Great War at Sea: 1904-1905, The Russo-Japanese War
Great War at Sea: 1904-1905, The Russo-Japanese War Rulebook
Table of Contents
Table of Contents
- Contents of this volume
- Introduction
- Game Equipment
- Special Rules
- Optional Rules
- Scenarios
- Battle Scenarios
- Battle Scenario 1: Battle off Chemulpo (1904.2.8-9)
- Battle Scenario 2: Attack on Port Arthur (1904.2.9)
- Battle Scenario 3: Admiral Makarov's Last Battle (1904.4.12-13)
- Battle Scenario 4: Amur's Revenge (1904.5.15)
- Battle Scenario 5: Battle of the Yellow Sea (1904.8.10)
- Battle Scenario 6: Battle off Ulsan (1904.8.14)
- Battle Scenario 7: Battle of the Sea of Japan (1905.5.27)
- Battle Scenario 8: Glorious First of October (1905.10.1)
- Operational Scenarios
- Operational Scenario 1: Tension at the Outset (1904.1.12-18)
- Operational Scenario 2: First Blow (1904.2.8-13)
- Operational Scenario 3: The Raiding Squadron from Vladivostok (1904.2.11-18)
- Operational Scenario 4: Revenge (1904.3.4-8)
- Operational Scenario 5: Makarov Takes Command (1904.3.10-17)
- Operational Scenario 6: The First Relief Fleet (1904.4)
- Operational Scenario 7: Kwantung Peninsula (1904.5.4-9)
- Operational Scenario 8: Essen's Raiding Voyage (1904.7.17-8.3)
- Operational Scenario 9: Breakout and Pursuit (1904.8.10-19)
- Campaign Game
- Charts and Tables
- The Great War at Sea Series Rules
- Advanced Rules
- Series Charts and Tables
- Gaps and Disclosures
Contents of this volume
- Special Rules
- Optional Rules: 19.0 Effectiveness; 20.0 Tactical Map Overlay
- Scenarios
- Battle Scenarios: 1 Battle off Chemulpo (1904.2.8-9); 2 Attack on Port Arthur (1904.2.9); 3 Admiral Makarov's Last Battle (1904.4.12-13); 4 Amur's Revenge (1904.5.15); 5 Battle of the Yellow Sea (1904.8.10); 6 Battle off Ulsan (1904.8.14); 7 Battle of the Sea of Japan (1905.5.27); 8 Glorious First of October (1905.10.1)
- Operational Scenarios: 1 Tension at the Outset (1904.1.12-18); 2 First Blow (1904.2.8-13); 3 The Raiding Squadron from Vladivostok (1904.2.11-18); 4 Revenge (1904.3.4-8); 5 Makarov Takes Command (1904.3.10-17); 6 The First Relief Fleet (1904.4); 7 Kwantung Peninsula (1904.5.4-9); 8 Essen's Raiding Voyage (1904.7.17-8.3); 9 Breakout and Pursuit (1904.8.10-19); 10 The Drowning Bear (1905.5.23-31); 11 Back to Square One (1905.10.1-10)
- Campaign Game
Introduction
The Russo-Japanese War 1904-1905 uses the rules of the Great War at Sea system except for the points listed below. The following points replace, change or supplement the Great War at Sea rules. Where the system rules refer to the "Allied" or "Combined" player, read "Japanese" or "Russian" respectively in every case.
Late in the nineteenth century, new modern industrial powers appeared all over the world. The abolition of serfdom brought great economic development to the Russian Empire, while Japan, through the Meiji Restoration of 1868, was thrust into the modern world. As both powers grew, their interests began to collide in North-East Asia. Japan defeated Qing China in the Sino-Japanese War of 1894, but under Russian pressure [Translator's note: the Triple Intervention] was forced to return to the Chinese empire the important ports [Translator's note: Port Arthur and Dalny] it had won. Four years later Russia itself leased those ports, which further inflamed Japanese nationalists. By 1903 Japan was convinced that friendly relations with Russia could not be achieved.
Plans began for an operation to defeat Russia: first in the Korean peninsula, then in Manchuria. Japan had to win command of the sea, because all of the Japanese army's men and war materiel had to be shipped across the sea to the continent.
Diplomatic negotiations continued, but Japan planned to open the war with a surprise attack on Port Arthur, the main base of the Russian navy. In the dead of night of 8-9 February 1904, ten Japanese destroyers entered the approaches to Port Arthur. The new century was about to see the first encounter between the two great powers.
Game Equipment
"Russo-Japanese War 1904-1905" contains one tactical map, two tactical map overlays (printed on one sheet), 70 one-inch ship counters, 140 assorted half-inch counters, one fleet organization card, and a set of ship data charts. Avalanche Press Ltd. permits the owner of the game to photocopy the charts and tables as needed for play.
Special Rules
Speed 1+
Some ships are speed 1+ ships, a type that has not appeared in this series so far. Count this as a speed level when a ship's speed is reduced by damage. (In this game, a speed 2 ship that suffers critical damage, or that has lost half or more of its hull boxes, is reduced to speed 1+.) The addition of this speed level requires some changes to the Tactical Impulse Procedure (see below).
Ice
Vladivostok is surrounded by ice for much of the period from November to March. Each time a ship counter enters a sea area with ice, the player rolls two dice for each ship that entered. On a result of 12, that ship loses half (rounded up) of the number of hull boxes it normally has. Russian ships entering the Vladivostok sea area or the sea areas adjacent to it need not make this damage check (because of the excellent Russian icebreakers stationed at Vladivostok).
From April to October Vladivostok is unaffected by ice. In scenarios occurring during this period, sea areas with ice are treated as ice-free.
Inland Sea of Japan
Russian ships may not enter the Inland Sea of Japan (the sea areas printed in dark navy blue near Shikoku).
Coastal Waters
A fleet may enter only one coastal sea area per turn. Japanese ships may ignore this restriction in coastal sea areas adjacent to Japanese territory.
Low Freeboard
A ship with the low freeboard marking [Translator's note: a square divided top and bottom by a wave line, coloured white and light blue] may not fire any guns in a Squall, Storm or Gale turn, and adds 1 to its die roll for flooding (8.52).
Movement Plans (1.11)
The Russian navy did not use wireless communication. The Japanese player follows the standard game rules and writes down the movements of Interception-mission and Raiding-mission fleets two turns in advance. The Russian player writes down the movements of fleets on these missions three turns in advance.
Additional Ship Types (5.21)
Capital Ship:
- AC: Armored Cruiser
Light Ship:
- AMC: Armed Merchant Cruiser
- BS: Balloon Ship (balloon carrier)
- C: Cruiser
For towing, an AMC or BS is treated as the same size as a cruiser.
Damaged Ships (7.3)
In a tactical battle, a player may detach from a group any ship counter that has lost half or more of its main-battery firepower or hull boxes, or that has suffered one or more speed reductions.
Impulse Procedure (7.31)
No speed 2+ ships appear in "Russo-Japanese War 1904-1905"; speed 1+ ships are introduced. Use the following impulse procedure:
- Determine which player has the initiative.
- The player with the initiative moves all of his groups of speed 2.
- Both players conduct gunnery combat.
- Both players conduct torpedo combat.
- The player without the initiative moves all of his groups of speed 2.
- The player with the initiative moves all of his groups of speed 1+ and 2.
- Both players conduct gunnery combat.
- Both players conduct torpedo combat.
- The player without the initiative moves all of his groups of speed 1+ and 2.
- The player with the initiative moves all of his groups of speed 1, 1+ and 2 (all ships other than speed 1s).
- Both players conduct gunnery combat.
- Both players conduct torpedo combat.
- The player without the initiative moves all of his groups of speed 1, 1+ and 2 (all ships other than speed 1s).
- The player with the initiative moves all of his groups.
- Both players conduct gunnery combat.
- Both players conduct torpedo combat.
- The player without the initiative moves all of his groups.
- The player with the initiative moves all of his groups.
- Both players conduct gunnery combat.
- Both players conduct torpedo combat.
Gun Range (7.6)
Main guns may fire at targets up to 2 hexes away (parabolic/plunging fire does not apply). Secondary guns may fire at targets in adjacent hexes. Auxiliary guns may fire only at targets in the same hex [as the firing ship].
Torpedo Combat (7.81)
Use the following modifiers: when torpedoing a target in the same hex as the torpedoing ship, +0 (this changes the standard rule modifier). When torpedoing a target in an adjacent hex, -1.
Shallow-Draft Ships (7.42)
Capital ships with a shallow-draft marking (a circle marked half red and half white on the counter) receive the die modifier [for being a capital ship] when making grounding checks. Shallow-draft light ships never run aground.
Special Damage (8.7)
Some ships have auxiliary gun firepower printed in white. Gunnery with these firepowers may cause critical damage.
Neutral Ports (11.3)
British, German and Chinese ports are neutral. Ships of either side may freely enter neutral ports and take on coal. Battle (or unloading from transports) cannot take place in these ports. A ship that stays in a neutral port for more than one day (6 turns) is interned; interned ships are removed from the game but do not count for victory points for ship losses.
Korean ports are also neutral. Both players may enter Korean ports and take on coal. Battles may take place in Korean ports, and ships are not interned there.
In some scenarios the Elliot Islands may be used as a minor port.
Amphibious Landings (11.5)
When a scenario directs unloading at a port not under friendly control, this is an amphibious landing (it is still a kind of transport mission). To complete an amphibious landing, transports must remain in the sea area being landed in for 12 turns (normal cargo unloading takes 3 turns).
A player who successfully completes amphibious landings with 20 or more transports may occupy a minor port (under enemy control, or neutral Korean territory).
Balloon Ship (17.0)
The Russian Baltic Fleet was equipped with the world's first naval aerial reconnaissance equipment. The ship Rus carries five balloons that can be raised by one observer each while under way. Rus may raise one balloon. While a balloon is raised, the fleet including Rus is treated as if a (friendly) airship were present in that sea area.
A raised balloon must be taken in on the last daylight turn of that day. When it has been taken in, the Russian player rolls one die and adds the current weather level number of that turn (for example, in a Gale add 5). On a result of 7 or more the balloon is lost. When five balloons have been lost, Rus can no longer raise balloons.
Optional Rules
Secondary Gun Penetration (8.21)
When a secondary gun hit lands on a section of an enemy ship protected by heavy armor, the shell may penetrate (and cause damage). The firing player rolls one die again to determine whether damage occurs.
- A secondary gun hit at range 0 hexes (fired from within the same hex as the target) penetrates heavy armor and causes damage on a roll of 3-6.
- A secondary gun hit at range 1 hex penetrates heavy armor and causes damage on a roll of 5 or 6.
- An auxiliary gun hit at range 0 hexes (fired from within the same hex as the target) penetrates light armor and causes damage on a roll of 5 or 6.
Fuel Limits (12.3)
The Russian player has no limit on the amount of coal that can be resupplied at Port Arthur and Vladivostok. At other ports under Russian control, up to 5 fuel boxes per turn can be resupplied. In all neutral ports, up to 3 fuel boxes per turn can be resupplied.
The Japanese player has no limit on the amount of coal that can be resupplied at ports in Japan itself. At other ports under Japanese control, up to 5 fuel boxes per turn can be resupplied. In all neutral ports, up to 3 fuel boxes per turn can be resupplied.
19.0 Effectiveness
Between 1864 and 1904 naval weapons technology advanced at a tremendous pace. In the era of few guns, the number of men equipped was small, which meant few spare gunners; the number of men per weapon dropped and the jobs of the rest grew. Individual gunners had to do almost four jobs each. Fatigue during battle became a major cause of reduced gunnery effectiveness. Besides these, poor leadership, lack of training, shortages of crew and sloppy maintenance greatly reduced combat efficiency.
19.1 Effectiveness Rating
The scenario description gives the Effectiveness Rating (ER) of the ships appearing, as a number from 1 to 7. Ships for which nothing is specified begin the game at ER 6. As the game proceeds, the ER of each ship may change.
19.2 Using Effectiveness Ratings
When a player's ship fires its guns (not torpedoes) in battle, for each gun firing, refer to the Effectiveness Table with the ship's remaining firepower and its current ER. The number shown in the table is the firepower of that gun type that may be used [in that firing].
Example: The Russian battleship Vladimir has 2 undamaged main-gun firepower, 5 secondary-gun firepower and 1 auxiliary-gun firepower. Its current ER is 4. Checking the Effectiveness Table, Vladimir can fire with 1 main-gun firepower, 3 secondary-gun firepower and 1 auxiliary-gun firepower.
19.3 Penalties
As the game proceeds, when a ship receives an Effectiveness penalty, the player notes this on that ship's data chart.
- Grounding: if the ship runs aground: -2
- Hull damage: if the ship has lost at least 2/3 (fractions rounded down) of its hull boxes: -2
- Commander killed: if the ship receives a commander-killed result on the critical damage table (even if no commander [16.0] is on board that ship): -2
- Time at sea: for each 90 turns (15 days) spent at sea: -1
If a scenario directs the player to erase a ship's fuel boxes, the number of turns that ship has [before the scenario began] spent at sea is 12 times the number of fuel boxes erased.
19.4 Removing Penalties
Effectiveness penalties can sometimes be removed. However, a ship's starting Effectiveness Rating for the scenario is never changed during that scenario.
- Grounding: removed when the ship refloats (7.43).
- Hull damage: in campaign scenarios hull boxes may be repaired. When enough hull boxes have been repaired [so that the loss is under 2/3 of total hull boxes], this penalty is removed.
- Commander killed: removed if the ship spends 6 consecutive turns in port.
- Time at sea: subtract the number of turns the ship spends in port from the number of turns it has spent at sea so far. If a ship has received a time-at-sea penalty at the start of a scenario or during the scenario, it must spend 90 consecutive turns in port to remove this penalty.
Example: A Japanese armored cruiser has spent 85 turns at sea and then spends 5 turns in port. If it spends another 10 turns at sea it will receive the time-at-sea penalty, and to remove it must spend 90 consecutive turns in port.
19.5 Russian Seamanship
The Russian navy was far from excellent: it received little training in station-keeping (or even more advanced ship handling). Gunnery suffered from lack of training and from the interference of firing lanes caused by ships being unable to hold station during fleet movement. In battle, when a group consisting of 5 or more ships and including at least 1 ship of ER 4 or lower attempts to move, the Russian player rolls one die. On a roll of 6, that group cannot move in that movement step. Roll separately for each such group.
20.0 Tactical Map Overlay
Tactical map overlays are placed on the tactical map following the orientation instructions of the operational map. Overlays are used only during battles.
20.1 Grounding
Grounding checks (7.42) are required only in hexes containing land.
20.2 Combat
After a player declares which enemy ships his ships will fire at (7.5), but before firing, the firing player draws a straight line, or a line perpendicular to it [translation unclear], from any part of the hex name printed in the hex of the firing ship to any part of the hex name printed in the hex of the target ship. If the line cannot be drawn from one hex name to the other without passing through land, the line of sight is considered obstructed and the firing cannot take place.
If the hex name is printed entirely or almost entirely on land, the line must be drawn from the point where land meets water as near to the hex name as possible.
If the players cannot agree [on the line-of-sight determination], settle the dispute by rolling a die, by arm-wrestling, or by any method both players like.
20.3 Movement
Ships may not cross a hex side that is completely blocked by land.
20.4 Port Arthur
When using this overlay, all Russian ships that are set up in port are placed in the Port Arthur hex. There is no limit on the number of Russian ships that may be placed in the Port Arthur hex.
Russian ships in the F13 sea area that are not in port place 4 to 8 ship counters in the Port Arthur Roadstead hex (as if it were a hex printed with a mesh pattern), then place the remaining ship counters in hexes adjacent to the hex of the Russian ship counters.
