The Kuomintang need to move a sizable portion of their units from one side of the board to the other. The Reds are there to stop them, setting right up to the edge of board where the Kuomintang enter. This creates a very difficult entrance puzzle, artificially. There are few places broken units can route and in my playing there were many Kuomintang prisoners created. The Reds won easily. I think the scenario would be more fun if the Reds had to set up further away from where the Kuomintang enter. Not a fan of scenarios where the play is crammed along the edge of the map since map edges are artifacts of the game and dispel the magic.