result in Crash markers being placed on enemy units.
25.91 Effects
Crash markers cause the unit to have its C4I rating reduced to "0" (zero).
25.92 Removal
Crashed markers are removed during the friendly Recovery Phase automatically.
25.93 (Optional)
A player may utilize his on-map headquarters units for Information Warfare, also. This is done by placing a Crashed marker on the headquarters unit at the beginning of the Information Warfare phase. The player then receives a number of IW points equal to that headquarters' C4I value. A headquarters with a Crashed marker already on it may not do this.
[26.0] Intensive Attack
Intensive Attacks represent the utilization of concentrations of artillery, engineer and other resources to enhance an attack.
26.1 Procedure
Units make Intensive Attacks during their Combat phase. Units making an Intensive Attack must be ADJACENT to a friendly combat effective headquarters which can in turn trace a normal line of supply. All units adjacent to the headquarters have their combat strengths DOUBLED for the one attack. The headquarters is then disrupted.
- Disruption of the headquarters represents burning up various support units in the assault.
26.2
A single headquarters may support no more than one Intensive Attack per combat phase. It may support more than one unit making an Intensive Attack as long as they are all adjacent and as long as they are all involved in the same attack. A player may mix units making Intensive Attacks with units that are not in the same attack.
26.3
Light infantry and special operations units have their attack factors tripled when making an Intensive Attack when attacking into rough and mountain terrain (normally they are doubled).
26.4
Units which are in automatic supply still require a headquarters disruption per 26.1 to make an Intensive Attack.
[27.0] Special Weapons
Special weapons represent nuclear, chemical and biological weapons.
27.1
Special weapons are made available by the scenario. There is an additional Information Warfare cost for their employment.
27.2 Employment
Special weapons may be employed by certain types of air units. These include:
- TAC (U.S. and NATO only)
- BBR
- PGM
- SSM
27.3 Procedure
The air unit making a Special Weapons attack must be conducting an Air-Ground Attack mission. Place the special weapons marker under the unit during the Mission Allocation subphase. If the unit survives Air Defense and Air Superiority combat, then place it in the target hex normally. The player then declares a Special Weapons attack, resolving the attack on the Special Weapons Table.
27.4
A player may conduct more than one special weapons attack against a target hex. However, each attack is resolved separately. A player may also conduct normal Air-Ground Attacks against a hex that is being attacked by special weapons.
27.5
An air unit which employs a Special Weapon may not conduct a normal Air-Ground Attack.
27.6
If an Air unit employing a Special Weapon receives a destroyed result in Air Superiority/Air Defense combat, remove the Special Weapon marker from play (along with the air unit). It has no effect.
27.7
If an Air unit employing a Special Weapon receives a damaged result in Air Superiority/Air Defense combat, the player immediately selects a target hex on the map then rolls one die. On a 1–3 the Special Weapon detonates in that hex. Resolve the attack normally. On a 4–6 nothing happens and the Special Weapons marker is removed from play.
TAIPEI Scenario
TAIPEI has one basic scenario which gives wartime deployment for both sides. Players may explore different options through the Scenario Options.
1.0 General
1.1 Order of Deployment
Coalition set up their units first.
1.2 Sequence of Play
Communist player is the first player.
1.3 Game Length
- If Communists choose Intervention option: 8 turns.
- If Communists choose Total Invasion option: 12 turns.
1.4 Starting Information Warfare Index
(No starting value is printed in this source; the heading stands alone in the original scenario sheet.)
2.0 Deployment Options
2.1
Each player secretly chooses one Deployment Option (each writes these down on a piece of paper). After both players have committed themselves to a choice, they reveal them.
2.2 Coalition
Chooses one of four different U.S. Policy Options. The Communist player receives the designated number of Political Points at the end of the game.
- No U.S. Support (0 Political Points)
- Covert U.S. Support (5 Political Points)
- Limited U.S. Support (20 Political Points)
- Full U.S. Support (40 Political Points)
2.3 Communists
Choose one of two different Invasion Options. The Coalition player receives the designated number of Political Points at the end of the game.
- Intervention (20 Political Points)
- Total Invasion (40 Political Points)
3.0 Coalition Initial Deployment
3.1 Republic of China
Deployed on land hexes (Taiwan and other islands) within stacking limits:
- 3 × headquarters
- 5 × active infantry divisions (4-0-5)
- 2 × marine divisions
- 2 × mechanized infantry divisions
- 6 × armored brigades
- 2 × airborne brigades
- 1 × special operations group (either one)
- 2 × helicopter groups
- 6 × defense battalions
- 6 × fortifications
3.2 Republic of China
Deployed in the Coalition Air Ready box:
- 3 × TAC
- 1 × FTR
- 1 × EW
- 2 × MAC
3.3
Coalition Sealift 6 initially.
3.4
Coalition Information Warfare markers 4 initially.
3.5
Coalition Air Defense Level 4 initially (may be increased according to U.S. Policy Options).
4.0 Coalition Scheduled Reinforcements
4.1 Republic of China
- Turns 1–7: 1 × reserve (30-4) division per turn.