20.41 Entering and Leaving Port
The Port Arthur harbor entrance was only 400 yards wide at high tide and just 100 yards at low tide, and could not be passed freely. Japanese ships may never enter Port Arthur. Japanese ships may enter sea hexes adjacent to the harbor, but must make grounding checks (7.42).
The Port Arthur hex may be entered only from the Roadstead hex, and units leaving the Port Arthur hex may go only to the Roadstead hex.
Before 20 March 1904, Russian battleships cannot leave or enter Port Arthur in the movement step of the tactical phase [except as follows]: only 1 Russian battleship per game turn may leave or enter. Three Russian ships other than battleships may leave or enter in each tactical movement step, whether or not the ship would normally be able to move in that tactical movement step. Excluding battleships, there is no limit to the number of Russian ships that may enter or leave Port Arthur per game turn.
From 20 March 1904, in each movement step of the tactical phase, up to 3 Russian ships, including at most 1 battleship, may leave or enter, whether or not the ship would normally be able to move in that tactical movement step. There is no limit to the number of Russian ships that may enter or leave Port Arthur per game turn.
20.42 Russian Local Charts
Russian ships do not have to make grounding checks (7.42) in hexes adjacent to Port Arthur.
20.43 Firing Limits
Ships outside Port Arthur harbor may not fire at ships inside the harbor. Ships inside Port Arthur harbor may not fire at enemy ships.
20.44 Invincible Fortresses
The Port Arthur Roadstead hex contains 2 coastal defense fortresses. Each is treated as a fixed battleship with 3 main-gun firepower of heavy armor. They do not count toward the limit of 8 ship counters per hex.
Fortresses are not subject to Effectiveness limits and always receive a +1 die modifier in addition to all other gunnery modifiers. When firing at a fortress, Japanese ships receive no gunnery modifier for a stationary target. Fortresses cannot be torpedoed.
20.5 Chemulpo
Chemulpo is neutral and ships of any nationality may enter. It is not a no-battle zone and there are no fortress guns.
Scenarios
Victory Points (VPs)
Victory points are gained at the end of the game for achieving the objectives in the scenario description and for sinking or crippling enemy ships. Each ship's data chart lists the points awarded to the opposing player when that ship is sunk.
In addition, players gain victory points for damage inflicted on enemy targets as follows:
- Enemy ship grounded in friendly-controlled sea area: 2 VPs each
- Enemy ship grounded in enemy-controlled sea area: 3/4 VP each
- Damaged main-gun firepower on an unsunk enemy ship: 3 VPs each
- Damaged heavy-armor hull boxes on an unsunk enemy ship: 2 VPs each
- Damaged light-armor or unarmored hull boxes on an unsunk enemy ship: 1 VP each
- Main-gun firepower of a destroyed fortress: 7 VPs each
- Sunk transport carrying cargo: 4 VPs each
- Sunk transport not carrying cargo: 1 VP each
Firing gunnery several times on the same sea area in the same scenario earns no additional victory points. [Only the first time counts.]
Battle Scenarios
These scenarios use only the tactical map and are intended as an introduction to this game system for beginners.
Battle Scenario 1: Battle off Chemulpo (1904.2.8-9)
At the Korean port of Chemulpo the Russian cruiser Variag and gunboat Koreetz discovered a large Japanese flotilla approaching. The Russians, not knowing whether war had begun, decided not to attack. At 6 PM on 8 February, as dusk fell, the Japanese began landing 2,500 troops without interference.
The next day Rear Admiral Uryu Sotokichi notified the Russians that a state of war existed between the two nations and that they should leave the neutral port. Both ships sailed, and the Japanese squadron defeated Variag. The Russians returned to port and scuttled both ships.
What if the Russians had acted when the Japanese appeared? They might have escaped, or perhaps won a great victory by sinking some of the troop transports.
Time: day to night. Weather at start: 1 (fair).
Japanese forces
AC01 Asama; C01 Naniwa; C02 Takachiho; C07 Akashi; C12 Niitaka; C15 Chiyoda No. 21-class torpedo boats (as printed): 4 Troop transports: 4 (use fast merchant ships)
Russian forces
C10 Variag; GB14 Koreetz
Special rules
Overlay: Use the Chemulpo overlay.
Set-up: Place all Russian ships in the Chemulpo port hex. The Japanese player sets up as the player without the initiative.
Time: This scenario begins at 4 PM on 8 February. The first 2 impulses are daylight. All later impulses are night.
Initiative: In this scenario, roll the die for initiative at the start of every impulse, including the first.
Transport mission: The Japanese troop transports are sailed at full speed toward the 1 hex adjacent to Chemulpo harbor. After reaching that hex, they must remain there for the remainder of the scenario while unloading.
Break out: The Russians may break up their formation in order to escape (the two ships do not have to move as a group). If the Russian player chooses to do this, the Japanese player may also act likewise.
Effectiveness ratings: All Japanese ships begin at ER 6. The Russian Variag begins at ER 6 and Koreetz at ER 4.
Victory conditions: The Russian player gains the VP value of each Russian ship that escapes, out of the enemy's sight, from the west, southwest or southeast edge of the tactical map. The Japanese player gains 3 VPs for each transport that reaches port and is not sunk by the end of the scenario.
At the end of the game, the player with more VPs wins.
Battle Scenario 2: Attack on Port Arthur (1904.2.9)
On the morning of the first day of the war, Admiral Togo led the Japanese battle fleet to Port Arthur to finish the fight the torpedo-boat flotillas had started. In a rapid reconnaissance, he judged that the Russian ships were in confusion and their morale low. The Russians had readied the fortress guns and were raising steam, while remaining under the support of the coastal batteries. They fought a short, fierce, but indecisive battle with their old enemy. The Japanese withdrew from the heavy fire of the Russian fortress guns, and both fleets suffered slight damage. Togo failed to deal the Russian fleet a decisive blow, but he had broken enemy morale, won command of the sea, and recognized that the enemy fleet was comparable to a first-class European force.
Time: day. Weather at start: 1 (fair).
Japanese forces
Commander: Togo B01 Yashima; B02 Fuji; B03 Shikishima; B04 Hatsuse; B05 Asahi; B06 Mikasa (flagship) AC02 Tokiwa; AC03 Yakumo; AC04 Azuma; AC05 Izumo; AC06 Iwate C04 Yoshino; C06 Suma; C08 Takasago; C09 Chitose; C10 Kasagi
Russian forces
B06 Peresvet; B11 Tsesarevich; B22 Petropavlovsk; B23 Poltava; B24 Sevastopol; B26 Pobieda; B27 Retvisan AC03 Bayan C03 Askold; C04 Novik; C09 Diana
Special rules
Overlay: Use the Port Arthur overlay.
Set-up: The Japanese player has the initiative and enters from the southwest edge of the map (lower left side).
Place all Russian ships except Novik in the Roadstead. Novik is placed in a hex adjacent to the Roadstead other than the harbor.
Lingering damage: Tsesarevich and Retvisan cannot move. They do not count toward the limit of 8 ships per hex. Both ships are aground, unable to sail, and each has suffered 2 hull-box damage before the start of the scenario (like the other ships placed with them).
Effectiveness ratings: All Japanese ships begin at ER 6. All Russian ships begin at ER 4. Tsesarevich and Retvisan are aground and so carry a -2 penalty to ER.
Victory conditions: At the end of the game, the player with more VPs wins.
Battle Scenario 3: Admiral Makarov's Last Battle (1904.4.12-13)
Vice Admiral Stepan Ossipovich Makarov arrived at Port Arthur on 8 April. He trained the Russian navy and restored its pride. Togo rated him a fine opponent, noting especially his aggressiveness. When the Russian ships chased off Japanese ships and were not treated as a coordinated group, Togo set a trap for Makarov.
On the night of 12-13 April, Japanese destroyers laid 48 mines near the Port Arthur roadstead. Rear Admiral Dewa Shigetoo ordered his cruiser squadron to lure the Russian battleships out to 30 miles beyond the harbor where the main Japanese fleet was waiting. The ambush almost succeeded, but then the fog cleared and Makarov, seeing Togo's 6 battleships heading toward him, returned toward the protection of the Port Arthur fortress guns. At 9:30 AM Petropavlovsk struck a mine and sank with Makarov a minute later. Thirty minutes later Pobieda also struck a mine. Rear Admiral Ukhtomsky took the Russian battle fleet back in.
The next day Togo, esteeming his honorable fallen enemy as a samurai, ordered his fleet to fly flags at half-mast and observe a day of mourning. Makarov's death and defeat shattered the confidence the Russian navy had been building, and fed the flames of revolutionary unrest at home.
Time: day. Weather at start: 1 (fair).
Japanese forces
Commander: Togo B01 Yashima; B02 Fuji; B03 Shikishima; B04 Hatsuse; B05 Asahi; B06 Mikasa (flagship) AC01 Asama; AC02 Tokiwa; AC07 Kasuga; AC08 Nisshin C04 Yoshino; C08 Takasago; C09 Chitose; C10 Kasagi Ikazuchi-class destroyers: 4
Russian forces
Commander: Makarov B06 Peresvet; B22 Petropavlovsk (flagship); B23 Poltava; B24 Sevastopol; B26 Pobieda AC03 Bayan C03 Askold; C04 Novik; C09 Diana Puliki-class destroyers: 1
In Port Arthur harbor: B11 Tsesarevich; B27 Retvisan; C02 Pallada; GB07 Gremyashchi; GB08 Otvajni; GB13 Bobr Puilki-class destroyers: 12
Special rules
Overlay: Use the Port Arthur overlay.
Set-up: Place all of both sides' ships that are not in port on the hex column running due south (that is, hex column K). Place the 5 Russian battleships in the hex 3 hexes from the Roadstead (K11). Place the Russian cruiser group in the hex 5 hexes from the Roadstead (K13). Place the Russian destroyers, all Japanese destroyers, and the Japanese AC01 Asama and AC02 Tokiwa in the hex 6 hexes from the Roadstead (K14). Place all the remaining Japanese cruisers in the hex 7 hexes from the Roadstead (K15). Place all Japanese battleships in the hex 9 hexes from the Roadstead (K17).
Initiative: The Russian player takes the initiative for the first impulse.
Mines: The Japanese have laid mines at Port Arthur. Each time a Russian ship enters this hex (a sea hex, not the harbor hex), or leaves it from the Roadstead hex (to a sea hex, not the harbor hex), the Russian player rolls the die for a mine hit as if the ship had passed through 4 mine fields [see 13.0].
Effectiveness ratings: All ships begin the game at ER 5.
Victory conditions: The Japanese player wins if he gains 30 or more VPs more than the Russian player. Any other result is a Russian victory.
Battle Scenario 4: Amur's Revenge (1904.5.15)
After Makarov's death, Rear Admiral Wilhelm Karlovich Vitgeft took command of the Russian fleet. Unlike his predecessor, he clearly intended to keep the fleet in port. At the risk of mining Amur, he had been warned that he should reply to the report of Captain Fedor Nikolaevich Ivanov, who had noticed that the Japanese battle fleet tended to follow a certain route when approaching Port Arthur, and had mined that route. On 15 May three Japanese first-class battleships appeared off the harbor. Hatsuse struck a mine in sight of Port Arthur, her magazine exploded, and she sank in less than a minute. Yashima approached to help and also struck a mine. Vitgeft did not take the risk of sending out the fleet to exploit the situation. Yashima sank out of sight of Port Arthur, so the Japanese navy concealed the loss of a second battleship even from its own people for more than a year.
Time: day. Weather at start: 1 (fair).
Japanese forces
B01 Yashima; B03 Shikishima; B04 Hatsuse
Russian forces
In Port Arthur harbor: B06 Peresvet; B11 Tsesarevich; B23 Poltava; B24 Sevastopol (1 hull box damage); B26 Pobieda; B27 Retvisan AC03 Bayan C02 Pallada; C03 Askold; C04 Novik; C09 Diana GB07 Gremyashchi; GB08 Otvajni; GB13 Bobr Puilki-class destroyers: 15
Special rules
Overlay: Use the Port Arthur overlay.
Set-up: Place all Russian ships in the harbor. Place all Japanese ships together in a hex within 3 hexes of the Roadstead.
Initiative: The Russian player takes the initiative for the first impulse.
Mine damage: Before the game begins, the Japanese player rolls the die to determine mine damage for each of Yashima, Shikishima and Hatsuse. The Japanese ships are treated as having just passed through 6 mine fields.
Length of game: This scenario does not continue beyond 4 impulses.
Effectiveness ratings: All Japanese ships begin at ER 6. All Russian ships begin at ER 4.
Victory conditions: The Russian player receives no VPs for damage caused by mines or for ships sunk by mines. The player with more VPs wins.
Battle Scenario 5: Battle of the Yellow Sea (1904.8.10)
When the Japanese army began its assault on Port Arthur, the Russian fleet abandoned its base and headed for Vladivostok. They soon met the Japanese battle fleet. At 1 PM the fleets entered a gunnery duel, and the Russian guns for once were avoided by the Japanese ships. In the Japanese fleet, large-caliber guns suffered frequent jams due to poor ammunition. Togo did not give up the engagement and continued the pursuit. The battle resumed at about 4 PM. Two hours passed without decision, but a shell fragment killed the Russian admiral, and a minute later another shell struck the flagship's bridge, killing the captain and almost everyone on the bridge. Leaderless, the fleet fell into disorder; several ships returned to Port Arthur, the rest fled to Chinese ports, and one headed for Vladivostok. The Russian Pacific fleet thereafter played no further role in the war.
Time: day. Weather at start: 1 (fair).
Japanese forces
Commander: Togo B02 Fuji; B03 Shikishima; B05 Asahi; B06 Mikasa (flagship) CD01 Chin Yen [Chinese-built coast defense ship; printed as "鎮遠"] AC01 Asama; AC03 Yakumo; AC07 Kasuga; AC08 Nisshin C08 Takasago; C09 Chitose; C10 Kasagi; C16 Itsukushima; C17 Hashidate; C18 Matsushima
Russian forces
B06 Peresvet; B11 Tsesarevich; B23 Poltava; B24 Sevastopol; B26 Pobieda; B27 Retvisan C02 Pallada; C03 Askold; C04 Novik; C09 Diana
Special rules
Set-up: The Japanese player holds the initiative and enters from the southeast corner of the tactical map (lower right).
Landing parties: All Russian battleships had landed guns and gunners for the defense of Port Arthur. Reduce the secondary-gun firepower of each Russian battleship by 1.
Break out: If at least 6 Russian ships come within range of a Japanese ship that has 1 or more main-gun firepower, the Russians may break up their formation in order to escape (thereafter the Russian ships do not have to move as a group). If the Russian player chooses to do this, the Japanese player may also act likewise.
Effectiveness ratings: All ships begin at ER 4.
Length of game: This scenario does not continue beyond 8 impulses.
Victory conditions: The Russian player wins if he gets at least 7 Russian ships off the tactical map, or if he gains more VPs than the Japanese player. Any other result is a Japanese victory.
Battle Scenario 6: Battle off Ulsan (1904.8.14)
As soon as word came that the Russian ships were attempting to break out of Port Arthur, the cruiser squadron of Admiral Essen sortied from Vladivostok to assist. The attempt to call them back failed, and they steamed south, trailing smoke, to look for a fleet that was no longer there. Off the Korean coast Essen met the Japanese armored cruiser squadron just as the Russians were turning back, and the two fleets met.
Time: day. Weather at start: 1 (fair).
