In the aftermath of the Chinese civil war 1945-1949, the remnants of the KMT had retreated to Taiwan and had fortified the Taiwan and its surrounding islands from possible communist Chinese invasion. Mao eager to finish off his longtime rival and nemesis Chang Kai Shek had massed a huge military force in the Chinese provinces near Taiwan in anticipation of an invasion of Taiwan. communist and ROC military forces clashed in the Taiwan straights for control of small islands along Taiwan's preiphery. However Mao's ambitions were thwarted by the intervention of US air and naval forces. Threats of full US military interventions since the 1950s had saved the sovereignity of Taiwan.
Taiwan Straights Crisis uses a modified Red Dragon Rising system. The game is played in 9 turns with each turn representing 1 year. At the start of each turn any player rolls a 2d6 and the highest number of the two die is the number of action points the PRC(Chinese commies) and the ROC(Taiwan) gets to use during the turn. Each player alternates playing as an action point spent can be used to do a multitude of actions ranging from airstrikes, amphibious invasions, naval movement and battles, fortifications etc. etc. etc.). The PRC player starts the first action in every turn. Before starting the action, the player rolls a 1d6, rolling a 1 or 2 means that a random event chit is drawn from the random event pool. Random events are mostly one time only events which are not returned to the pool. A few are repeated events. Events affect the course of the game from bad weather which prevents the use of air actions, extra PRC and KMT reinforcements, the intervention of the USA and others. After this, the acting player performs an action. Even passing is considered an action with an action point spent. After the acting player finishes his current action, the other player becomes the acting player. Both players alternate actions until both players have no action points to spend and then the turn end and the next turn begins.
The PRC player wins the game by getting 10 VPs at any point in the game. The PRC player loses if the PRC player has less than 10 VPs by the end of the last turn or the PRC VP is at -5. VPs are gained by capturing islands and sinking ROC destroyers.
The 180 counters are die cut and well done. The Map is also well made and well done. THe production values are excellent.
The game is preety much balanced as the PRC player has the numerical advantage especially at the start however the PRC player is in a time limit to win before the game ends and before US and ROC reinforcements come in force to prevent the PRC from winning. THe PRC have massive numbers of ground forces, large numbers of air and naval forces however they are on the offensive to capture their targets and the problem of transporting their military forces and protectng them at the same time fending off ROC military forces. ROC and US military forces while outnumbered have the qualitative edge and have higher combat values(especially the US forces). The PRC while it looks that they can overwhelm the ROC forces has a difficult time in winning since he has to capture the Taiwanse islands which are heavilly defended, however the large number of PRC forces can deal a lot of damage to the Taiwanese.
The game is easy to learn and plays fast. Excellent game, balanced, easy to learn, can be played in a sitting. Highly recomended.
English rulebook of Issue #5 Taiwan Strait Crisis 1950 is available to those who have bought the game through me.
English rulebook of the game of Issue 1, 2, 3, 5 and 6 of Chinese Board Wargame Magazines are also available now.
(a) Issue#1 (two games in one zine): 800 Heroes: Defense of Sihang Warehouse/ Bloody Kuningtou: Battle of Kinmen 1949
(b) Issue#2 Growling Tigers under Siege: Defense of Changde 1943
(c) Issue# 3: Strike on Sarhu 1619
(d) Issue #5: Taiwan Crisis 1950 (New)
(e) Issue#6: Storm over Hengyang 1944
If you are interested in ordering Issue #5 (Taiwan Strait Crisis 1950) or Issue#6 (Storm over Hengyang) of this magazine, we can settle through Paypalaccount. Cost of each of Issue #5 will be USD 21 and cost of Issue #6 of the magazine will also be USD21, both price excluding postage & packaging. The magazine weights about 500g. For U.S. Australia, New Zealand, Canada and most European Countries, postage & packaging by surface mail of each magazine would cost you USD4, by airmail would cost you USD9 per magazine. The English rulebook will be sent to you by email (to save the cost of printing & postage & packaging).