- Turns 1–5: 1 × paramilitary group per turn.
4.2 United States
U.S. reinforcements depend upon the level of U.S. Policy Option.
4.21 No U.S. Support
No U.S. reinforcements.
4.22 Covert U.S. Support
- Turn 3: 1 × U.S. special operations group (either one), 1 × air unit (any type), 2 × IW Markers, raise Coalition Air Defense level +1.
- Turn 5: 1 × air unit (any type), 1 × FSP marker, 2 × IW Markers, raise Coalition Air Defense level +1.
- Turn 7: 1 × air unit (any type), 2 × IW Markers.
4.23 Limited U.S. Support
- Turn 1: 2 × air units (any type).
- Turn 2: 2 × air units (any type).
- Turn 3: 1 × special operations group (either one), 1 × Naval Task Force, 4 × air units (any type), 2 × PGMs, 1 × FSP marker, 2 × IW Markers, raise Coalition Air Defense level +2.
- Turn 4: 1 × air unit (any type), 2 × PGMs, 2 × IW Markers.
- Turn 5: 1 × air unit (any type), 2 × PGMs, 2 × IW Markers, 6 extra Sealift points, raise Coalition Air Defense level +2.
- Turn 6: 1 × FSP marker, 1 × air unit (any type), 2 × IW Markers.
- Turn 7: 1 × helicopter brigade, 1 × air unit (any type), raise Coalition Air Defense level +2.
- Turn 9: 1 × air unit (any type).
- Turn 11: 1 × air unit (any type).
4.24 Full U.S. Support
- Turn 1: 3 × air units (any type).
- Turn 2: 3 × air units (any type).
- Turn 3: 1 × marine division, 1 × airborne division, 1 × special operations group (either one), 1 × helicopter brigade, 1 × Naval Task Force, 6 × air units (any type), 3 × PGMs, 1 × FSP marker, 2 × IW Markers, 6 extra Sealift points, raise Coalition Air Defense level +2.
- Turn 4: 1 × FSP marker, 2 × air units (any type), 2 × PGMs, 2 × IW Markers.
- Turn 5: 1 × headquarters, 1 × mechanized infantry division (8-1-8), 1 × light infantry division, 1 × air assault division, 1 × armored cavalry regiment, 2 × air units (any type), 2 × PGMs, 2 × IW Markers, 6 extra Sealift points, raise Coalition Air Defense level +2.
- Turn 6: 2 × air units (any type), 1 × FSP marker, 2 × IW Markers.
- Turn 7: 1 × headquarters, 1 × marine division, 2 × Air units, 6 extra Sealift points, raise Coalition Air Defense level +2.
- Turn 9: 1 × armored division, 1 × helicopter brigade, 1 × FSP marker, 2 × air units (any type).
- Turn 11: 2 × air units (any type).
4.3 Other Coalition
NATO and Pacific Rim (and additional U.S.) Reinforcements are given by the various scenario options.
4.4 Coalition Replacements
Each time a U.S. headquarters unit is eliminated, place it on the turn record track space four turns later. It is received as a reinforcement on that turn.
4.5 Coalition Special Weapons
Receive a number equal to the Communist starting total (see below).
5.0 Communist Initial Deployment
Communist reinforcements depend upon the Communist Invasion Option.
5.1 Intervention
5.11 Deployed in Communist Staging Area
(1) 3 × headquarters (1-2-4), 3 × headquarters ([1]-1-3), 6 × shock divisions; 12 × light infantry divisions; 6 × armored brigades, 3 × paramilitary groups, 3 × SSMs, 3 × FSP markers.
(2) Any 6 of the following: tank divisions, mechanized infantry divisions, shock divisions, marine divisions, airborne divisions, special operations groups, air assault brigades, helicopter groups.
5.12 Deployed in the Communist Air Ready box
24 × air regiments or equivalent air divisions (restrictions: may deploy no more than 3 × TAC regiments and no EW), 3 × SSMs.
5.13 Communist Sealift
18 initially. If the U.S. Policy Option is Limited or Full Support, reduce Communist Sealift to 9 points on turn 3 and all turns thereafter.
5.14 Communist Information Warfare markers
12 initially.
5.25.
Communist Special Weapons: None.
5.26 Communist Air Defense Level
9
5.2 Full Invasion
5.21 Deployed in Communist Staging Area
(1) 3 × headquarters ([1]-2-4), 6 × headquarters ([1]-1-3), 6 × shock divisions, 12 × light infantry divisions; 6 × armored brigades, 3 × paramilitary groups, 3 × FSP markers.
(2) Any 12 of the following: tank divisions, mechanized infantry divisions, shock divisions, marine divisions, airborne divisions, special operations groups, air assault brigades, helicopter groups.
5.22 Deployed in the Communist Air Ready box
30 × air regiments or equivalent air divisions (restrictions: may deploy no more than 6 × TAC regiments [or equivalents] and no EW), 6 × SSMs.
5.23 Communist Sealift
24 initially. If the U.S. Policy Option is Limited or Full Support, reduce Communist Sealift to 12 points on turn 3 and all turns thereafter.
5.24 Communist Information Warfare markers
9 initially.