Japanese forces Commander: Kamimura AC02 Tokiwa; AC04 Azuma; AC05 Izumo; AC06 Iwate
Russian forces
Commander: Essen AC01 Rurik; AC05 Rossiya; AC06 Gromoboi C06 Bogatyr [Translator's note: this ship was under repair at the time and did not take part in this battle.]
Special rules
Set-up: The Russian player holds the initiative and enters from the west edge of the tactical map (left side).
Effectiveness ratings: [The Japanese text under this heading actually gives the following rule about map edges; no Effectiveness Ratings line is printed. By 19.1 ships default to ER 6.]
Edge of the world: A Russian ship that leaves the tactical map from any map edge other than the east edge is treated as sunk for the purposes of determining victory.
Victory conditions: The Russian player gains one-half of the VPs of each of his ships that leaves the east edge of the tactical map. At the end of the game, or at the end of 5 tactical impulses, the player with more VPs wins.
Battle Scenario 7: Battle of the Sea of Japan (1905.5.27)
After many delays, the main body of the Russian Baltic Fleet sailed to reinforce the Pacific Fleet. The fleet arrived long after Port Arthur had fallen, but in any case it had only one way forward. Its appearance off Shanghai was for refueling, but not necessarily so; it only served to alert the Japanese. The Russian fleet sailed on 25 May for Vladivostok. The unlucky fleet set course for the western entrance of the Sea of Japan, where Admiral Togo's fleet was waiting. The end of the Russo-Japanese naval war was near.
Time: day. Weather at start: 3 (fog).
Japanese forces
Commander: Togo B02 Fuji; B03 Shikishima; B05 Asahi; B06 Mikasa (flagship) CD01 Chin Yen AC01 Asama; AC02 Tokiwa; AC03 Yakumo; AC04 Azuma; AC05 Izumo; AC06 Iwate; AC07 Kasuga; AC08 Nisshin C01 Naniwa; C09 Chitose; C10 Kasagi; C11 Tsushima; C12 Niitaka; C13 Otowa; C16 Itsukushima; C17 Hashidate; C18 Matsushima GB07 Izumi No. 21-class torpedo boats: 31 Ikazuchi-class destroyers: 20 Hayabusa-class destroyers: 13
Russian forces
B12 Borodino; B13 Imperator Alexander III; B14 Orel; B15 Kniaz Suvarov; B19 Imperator Nikolai I; B20 Navarin; B21 Sissoi Veliki; B25 Oslabia CD01 Admiral Ushakov; CD02 Admiral Seniavin; CD03 General Admiral Apraxin AC02 Vladimir Monomakh; AC04 Dimitri Donskoi; AC07 Admiral Nakhimov C01 Svietlana; C07 Oleg; C08 Aurora; C11 Izumrud; C12 Jemtchug GB16 Almaz BS01 Rus Boiki-class destroyers: 8
Special rules
Set-up: The Russian player holds the initiative and enters from the southwest edge of the tactical map (lower left).
Break out: If at least 15 Russian ships come within range of a Japanese ship that has 1 or more main-gun firepower, the Russians may break up their formation in order to escape (thereafter the Russian ships do not have to move as a group). If the Russian player chooses to do this, the Japanese player may also act likewise.
Length of game: This scenario does not continue beyond 8 impulses.
Effectiveness ratings: All Japanese ships begin at ER 7. All Russian ships begin at ER 4.
Victory conditions: The Russian player wins if he gets at least 7 Russian ships off the tactical map from the northwest, northeast or west map edge, or if he gains more VPs than the Japanese player. Any other result is a Japanese victory.
Battle Scenario 8: Glorious First of October (1905.10.1)
What if things had gone well for the Russian fleet? In this scenario, Makarov lives and escapes with the Russian First Pacific Squadron to Vladivostok, and Rear Admiral Zinovi P. Rozhdestvensky evades the Japanese and reaches Vladivostok with the Second Pacific Squadron. After several months of training under Makarov, the Russians are battle-ready. On 1 October 1905 the newly formed combined fleet sorties to catch Togo's Japanese fleet. The sailors have recovered and are in high spirits. Today they will settle the war. Whichever way fate smiles, today will be the glorious First of October (Western calendar), or 17 September (Russian calendar).
Time: day. Weather at start: 1 (fair).
Japanese forces
Commander: Togo B02 Fuji; B03 Shikishima; B05 Asahi; B07 Kashima; B09 Yamato [as printed]; B10 Musashi [as printed] CD01 Chin Yen AC01 Asama; AC02 Tokiwa; AC03 Yakumo; AC04 Azuma; AC05 Izumo; AC06 Iwate; AC07 Kasuga; AC08 Nisshin C01 Naniwa; C09 Chitose; C10 Kasagi; C11 Tsushima; C12 Niitaka; C13 Otowa GB07 Izumi No. 21-class torpedo boats: 15 Ikazuchi-class destroyers: 12 Hayabusa-class destroyers: 6
Russian forces
First Pacific Squadron: Commander: Makarov B06 Peresvet; B11 Tsesarevich; B22 Petropavlovsk (flagship); B23 Poltava; B24 Sevastopol; B26 Pobieda; B27 Retvisan AC01 Rurik; AC03 Bayan; AC05 Rossiya; AC06 Gromoboi C02 Pallada; C03 Askold; C04 Novik; C06 Bogatyr; C08 Aurora; C09 Diana Puilki-class destroyers: 9 No. 214-class torpedo boats: 6 Sungari-class torpedo boats: 3
Second Pacific Squadron: B12 Borodino; B13 Imperator Alexander III; B14 Orel; B15 Kniaz Suvarov; B19 Imperator Nikolai I; B20 Navarin; B21 Sissoi Veliki; B25 Oslabia CD01 Admiral Ushakov; CD02 Admiral Seniavin; CD03 General Admiral Apraxsin AC02 Vladimir Monomakh; AC04 Dimitri Donskoi; AC07 Admiral Nakhimov C01 Svietlana; C07 Oleg; C11 Izumrud; C12 Jemtchug GB16 Almaz BS01 Rus Boiki-class destroyers: 9 Sungari-class torpedo boats: 6
Special rules
Set-up: The Russian player holds the initiative and enters from the northeast corner of the tactical map (upper right).
Length of game: This scenario does not continue beyond 12 impulses.
Effectiveness ratings: All Japanese ships begin at ER 7. All ships of the Russian First Pacific Squadron begin at ER 6. All ships of the Russian Second Pacific Squadron begin at ER 5.
Victory conditions: At the end of the game, the player with the most VPs wins.
Operational Scenarios
Operational Scenario 1: Tension at the Outset (1904.1.12-18)
As tension between Japan and Russia rose, both countries rushed to reinforce their fleets. Russia dispatched several ships from the Baltic Fleet to the Far East. Both Russia and Japan also tried to buy warships on the international market. Japan quickly bought two cruisers built by Italy, but failed to get two battleships just completed in British yards, which were also sought by Russia. While Japanese representatives were raising the Rising Sun flag over the two newly built cruisers at Genoa, several Russian ships were about to pass through the Mediterranean. Many observers believed that the naval war in the Far East would begin on the other side of the globe.
Note: This scenario requires the operational map of "The Great War at Sea Volume I: The Mediterranean."
Duration of operation: 60 turns. The Japanese player may choose the turn on which the game begins. Weather at start: 1 (fair).
Japanese forces
Placed at La Spezia (H22): AC07 Kasuga; AC08 Nisshin
Russian forces
Placed at Bizerte (X23): B25 Osliabia; Boiki-class destroyers: 5
Placed at Piraeus (W47): C08 Aurora
Placed at Sud Bay (BB47): AC04 Dmitri Donskoi; Boiki-class destroyers: 3
Placed at Taganrog (A73): Armed Merchant Cruisers (AMC): 4
Special rules
Ports: Russian ships may use French and Greek ports. Japanese ships may use British ports.
Turkish Straits: Russian armed ships may enter the sea areas of the Turkish Straits.
Canal zone: Both sides may enter Port Said (Port Sa'id: JJ60). No battles occur in this sea area. All ships must enter Port Said by the end of the game; ships that fail to enter are treated as lost for the purpose of calculating victory points. Once a ship has entered Port Said it can no longer leave (it has moved into the Suez Canal).
Effectiveness ratings: All Japanese ships begin the game at ER 4 (most of the crews were British mercenaries hired for the voyage to Japan). All Russian ships begin at ER 5.
Victory points: If Russian armed merchant cruisers (AMC) are sunk, the Japanese player gains 10 VPs for each. If they arrive at Port Said, the Russian player gains 2 VPs each.
Victory conditions: At the end of the game, the player with the most VPs wins.
Operational Scenario 2: First Blow (1904.2.8-13)
For several days after the outbreak of war the situation was one of full naval war. The Russian ships had suffered only moderate damage, but the surprise attack thoroughly shook Rear Admiral Stark and prevented him from operating the fleet effectively. The Russian Vladivostok squadron raided Japanese sea transport routes in various places and caused alarm, but the expected large-scale fleet battle did not occur. The Japanese navy provided good support for operations on the continent and for the advance to Port Arthur.
Duration of operation: 30 turns. The Japanese player may choose the turn on which the game begins. Weather at start: 1 (fair).
Japanese forces
Sea area F12: First Fleet; all ships have used 2 fuel boxes. Commander: Togo B01 Yashima; B02 Fuji; B03 Shikishima; B04 Hatsuse; B05 Asahi; B06 Mikasa (flagship) C04 Yoshino; C08 Takasago; C09 Chitose; C10 Kasagi No. 21-class torpedo boats: 8
Sea area F13: Torpedo Attack Group; all ships have used 2 fuel boxes. Ikazuchi-class destroyers: 10
Sea area N18: Second Fleet; all ships have used 1 fuel box. Commander: Kamimura AC02 Tokiwa; AC03 Yakumo; AC04 Azuma; AC05 Izumo (flagship); AC06 Iwate Ikazuchi-class destroyers: 4
Sea area O17: Chemulpo Landing Force; all ships have used 1 fuel box. AC01 Asama; C01 Naniwa; C02 Takachiho; C07 Akashi; C12 Niitaka; C15 Chiyoda B06 Oshima [as printed] No. 21-class torpedo boats: 8 Ikazuchi-class destroyers: 4 Colliers: 3 Fast merchant ships: 4 Slow merchant ships: 16
Maizuru (AB29): Third Fleet CD01 Chin Yen (flagship); C03 Akitsushima; C06 Suma; C14 Saien; C16 Itsukushima; C17 Hashidate; C18 Matsushima; C20 Miyako GB01 Fuso; GB02 Kaimon; GB07 Izumi; GB08 Tsukushi No. 21-class torpedo boats: 12 Slow merchant ships: 4
Russian forces
Port Arthur (F13): The Roadstead: B06 Peresvet; B11 Tsesarevich; B22 Petropavlovsk; B23 Poltava; B24 Sevastopol; B26 Pobieda; B27 Retvisan AC03 Bayan C02 Pallada
Inside Port Arthur harbor: C03 Askold; C04 Novik; C05 Boyarin; C09 Diana ML03 Amur; ML04 Yenisei GB07 Gremyashchi; GB08 Otvajni; GB13 Bobr Sungari-class torpedo boats: 7 No. 214-class torpedo boats: 2 Boiki-class destroyers: 20 Slow merchant ships: 5
Chemulpo (N19), detached: C10 Variag; GB Koreetz
Shanghai (S3): GB12 Sivuch
Vladivostok (J34): AC01 Rurik; AC05 Rossia; AC06 Gromoboi; C06 Bogatyr GB15 Mandjur Kazarski-class torpedo boats: 4 Sungari-class torpedo boats: 6
Special rules
Torpedo attack: The game begins with the attack on the Russian ships in the Port Arthur Roadstead by the Japanese Torpedo Attack Group in sea area F13.
Use the Port Arthur overlay. The Japanese player places 4 destroyers in the hex adjacent to the Roadstead, and 6 destroyers in a hex 4 hexes from the Roadstead. Russian ships cannot move at all. The Japanese player takes the initiative in this battle.
Destroyers from the same group may not attack the same enemy ship more than twice [as printed: "a destroyer in the same group may not attack the same enemy ship more than 2 times"]. A grounded destroyer cannot torpedo.
All Japanese torpedoes fired in step 4 of the first impulse receive a +2 die modifier because of surprise effect. After step 4, the die modifier is reduced to +1. In steps after the step in which torpedoes were first fired, this die modifier is not received (all torpedo attacks in the step in which torpedoes were first fired receive this modifier).
The Port Arthur fortresses and the Russian ships cannot fire guns until the first gunnery step after the step in which the Japanese destroyers fired torpedoes or ran aground. After that, the Russian player rolls one die for each of his ships to determine whether it may fire. A ship that rolls a 6 begins combat and may fire in that gunnery step and all later gunnery steps. For ships that could not begin combat, the Russian player may try the roll again in later gunnery steps.
Torpedo damage: All Russian ships damaged in this torpedo attack begin the first turn of the game aground at the Port Arthur roadstead. On the following turn, ships that were aground are considered to have refloated without additional damage from grounding (7.43).
Russian lethargy: During the first turn, Russian ships may enter and leave port, but cannot leave the sea area they are in.
Russian raiding fleet: The Russian player may assign a raiding mission to 1 fleet formed of no more than 4 ships.
Effectiveness ratings: All Japanese ships begin at ER 6. All Russian ships begin at ER 4.
Victory points: The Japanese player gains 3 VPs for each transport that unloads at Chemulpo (N19) and Fusan (U20). Each of these two ports counts once for the landing operation. Transports of the Chemulpo landing force must unload at Chemulpo.
Each player gains 3 VPs for each sea area containing a minor port under enemy control, or adjacent to it, that his fleet, including at least 2 battleships or armored cruisers, has bombarded.
Victory conditions: At the end of the game, the player with the most VPs wins.
Operational Scenario 3: The Raiding Squadron from Vladivostok (1904.2.11-18)
A few hours after the Japanese attack on Port Arthur, the Russian icebreaker Nadejnyi began to open a channel out of Vladivostok harbor so that the cruiser squadron based there could sortie to attack Japanese commercial sea routes. Believing the worsening weather would bottle the Russian ships in port, the Japanese had stationed no ships in the northern Sea of Japan for picket duty, but Japanese merchant seamen soon came to regret this carelessness.
Duration of operation: 54 turns. Weather at start: 4 (squall).
Japanese forces
Maizuru (AB29): CD01 Chin Yen; C05 Matsushima; C07 Miyako; GB03 Tsukushi No. 21-class torpedo boats: 3
Russian forces
Vladivostok (J34): AC01 Rurik; AC05 Rossia; AC06 Gromoboi; C06 Bogatyr
Special rules
Coastal watch: The Russian player must place a fleet marker on the map when a raiding fleet enters Japanese coastal sea areas.
Russian raiding fleet: The Russian player may assign a raiding mission to 1 fleet formed of no more than 4 ships.
Effectiveness ratings: All Japanese ships begin at ER 6. All Russian ships begin at ER 5.
Map limitations: No ships may enter the Yellow Sea (north of row T and with numbers 15 or less).
Victory conditions: The Russian player wins if, at the end of the scenario, he has gained at least 25 VPs without losing any of his own ships. Any other result is a Japanese victory.
Operational Scenario 4: Revenge (1904.3.4-8)
In revenge for the Russian raids on defenseless merchant ships, the Japanese sent a powerful armored cruiser squadron. The ships crept up on the coast near Vladivostok and fired more than 200 shells over the hills into the city. The heavy guns intended to prevent such an attack were at that time still on railway cars in the city's rail yard. The Japanese claimed that they had destroyed Vladivostok's military facilities and thrown it into confusion, but the only recorded casualties were an old woman and her beloved dog, who were killed while walking in a city park [Translator's note: in addition, 4 sailors of the naval infantry are recorded as severely wounded].
