18. The Chinese

18.1 Chinese troops are of two distinct types: Nationalist ("G.M.D.") and Communist ("Red").Chinese counters [EXC: Red Chinese Personnel; 18.3] have a unique two-tone color.45 The term "Chinese", when not preceded by "G.M.D." or "Red", refers to both types collectively.

18.2 G.M.D.: Shown above are the G.M.D. MMC. A 3-3-7 may Battle Harden to a 5-3-7 (or a 1-2-7 HS to a 2-2-7 HS) only if 5-3-7s form the Majority Squad Type (E.4) of the G.M.D. OB that is currently in play. G.M.D. Personnel cannot Deploy [EXC: A20.5; A21.22], are always Lax at night, have a "0" Heat of Battle DRM, and receive an extra +1 drm for Leader Creation purposes. Non-Elite (not just Inexperienced) G.M.D. Chinese must pass a 1PAATC rather than a normal PAATC.

18.21 SMOKE: 5-3-7 squads may attempt WP placement as per A24.3.

18.3 RED: Red Chinese squads, HS and SMC use Partisan counters while their crews use Russian crew counters. All Red Chinese are considered Partisans (A25.24) for all purposes, but are also immune to Cowering.

18.31 COMMISSARS: Red (only) Chinese may use Commissars just as if they were 10/42 Russians (A25.22-.223). However, if a Commissar fails to rally a Red Chinese unit, the latter is not Replaced/eliminated - it simply remains broken [EXC: Fate; A10.64].

18.4 EQUIPMENT: All Chinese use Chinese (i.e., two-tone color) SW, Guns and vehicles. Neither Red nor G.M.D. Chinese treat Chinese SW/Guns as Captured, even if one side captures them from the other during play. Each SW Scrounged/Removed from a Chinese vehicle is represented by the appropriate Chinese SW.

18.41 ORDNANCE: Chinese ordnance [EXC: non-Captured ATR and MG] uses red TH numbers.

18.42 OBA: Chinese OBA normally receives five black and two red cards/chits. However, if the original Majority Squad Type (E.4) of the full Chinese OB is 5-3-7, its OBA is assumed to have Plentiful Ammunition; if that Majority Squad Type is 3-3-7 or 3-3-6, it is assumed to have Scarce Ammunition [EXC: for DYO see 18.82].

18.421 RADIO: The Contact number of a Chinese radio is "8" if the original Majority Squad Type of the full Chinese OB is 5-3-7, "7" if that Majority Squad Type is 4-4-7, or "6" otherwise.

18.43 TEMPORARY CREW: A Chinese HS, or infantry-crew, being used as a Temporary Crew receives a +2 drm to its A21.22 AFV Start dr.

18.44 VP: A Gun, dm 76-82mm MTR, or vehicle, of the Chinese side which is Captured by the opponent has its regular VP value quadrupled (instead of doubled) at the end of play.46

EX: A captured, functioning Chinese Gun held by the Japanese at scenario end is worth 8 (instead of the normal 4) VP.

18.5 HUMAN WAVE: Chinese may make Human Wave attacks just as if they were Russians (A25.23-.231).

18.6 DARE-DEATH SQUADS: During his pregame setup the Chinese player may designate ≤ 10% (FRU) of the squads (only) in his scenario OB as Dare-Death Squads47 by secretly recording their IDs on paper [EXC: no 5-3-7 may be so designated]. Each armed, Good Order Infantry Dare-Death Squad (or its surviving HS) that at the start of its MPh is in/ADJACENT-to a Location containing an unpinned, Good Order, friendly Personnel leader, and that is within eight MF of an enemy ground unit to which it and that leader have a LOS, may at that time go berserk voluntarily [EXC: it cannot thusly go berserk if it/that-leader is marked with a Prep/Bounding/Pin/TI counter, nor if any marsh/​swamp/​cliff/​unbridged-Water-Obstacle would prevent it from reaching that enemy unit's hex during that MPh, nor if that enemy unit is in an OCEAN Location]. The berserk MMC must then charge that enemy unit (now considered its Designated Target) and attempt to enter its Location. The leader (and/or any other Good Order friendly leader stacked with that berserk MMC) may (but need not) go berserk at the same time, provided each such leader is Infantry to whom none of the conditions given in the above EXC apply; each who does go thusly berserk must charge that same enemy unit. Infantry that voluntarily go berserk automatically return to normal at the end of that Player Turn [EXC: if in Melee at that time, they remain berserk until no longer in Melee]. Use a red-on-white Berserk counter to indicate a unit that has gone berserk voluntarily.

A leader, whether created from a Dare-Death MMC or not, cannot go berserk voluntarily except as stated above. However, when a Dare-Death MMC does go berserk voluntarily, any hero(es) stacked with it (and allowed to move) may accompany it during that MPh; in that MPh, each such hero is assumed to have eight MF [EXC: three MF if wounded] and may enter the Designated Target's Location - but may not move in the subsequent APh.

18.61 HUMAN WAVE: No unit that voluntarily goes berserk (or accompanies it as per 18.6) may also be used to form a Human Wave in that Player Turn, or vice-versa.

18.62 CC: Dare-Death MMC enter into and resolve Hand-to-Hand CC as if they were Japanese. In addition, each non-Hand-to-Hand CC-vs-Personnel attack in which ≥ one Dare-Death MMC participates receives an extra -1 DRM. These attributes apply even for a Dare-Death MMC that went berserk involuntarily - or even if it is not berserk (but is unbroken). Q&A

18.7 NO QUARTER/PRISONERS: In Chinese-vs-Japanese scenarios set in/after 1938, No Quarter (A20.3) is always in effect for both sides and Mopping Up cannot be used.

18.71 INTERROGATION: For Interrogation purposes, G.M.D. Personnel are always considered to be in a "neutral" country while Red Chinese are always considered in a "friendly" country.

18.8 DYO: Purchasing both Red and G.M.D. Chinese for a scenario vs the Japanese is NA. The presence of ≥ one 5-3-7 squad in the Chinese OB precludes the purchase of another Chinese squad type for that scenario, and vice-versa. 5-3-7 squad(s) may be purchased only for scenarios set in 11/43-3/45 in Burma (see also 18.81).48 Red Chinese may not be purchased for a scenario set in Burma. The BPV of Red Chinese squads and HS is one ≥ their Partisan BPV; that of their crews is one ≥ their Russian BPV. The G.M.D. Leadership Generation factor (H1.8) is "8" [EXC: "6" if the G.M.D. Majority Squad Type (E.4) is 5-3-7]. The Chinese player may not purchase a motorized-unit OB (H1.4), paratroopers or gliders.

18.81 BURMA: Prior to making purchases for a G.M.D.-vs-Japanese scenario set in 3-5/42 or 11/43-3/45, make a dr. If that Original dr is ≤ 3 the scenario is considered set in Burma. Otherwise it is set in China.

18.82 OBA: The Chinese player may purchase neither Bombardment nor Barrage (Red Chinese cannot use OBA at all;H1.27). The Scarce- or Plentiful-Ammunition status of G.M.D. OBA (18.42) is based on the current Majority Squad Type of its OB at the time of that battery's purchase.

18.83 AIR SUPPORT: The G.M.D. player may purchase Observation Planes (E7.6) only for OBA of ≥ 100mm, and only for scenarios set in 1944-45. The Red Chinese player may not purchase Air Support.

18.831 NAPALM: G.M.D. FB may use napalm as if they were U.S. (17.4) [EXC: availability is limited to 7/44-45 in Burma and 4-8/45 in China, (see 18.81)].