Sino Indian Clash 2011

March 27th 2011

Chinese Forces having pushed south from the mountains have, after 3 weeks, reached the plains of eastern India. Part of the the attacking force, under the 13th Group Army, has turned east to link up with Sino-Burmese forces attacking from Myanmar. The regrouped Indian IV Corps, rebuilt after the disastrous mountain battles is defending National Highway 31 to prevent the Chinese forces linking up

Map and Order of Battle

Chinese Deployment

The Hunting Leopard Detachment and 44th Motorised Infantry Regiment are deployed in the zones indicated. The 44th will be limited to the trails and roads with its vehicles. The 2nd Battalion 93rd Artillery Brigade FO can be deployed in the 44th's deployment area.

The 6th Tank Brigade is a reinforcement starting entering on turn 3. Only one battalion may enter per turn down the NH31 at point A. Each stand after the first has their move reduced by 3cm. The AA Company, FO and Brig HQ may be attached to any of the line battalions, but no more than one attachment per battalion. Attachments and order of entry are the player's choice.

The 13th Group Army HQ enters the table at point A the turn after the 6th Tank Brigade has finished entering

Indian Deployment

The 22nd Infantry Brigade is deployed in the zone indicated. The personnel stands are dug in in foxholes (-2 cover). The artillery may be deployed to the east of the deployment zone

The 66th Armoured Brigade is a reinforcement starting entering on turn 4. Only one regiment/battalion may enter per turn within 12cm of the NH31 (point D). Each stand after the first has their move reduced by 3cm. The brigade HQ may enter with any of the battalions/regiments

The IV Corps Staff enters the table at point D the turn after the 6th Armoured Brigade has finished entering

Terrain

The map is 4ftx5ft if playing 1cm = 50m. North is towards the top of the map

The red lines are roads, the black dashed line is a railway

The green areas are various sorts of woods, there are three different types

Olive areas with solid outlines are dense woods. These are impenetrable to vehicles. Personnel may enter them but are reduced to 1/2 speed. -1 cover, visibility within 1cm

Olive areas with broken outlines are light woods. Infantry are unimpeded within, vehicles move at half speed. -1 cover, visibility within 1cm

Pale green areas represent scattered trees. There are no movement penalties and stands no not get cover. Max visibility within is 12cm. These woods are not hard edged, ie units outside the "wood" can seen units within. Planes can spot stands within these areas

The green dashed lines are trails. They count as open ground for movement purposes

Where roads, rails or trails penetrate the woods max visibility down the road is 6cm. All stands on the road still count as in cover

Green doted lines are tree/scrub lines. These break LOS and give -1 cover. Stands on a road flanked by a tree line are assumed to be adjacent to it

The sandy areas are flood plains, they are crossed by dried stream/riverbeds. Tracked vehicles move across at half speed, wheeled vehicles at quarter speed. There are enough undulations that halted stands get +2 cover against direct fire

The blue lines are rivers. As its the dry season the water is low and they can be forded. It takes 2xBMA to cross the rivers. Bridges do not break LOS and don't offer cover

The line of sandy squares is an embankment. It breaks LOS. it is so steep that there are no suitable firing positions on it. Infantry are not significantly impeded by it. Its impassable to wheeled vehicles. Tracked vehicles require 2xBMA to cross

The brown dashed lines are crest lines. They break LOS. Any AFV touching the crest gets +2 hull down bonus

The grey squares are wooden BUA's. they give +2 cover. the simple town fighting rules are in effect (basically all vehicles within are reduced to ROF 0)

Point 411 is several hundred meters higher than the surrounding terrain. Any stand touching it has almost unrestricted LOS to the rest of the board. max LOS is 70cm. There are dead zones behind any terrain that normally breaks LOS of 3cm. Woods (olive colour) can't be seen in to but the pale green areas of trees can be seen in to and the 10cm limit does not apply

Air Support

As the CDTOB modern air rules have not been written yet we will assume the plane's countermeasure defeat the RFC of the modern weapons giving WW2 levels of lethality and just use the WW2 rules. SA-16 & QW-2 stands will have a 40cm effective range

Each side rolls every turn on a 6 they get air support. Roll again, on a 1-4 they get 1 attack plane on a 5-6 they get two

Special Rules

Game lasts for 12 turns. The first turn is dawn, max vis is 20cm with TI or II, 10cm without

Victory Conditions

There are 6 victory locations: points A & B and the four bridges at B & C. The side holding the majority wins. If one side holds them all they get a victory and a medal!

To hold points A & D one side has to have the only stands in good morale within 6cm of the centre of the road where it exits the table. The side uniquely occupying the area gains the point. If both sides have stands in good morale within the area neither side gets the point

To hold the bridges one side has to have the only stands in good morale touching the bridge. The side uniquely touching the bridge gains the point. If both sides have stands in good morale touching neither side gets the point, if neither side has a stand touching neither gets the point.

Good morale means neither shaken or demoralised