Duration of operation: 54 turns. The Japanese player may choose the turn on which the game begins. Weather at start: 1 (fair).
Japanese forces
Within 12 sea areas of Fusan (U20): All ships have used 1 fuel box. Commander: Kamimura AC01 Asama; AC03 Yakumo; AC04 Azuma; AC05 Izumo; AC06 Iwate C04 Yoshino; C10 Kasagi
Russian forces
Vladivostok (J34): AC01 Rurik; AC05 Rossia; AC06 Gromoboi; C06 Bogatyr Armed Merchant Cruiser (AMC): 1 No. 214-class torpedo boats: 8
Special rules
Ports: Chemulpo is a port under Japanese control.
Russian raiding fleet: The Russian player may assign a raiding mission to 1 fleet formed of no more than 4 ships.
Effectiveness ratings: All Japanese ships begin at ER 6. All Russian ships begin at ER 5.
Map limitations: No ships may enter the Yellow Sea (north of row T and with numbers 15 or less).
Bombardment: The Russian player gains 3 VPs for each sea area containing, or adjacent to, a minor port under enemy control that he bombards with a fleet including at least 2 armored cruisers.
The Japanese player may bombard Vladivostok (even though it is a major port), and for each Vladivostok bombardment by a fleet including at least 2 armored cruisers gains 6 VPs; he gains 3 VPs for each sea area containing, or adjacent to, a minor port under enemy control that he bombards.
Victory conditions: At the end of the game, the player with the most VPs wins.
Operational Scenario 5: Makarov Takes Command (1904.3.10-17)
The Russian fleet, whose morale had been low, took a breath once it came under Makarov's command. On land, the Russian army began advancing into Korea to meet and intercept the Japanese invasion. The alert Japanese, anticipating interference from the Russian fleet, set about sea-lifting reinforcement units and deployed the Konoe (Guards) Division to central Korea. As a diversion the Japanese again bombarded Port Arthur, but achieved nothing. Makarov's fleet sortied but only demonstrated, at sea, his suspicion that its low level of training would make decisive operations very difficult.
Duration of operation: 48 turns. The Japanese player may choose the turn on which the game begins. Weather at start: 2 (fog).
Japanese forces
Within 1 sea area of i15; all ships have used 2 fuel boxes: Commander: Togo B01 Yashima; B02 Fuji; B03 Shikishima; B04 Hatsuse; B05 Asahi; B06 Mikasa (flagship) AC02 Tokiwa C01 Naniwa; C02 Takachiho; C04 Yoshino; C07 Akashi; C10 Kasagi; C12 Niitaka Ikazuchi-class destroyers: 12
Kure (AA23): AC01 Asama; AC03 Yakumo; AC04 Azuma; AC05 Izumo; AC06 Iwate C21 Chihaya Fast transports: 20
Takishiki (Tsushima, W19): CD01 Chin Yen C03 Akitsushima; C06 Suma; C15 Chiyoda; C16 Itsukushima; C17 Hashidate; C18 Matsushima GB07 Izumi Ikazuchi-class destroyers: 4 No. 21-class torpedo boats: 8
Russian forces
Within 3 sea areas of Port Arthur (F13): Commander: Makarov B06 Peresvet; B22 Petropavlovsk; B23 Poltava; B24 Sevastopol; B26 Pobieda AC03 Bayan C03 Askold; C04 Novik; C09 Diana Boiki-class destroyers: 14
Vladivostok (J34): AC01 Rurik; AC05 Rossia; AC06 Gromoboi; C06 Bogatyr Armed Merchant Cruiser (AMC): 1 No. 214-class torpedo boats: 8
Special rules
Ports: Chemulpo (N19) is a port under Japanese control.
Minefields: The Russian player may place 3 minefields in coastal sea areas within 2 sea areas of ports under Russian control. The Japanese player may place 3 minefields in Japanese coastal sea areas.
Russian raiding fleet: The Russian player may assign a raiding mission to 1 fleet, formed at Vladivostok, of no more than 4 ships.
Second echelon: On turn 20, 20 fast transports additionally appear at Kure.
Effectiveness ratings: All Japanese ships begin at ER 6. All Russian ships begin at ER 4.
Victory points: The Japanese player gains 3 VPs for each transport that unloads at Chemulpo (N19).
Each player gains 3 VPs for each sea area containing, or adjacent to, a minor port under enemy control that his fleet, including at least 2 battleships or armored cruisers, bombards.
Victory conditions: The Japanese player wins if he gains 20 or more VPs more than the Russian player and also unloads at least 30 transports at Chemulpo. All other results are a Russian victory.
Operational Scenario 6: The First Relief Fleet (1904.4)
On taking command of the Russian Pacific Fleet, Makarov pushed the high command, and as a result a small relief squadron had advanced as far as French Somaliland and was waiting there for an opportunity. Makarov telegraphed St. Petersburg: "I believe it is absolutely necessary that this squadron come out to the Far East."
Russian naval headquarters chose to have this small squadron wait until all the Baltic ships could sortie and unite. If it were sent, the Russian Pacific Fleet would require skillful escort operations, exactly the sort of adventure Makarov wished for.
Duration of operation: 96 turns. The Russian player may choose the turn on which the game begins. Weather at start: 1 (fair).
Japanese forces
Within 1 sea area of i15; all ships have used 2 fuel boxes: Commander: Togo B01 Yashima; B02 Fuji; B03 Shikishima; B04 Hatsuse; B05 Asahi; B06 Mikasa (flagship) AC02 Tokiwa C01 Naniwa; C02 Takachiho; C04 Yoshino; C07 Akashi; C10 Kasagi; C12 Niitaka Ikazuchi-class destroyers: 12
Masampo (U19): CD01 Chin Yen C03 Akitsushima; C06 Suma; C15 Chiyoda; C16 Itsukushima; C17 Hashidate; C18 Matsushima GB07 Izumi Fast transports: 20
Takishiki (Tsushima, W19): Commander: Kamimura AC01 Asama; AC03 Yakumo; AC04 Azuma; AC05 Izumo; AC06 Iwate C21 Chihaya No. 21-class torpedo boats: 8 Ikazuchi-class destroyers: 4
Russian forces
Port Arthur (F13): Commander: Makarov B06 Peresvet; B22 Petropavlovsk; B23 Poltava; B24 Sevastopol; B26 Pobieda AC03 Bayan C03 Askold; C04 Novik; C09 Diana Boiki-class destroyers: 14
Vladivostok (J34): Commander: Essen AC01 Rurik; AC05 Rossia; AC06 Gromoboi C06 Bogatyr Armed Merchant Cruiser (AMC): 1 No. 214-class torpedo boats: 8
Sea area AF1: Virenius Squadron B25 Osliabia; AC04 Dimitri Donskoi; C08 Aurora Boiki-class destroyers: 7
Special rules
Ports: Chemulpo and Chinampo are ports under Japanese control.
Missions: The Virenius Squadron may not be given an Interception mission.
Minefields: The Russian player may place 3 minefields in coastal sea areas within 2 sea areas of ports under Russian control. The Japanese player may place 3 minefields in Japanese coastal sea areas.
Effectiveness ratings: All Japanese ships begin at ER 6. Japanese ships placed near sea area i15 carry the -1 modifier for time at sea.
All Russian ships begin at ER 5. The Virenius Squadron also carries the -1 modifier for time at sea.
Bombardment: Each player gains 3 VPs for each sea area containing, or adjacent to, a minor port under enemy control that his fleet, including at least 2 battleships or armored cruisers, bombards.
Victory conditions: The Russian player wins if at the end of the game the Virenius Squadron has entered a Russian-controlled port and no Russian capital ships have been sunk, or if at the end of the game he has 12 or more VPs more than the Japanese player. All other results are a Japanese victory.
Operational Scenario 7: Kwantung Peninsula (1904.5.4-9)
On 5 May the Japanese Second Army landed from 80 transports near Pitzuwo (Biziwo) Bay. The landing site was only about 60 miles from the Russian fleet at Port Arthur. The Japanese navy guaranteed the safety of the landing. Togo set up an anchorage near the Elliot Islands and prepared for battle. On 6 May Admiral Evgeni Alexeyev, the Russian Viceroy in the Far East, telegraphed Rear Admiral Wilhelm Karlovich Vitgeft that it would be "very desirable" for the Viceroy if the fleet sortied from Port Arthur and attacked the transport convoy. Vitgeft declined this request to sortie.
Duration of operation: 42 turns. The Japanese player may choose the turn on which the game begins. Weather at start: 2 (fog).
Japanese forces
Sea area G15: First Fleet Commander: Togo B01 Yashima; B02 Fuji; B03 Shikishima; B04 Hatsuse; B05 Asahi; B06 Mikasa (flagship) AC01 Asama; AC02 Tokiwa; AC03 Yakumo; AC04 Azuma; AC05 Izumo; AC06 Iwate C04 Yoshino; C08 Takasago; C09 Chitose; C10 Kasagi
Sea area G14: Torpedo Attack Group Ikazuchi-class destroyers: 6 Hayabusa-class destroyers: 9 No. 21-class torpedo boats: 15
Sea area G14: Mine-laying Group GB02 Kaimon (may lay mines); GB03 Tenryu (may lay mines)
Sea area N17: Landing Force; all ships have used 1 fuel box. C01 Naniwa; C02 Takachiho; C07 Akashi; C12 Niitaka; C21 Chihaya Fast transports: 20 Slow transports: 60
Russian forces
Port Arthur (F13; may be either in port or at sea outside the harbor): B06 Peresvet; B11 Tsesarevich; B23 Poltava; B24 Sevastopol; B26 Pobieda; B27 Retvisan AC03 Bayan C02 Pallada; C03 Askold; C04 Novik; C09 Diana ML03 Amur (may lay mines / sweep mines) GB07 Gremyashchi; GB08 Otvajni; GB13 Bobr Sungari-class torpedo boats: 7 No. 214-class torpedo boats: 2 Boiki-class destroyers: 12
Special rules
Ports: Chemulpo, Chinampo, Takushan and the Elliot Islands are under Japanese control.
Landing sites: Before setting up the game, the Japanese player secretly rolls 1 die to decide the target location of the Landing Force, and records the destination from the table below.
| Die roll | Target location |
|---|---|
| 1-2 | Yin ku (D18) |
| 3-4 | Dalny (F14) |
| 5-6 | Pitzuwo (F16) |
Mines: The Russian mine-layer Amur (ML Amur) may be assigned a mine-laying mission, a mine-sweeping mission, or both. The Japanese gunboats Kaimon and Tenryu (GB02 Kaimon, GB03 Tenryu) may be assigned mine-laying missions.
Before the game begins, both players may place a total of 4 minefields within 2 sea areas of the placement position of their mine-laying-capable ships (all standard rules for mine-laying apply).
Effectiveness ratings: All Japanese ships begin at ER 6. All Russian ships begin at ER 5.
Victory points: The Japanese player gains 3 VPs for each transport that unloads at the landing site (an amphibious landing is required). The Russian player gains 1 VP for each transport that has not finished unloading at the landing site at the end of this scenario.
Both players gain 3 VPs for each sea area containing, or adjacent to, a minor port under enemy control that his fleet, including at least 2 battleships or armored cruisers, bombards.
Victory conditions: At the end of the game, the player with the most VPs wins.
Operational Scenario 8: Essen's Raiding Voyage (1904.7.17-8.3)
As the Japanese increased pressure on the Russian Pacific Fleet bottled up in Port Arthur, the Russian Far East Viceroy ordered a restraining attack from Vladivostok. Rear Admiral Essen, leading 4 armored cruisers, boldly entered the Tokyo Bay approaches and bewildered the Japanese, though not to the point of actually changing their defenses. After sinking or capturing numerous neutral merchant ships, Essen returned to Vladivostok without suffering any damage.
Duration of operation: 108 turns. The Russian player may choose the turn on which the game begins. Weather at start: 1 (fair).
Japanese forces
Fusan (U20): Counterattack Force; each ship has used 6 fuel boxes and has spent 72 turns at sea. C01 Naniwa; C02 Takachiho
Kagoshima (AC16): C12 Niitaka
Sasebo (Z17): C11 Tsushima
Sea area W44: No. 21-class torpedo boats: 4
Fusan (U20): Support Force; each ship has used 2 fuel boxes and has spent 24 turns at sea. These ships may move only from the moment one of the following first occurs: they are spotted by Russian ships, a merchant ship is sunk, a ship enters Japanese coastal sea areas, or turn 25 arrives. AC02 Tokiwa; AC04 Azuma; AC05 Izumo; AC06 Iwate C21 Chihaya
Russian forces
Within 12 sea areas of Vladivostok (J34): Each ship has used 1 fuel box. These ships may be assigned a raiding mission; if so, all ships must be combined into one fleet. Commander: Essen AC01 Rurik; AC05 Rossia; AC06 Gromoboi C06 Bogatyr [Translator's note: this ship was under repair at the time and could not take part in this battle.]
Special rules
Ports: Chemulpo, Chinampo, Takushan, Pitzuwo and the Elliot Islands are under Japanese control.
Minefields: The Japanese player may lay 1 minefield in Japanese coastal sea areas.
Effectiveness ratings: All Japanese ships begin at ER 6. The Japanese Support Force stationed at Fusan carries the -1 modifier for time at sea. All Russian ships begin at ER 5.
Map limitations: No ships may enter the Yellow Sea (north of row T and with numbers 15 or less).
Victory points: The Russian player gains 6 VPs for each coastal sea area within 4 sea areas of the Imperial Palace (Tokyo) that he bombards with at least 2 of his ships. He gains 1 VP for each other Japanese coastal sea area he likewise bombards. The Japanese player gains the VP value of each Russian ship that has not returned to Vladivostok at the end of the game.
Victory conditions: At the end of the game, the player with the most VPs wins.
Operational Scenario 9: Breakout and Pursuit (1904.8.10-19)
As the Japanese army tightened its ring around Port Arthur, dissatisfaction with the fleet's inaction grew in Russian public opinion. After an incident in which the Navy Minister's wife, watching a ballet, was questioned by a member of the audience, the Russian high command again ordered the fleet to break through the encirclement and head for Vladivostok. It ended up silenced, as the previous order had. From 7 August the Japanese army's shells began to fall in the harbor and many ships were damaged. The fleet could no longer remain there in safety. When the Russian ships finally left Port Arthur, no Russian command, including the Vladivostok squadron, had been informed. Whether they sortied or not, the main Russian force was found and defeated by the Japanese combined fleet, and the cruiser squadron soon met the same fate.
Duration of operation: 60 turns. The Russian player may choose the turn on which the game begins. Weather at start: 1 (fair).
Japanese forces
Within 2 sea areas of Port Arthur (F13); may not be placed in Port Arthur: Commander: Togo B02 Fuji; B03 Shikishima; B04 Hatsuse; B05 Asahi; B06 Mikasa (flagship) CD01 Chin Yen AC01 Asama; AC03 Yakumo; AC07 Kasuga; AC08 Nisshin C08 Takasago; C09 Chitose; C10 Kasagi; C16 Itsukushima; C17 Hashidate; C18 Matsushima
Takishiki (Tsushima, W19): AC02 Tokiwa; AC04 Azuma; AC05 Izumo; AC06 Iwate C01 Naniwa; C02 Takachiho; C21 Chihaya; C11 Tsushima; C12 Niitaka
Russian forces
Port Arthur (F13): B06 Peresvet; B11 Tsesarevich; B23 Poltava; B24 Sevastopol; B26 Pobieda; B27 Retvisan C02 Pallada; C03 Askold; C04 Novik; C09 Diana GB06 Grozyashchi; GB07 Gremyashchi; GB08 Otvajni Boiki-class destroyers: 10 Puilki-class destroyers: 5 Sungari-class torpedo boats: 8
Vladivostok (J34): Commander: Essen AC01 Rurik; AC05 Rossia; AC06 Gromoboi C06 Bogatyr [Translator's note: this ship was under repair at the time and could not take part in this battle.] Armed Merchant Cruiser (AMC): 1 No. 214-class torpedo boats: 8
Special rules
Ports: Chemulpo, Chinampo, Takushan, Pitzuwo, Dalny and the Elliot Islands are under Japanese control.