5.25.
Communist Special Weapons: 3.
5.26 Communist Air Defense Level
9
5.3 Special Rules (both Communist Invasion options)
5.31 Invasion Combat Loading
All Communist units are in automatic supply during the Recovery Phases of Game Turns 1 and 2. Communist units must establish supply normally on all turns thereafter.
5.32 Communist Aircraft
The Communist player may not deploy EW aircraft in either Invasion option unless he has chosen the People's Liberation Army Modernizes option.
6.0 Communist Scheduled Reinforcements
6.1
There are no scheduled Communist reinforcements. The Communist player can choose the Emergency Reinforcement option, however (see Scenario Options).
6.1 Communist Replacements
None.
7.0 Scenario Options
The Scenario options are a way to explore various historical alternatives. Players may select the alternatives as they please prior to start of play. Each Option has a Political Point cost as indicated. These are applied at the end of the game. Players do not have to reveal which options they have chosen until actually applied (the options chosen should be recorded on paper and revealed at the end of the game for verification).
7.1 Coalition Options
- Coalition initiative. The Coalition player is the first player for the entire game. (Communists +10)
- Coalition advance warning. The Communist player must reveal his choice of Invasion options prior to the Coalition selecting which U.S. Policy Option he will select. If both this event and Communist Advance Intelligence are chosen, they negate each other. (Communists +5)
- Taiwanese mobilization. The Coalition player receives the following additional forces as part of his initial setup (instead of as reinforcements): 7 × reserve (3-0-4) infantry divisions, 5 × paramilitary groups. (Communists +15)
- Withdrawal from Matsu and Quemoy. The Coalition player receives the following additional units as part of his initial deployment: 5 × infantry divisions. (Communists +15)
- Pacific Rim reinforcements. The Coalition player can place any/all of the Pacific Rim units as reinforcements in his Staging Area, starting with turn 3, no more than one unit per turn. The Coalition player may also receive the multinational headquarters. (Communists +2 points per unit chosen)
- NATO reinforcements. The Coalition player can place any/all of the NATO units as reinforcements in Staging Area, starting with turn 5, no more than one unit per turn. The Coalition player may also receive the multi-national headquarters. (Communists +4 points per unit chosen)
- U.S. Commits Forces from Korea. The Coalition player receives the following U.S. units as reinforcements on turn 3: 1 × infantry division (71-8), 1 × helicopter brigade, 3 × air units (any type). This option may not be chosen if the Communists have chosen their Wider War in Asia option. (Communists +10)
- Additional U.S. reinforcements. The Coalition player receives the following U.S. units as reinforcements, starting with turn 5, no more than one unit per turn: 1 × headquarters, 1 × armored division, 1 × mechanized division (6-1-8), 1 × special operations group (either one), 1 × helicopter brigade, 3 × air units (any types) [air units may all be taken on one turn]. (Communists +30)
7.2 Communist Options
- Communist Advance Intelligence. The Coalition player must reveal his choice of U.S. Policy options prior to the Communists selecting which Invasion Option he will select. If both this event and Coalition Advance Warning are chosen, they negate each other. (Coalition +5)
- Uprising on Taiwan. This goes into effect after the Coalition player has deployed his initial forces. The Communist player rolls one die. This is the number of Republic of China land units that begin the game disrupted; the units are chosen by the Coalition player. (Coalition +10)
- People's Liberation Army Modernizes.
- Republic of China mechanized class, shock, and/or airmobile capable units are considered to be "Hi-tech" for purposes of determining choice of CRT.
- Increase the initial Communist Air Defense level by 3 points.
- Treat Communist SSMs as PGMs. (Coalition +30)
- The Communist player may deploy EW units in place of other air types.
- Communist Surprise Attack. On turn 1:
- Coalition air units may be placed only in the Ready box (i.e., they may not fly missions but still can be taken as losses due to Counterair combat).
- All Communist land attacks are shifted one column to the right (6/1 maximum).
- All Coalition units are automatically Out of Command. (Coalition +20)
- Campaign in Bad Weather.
- At least two thirds of all Communist Air regiments, or equivalents, must be placed in Reserve or Ready status each game turn.
- At least one third of all Coalition Air units must be placed in Reserve or Ready status each game turn.
Unit Abbreviations
People's Republic of China
- A: Amphibious
- K: Kuaisu (Rapid Reaction)
- M: Marine
- Q: Quantou "fist" (elite strike units)
Republic of China (Taiwan)
- R: Reserve
- SO: Special Operations
U.S.
- A: Armored
- Cav: Cavalry
- I: Infantry
- L: Light
- M: Mechanized
- MAW: Marine Amphibious Wing
- MEF: Marine Expeditionary Force
- R: Ranger
- SF: Special Forces
NATO
- Cn: Canada
- Fr M: France/Marines
- G: Gurkha
- UK: United Kingdom
Pacific Rim
- ANZAC: Australia New Zealand Army Contingent
- ASEAN: Association of Southeast Asian Nations
- GAD: Guards Airborne Division
- J Comp: Japanese Composite Brigade
- ROK: Republic of Korea
- Ru: Russia