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Luting Bridge CCW (id:#60566)
(The Long March ID: HOB LM 14)   [next]   [previous]
Luding, China 1935-05-29 (1 other)
FT146: Bridge of Life (From The Cellar Pack # 5)
Designer: Jay Long
Starter kit scenario?:    Deluxe scenario?:
 
Balance:
Red ArmyKMT
0%

Overview:

The Red Army 4th Assault Regiment had completed its forced march and arrived at the west end of the bridge. After securing the west bank, they retired to a church to organize and have a quick meal. The bridge was a suspension type, 370 feet long, made of 13 iron chains covered with wooden planks. The KMT had pulled up most of the planks, the assault troops would have to pull themselves hand over hand along the chains above a whitewater river. The 2nd company would lead the attack, the 3rd company would follow behind, laying planks. The Regiment's machine guns and riflemen were placed on some high ground near the bridge to provide covering fire.
Attacker: Red Army (Elements 4th Assault Regiment, Chinese Red Army)
Defender: KMT (Elements of KMT)  
6 turns
    Players: 2     OBA: None     Night: No
Unit Counts:
Squads: A:12.0 D:17.0
AFVs: A:0
AFVs: D:0
Guns: A:0 D:1
Stokes 3-in.

Victory Conditions:

Exit VP: Building Control VC: Area Control VC:
Unit Based VC: LOS Style VC: CVP Cap:
Misc Rules: Unplanked bridge hexes; can be planked.
Map Board(s):
8 Show/hide map dependencies
PublicationBoard
ASL 1 - Beyond Valor (3rd Edition)8
Overlays: X9
Errata (source)
Players wanting to play this game/Request a match:

Scenario info

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Last Played:
DateReporterOpponentBal.ResultTimeComments
2022-05-04(D) Jobbo Fett vs Hypnobeard KMT winAlthough reminiscent of FT's Bridge of Life, it predates it by a year or so. Both scenarios really punish the Red Chinese. Arguably, LM-14 is much harsher against the Reds, although heavy limits on FP for the KMT mean that a death stack can set up out of range and not have to worry about being pushed off, save for a truly marvelous shot. Being on an "unplanked" bridge is an automatic -2 DRM for any shots, and my constant plinking with 3FP were rolling below average, eviscerating the Chinese attempting to repair and use the bridge.

Despite near constant successes with Clearance Attempts to convert the bridge hexes, it still took until Turn 5 to get to the other side of the river, and a lucky shot from the mortar in H0 pinned all three squads in the DFPh. The Reds need to control 2 stone buildings, one of which is full of concealed, angry, KMT troops.

Frankly, other than hoping that the KMT player whiffs a lot of their attacks, this scenario just seems overly punishing for the attacker, who starts with 5 fewer squads. The scenario could be salvaged, but not without a hefty rewrite of the SSRs and giving the attackers smoke or something extra. Alas, 'twas not to be.
View all or balance report
ActionDate
SRenaudin Modified the Defender's Guns2022-08-11 06:44:43
SRenaudin Modified the unit counts2022-08-11 06:44:43
Jobbo_Fett Added a playing2022-05-04 02:56:36
hoxson1 Modified the Title2021-05-28 21:09:38
hoxson1 Modified the overview2021-05-27 18:53:53
FileDescriptionUserViews
Forced passing of Luding Bridge painting (luting bridge.png)Imagehoxson1997
(luding bridge today.png)Imagehoxson1982
(redchina-kmt.png)Imagehoxson1928
(LM14 luding map.png)Map Imagehoxson1730
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Forced passing of Luding Bridge painting
 
Statistics:
Avg Rating: 2.00Votes: 2
Views: 3472
To-Play list count: 0
Estimated Play time: 4.1 hours
Recorded Games: 1
Archive recorded plays:
Red Army0
KMT1
Drawn:0

ROAR Data: (as of today)
Luting Bridge
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[A] Kuomintang 0
[D] CCP (Partisan) 0
All Rights Reserved. (c)2022 Dave Ramsey.