Landing parties: All Russian battleships have landed part of their gun crews and guns for the defense of the Port Arthur fortress. Reduce the secondary-gun firepower of each Russian battleship by 1.
Minefields: The Japanese player may place 2 minefields in coastal sea areas within 2 sea areas of Port Arthur. The Russian player may place 1 minefield in coastal sea areas within 2 sea areas of Port Arthur.
Effectiveness ratings: All Japanese ships begin at ER 4. All Russian ships placed at Port Arthur begin at ER 4. All Russian ships placed at Vladivostok begin at ER 5.
Victory points: When a ship placed at Port Arthur reaches Vladivostok, the Russian player gains that ship's VP value. Neither player gains victory points for Russian ships that leave the operational map or enter neutral ports (Shanghai, Wei-hai-wei, Tsingtao).
Victory conditions: At the end of the game, the player with the most VPs wins.
Operational Scenario 10: The Drowning Bear (1905.5.23-31)
After a voyage of unparalleled tension to the far side of the globe, the Russian Baltic Fleet finally approached the war zone. The fleet carefully avoided Japanese-held Taiwan and worked to maintain secrecy, capturing one neutral cargo ship encountered off the Philippines. But inexplicably, for at-sea coaling operations, the fleet lingered near Shanghai, one of the busiest ports in the world. Several routes to the destination, Vladivostok, existed, but the Russians chose the shortest, and would find themselves facing the Japanese fleet waiting in the Tsushima Strait.
Duration of operation: 54 turns. The Russian player may choose the turn on which the game begins. Weather at start: 2 (fog).
Japanese forces
Masampo (U19): May not sortie until contact with Russian ships occurs. Commander: Togo B02 Fuji; B03 Shikishima; B05 Asahi; B06 Mikasa (flagship) AC01 Asama; AC02 Tokiwa; AC03 Yakumo; AC04 Azuma; AC05 Izumo; AC06 Iwate; AC07 Kasuga; AC08 Nisshin C01 Naniwa; C09 Chitose; C10 Kasagi; C11 Tsushima C12 Niitaka; C13 Otowa; C19 Tatsuta Ikazuchi-class destroyers: 20 Hayabusa-class destroyers: 13
Takeshiki (Tsushima, W19): CD01 Chin Yen C15 Chiyoda; C16 Itsukushima; C17 Hashidate; C18 Matsushima GB01 Fuso; GB05 Takao; GB07 Izumi; GB08 Tsukushi No. 21-class torpedo boats: 31 Armed Merchant Cruisers (AMC): 5
Russian forces
Shanghai (S3): B12 Borodino; B13 Imperator Alexander III; B14 Orel; B15 Kniaz Suvarov; B19 Imperator Nikolai I; B20 Navarin; B21 Sissoi Veliki; B25 Oslabia CD01 Admiral Ushakov; CD02 Admiral Seniavin; CD03 General Admiral Apraxsin AC02 Vladimir Monomakh; AC04 Dimitri Donskoi; AC07 Admiral Nakhimov C01 Svietlana; C07 Oleg; C08 Aurora; C11 Izumrud; C12 Jemtchug GB16 Almaz BS01 Rus Boiki-class destroyers: 8 Armed Merchant Cruisers (AMC): 5 Fast transports: 14
Vladivostok (J34): AC05 Rossia C06 Bogatyr [Translator's note: this ship was under repair at the time and could not take part in this battle.] No. 214-class torpedo boats: 6
Special rules
Ports: All Russian-territory ports other than Chemulpo, Chinampo, the Elliot Islands and Vladivostok are under Japanese control. [Reading of the Japanese sentence: "All ports in Russian territory except Chemulpo, Chinampo, Elliot Island and Vladivostok are under Japanese control."]
Effectiveness ratings: All Japanese ships begin at ER 7. All Russian ships begin at ER 5. All Russian ships other than those placed at Vladivostok carry the -1 modifier for time at sea.
Victory points: When a ship placed at Shanghai reaches Vladivostok, the Russian player gains that ship's VP value. The Russian player gains 10 VPs for each transport that reaches Vladivostok.
Victory conditions: At the end of the game, the player with the most VPs wins.
Russian reinforcement 1: The Russian government succeeded in persuading the Turkish government to permit the armed volunteer-fleet ships to leave the Black Sea, but clearly never considered sending out the battleships of the Black Sea Fleet. Add B01 Tri Svitilia, B02 Rostislav, and B03 Panteleimon (called Potemkin at the time) to the Russian ships that begin the game. (Original note: counters from "The Great War at Sea Volume 1" are needed to apply this rule.)
Russian reinforcement 2: The new battleship Slava and the old ship Imperator Alexander II, though belonging to the Baltic Fleet, did not take part in this voyage around half the world, but it was possible for them to take part. Add B10 Slava, B18 Imperator Alexander II, and AC00 Pamiat Azova to the Russian ships that begin the game at Shanghai.
Russian reinforcement 3: The Russian government was frantically trying to buy newly built warships from neutral countries, and was pressuring the governments of Turkey, Paraguay and Persia to favor Russia. Despite piling up large bribes, it was unable to win over key officials, and Paraguay suddenly sailed the vessels in question away under cover of night, so the attempt failed. With better diplomacy, and also with a more generous bribery offensive, these ships might have been seized. Add B16 Prokhor and B17 Vladimir to the Russian ships that begin the game at Shanghai.
Operational Scenario 11: Back to Square One (1905.10.1-10)
What would have happened if events had developed in the direction most convenient for the Russian fleet? In this scenario, Makarov survives and escapes to Vladivostok with the Russian Pacific Fleet. Rear Admiral Zinovi Petrovich Rozhdestvensky shakes off the Japanese and reaches Vladivostok with the Second Pacific Squadron. After several months of training under Makarov, the Russian fleet is ready for battle. On 1 October 1905 the Russian combined fleet sorties to catch and destroy the Japanese. Meanwhile Togo sorties to engage the Russian fleet and bring about a decision in this war, and lands an army near Vladivostok.
Duration of operation: 60 turns. The Russian player may choose the turn on which the game begins. Weather at start: 1 (fair).
Japanese forces
Placed at any of the ports under Japanese control: Commander: Togo Commander: Kamimura B02 Fuji; B03 Shikishima; B05 Asahi; B07 Kashima; B08 Katori; B09 Yamato [as printed]; B10 Musashi [as printed] CD01 Chin Yen; CD02 Heien AC01 Asama; AC02 Tokiwa; AC03 Yakumo; AC04 Azuma; AC05 Izumo (flagship); AC06 Iwate; AC07 Kasuga; AC08 Nisshin C01 Naniwa; C09 Chitose; C10 Kasagi; C11 Tsushima; C12 Niitaka; C13 Otowa GB04 Yaeyama (may lay mines); GB07 Izumi (may lay mines) No. 21-class torpedo boats: 15 Ikazuchi-class destroyers: 12 Hayabusa-class destroyers: 6 Fast transports: 10 Slow transports: 30
Russian forces
Within 12 sea areas of Vladivostok (J34): All ships have used 1 fuel box. First Pacific Squadron Commander: Makarov B06 Peresvet; B11 Tsesarevich; B22 Petropavlovsk (flagship); B23 Poltava; B24 Sevastopol; B26 Pobieda; B27 Retvisan AC03 Bayan C02 Pallada; C03 Askold; C04 Novik; C08 Aurora; C09 Diana ML03 Amur (may lay mines and sweep mines) Puilki-class destroyers: 9 No. 214-class torpedo boats: 6
Within 12 sea areas of Vladivostok (J34): All ships have used 1 fuel box. Second Pacific Squadron B10 Slava; B12 Borodino; B13 Imperator Alexander III; B14 Orel; B15 Kniaz Suvarov (flagship); B18 Imperator Alexander II; B19 Imperator Nikolai I; B20 Navarin; B21 Sissoi Veliki; B25 Oslabia CD01 Admiral Ushakov; CD02 Admiral Seniavin; CD03 General Admiral Apraxsin AC00 Pamiat Azova; AC02 Vladimir Monomakh; AC04 Dimitri Donskoi; AC07 Admiral Nakhimov C01 Svietlana; C07 Oleg; C08 Aurora C11 Izumrud; C12 Jemtchug GB16 Almaz BS01 Rus Boiki-class destroyers: 9 Sungari-class torpedo boats: 6 [Note: C08 Aurora appears in both the First and the Second Pacific Squadron lists as printed in the source.]
Within 12 sea areas of Vladivostok (J34): All ships have used 1 fuel box. Commander: Essen AC01 Rurik; AC05 Rossia; AC06 Gromoboi C06 Bogatyr Sungari-class torpedo boats: 3
Special rules
Ports: All Russian-territory ports other than Chemulpo, Chinampo, the Elliot Islands and Vladivostok are under Japanese control.
Minefields: Before the game begins, each player may place a total of 4 minefields within 5 sea areas of ports under his own control (all standard mine-laying rules apply).
Effectiveness ratings: All Japanese ships begin at ER 7. All ships of the Russian First Pacific Squadron and the Vladivostok squadron begin at ER 6. All ships of the Russian Second Pacific Squadron begin at ER 5.
Victory points: The Japanese player gains 3 VPs for each transport that finishes unloading at Gensan (L23). This is an amphibious landing.
The Russian player gains 1 VP for each Japanese transport that has not finished unloading by the end of the scenario.
Both players gain 3 VPs for each sea area containing, or adjacent to, a minor port under enemy control that his fleet, including at least 2 battleships or armored cruisers, bombards.
Victory conditions: At the end of the game, the player with the most VPs wins.
Campaign Game
The campaign game links a series of scenarios and is played following the flow of the war.
Campaign Special Rules
Ship losses: A ship sunk in one scenario may not be used in any later scenario, even if the later scenario's force list includes it.
Ship repair: Damaged ships and fortresses may be repaired between scenarios.
The repair values given to each side show the number of ship counters without heavy armor, and the number of heavy-armor-protected boxes, that each player can repair to full condition at the start of the next scenario. [Translator's reading of an ambiguous Japanese sentence; as printed in the Japanese, it states that the repair value is the number of hull boxes without heavy armor, and the number of hull boxes with heavy armor, that can be fully repaired.]
Some ships consist of heavy-armor sections and light-armor or unarmored sections (for example the Russian battleship B23 Poltava and the Japanese battleship B09 Yamato). If 1 heavy-armor box of such a ship is repaired, 1 light-armor or unarmored box of the same ship is also repaired.
Ports: Ports captured in an amphibious landing remain under that player's control in all later scenarios, unless retaken by the enemy.
Victory conditions: Players accumulate the victory points gained in each scenario. The player with more accumulated victory points at the end of the campaign wins.
Campaign Game 1: Tactical Game
Play the following tactical scenarios in order.
- 2: Attack on Port Arthur (1904.2.9). Repair values: Japanese 8; Russian 4.
- 3: Admiral Makarov's Last Battle (1904.4.12-13). Repair values: Japanese 4; Russian 2.
- 4: Amur's Revenge (1904.5.15). Repair values: Japanese 12; Russian 6. Add the following forces to the Russian fleet: Commander Makarov, B22 Petropavlovsk, C10 Variag, C05 Boyarin.
- 5: Battle of the Yellow Sea (1904.8.10). Repair values: Japanese 40; Russian none. Add the following forces to the Japanese fleet: B01 Yashima, B04 Hatsuse. Add the following forces to the Russian fleet: Commander Makarov, B22 Petropavlovsk, C10 Variag, C05 Boyarin.
- 7: Battle of the Sea of Japan (1905.5.27). Repair values: Japanese 18; Russian 20 for the First Pacific Squadron, and an additional 9 for the First or Second Pacific Squadron. Add the following forces to the Japanese fleet: B01 Yashima, B04 Hatsuse.
- 8: Glorious First of October (1905.10.1). Add the following forces to the Japanese fleet: B01 Yashima, B04 Hatsuse, B06 Mikasa.
Campaign Game 2: Operational Game
Play the following operational scenarios in order.
- 2: First Blow (1904.2.8-13). Repair values: Japanese 10; Russian 5.
- 7: Kwantung Peninsula (1904.5.4-9). Repair values: Japanese 12; Russian 6. Add the following forces to the Russian fleet: Commander Makarov, B22 Petropavlovsk, C10 Variag, C05 Boyarin.
- 9: Breakout and Pursuit (1904.8.10-19). Repair values: Japanese 40; Russian none. Add the following forces to the Japanese fleet: B01 Yashima, B04 Hatsuse, C04 Yoshino. Add the following forces to the Russian fleet: Commander Makarov, B22 Petropavlovsk, C10 Variag, C05 Boyarin.
- 10: The Drowning Bear (1905.5.23-31). Repair values: Japanese 18; Russian 20 for the First Pacific Squadron, and an additional 9 for the First or Second Pacific Squadron. Add the following forces to the Japanese fleet: B01 Yashima, B04 Hatsuse, C04 Yoshino. Before the game begins, roll one die for each of the following; on a roll of 1, place that ship at Vladivostok: Commander Makarov, B22 Petropavlovsk, B26 Pobieda, B06 Peresviet, B24 Sevastopol, B11 Tsesarevich, C10 Variag, C05 Boyarin, C04 Novik, C02 Pallada, AC01 Rurik, AC06 Gromoboi.
- 11: Back to Square One (1905.10.1-10). Add the following forces to the Japanese fleet: B01 Yashima, B04 Hatsuse, B06 Mikasa, C04 Yoshino.
Charts and Tables
Impulse Sequence
The impulse sequence chart repeats the 20-step Impulse Procedure given under Special Rules (7.31) above.
Effectiveness Table
Result = the firepower that may be used for gunnery. Columns give the undamaged firepower of the gun type.
| ER | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| 7 | 1 | 2 | 3 | 5 | 6 |
| 6 | 1 | 2 | 3 | 4 | 5 |
| 5 | 1 | 2 | 3 | 3 | 4 |
| 4 | 1 | 1 | 2 | 3 | 3 |
| 3 | 1 |
Weather Table
Weather changes are determined by rolling a die and consulting the following table.
| Die roll | Result |
|---|---|
| 1-2 | The weather level decreases by 1. |
| 6 | Roll again; on a result of 3-6 the weather level increases by 1; on a result of 6 the weather level increases by 2. |
(The Japanese chart prints only these two entries; rolls of 3-5 are not listed.)
The Great War at Sea Series Rules
(Translated from the Japanese translation of the series rules. The Japanese translation uses "Allied" for the Entente side and "Central Powers" for the other side; in this game read these as the Japanese and Russian sides as directed in the Introduction above. Section numbers are as printed.)
1.0 Introduction
The Great War at Sea is a series of games based on naval warfare of the early twentieth century. Each game of the series contains many different battles and scenarios, and the players take the role of the commanders directing the fleets that fight there.
Each section of these rules is numbered, and passages explaining important concepts within them are identified with a second number such as 2.2. Where such an item is further subdivided it is shown as 2.23. When one rule refers to the wording of another rule it does so with the number in parentheses, for example (2.2). These numbers should be useful when referring to or searching for that rule.
