MUKDEN
- INTRO:
- Mukden is a simulation of
hypotherical actions that could take place between the
armed forces of the Soviet Union and of the People's
Republic of China, in the area of the vital city of
Shenyang (Mukden). Mukden is liekly to become an
importent objective in any such conflict, due to its
concentration of industry and its importance as a
transportation center.
-
CREDITS:
- Publisher: SPI - 1975
- Designer: David C. Isby
- Developer: David C. Isby, Howard Barasch,
Irad B. Hardy, Edward Curran, Jay Nelson
- Graphics: Redmond A. Simonsen
- GAME
SCALE:
- Each turn is 12 hours of real time, each hex is 1 mile,
Chinese units are Regiment and Brigade. Soviet units are
Battalions and Regiments.
- MINI-REVIEW:
- Mukden never did grab me as a
interesting game due to the disparity between
protaganists. The Chinese Army is basically slow infantry
with a few fast units and nice artillery but the Soviets
are mechanized except for the paratroops. The city of
Mukden (Shenyang) is a large terrain piece in the middle
of the map with some rough terrain in two corners. Three
scenarios are included. The Battle for Asia where the
Soviets enter the North edge, must cross the Hsin-Kai
River then get channeled between some groves and rough
trying to cross the map and exit or be in a strong
position to exit after 13 turns. The Siege of Mukden has
the Soviets setup on the first four northern hexrows and
Chinese huddles up in Mukden. The Soviets win if there
are ten or less Chinese units in Mukden at the end of ten
turns. The Guerrilla scenario has the Soviets trying to
hold ground already taken. Chinese Guerillas, thirteen
infantry units and two mortar units try to interdict the
road network and hopefully destroy the occasional Soviet
unit. The Soviet must destroy units and roust out six
Headquarters hexes. I enjoyed this game a little more the
second time playing it twenty years after its release
that when it first came out.
- SEQUENCE
OF PLAY:
-
1. Special Weapons Interphase (Nuclear Weapons)
2. Soviet-Player Turn
1. Movement Phase
2. Combat Phase
3. Chinese Player-Turn
1. Movement Phase
2. Combat Phase
4. Game-Turn Indication Inter-Phase
-
COUNTER LIST:
- In case you need to replace a counter.
-
CHINESE:
- 3-2-9 Armor Brigade
- 2/1, 32/1, 4/7, 22/7
- 3-2-9 Mechanized Regiment
- 1/1, 133/1, 7/7, 29/7
- 2-3-9 Recon Regiment
- 7, 11, 14
- 3-2-4 Infantry Regiment
- 1/1, 2/1, 3/1, 7/3, 8/3, 9/3
- 2-2-3 Infantry Regiment
- 16, 18, 26, 87, 130, 134, 153, 154, 155, 267, 347, 355,
370, 371, 372
- 1-1-3 Infantry Brigade
- 1Sh, 2Sh, 3Sh, 4Sh, 5Sh, 6Sh, 7Sh, 8Sh, 9Sh, Pin, Sch,
Set, Wen
- 5-3-5/2-45 Gunboat Regiment
- 1 unit
- 5-2-7/1-9 Artillery Brigade
- 4 units
- 4-3-7/1-9 SP Artillery Regiment
- 4 units
- 3-3-5/1-9 Artillery Regiment
- 5 units
- 3-3-2/1-9 Mortar Brigade
- 3 units
- 0-2-9 Anti-Tank Brigade
- 2 uints
SOVIET UNION:
- 4-2-12 Armor Regiment
- 26/11, 27/11, 28/11
- 3-2-12 Mechanized Battalion
- 1/10, 4/10, 7/10, 1/18, 4/18, 7/18
- 1-2-12 Mechanized Battalion
- 2/10, 3/10, 5/10, 6/10, 8/10, 9/10, 1/11, 2/11, 3/11, 2/18,
3/18, 5/18, 6/18, 8/18, 9/18
- 2-2-4 Paratroop Battalion
- 1/5, 2/5, 3/5
- 7-2-7/1-9 Artillery Brigade
- 1 unit
- 5-1-7/1-9 Artiller Regiment
- 1 unit
- 4-1-8/1-9 Artillery Brigade (Rocket)
- 1 unit
- 4-0-8/1-9 Artillery Battalion (Rocket)
- 4 units
- 3-1-7/1-9 Artillery Brigade
- 3 units
-
Game introductions in italics are directly from the game rules
or game box.
Back to Web-Grognards