STRATEGY & TACTICS MAGAZINE GAME VARIANTS
by Joseph Miranda

THE EAST IS RED: THE SINO-SOVIET WAR was first published in S&T 42 (January-February 1974), simulating a hypothetical war between the Soviet Union and Red China. 

SOVIET AIR ASSAULT UNITS 
The Soviet player has air assault divisions, units that had parachute and helicopter insertion capabilities. Air assault divisions may utilize “airborne” movement to fly over intervening hexes, indicated by the infinity symbol. To use airborne movement, an air assault unit must begin its movement in either of the following two positions: 
1) On a Soviet air force base unit: in such cases, the unit may move up to nine hexes.
2) Within nine hexes of a Soviet air force base unit: in such cases, the unit may move to that Air Force base but nowhere else. In other words, an air assault unit can move from or to an Air Base up to nine hexes.
3) When using airborne movement, an air assault unit may move over any kind of terrain, paying no terrain costs. It may also move over enemy units and zones of control without penalty. It may not enter a hex of North Korea if North Korea is neutral. An air assault unit may end its movement in an enemy ZOC, but not on top of an enemy unit.
4) An air assault unit may also use normal land movement, paying regular movement costs to do so. 
5) An air assault unit is in supply if it is within nine hexes of a Soviet air force base, regardless of intervening terrain, units and/or enemy ZOCs. An air assault unit may also trace supply normally overland. Air bases used as first or final hexes for air assault movement must be in supply.
6) Soviet air assault units are considered non-mechanized units in 1960s scenarios, and mechanized units in the 1970s and later.

SOVIET SECURITY DIVISIONS 
The Soviet player has security divisions (1-1-6s) that represent various KGB and border guard units. They are non-mechanized units.

SOVIET INTERDICTION MARKERS 
The Soviet player has one interdiction marker for each air base in the scenario being played. He may use those markers to make interdiction attacks that will delay Chinese movement and supply. The markers may be used only on turns the Soviet player could use an air base to provide ground support, and in place of that support. That is, in each turn, each air base can either support one land attack or conduct one interdiction attack, but not both.
1) Procedure. During the Soviet air interdiction phase, that player may place any interdiction markers he has available. They remain on the map until the removal of air interdiction markers phase in the Chinese player’s turn. 
2) Extent of Air Interdiction Zones.  An air interdiction marker placed within six hexes of its corresponding air base has an air interdiction zone equal to its own hex, all six hexes adjacent to it, and the 12 hexes adjacent to those (a two hex radius). 
An air interdiction marker placed from six to 12 hexes of its corresponding air base has an air interdiction zone equal to its own hex and all six hexes adjacent to it (a one hex radius). An air interdiction marker placed from 13 to 18 hexes of its corresponding air base has an air interdiction zone only in its own hex.
3) Effects on Movement. Chinese units must pay an extra movement factor to enter a hex within an interdiction zone. If using rail movement, those extra movement factors are deducted from the maximum of 20 hexes it could otherwise move. Having more than one air zone in a hex doesn’t give any additional movement penalty.
4) Effects on Supply. Each hex of a Chinese supply path that enters a hex containing a Soviet air interdiction zone counts as two hexes against the total of six (for 11.22). Air interdiction zones don’t affect the tracing of supply along railroads. 
(5) Air Interdiction markers otherwise have no effect on land operations, don’t count for stacking, etc.
•	There actually are Soviet air interdiction and interdiction marker removal phases in the sequence of play, but somewhere along the line they dropped the rules for them.

SOVIET OPERATIONAL MANEUVER GROUP
Soviet doctrine allowed for the creation of operational maneuver groups (OMGs), combined arms task forces that would lead the main offensive of a campaign. 
1) At the start of the Soviet initial movement phase, that player may place the OMG marker atop any one Soviet tank or mechanized unit. That unit becomes the OMG for the remainder of that Soviet turn. The marker is removed at the end of the Soviet player turn, when the unit is destroyed or broken down or built up. The marker is available again at the start of every Soviet turn.
2) At the end of the Soviet second movement phase, the Soviet player may attack with his OMG unit. That attack follows the normal rules of combat and supply, but only the OMG may participate. Additionally, one Soviet air unit may provide support to the OMG’s attack, though that air unit may not perform any other mission in the same turn.