2.0 Game Equipment
The equipment is described in the scenario booklet.
You will need at least two six-sided dice (preferably 8 to 10).
2.1 Map
The operational map is divided into sea areas (a staggered grid), and each sea area is used to identify the location of fleets in the same way as the squares of a shogi board. The distance across a sea area, side to side, equals 32 statute miles [about 51.5 km] in reality. This map is used to govern the movement of fleets. The tactical map is used to resolve battles; it is divided into hexagons (called hexes) whose distance across, side to side, equals about 8,000 yards [7,315.2 m] in reality.
2.2 Charts and Tables
This game uses many charts and tables. The main ones are the following.
- Gunnery Damage Table: used to determine the effect of a gunnery hit (6.1; 7.5).
- Torpedo Damage Table: used to determine the effect of a torpedo hit (7.8).
- Critical Damage Table: used when damage from gunnery or torpedo causes "Critical Damage".
- Minefield and Mine Damage Table: used to determine the effect of a mine strike (13.0).
- Weather Track: used to record the current weather.
- Fleet Composition Cards: used to show the ships making up each fleet.
2.3 Counters
The square cardboard counters included in the game represent individual ships, groups of small ships, or fleets consisting of several ships. Some counters represent aircraft or airships. See the diagram explaining counters and displayed data. Capital ship counters have (from the left) primary (main) gun firepower, secondary gun firepower and tertiary (auxiliary) gun firepower; light ship counters have only auxiliary gun firepower. Aircraft and airship counters have cruising range, air power (anti-air strength) and torpedo/bombing power.
2.4 Ship Data Sheets
For each nation appearing in this game there is a record sheet listing the (in-game) performance of each ship. Because they are used repeatedly, copy these record sheets before use. Not all ships on a record sheet are used in all scenarios. Players may circle the ships appearing in a scenario, or cross out with an X those that do not appear. See the sample record sheet on the last page.
2.5 Fleet Organization Boxes
Each player will often organize his own ships into fleets. The fleet counters are used on the operational map. The ships making up each fleet are placed in the corresponding boxes of the Fleet Composition Card.
2.6 Log Sheet
Each player has a log sheet on which to record the movements and operations of his fleets throughout the game. Because they are used repeatedly, copy them before use. In a very long scenario, or a scenario using many ships, each player may have to fill in more than one log sheet.
3.0 Game Preparation
First choose the scenario to play from the scenario booklet. You may choose one of the battle scenarios. One of the players takes the role of the Allied commander and commands all the Allied ships shown in the scenario. The other player takes the role of the Central Powers commander and commands all the Central Powers ships shown in the scenario.
3.1 Ship data sheets, log sheets and fleet composition sheets are kept where the opponent cannot see them; players may not examine the opponent's sheets. Ship counters are placed in the fleet composition box corresponding to the fleet they belong to. Only fleet counters are placed on the operational map.
3.2 Before starting the game, both players decide whether to use the Basic Combat rules (6.0) or the tactically more detailed Advanced Combat rules (7.0). When using the Advanced Combat rules, lay out the tactical map so that it matches the diagram of both maps on the operational map.
3.3 After the above preparation, each player chooses missions (5.2) for his fleets and records movement plans (5.1). Note: since missions can be cancelled, it is useful to write missions in pencil and keep an eraser handy.
4.0 Game Procedure
One game turn corresponds to 4 hours of real time, and each turn consists of several phases. Turns shown with cross-hatching on the log sheet are night turns, which make contact with enemy fleets [Translator's note: the two fleets encountering each other and entering combat; ships do not physically collide] and sighting enemy ships at sea more difficult. In each phase both players are active. That is, there is no so-called "Allied turn" or "Central Powers turn". The game proceeds in the following order.
4.1 Weather Phase
The Allied player rolls one die for each weather zone (11.72), and if the weather changes records it on the weather track.
4.2 Orders Phase
Each player records on his [log sheet] the orders each of his fleets is to carry out, according to each fleet's mission (5.2). For example, in the orders phase of turn 5, the orders for turn 7 must be recorded for fleets on Intercept or Raid missions. When using the advanced rules, players must also check their ships' remaining fuel (12.0) in this phase. Note that for many missions the entire movement route of the fleet must be planned before the scenario begins.
4.3 Fleet Movement Phase
Each player moves the counters representing his fleets [from their present sea areas] to the sea areas corresponding to the orders for this turn. Because movement has been planned in advance, both sides can do it simultaneously.
4.4 Contact Determination
If opposing fleets enter the same sea area, or pass through the same sea-area edge, the fleets may make contact (5.4).
4.5 Tactical Phase
If contact occurs, the game moves to the tactical map (7.0) or the Basic Combat procedure (6.0).
4.6 End of Turn
When all battles have been resolved the turn ends, and the game proceeds to the weather phase of the next turn.
5.0 Movement
Movement on the operational map is by fleet. A fleet counter represents a group of fleets consisting of several ships. A fleet counter may represent only a single ship, but individual ship counters are never placed on the operational map.
5.1 Movement Plans (Plotting)
To reflect the time lag between information about enemy positions and the response to it, and the problems of coordinating and planning the actions of multiple fleets over a wide ocean, orders to fleets must be recorded on the log sheet. Each player writes, in the blank space corresponding to each turn on the log sheet, the name of the sea area each fleet will enter that turn.
Some fast fleets can enter more than one sea area in a turn. Such ships have a speed of "2" or "2+" printed on the ship counter. A fleet consisting only of ships of speed "2" or "2+" may enter 1 or 2 sea areas each turn. In that case write the first sea area to be entered, put a slash (/), and then write the next sea area to be entered. A fleet need not necessarily move, and the commanding player may keep it in the same sea area if he wishes. Slow ships (ships with the speed 1 circled on the counter; written "1s" on the ship data sheet) can normally advance 1 sea area each turn; in the Advanced Combat impulse procedure (7.31) they may move only in the "move all groups" segments, and when using Basic Combat rules (6.2) they are treated as slower than speed 1 ships.
Example: The Allied player intends to sail his Fleet 1 at full speed from Danzig toward Windau in the north-east. Fleet 1 consists of Rostock and Frankfurt, both speed 2 ships. The Allied player wrote "Q31/R32" in the movement plan for turn 1. In the movement plan for turn 2 he wrote "O32/N32", and so on.
The Allied player sails his Fleet 4 from Dover to Harwich in coastal waters. Fleet 4 consists of the two speed 1 ships Canada and Superb, so "V8" is written in the turn 1 movement plan. In the turn 2 movement plan "U7" is written, and so on.
Note that in this example the Allied player did not have to order Fleet 1 to move 2 sea areas; that is, at the player's discretion it could be ordered to move only 1 sea area or not to move at all.
5.2 Missions
At the start of each scenario the player's ships are divided into fleets, and each fleet is given a specific mission. Except where a fleet consists of 4 or fewer ships, each fleet may consist only of ships of the same nationality. [German navy ships may be treated as ships of any nation for this rule.] The Canadian and Australian navies are regarded as the British navy.
The chosen mission restricts the orders that may be recorded for the fleet and how it may act toward other fleets. In addition, certain types of ships are limited in the missions they may be given.
Each mission follows these rules.
-
Transport: The movement plan of a fleet on a Transport mission is recorded in full before the scenario begins. This movement plan may be changed only when the fleet's mission is changed to an Abort mission. Only ships of a fleet on a Transport mission may load and unload cargo (11.5). There is no restriction by ship type.
-
Bombardment: The movement plan of a fleet on a Bombardment mission is recorded in full before the scenario begins. This movement plan may be changed only when the fleet's mission is changed to an Abort mission. In the first round of combat in which the ships of this fleet fire on an enemy [in the first naval battle fought in that scenario], the firepower of each ship is halved (fractions dropped for each gun type). Only battleships, colliers and oilers may be given this mission. Ships of this fleet may bombard coastal targets (11.1).
-
Escort: A fleet whose movement plan is made to accompany another fleet. A fleet on an escort mission must move with the fleet it escorts. The ship counters of this fleet are placed in the fleet box of the escorted fleet, and are treated as the same fleet for contact determination (4.4). If the escorted fleet moves to the tactical map or proceeds to the Basic Combat procedure, the escorting fleet also goes along. When moved to the tactical map, the escorting ships are placed in hexes adjacent to the escorted ships. When using the advanced tactical rules, the escorting ships may detach from the escorted ships (in order to escort more effectively). In this case, the escorting ships must rejoin the escorted ships as soon as possible after the battle ends, or change their mission to Abort. In the movement plan of an escort fleet write "escort" [or "escort"] and the name of the escorted fleet. Only battleships, colliers and oilers may be given this mission.
-
Intercept: The movement plan of a fleet on this mission is recorded 2 turns ahead. Only battleships, colliers and oilers may be given this mission.
-
Abort: Unless specifically directed by the scenario, a fleet does not begin the game on an Abort mission. In the orders phase, at the commanding player's discretion, a fleet on any mission may be changed to an Abort mission. In this case the movement plan of the fleet changed to Abort is changed from the movement 2 turns ahead (and all movement plans for the remaining turns of the scenario). The fleet on the Abort mission must record all movement for the remaining turns of the scenario, and that movement must be by the shortest and fastest route (so long as the fleet does not run out of fuel) to one of the player's own friendly ports. [A fleet on an Abort mission may not carry out bombardment.] Note that after a battle ends, there are ships that may change to an Abort mission (see 7.37). In that case, the change of such ships' movement to the Abort mission should be made as quickly as possible, once the battle is resolved.
A player may remove a Raid-mission fleet counter from the operational map (in order to hide its movement from the enemy). However, except in the case where the fleet has made a bombardment (11.1), sunk an enemy merchant ship or failed to find one in a search (11.2), the counter must be returned to the operational map if it enters port, or if it enters the same sea area as an enemy fleet, airship, or aircraft counter. Two turns after it no longer meets these conditions, the player may again remove the counter from the map. A player may also keep a Raid-mission fleet counter on the operational map at all times (he must do so when he wishes to search for enemy ships), and may remove the counter from the map at any time unless these conditions apply.
Note that the raiding fleet counters of both players may be in the same sea area at the same time without either player being aware of it (to search for an enemy raiding fleet with one's own raiding fleet, one's own fleet counter must be placed on the map).
5.21 Ship Types
Warships:
Capital ships:
- BB: Battleship (dreadnought class and above)
- B: Pre-dreadnought Battleship (Pre-Dreadnought class and earlier)
- BC/CC: Battlecruiser
- BCV: Aircraft-carrying Battlecruiser
- CV: Aircraft Carrier
- CD: Coast Defense Ship
- CA: Armored Cruiser
- CVS: Seaplane Carrier
- AMC: Armed Merchant Cruiser
Light ships:
- CL: Light Cruiser
- DL: Destroyer Leader (flotilla leader)
- DD: Destroyer
- TB: Torpedo Boat
- GB: Gunboat
- ML: Minelayer
- MS: Minesweeper
Ships of types other than the above are not warships [the Japanese text adds a parenthetical about heavily armed Russian ships whose meaning is unclear in the scan]. Colliers, oilers and special minelaying groups are represented by transport counters and are treated as warships for the purpose of mission restrictions.
5.22 Merging Fleets
If several of a player's fleets with the same mission are in the same sea area in an orders phase, they may be merged into a single fleet. Of the merged fleet counters, only one is left on the map, and thereafter the fleet acts according to the movement plan of the remaining counter. When merging with a fleet on an Abort mission, the type of mission of the merged fleet does not matter (in this case the merged fleet follows the Abort movement plan). A fleet on an Escort mission is not regarded as merged with the fleet it is escorting.
5.23 New Missions
A fleet that has spent 6 consecutive turns in a friendly port may take up a new mission.
5.24 Pursuit
A fleet on an Intercept or Raid mission that took part in a battle may attempt to pursue the enemy fleet when the battle ended because the enemy fleet escaped from the tactical map or because the distance between the fleets opened beyond visibility (7.27) (when using the Basic Combat procedure, pursuit is possible after any battle). Rewrite the movement plan on the log sheet for the 2 turns after that battle as "Pursuit". Roll one die in the orders phase of each turn of the pursuit. In a daylight turn add 2 to the result. In addition, if the speed of all the ships of the pursuing fleet is superior to the speed of the slowest ship in the pursued fleet, add 1 to the result. If the modified die roll is 6 or more, the pursuit succeeds, the fleet moves together with the enemy fleet and makes contact in the new sea area. If the pursuit fails, the fleet must stay in that sea area for one more turn and must there newly record movement plans for the following 2 turns.
5.25 Forming New Fleets
In the orders phase, either player may divide his fleets on Raid or Intercept missions into several smaller fleets. Write "Divide" in the log sheet column for that turn, place the counters in the sea area of the operational map where the fleet to be divided is, if counters are available, and re-place the ship counters on the Fleet Composition Card into the fleet boxes of the divided fleets. The new fleet has the same mission as the original fleet.
If all ships of the fleet being divided have speed 2 or 2+, the fleet may divide after moving 1 sea area. Record this in the log sheet (for example, the destination sea area name plus "Divide").
5.26 Limits
Unless a scenario specifically directs otherwise, both players may organize their ships into any number of fleets within the range of the fleet counters provided with the game, and may give each fleet any mission (but, unless the scenario specifically directs otherwise, only one Raid mission may be given per scenario).
5.3 Fleet Movement
In the fleet movement phase, both players move their fleets on the operational map to the sea areas recorded in the log sheet. Because movement is regarded as simultaneous, the players may move their fleets in any order.
5.4 Contact
When opposing fleets enter or pass through the same sea area, contact may occur. If both fleets enter the same sea area at the same time, or both fleets simultaneously enter each other's sea area [Translator's note: pass each other at the edge of a sea area], the Allied player rolls one die and consults the Search Table to determine whether contact occurs.
5.41 If a fleet has passed through the sea area where contact occurred, the fleet is returned to that sea area.
5.42 If a fleet could make contact in several sea areas, determine contact first in the sea area first entered. If contact does not occur there, determine contact in the next sea area entered. If both fleets enter each other's sea areas simultaneously, contact is determined in both sea areas (the order of determination is decided by the Allied player); if contact occurs in the first sea area determined, no determination is made in the second sea area.
Example: Allied Fleet 1 has a plan to move 2 sea areas, from M69 via L69 to K70. Central Powers Fleet 2 also plans to move 2 sea areas, from M70 via L69 to K69. The Allied player must roll one die for contact in sea area L69. Neither fleet is currently in L69, but it is a sea area through which both fleets passed this turn.
5.43 Weather modifiers: Modify the contact die roll for weather as follows.
- Gale: -2
- Storm: -1
- Clear: +1
5.44 Additional modifiers: Before the Allied player rolls the die for contact, both players may declare the following die roll modifiers if applicable. A player is never forced to make such a declaration and may conceal information, but must declare that he is applying a die roll modifier in order to use it.
- Presence of a commander: +1
- Fleet of 20 or more ships: +1
- Fleet consisting only of destroyers or torpedo boats: -1
- Fleet on an Intercept mission: +2
- Fleet on a Raid mission: +1 or -1 (at the commanding player's choice)
- Own airship in the same sea area: +2
5.45 Multiple fleets: Before moving to battle resolution, determine all contact possibilities. As a result, several fleets of the same player may take part in the same battle.
5.46 When contact occurs, resolve the battle with the Basic Combat rules (6.0) or the Advanced Combat rules (7.0).
5.47 Roving fleets: A fleet that left a sea area as a result of a battle (7.33) is not subject to new contact determination in that turn.
