From: Doug Murphy <dmurphy@WPPOST.DEPAUL.EDU>
Subject:      QuikStart Notes on East is Red

EiR is an op-level Sov invasion of Manchuria in early 70s by Jim Dunnigan
at SPI in 1974.  4 scenarios: hasty and prepared (M-30) attack at
current/full readiness.  22x34 map by R. Simonsen in early murky SPI
style w/lots of shades of blue for Sov terrain, rough, sea, industrial
hexes.  Turn: 1 week.  Hex: 50 km.  Map has standard odds-ratio CRT
(AE,AR, DR,EX,DE), TEC (diffential effects for mech vs. non-mech units)
6 Major City and 63 industry hexes have intrinsic def.strength.  Def
doubled and attacking tanks halved in rough. Major City has ZOC. Def
tripled/tanks halved in city. Sov kill intrinsic strength in city with DE, EX or
industry with DR, DE, EX.

Units have attack/def/move factors and are an interesting amalgm of 3
div each...or not quite an Army...Dunnigan notes is as SPI's version of a
Chin/Sov corp.  Sov units break down to div (which is handy in EX).  Sov
get a Marine div which can amphib assault (but no paratroops...darn!).

10 Turns: Sov reinforcements/ check Sov supply/ Sov move/ combat /
check Sov supply/ Sov mech (again), air, supply units move / Chin
reinforcements/ check Chin supply/ move/ combat/ check Chin supply/
Chin mech move/ Atomic demolitions detonated...

Must expend MP to enter/leave ZOC.  3 units may move 20 hexes via
friendly rail.  ZOC semi-rigid.  Combat voluntary.  3 unit stacking.
Attacking factors doubled in concentric attacks  Sov arty units must be
adjacent to attacking Sov but not adjacent to Chin unit.

Supply is key to this game.  Sov supply path: 5 MP to 1of up to 4 supply
units then unlimited MP to supply hex on map edge.  Air / Arty calculate
MP as a mech unit (ugh).  Sov auto-supplied on turn 1-4.  OOS:
move/attack halved.  Chin supply trace unlimited MP to supply hex on map
edge or indust. hex.  Supply unit expended to support Sov attacks w/in 5
hex radii.

Air power is handled in an interesting fashion: each Sov air unit has 6
pts which may be added to attacks (only).  #pts are diminished w/ range
(up to 18 hexes).  Air unit can't use pts and move in same turn.  So Sov
move into China, set up "air units," support attacks, then move some air
units, "cover" with non-moving air units.  Sov get nukes: double attack
factor.  Roll for possible contamination.  Chin gets 8 Atomic demolitions:
secretly target hexside.  Once exploded, adds 4 MP next turn+ to move
cost/can't trace supply.  Use to channel / choke off movement.

Both sides get reinforcements.  Chin also get up to 6 militia corps and
possible Korean intervention.  Victory level: #indust.hexes "cut off."

"...if the Soviet player feels the Chinese player has provoked him (say he
was slow in setting up or thumbed his nose at the Sov player), he may
elect to bomb the rest of China (off-map)..."  No reinforcements.   Almost
guarantee Sov win.

This is a challenge to Sov. win.  Must concentrate.  Use airpower/nukes
and keep supply.  Chin can play havoc with latter. Seek cut-off at least
up to Shen-Yang.  Must go into Peking area to decisively win.  Rough
terrain channels attacks.  Relatively few Chin units but a couple of bad
EX and its all over for the Sov. Compare this with later S&T game The
China War, covering all of China at strategic level.

Doug Murphy