SOVIET EMERGENCY REINFORCEMENTS
1) In M+1 scenarios the Soviet player may request emergency reinforcements and thereby receive additional units. Those units may never be received in M+30 scenarios.
2) Soviet emergency reinforcements consist of one airborne division, one armored or one mechanized corps, and one air base unit with air marker. Additionally, in 1960s scenarios, the Soviet receives a special weapons brigade. In 1970s and later scenarios the Soviet also receives one artillery unit.
3) Emergency reinforcements may be requested starting with Game Turn 5, and then only once per game. Once requested, all the scenario-appropriate units described above are received. 
4) The airborne division is received during the reinforcement phase in the turn the Soviet player makes the request. The Soviet player may place it in hex 0701 or on any supplied Soviet airbase. The other units are received starting with following turn, one unit per turn. Those units are placed on hex 0701 and are in addition to other Soviet reinforcements.
5) If the Soviet player brings in emergency reinforcements, shift the victory level one in favor of the Chinese (that is, a Soviet marginal victory would become a Chinese marginal victory).

SOVIET INFANTRY TRAINING
1) In 1960s and 1970s scenarios, Soviet units in rough terrain lose their zones of control with exceptions noted below. Units located on rough terrain containing roads or railroads have their ZOCs extend into adjacent hexes containing connected roads and/or railroads. Also, Soviet units are not doubled when defending in rough terrain.
2) This rule does not apply to: Soviet air assault, marine and security divisions in all scenarios or to Soviet units in 1980s and later scenarios

CHINESE AIRBORNE CORPS 
The Chinese airborne Corps (2-3-5) is available in certain scenarios. It functions in all respects as a Chinese infantry unit, with the following addition: once per game the Chinese player may make an airborne move with it. 
1) To make an airborne move, the airborne corps must start in any Chinese city hex. The Chinese player moves the unit up to five hexes, regardless of terrain, intervening units and/or enemy zones of control. The unit may land in any clear terrain or city hex that’s occupied by any other Chinese unit. It may not land in a hex containing an enemy unit. The move takes place in the Chinese initial movement phase, and the unit may make no other move that same turn. The unit can engage in combat normally in the same turn, but traces supply normally. The Chinese have no airborne supply. 
2) If the hex in which the Chinese airborne corps lands is within six hexes of a Soviet air base, the Chinese player must roll a die at the conclusion of his airborne move. On a one through four, the move is successful. On a five the move is aborted and the unit is placed back in its start hex and may not make another airborne move in the same scenario. On a six the unit is eliminated.

CHINESE RED GUARD UNITS 
Chinese Red Guard units (4-4-5s) represent “what if” forces. This rule assumes the Chinese communists utilized their most radical followers in a more direct military role. Red Guards are non-mechanized units. Any Chinese attack that includes a Red Guard unit must be executed as a mass attack [10.5] unless guerrilla warfare is in effect (see below).

GUERRILLA WARFARE
At the start of any of his player turns, the Chinese player may declare guerrilla warfare to be in effect. Guerilla warfare, once declared, remains in effect for the remainder of the game. Place the "GW" marker on the Turn Record Track as a reminder.

Effects of Guerrilla Warfare
1) Chinese militia and Red Guards within China have intrinsic supply for the remainder of the game.
2) The Chinese player may not make mass attacks for the remainder of the game, including Red Guards.
3) Chinese units are not increased in strength when defending in cities.
4) If any part of a Soviet supply path is traced in China, the maximum length is reduced to four mechanized movement points (see 11.21).

SPECIAL WEAPONS BRIGADES 
1) Special weapons brigades (Soviet 0-1-9s and Chinese 0-1-6s) represent command control for medium-range missiles that can launch theater nuclear strikes. Special weapons brigades are assigned to players via the scenarios. Special weapons brigades are mechanized units.
2) Theater Nuclear Missile Strike Procedure. Each special weapons brigade may one theater nuclear missile strike per friendly combat phase. Those strikes may be launched at any time in the combat phase, but never against hexes adjacent to friendly units or against hexes containing a friendly city or industrial symbol. 
3) Escalation. Each time a player employs any kind of nuclear attack (interdiction or tactical nuclear warfare, see 15.0), roll two dice and total the result. On a total of  12, the game comes to an end because strategic nuclear war is considered to have broken out. Both players lose. (Setting fire to the game map is optional.)
4) While the Chinese may make theater nuclear strikes, they may not make nuclear attacks as per rule 15.0]