6.0 Basic Combat
Use these Basic Combat rules as an introduction to this game system (The Great War At Sea) or to enjoy the game in less time. Players who master these rules will surely want to use the deeper Advanced Combat rules. [Translator's note: this game's combat system has two kinds of rules: Basic Combat (6.0), which does not use the tactical map, and Advanced Combat (7.0), which uses the tactical map; in addition there are the Advanced Tactical Rules, used in addition to 7.0, which govern more detailed ship/fleet actions on the tactical map.]
6.1 Gunnery
Gunnery is conducted over several rounds at either long range or close range [the relative distance of the opposing fleets in the battle]. The first round of a battle is always fought at long range. All ships are at the same range relationship; that is, a player cannot deploy some of his ships at long range and other ships at close range in the same battle round.
The effects of gunnery are applied simultaneously. First, the Allied player declares, for each enemy ship, the ships of his own that fire at it. It is not necessary to fire on all enemy ships. All of a player's ships may fire at one enemy ship if he wishes, but each ship may fire only once per round. Auxiliary (tertiary) guns cannot be used at long range.
When target selection is finished, the Allied player resolves gunnery. The player rolls one die for each main-gun firepower point that fires. Likewise he rolls one die for each secondary-gun firepower point and each auxiliary-gun firepower point. A 6 hits (5 or 6 hits, for ships whose name is printed in italics on the ship data sheet). For each hit roll 2 dice and consult the Gunnery Damage Table to determine the damage. [Translator's note: the Central Powers player then follows the above gunnery procedure, and after the damage of both sides is determined it is applied simultaneously to both sides' ships.]
6.2 Combat from the Second Round
After the first round of combat, one or both players may choose to close the distance between ships to close range. Then in later rounds they may try to open the distance and return to long range. If both players want close range, it happens automatically. If neither player wants the range changed, the situation remains as it is. If one player wants the range changed and the other does not, the player with the faster ships decides the range. A player's ships are faster if all of his ships' speed is superior to all of the enemy's ships' speed.
A player cannot divide fleets during a battle. There is no advantage in combining speed 2 or 2+ ships with speed 1 or 1s ships in determining the range relationship.
Example: The Allied ships France and Glasgow are in combat with the opposing ships Goeben and Schwarzenberg. The Allied player wants to close the distance and the other player does not. The battle continues at long range. Why? Because compared with the speed 2+ of Goeben and Schwarzenberg, the speed of the battleship France is only 1. Note that Glasgow's speed of 2 does not give the Allied side an advantage.
If the speeds of both fleets are the same, each player rolls one die, and the player rolling the higher number decides the range relationship for that round.
Either player may try to disengage at the end of a battle round. Disengagement may be attempted only when both fleets are at long range. The procedure for determining whether disengagement succeeds is the same as for changing the range relationship, except that instead of trying to change the engagement range, the player tries to withdraw all his ships from the engagement.
A player with a ship unable to sail [even one ship in the fleet] cannot attempt to change the range relationship or to disengage.
6.3 Close-Range Combat
Gunnery at close range is resolved with exactly the same procedure as at long range, except that 1 is added to the hit die roll [Translator's note: if the result of the die roll modification exceeds 6 it is treated as 6; the same applies below].
6.4 Night Combat
At long range, combat is not possible in a night turn. When fleets make contact at night, one or both players may attempt to close to close range. Ships firing guns in night combat subtract 1 from the hit die roll [Translator's note: because night gunnery is always close-range combat, this combines with the close range modifier of +1 (6.3), and the net die modifier is 0]. There is no night combat modifier for torpedo attacks.
6.5 Torpedo Combat
In close-range combat rounds, ships may conduct torpedo attacks as well as gunnery. Use the torpedo combat (7.8) procedure of the Advanced Combat rules.
7.0 Advanced Combat
In the Advanced Combat rules, after contact, battles are resolved on the tactical map.
7.1 Battle Phase Procedure
In the battle phase, follow this procedure.
A. The Allied player rolls one die. On a 3 or less, the Central Powers player holds the initiative (tactical dominance). On a 4 or more, the Allied player holds the initiative. This die roll may be modified by a commander (16.2) and by multinational fleets (11.6).
B. The player who did not take the initiative places his ships in the center of the tactical map (7.21).
C. The player who took the initiative places his ships along one of the edges of the tactical map (7.22).
D. Both players move and fight according to the impulse sequence (7.31).
7.2 Deployment of Fleets
On the tactical map, neither side may place more than 8 ships in 1 hex.
7.21 The player without the initiative places his ships in at least one of the 7 hexes printed with a mesh pattern at the center of the tactical map. No more than 8 ships may be placed in one hex. If the player has more than 8 ships, the excess ships may be placed in hexes adjacent to the hex(es) where his ships are already placed. In this case, ships may not be placed in hexes within visual distance (4 hexes by day, 2 hexes at night) of the sea-area edge from which the player with the initiative enters. Ships must be placed as near as possible to the edge from which the player with the initiative enters.
7.22 Next, the player who took the initiative places his ships on the numbered hex row along the border, on one of the edges of the tactical map, corresponding to the direction of the sea area from which his fleet entered the sea area where the contact occurred (see the correspondence diagram on the operational map). If the player with the initiative did not move this turn, he may enter the sea area on the tactical map from an edge in any direction of his choice. If the player has more than 8 ships, the excess ships may be placed in hexes adjacent to the hex where his ships are already placed. In this case, ships may not be placed in hexes within visual distance of enemy ships (4 hexes by day, 2 hexes at night; this may be modified by weather).
Example: The Allied player has taken the initiative. The Allied fleet entered sea area F33 and made contact there with a Central Powers fleet. Because the Allied fleet entered from sea area F32, on the tactical map it enters from the left edge.
Optional rule: By agreement of both players the following rule can be chosen. The player with the initiative places his ships in hexes at the maximum visible distance from the enemy fleet at that time. In this case, too, the ships must be placed in a direction reflecting the edge from which his fleet entered that sea area.
7.23 All ships are initially placed face down. Squadron counters count as 1 ship per counter for placement purposes.
7.24 Ships belonging to the same fleet must be placed in the same hex, or in a contiguous group of adjacent hexes, with at least 4 ships in each hex (if the fleet has fewer than 4 ships this does not apply, but in that case all ships must be placed in the same hex).
7.25 Ships forming the same raiding fleet must be placed in adjacent hexes, but any number of ships up to 8 may be placed in the same hex (so a raiding fleet of 2 ships may place one ship in each of 2 adjacent hexes).
7.26 Unless a fleet consists of 4 or fewer ships, ships of only the same nationality must be placed in the same hex. German navy ships may be treated as ships of any [friendly] nation. Canadian and Australian navy ships are treated as British navy ships.
Example: A fleet made up of 7 Italian ships, 1 British ship and 1 French ship is placed for battle [on the tactical map]. The Allied player must place the 7 Italian ships in one hex, the British ship in the next hex, and the French ship in one more hex.
7.27 Visible distance: The visible distance is 4 hexes by day and 2 hexes at night. When counting distance, count the hex containing the enemy ship, but do not count the hex containing your own ship. Ships not visible at maximum visible distance from any enemy ship remain face down. When an enemy ship approaches within the maximum visible distance, turn the ship counter face up.
7.28 Unexpected encounters: When using the search table in a daylight turn, if an unmodified die roll of 6 is rolled, the player with the initiative may, when placing his ships, place them 1 hex nearer to the center of the tactical map. When using the search table in a night turn, if an unmodified die roll of 6 is rolled, the player with the initiative may, when placing his ships, place them 2 hexes nearer to the center of the tactical map. Both fleets cannot be placed in the same hex, but they may be placed in hexes adjacent to the enemy.
7.29 When a player brings ships from several fleets into the same naval battle, ships of different fleets cannot be placed together. After the naval battle ends, fleets of similar mission that have not left the tactical map may exchange ships (this is possible only at this time in the game).
7.3 Tactical Movement and Combat
A player treats all ships of the same type (capital ships, light ships, etc.) in the same hex as one group. As on the operational map, each group moves based on the speed of the slowest ship in the group. A group may not be "split", but one may join another group as long as no more than 8 ships stay within 1 hex. A player may put ships of different types in the same group, but is never forced to.
7.31 Movement and combat [of ships on the tactical map] are carried out following the Impulse Sequence described below.
Impulse Sequence
(This is the standard series sequence; this game replaces it with the version given under Special Rules above, which adds speed 1+.)
- Determine the player who takes the initiative.
- The player with the initiative moves all of his speed 2+ ship groups.
- Both players conduct gunnery combat.
- Both players conduct torpedo combat.
- The player without the initiative moves all of his speed 2+ ship groups.
- The player with the initiative moves all of his speed 2 and 2+ ship groups.
- Both players conduct gunnery combat.
- Both players conduct torpedo combat.
- The player without the initiative moves all of his speed 2 and 2+ ship groups.
- The player with the initiative moves all of his speed 1, 2 and 2+ ship groups (all groups except speed 1s).
- Both players conduct gunnery combat.
- Both players conduct torpedo combat.
- The player without the initiative moves all of his speed 1, 2 and 2+ ship groups (all groups except speed 1s).
- The player with the initiative moves all of his ship groups.
- Both players conduct gunnery combat.
- Both players conduct torpedo combat.
- The player without the initiative moves all of his ship groups.
- The player with the initiative moves all of his ship groups.
- Both players conduct gunnery combat.
- Both players conduct torpedo combat.
7.32 Each of a player's ship groups that can move may, at the end of the movement step, enter adjacent hexes so long as the limit of 8 ships per hex is respected. Movement is not compulsory [a group may stay in the same hex without moving]. A player may also move his ships into a hex containing enemy ships; but in this case the ships of either side in the same hex may not exceed 8 (a maximum of 16 ships in total for both sides).
7.33 Leaving the tactical map: A ship that leaves the tactical map outside the visual distance of enemy ships may not re-enter the tactical map in the same tactical phase. These ship counters are returned to the fleet boxes on the fleet composition sheet to which they belong, and the fleet counter is placed in the sea area on the operational map toward which it left. If a player's ships leave the tactical map within visual distance of enemy ships, all ships in the battle are moved an appropriate number of hexes from the edge of the map toward the playable [central] part, keeping their relative positions. Note that ships may not enter land hexes (7.41).
Example: In sea area N37, the French Navy battleships Vibrus Unitus and Tegetthoff of the Austrian navy, in battle, left the tactical map at the upper-left (northwest) corner outside the enemy ships' visual distance. These ships are placed as a fleet in sea area M37 (the sea area to the northwest of the sea area where the battle took place).
7.34 Ships being towed, and ships towing (11.2), cannot move on the tactical map (but a ship doing the towing may release the tow).
7.35 Unable to sail: A ship that has taken damage in battle and become unable to sail (not merely reduced in speed) may be detached from its group (and will be left behind as the group moves).
7.36 End of the tactical phase. The tactical phase ends when all the ships of one side have left the tactical map outside the visual distance of enemy ships, or have been sunk in battle. If at the end of step 20 of the above [impulse sequence] both sides' ships are still on the tactical map and within visual range of each other, repeat the impulse sequence from step 1 (determination of initiative).
7.37 Orders. When a battle ends, each player records new orders (not a new mission) for each of the fleets that took part in the battle. A fleet may continue its mission, or change to an Abort mission and re-plan all movement for the remainder of the scenario. Note that a fleet that left the tactical map is in a sea area different from the one originally planned.
7.38 Long battles. All ships taking part in the second round of the battle (repeated from step 1: determination of initiative) will have 1 sea area fewer to move in the next turn than the movement already recorded in the plan. Revise the log sheet to take this into account. The movement route may not be changed, and the destination or the mission may not be newly changed. Orders are rewritten to reflect the time lost, and the movement route, destination and mission are unchanged.
Example: The only ship making up Allied Fleet 1, Sternneck, fought the enemy Inflexible in sea area U37 on turn 2. In the end Sternneck sank Inflexible, but the battle was not decided after one pass through the impulse procedure, and it took until halfway through the second round for the Briton to sink to the bottom. Sternneck had already planned a 2-sea-area move on turn 3 via V36 to W36, and on turn 4 a move to X35 via Y35. [Because of the loss of time by the naval battle] it can move only to V36 on turn 3. The plan to move via V36 to X35 on turn 4 is corrected, and the following turns follow it.
7.39 When a naval battle has ended, each player rolls one die for each of his fleets that took part in the battle. The result is the fuel consumption for movement planned in the log sheet plus the amount of fuel consumed [by that battle] (the unit is 1/12 of a fuel box; for example, if a "3" is rolled, 3/12 of a fuel box is consumed).
7.4 Land
Many sea areas include land in the form of islands or coastlines.
7.41 If a sea area on the operational map is entirely land, the corresponding map on the tactical map is also regarded as land. If an island exists in the sea area where a naval battle occurred, the mesh-printed part in the center of the tactical map [7 hexes] is regarded as land (the player without the initiative places his ships adjacent to the land hexes in the center, on the side nearer to the edge from which the player with the initiative enters; note that this shortens the distance between the fleets at the start of the battle). Ships may not enter land hexes.
7.42 When a ship enters a hex adjacent to a land hex, it may run aground. Roll one die for each ship. On a result of 6 or more, the ship runs aground and can no longer move. If the land belongs to the ship's home country (for example, a German ship on the German coast), subtract 1 from this die roll; if the ship is a capital ship, add 1 to the die roll.
7.43 Refloating. A grounded ship may refloat. In the weather phase the player rolls one die for each of his ships trying to refloat. On a 1 the ship successfully refloats and may move. The player then rolls one die for each refloated ship to determine the degree of damage from grounding: hull boxes equal to half the number rolled (rounded up) are destroyed. If the ship has no armor protection at all, add 1 to this die roll.
7.44 A player may move his ships into land hexes in order to beach them. The player must declare this [no die-roll check is required] (the captains of this era were very good at beaching ships). A ship that has beached itself cannot refloat. A ship beached on land at the end of the scenario is regarded as sunk. If a ship is beached in a sea area controlled by the enemy, the enemy receives twice the victory points that he would receive if the ship were sunk. If a ship is beached in a sea area controlled by its own side, the enemy receives only 75% of the victory points that he would receive for sinking it.
7.5 Gunnery Combat
In the gunnery step [of the impulse sequence], a ship may fire at an enemy ship within range (7.6) and also visible (7.27; at night, or under certain weather conditions, there may be enemy ships within gun range that are not visible. For this reason, in a night turn a ship cannot use its main guns to attack an enemy ship 3 hexes away). Gunnery by both sides is regarded as having occurred simultaneously, and results are applied simultaneously. At the start [of gunnery], the player with the initiative declares which of his ships fire at which enemy ships. It is not necessary to attack all [eligible] enemy ships; one may fire all of a player's ships at 1 enemy ship... But a ship may attack only once per round. Each ship may fire at only one target; it cannot divide its firepower among several targets.
When the player with the initiative has finished selecting targets within range (7.6), the attack of each ship is resolved in turn. First roll as many dice as the main-gun firepower [of the firing ship], then as many dice as the secondary-gun firepower, and then as many dice as the auxiliary-gun firepower.
Each die with a gunnery result of 6 or more scores one hit. The following modifiers apply to these die rolls.
- A ship whose name is printed in italics on the ship data sheet: +1.
- Firing from the same hex as, or an adjacent hex to, the target: +1.
- If the target ship is unable to sail: +1.
- If the target ship is being towed or is towing (11.2): +1.
For each hit scored by gunnery, roll 2 dice and consult the Gunnery Damage Table to determine the effect of the gunnery.
