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大转折:鏖战鲁西南 (The Great Turning: The Fierce Battles in Southwest Shandong) (2024)

2 - 2 persone 0 - 0 min 0+
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Descrizione: 大转折:鏖战鲁西南 ("The Great Turning:The Fierce Battles in Southwest Shandong") is a strategic/operational level wargame set against the backdrop of the Southwest Shandong region during the Chinese People's Liberation War (The Second Chinese Civil War).

In order to achieve the strategic intention of capturing the Central China, the main force of the Jin Ji Lu Yu Field Army(晋冀鲁豫野战军)crossed the Yellow River on June 30, 1947. They launched the Second Southwest Shandong Campaign(第二次鲁西南战役)in a vast area starting from the south bank of the Yellow River in the north, reaching the Longhai Railway(陇海线)in the south, Heze(菏泽)in the west, and the Grand Canal in the east. At the cost of over 10000 casualties, the People's Liberation Army destroyed 9 and a half brigades of the National Revolutionary Army (PLA), totaling 56000 people (including 43000 prisoners).

The Chinese People's Liberation Army (PLA) player plays Liu Bocheng(刘伯承)& Deng Xiaoping(邓小平), while the National Revolutionary Army (PLA) player plays Ku Chu-tung(顧祝同).


Scale = 16 kilometers /hex (10 miles /hex);
Time = 4 days /GT;
Size = Division Size / unit.


Turn procedure
The Great Turning is played in turns called Game-turns. Each game turn is divided into several phases. The player which phase is in progress is called the phasing player. After the end of the last game turn, or when either player reaches an instant victory condition, the game ends. Exception: There are special procedures in the first turn.
1. Cards Phase
Both sides randomly draw 3 cards from the deck, and the NRA player draw first.
2. Recovery Phase of PLA
Roll 1D6 to each unit of PLA units marked with CP (up to 3 units). If the recovery is successful, the unit is -1CP. If it fails, it has no effect.
3. The First Movement Phase of PLA
Any number of PLA units can be moved.
4. The First Combat Phase of PLA
PLA player can use their units to attack adjacent NRA units.
5. NRA Reinforcement Activation Phase
NRA player roll 1D6 each according to the army to determine whether each division under the army can carry out actions in this turn. Non-reinforcement units (i.e. units that do not belong to the Second or Fourth Army) do not need to roll the dice, they are always active.
6. NRA Recovery Phase
Roll 1D6 (up to 3 units) to each unit of the NRA units marked with CP. If the recovery is successful, the unit is -1CP. If it fails, it has no effect.
7. The First Movement Phase of NRA
Any number of NRA units can be moved. Reinforcement units may enter at this time.
8. The First Combat Phase of NRA
NRA player can use their units to attack adjacent PLA units.
9. NRA Supply Phase
Determine the supply of NRA units. Rotate the Out of supply (OOS) unit 180 ° (i.e. invert); Return the units with supplies to its normal position. The supply will be maintained until the supply phase of the next turn.
10. The Second Movement Phase of PLA (skipping the last turn of the Scenario)
Same as the first movement phase.
11. The Second Movement Phase of NRA (skipping the last turn of the Scenario)
Same as the first movement phase.The reinforcement units may enter at this time.
12. The Administrative Phase
①Weather: Starting from the third turn, NRA player roll 1D6 to determine the weather for the next turn, and flip the turn marker based on the result (the first and second turn are fixed as clear, so there is no need to roll the dice to determine).
Note: If there is no change in weather for three consecutive turns, the weather will definitely change in the next turn. Refer to the weather table.
②Air Force: Place Air Force marker on the "2" (clear) or "0" (rainy) box of the Common Record Track.
③Turn: If this is not the last turn, push the game turn marker in the Common Record Track forward by 1 box, and then start a new turn. If it is the final turn, the game ends and the winner is determined.
Exception: The first turn of both Scenario s has a special procedure that does not follow the standard procedure. And neither side had a second movement phase in the last turn.

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