Theater Nuclear Missile Strike Table
	
			Die Rolls
1	2	3	4	5	6	 
1960s		*	*	*	R	N	E	 
1970s		*	*	*	N	E	E
and later

Results:
R = Defender retreats all units in the target hex one hex. 
N = Defender retreats all units in the target hex one hex; then places a nuclear contamination marker in the struck hex. If it’s an industrial hex, this eliminates any defense strength in the hex. 
E = Eliminate one unit in the hex (defender’s choice); defender retreats the remainder one hex. Corps may be broken down into divisions to extract the loss. Then place a nuclear contamination marker in the hex. 
* = no effect

US INTERVENTION 
The Chinese player may bring in a US Marine division and carrier based air support. This rule is for really hypothetical situations, and may be used only in 1970s and later.
1) The Chinese player may place the Marine division on any coastal hex starting with his reinforcement phase of Game Turn 4. It’s always in supply if within 10 hexes of a coastal hex. (It does not need to trace a supply line, as it would be supplied by air.) It otherwise acts as a Chinese unit.
2) The US airstrike may be used either for ground support or interdiction, and in the same manner as Soviet airstrikes. The base for the US airstrike may be any all-sea hex. The Chinese player may also use the US airstrike defensively by placing it in the same hex as the Marine division. Add the strength of the airstrike to the Marine defense; however, the airstrike is not increased for terrain. An airstrike used for defensive support may not be used for any other combat in the same game turn.
3) The Chinese player may utilize tactical nuclear warfare (rule 15.0) if any US unit is involved in an attack; however, a US unit may not utilize tactical nuclear warfare unless the Soviet player has launched a nuclear attack on a prior turn.
4) Each time a Soviet land unit attacks a hex containing the Marine division (and no nuclear attack was involved), roll a die. On a result of six, World War III breaks out and the game ends; immediately check victory points. If the attack was any kind of Soviet nuclear attack, apply the same results as per “Escalation” above. In that case roll one die instead of two, and escalation occurs on a die roll of six.

SCENARIOS
ORIGINAL SCENARIO (1970s) MODIFICATION

1970s SOVIET ORDERS OF BATTLE

			Number of Units Available
Unit Type		M+1		M+30
7-4-9 Armored	3		4
4-6-9 Mechanized	3		4
3-7-9 Mechanized	9		11
12-3-12 Artillery	2		3
2-2-6 Marine		1		2
2-1-9 Air Assault	2		3
1-1-6 Security 	3		3
0-1-9 Spec Wps	1		2
0-1-1 Air Force	3		4

1970s CHINESE ORDERS OF BATTLE

				Number of Units Available
Unit Type		M+1				M+30
			Current	Full		Current	Full
5-3-6 Armored	2		3		2		3
4-6-6 Infantry		12		16		16		20
4-4-5 Red Guard	-		-		-		-
2-3-5 Airborne	-		-		-		1
0-1-6 Spec Wps	1		1		1		1
ADMs			8		8		8		8

1970s DEPLOYMENT
Same as in the original scenario, with the following modifications:
Soviet Deployment: air assault, security and special weapons units are deployed in the same manner as other units.
Chinese Deployment: the special weapons unit is deployed within six hexes of Peking.

1970s REINFORCEMENTS
Soviet: Same as original scenario. 
Chinese: In the M+1 full readiness scenario, the airborne corps and one tank corps are received on Game Turn 5 on hex 0132.

RED GUARD SCENARIO (1960s)
This Scenario assumes the more extreme faction in the Chinese Communist Party took control and launched an offensive war against the “revisionist” USSR.

1960s SOVIET ORDERS OF BATTLE

			Number of Units Available
Unit Type		M+1		M+30
7-4-9 Armored	2		4
2-1-9 Armored	3		4
4-6-9 Mechanized	2		4
3-7-9 Mechanized	7		11
1-2-9 Mechanized	9		11
12-3-12 Artillery	1		2
2-2-6 Marine		-		-
2-1-9 Air Assault	1		2
1-1-6 Security 	3		3
0-1-9 Spec Wps	2		3
0-1-1 Air Force	2		3

1960s CHINESE ORDERS OF BATTLE

			Number of Units Available
Unit Type		M+1		M+30
5-3-6 Armored	1		2
4-6-6 Infantry		12		16	
4-4-5 Red Guard	4		6 
2-3-5 Airborne	-		-
0-1-6 Spec Wps	-		-
ADMs			-		-

•	Readiness has no effect in the 1960s scenario.

1960s TURN ORDER
1) In all scenarios, the Soviet player deploys first. Use the normal turn order in the sequence of play.
2) On Game Turn 1, skip the Soviet player turn.  Begin with the Chinese player turn, then use the normal sequence of play starting with Game Turn 2.

1960s SOVIET DEPLOYMENT
Use the original “Current Readiness” scenario employment instructions.

1960s CHINESE DEPLOYMENT
In the M+1 scenario, deploy all forces anywhere in China except for four 4-6-6s and the 5-3-6, which must be deployed within three hexes of Peking.
In the M+30 scenario, deploy all forces anywhere in China.

1960s SOVIET REINFORCEMENTS
Same as in the 1970s scenario.

1960s CHINESE REINFORCEMENTS
Same as in the original scenario except the Chinese receive:
1) only one 4-6-6 (instead of two) per turn starting with Game Turn 2.
2) one 4-4-5 Red Guard per turn starting with Game Turn 2; this unit is placed on any city hex. 
3) In the M+1 scenario, one tank corps is received on Game Turn 5 in hex 0132. 
4) Militia and any North Koreans are received in the manner stated in the rules.

1960s SPECIAL RULES
1) There is no Soviet intrinsic supply (11.5).
2) All Chinese units are in intrinsic supply for the first two game turns.

1960s VICTORY CONDITIONS
Victory is determined at the end of the game. Each player totals the number of victory points he has achieved. Subtract the Soviet total from the Chinese total to determine who won and by what degree. In order to score victory points for hexes, the player must have a unit in the hex at the end of the game, and it must be able to trace a line of hexes from there back to a friendly supply source. The line of hexes may be any length, but may not enter a hex containing forbidden terrain, an enemy unit or an enemy ZOC (unless a friendly unit is also in the ZOC).

Chinese Victory Points for occupying:

	Vladivostok			6
	Each Other Soviet City	2
	Ulaanbaatar			2
	Hex 0701			5
	Hex 1101			1
	Hex 2901			1
	 
Soviet Victory Points for occupying:
	Peking			5
	Each Other Chinese City	1

Victory Points Totals
Chinese Decisive Victory		18+
Chinese Substantive Victory	12-17
Chinese Marginal Victory		7-11
Soviet Victory			6 or fewer

1980s SCENARIO
This Scenario looks at a Sino-Soviet war had the USSR absorbed the lessons of its war in Afghanistan.

1980s SOVIET ORDERS OF BATTLE

			Number of Units Available
Unit Type		M+1		M+30
7-4-9 Armored	3		4
4-6-9 Mechanized	4		5
3-7-9 Mechanized	7		9
12-3-12 Artillery	2		3
2-2-6 Marine		1		1
2-1-9 Air Assault	3		4
1-1-6 Security	3		3
0-1-9 Spec Wps	2		3
0-1-1 Air Force	3		4

1980s CHINESE ORDERS OF BATTLE

	Number of Units Available
Unit Type			M+1		M+30
5-3-6 Armored		3		4
4-6-6 Infantry			16		20	
4-4-5 Red Guard		-		-
2-3-5 Airborne		-		1
0-1-6 Spec Wps		1		2
ADMs				8		8

•	Readiness has no effect in the 1980s scenario.

1980s TURN ORDER
In all scenarios, the Chinese player deploys first. Use the normal turn order in the sequence of play.

1980s SOVIET DEPLOYMENT
Use the “Full Readiness” deployment instructions.

1980s CHINESE DEPLOYMENT
In M+1 scenarios, deploy according to the 1970s M+1 full readiness instructions. The 0-1-6 special weapons units must be deployed within three hexes of Peking.
In M+30 scenarios, deploy according to the 1970s M+30 full readiness instructions.

1980s SOVIET REINFORCEMENTS
Same as in the 1970s scenario, except the Soviet receives two supply units on odd numbered turns, starting with Game Turn 3.

1980s CHINESE REINFORCEMENTS
Same as in the original scenario plus, in the M+1 scenario, the airborne corps, a tank corps and one special weapons brigade are received on Game Turn 5 in hex 0132. 

1980s VICTORY CONDITIONS
Same as the 1970s scenario.