Example: Viribus Unitus and Prinz Eugen are engaged with Courbet and Jean Bart. The Allied player has gained the initiative, and when the two fleets come within 3 hexes of each other, Viribus Unitus decides to fire at Courbet and Prinz Eugen to fire at Jean Bart. The Allied player rolls 8 dice for Viribus Unitus's main-gun firepower. The result is two 1s, one 2, one 3, two 4s, and two 6s. So Viribus Unitus scored 2 hits [on Courbet].
When the player with the initiative has finished gunnery, the opposing player repeats the gunnery procedure. Because the results of gunnery are applied to both sides simultaneously, any damage (8.0) caused by the initiative player's gunnery will never reduce the ability of the ships of the player without the initiative until the next torpedo combat step.
Example: Courbet suffered 1 box of damage to main-gun firepower from Viribus Unitus in the first round of the battle. This damage is recorded on the ship data sheet, but when Courbet fires its own guns in this round it can use all 8 points of main-gun firepower. However, in the gunnery of the next round, the main-gun firepower Courbet can use is reduced to 7.
7.6 Range
- Main guns: Main guns may fire at targets up to 3 hexes away (the hex containing the target ship is counted; the hex containing the firing ship is not counted). A main-gun hit may damage the hit ship wherever on the target ship it lands [damage is inflicted even through armor protection].
- Secondary guns: Secondary guns may fire at targets up to 2 hexes away (the hex containing the target ship is counted; the hex containing the firing ship is not counted). A secondary-gun hit, except on parts protected by heavy armor, damages the target ship wherever on the target ship it lands.
- Auxiliary guns: Auxiliary guns may fire only at targets in an adjacent hex or the same hex. An auxiliary-gun hit can damage only parts of the target ship that have no armor protection.
(This game's special rules, above, change these ranges: main guns 2 hexes, secondary guns adjacent hexes, auxiliary guns same hex.)
7.7 Large-Caliber Main Guns
Battleships with 11 or more points of main-gun firepower (excluding French navy ships), and the British navy battlecruiser (BC) Furious, are equipped with 16-inch guns (18-inch in Furious's case) and may fire at a target at a distance of 4 hexes on the tactical map. When firing at a range of 4 hexes, halve the main-gun firepower (rounded up).
7.8 Torpedo Combat
In the torpedo combat step, a ship with torpedo tubes may fire torpedoes at an enemy ship in the same hex or an adjacent hex. The torpedo combat step and the gunnery step are resolved separately. For this reason, a ship whose torpedo tubes were destroyed in gunnery cannot fire torpedoes in the immediately following torpedo combat step.
7.81 Procedure: Roll as many dice as the torpedo firepower of the torpedoing ship (as with gunnery; torpedoes from one ship must all be fired at the same target). After applying the following modifiers to each die roll, each die with a result of 6 or more is regarded as 1 torpedo hit.
- Target is a capital ship, or a transport whose name starts with F: +1.
- Target is unable to sail: +1.
- Target is being towed or is towing (11.2): +1.
- Target is in the same hex as the torpedoing ship: +1.
- Torpedoing ship is a capital ship: -1.
- Torpedoes from fixed tubes (those whose torpedo firepower is shown in a square box on the ship data sheet): -1. Note that most torpedoes from battleships suffer a -2 die modifier [Translator's note: -1 for a capital ship and -1 for fixed tubes, total -2].
All of the above modifiers are cumulative.
7.82 Torpedo damage: For each torpedo hit, roll 2 dice and consult the Torpedo Damage Table to determine the damage from the torpedo. Torpedo attacks penetrate all armor protection.
Example: The Russian destroyer Bespokoiny torpedoes Goeben at range 1 hex. The Allied player rolls 3 dice and gets 6, 4 and 1. Goeben has no loss of sailing ability, but because it is a capital ship the Allied player adds 1 to each die roll. One hit is scored, and its effect is determined on the Torpedo Damage Table. Two dice are rolled, with a total of 6, giving a 1-box hull hit. The Allied player blacks out one of Goeben's hull boxes [on the ship data sheet].
7.83 A ship that has lost all ability to move [Translator's note: speed 0] cannot make a torpedo attack.
7.84 Unless reloaded (12.7), each ship may torpedo only once in a scenario. A ship that has torpedoed must black out the torpedo-tube boxes on the ship data sheet. A ship with multiple torpedo firepower cannot "economize" by firing part of its torpedo firepower and keeping some for use in later turns.
7.85 A ship whose torpedo tubes have once been destroyed can no longer make torpedo attacks, even if it has several torpedo firepower.
8.0 Damage
The ship data sheet has boxes [square frames about 3 mm on a side] representing the individual parts of the ship that may be damaged by enemy attacks. Each time a part of a ship is damaged, black out the corresponding box, from left to right. When all boxes of a damaged part have been blacked out, the part is regarded as destroyed, and later damage to that part is recorded as hull damage. A ship all of whose hull boxes are blacked out sinks.
8.1 Armor Protection
Boxes on the ship data sheet whose interior is printed are armor-protected parts of the ship. There are two kinds of armor protection: heavy armor (boxes printed with grey cross-hatching inside) and light armor (boxes printed with diagonal hatching inside). Boxes with neither hatching have no armor protection.
8.2 Armor Penetration
Hits by main guns penetrate all kinds of armor and cause damage. Hits by secondary guns penetrate light armor but cannot penetrate heavy armor. Hits by auxiliary guns damage only parts with no armor protection. If a secondary or auxiliary gun hit lands on a part protected by armor that the gun cannot penetrate, ignore the hit as having been stopped by the armor plate.
Example: Hamidieh fires secondary guns at Tri Sviatitelia and scores 1 hit (a 6 on the hit die roll). The Allied player rolls 2 dice [for damage], gets a 5, and consults the Gunnery Damage Table: 1 hull box of damage. The hull of Tri Sviatitelia is protected by heavy armor, and the secondary shell bounces off the thick armor of this old ship, so no damage results from this hit.
8.3 Additional Damage
When a main-gun hit lands on a part with light armor or no armor, additional damage may occur. After the damage determination of such a hit, roll one die. On a 4 to 6, 1 more box of damage is inflicted on the same part as was hit.
8.4 Torpedo Tubes
Fixed tubes (those whose torpedo firepower is shown in a square frame on the ship data sheet) carry the same kind of armor protection as the hull of the ship on which they are mounted. Rotating tubes (torpedo firepower with no frame around it) have no armor protection. Note that fixed tubes in battle have a -1 modifier [relative to rotating tubes] (7.81).
8.5 Unable to Sail
A ship that has lost all speed cannot move except by being towed (11.2). A player may sink (scuttle) any of his own ships at any time. On the tactical map, a ship being towed (including the ship doing the towing) moves only in the segments in which the commanding player can move all his ships.
8.51 A ship with more than half of its hull boxes blacked out has its speed reduced by one level (speed 2+ to 2, 2 to 1, 1 to 1S). In this case a ship of speed 1S falls into the unable-to-sail state and cannot move until towed (11.2).
8.52 Flooding: A ship that has lost 75% or more of its hull boxes is in danger of flooding. For each such ship, roll one die at the end of the fleet movement phase. On a 6, the ship takes 1 additional hull box of damage from flooding. A fleet that moved 2 sea areas in that fleet movement phase receives +1 on the flooding die roll. It also receives the following modifiers according to the weather conditions that turn: Squall +1, Storm +2, Gale +3.
8.6 Substitution of Damaged Parts
When a ship that originally has no main-gun firepower takes damage to main guns, the hit becomes damage to secondary guns. If the ship also has no secondary-gun firepower, it becomes damage to the auxiliary guns (that is, for a ship that has only auxiliary guns, a hit to its main guns ends as a simple auxiliary-gun damage result). However, when all main-gun boxes of a ship have been blacked out, later damage to main guns becomes hull damage, not secondary-gun damage. When all secondary-gun boxes have been blacked out, secondary-gun damage becomes hull damage (if the hitting gun can penetrate the ship's armor protection), but after all auxiliary-gun boxes are blacked out, auxiliary-gun damage is ignored [without being replaced by damage to other parts].
8.61 For a ship with no auxiliary firepower originally, ignore damage to auxiliary guns. For a ship with no gun firepower at all originally, damage to auxiliary guns is hull damage. For these ships without gun firepower, all hits on gun mounts other than auxiliary guns are ignored.
8.62 When a ship with no torpedo firepower takes a hit to its torpedo tubes, ignore the damage. When a ship with torpedo firepower takes a hit to its torpedo tubes, all of its torpedo firepower is destroyed, even if it had multiple torpedo firepower.
8.7 Critical Damage
When a gunnery or torpedo hit [in the damage determination] is a critical hit, roll 2 dice and consult the Critical Damage Table. Because gunnery by auxiliary guns cannot cause critical damage, ignore this result if it comes up. The effect of armor protection also applies to a critical hit. Unless the table specifies otherwise, treat the result as normal.
8.8 Plunging Fire (Parabolic Fire)
When main-gun fire is conducted at a [tactical map] distance of 3 or 4 hexes and the Gunnery Damage Table gives a 1-hull-box-damage result marked with a dagger ("Hull †"), 1 additional hull box of damage is inflicted. This additional damage does not occur to ships with no hull on the ship data sheet.
Note: Warships of this era were protected on their sides by thick armor plates, but deck armor was thin. The reason is that, with high-angle gunfire at long range, a rain of shells could be dropped on the deck plates of enemy ships in parabolic trajectories. Just before the outbreak of the First World War, Russian shipbuilders (based on experience in the Russo-Japanese War) first noticed this weakness and strengthened horizontal protection, and Britain and the United States followed. Most ships of the time were more vulnerable in long-range gunnery combat.
9.0 Ship Squadron Counters
There are squadron counters that represent multiple ships of the same type. Among squadron counters, those of warships show several ship silhouettes, and the squadron counters for transports show one ship silhouette.
9.1 Each scenario specifies the type and number of squadrons that appear. Within the limits of the number and types of squadron counters provided with the game, any number of squadron counters may be used to represent the scenario's squadrons.
9.2 Allocation of ships: When squadrons represented by squadron counters appear in a scenario, the commanding player decides before the scenario starts how many ships each squadron counter represents. One squadron counter may represent 3 warships or up to 4 merchant ships. Each squadron counter's entry on the ship data sheet shows the data for 3 warships or 4 merchant ships. [If a squadron counter takes part in the game with fewer ships than this maximum, draw a line through the unused data and write on the sheet the number of ships the squadron includes at the start of the scenario.] The ships assigned to a squadron counter cannot change their assignment [after the game starts].
9.3 Single ships: If a squadron counter ends up representing only 1 ship, treat it like an ordinary ship counter.
9.4 In battle, a squadron counter is treated as 1 counter for placement and as 1 ship for movement. Each ship within a squadron counter may attack a different target at the commanding player's discretion. When attacked, each squadron counter is treated as 1 target. When an enemy gun or torpedo hits a squadron counter, the player commanding it distributes the damage among the ships making up the squadron as he chooses.
Example: The Allied player attacks the Austrian cruiser Saida with a squadron counter of 3 Beagle-class destroyers. The Allied attack strength is 3 small-caliber gun firepower (1 firepower per destroyer) and 3 torpedo strength (1 torpedo firepower per destroyer).
9.5 All ships in a squadron counter move at the same speed as the slowest ship among the ships making up that counter. Therefore, if even one ship becomes unable to sail, all the ships making up that squadron cannot move unless that ship is sunk or towed. The commanding player may at any time sink (scuttle) such ships. A ship unable to sail may be towed (11.2), whether by a ship in the same squadron counter or by another of the player's ships.
10.0 Merchant Ships
Some scenarios have one or both players attack enemy merchant traffic. There are two kinds of merchant ships: one appearing in the game as ordinary transport counters (mostly large troop transports), and the other discovered by the Merchant Location Table (mostly sailing ships and small tramp freighters).
10.1 Transport Counters
Transports (all squadron counters; some games of this series print "merchant" on the face) are treated like other ships in the game and may be discovered and attacked. Sinking a transport, or its successful voyage, commonly results in many victory points. Each transport has 1 or 2 hull boxes and never has armor protection or armament.
10.2 Merchant Location Table
Only fleets on Raid missions may use this table (abbreviated MLT below). When recording orders write "Search 1" or "Search 2" on the log sheet. The number 1 or 2 corresponds to the movement points spent searching in that sea area.
10.21 When a speed 1 fleet searches for merchant ships, it must be in the searched sea area from the start of the turn, and may not leave that sea area. A speed 2 fleet may move 1 sea area and search either the sea area it left or the sea area it entered (not both) on the MLT using the "1" column, or may stay in 1 sea area and search using the "2" column.
10.22 Major sea routes and minor sea routes represent important sea traffic lines and are printed on the operational map. In the Mediterranean and the North Sea only Allied-side merchant ships can be discovered. In the Baltic Sea there are only Central-side routes. In the Black Sea, however, routes of both Allied and Central sides exist. Sea areas through which a major sea route passes are merchant destination number 4; sea areas adjacent to sea areas with major sea routes are merchant destination number 2. Sea areas through which minor sea routes pass are merchant destination number 3; sea areas adjacent to sea areas with minor routes are merchant destination number 1. [These numbers are used to select the column on the MLT.]
10.23 In a sea area with an enemy merchant destination number, the player rolls one die for each warship (a ship with gun firepower or torpedo firepower) belonging to the searching Raid-mission fleet, and consults the MLT. In a night turn, add 1 to the die roll.
10.24 Compare the modified die roll with the applicable merchant destination number on the MLT to determine the search result. The number in the result is the number of merchant ships sunk, each worth 1/2 victory point. If even one merchant ship is sunk, the player must place the Raid-mission fleet counter on the map and tell the other player the number of merchant ships sunk and the sea area. He need not tell which warships made the attack.
11.0 Special Rules
11.1 Bombardment
In some scenarios one or both players are required to bombard specific coastal sea areas on the enemy side, or the enemy's coastal defense facilities. To bombard a coastal sea area, the bombarding fleet must remain in that sea area for a full turn without battle and without moving (write "Bombardment" or "shell" in the log sheet). The bombarding player must announce the name of the sea area to be bombarded and the number of ships taking part in the bombardment (ship names or types are not needed).
11.2 Towing and Repair
11.21 Towing: A ship made unable to sail by battle damage (when all speed is lost), or by lack of fuel, may be towed by one of the player's own ships of equal or larger size. Battleships (including pre-dreadnoughts) and [armored] cruisers can tow all ships, but destroyers can tow only destroyers. Destroyer leaders, gunboats, minelayers, minesweepers and torpedo boats are the same as destroyers. Seaplane carriers, merchant ships and coast defense ships are the same as [armored] cruisers. Aircraft carriers are the same as battleships.
11.22 Speed: A disabled ship and the ship towing it move at the rate of 1 sea area per 3 turns. When an enemy fleet makes contact and a naval battle begins, in the first combat round of that battle in which either of the player's [disabled ship or towing ship] could normally fire, neither ship may fire.
11.23 Combat: A ship being towed moves in the segment in which the player moves his own ships [on the tactical map]. A ship doing the towing must be in the same hex.
11.24 Squadron counters: When a ship belonging to a squadron counter becomes unable to sail, other ships in the same squadron may tow it and move at the rate of 1 sea area per 3 turns. A disabled ship in a squadron counter may also be towed by a ship of another counter, but a non-disabled ship in the towed squadron counter is likewise subject to the combat and movement restrictions of being towed.
11.25 A disabled ship and the ship towing it may form a new fleet if usable fleet counters remain. This fleet's mission is Abort.
11.26 Ending a tow: A ship under tow may, in any movement segment of the Advanced Combat impulse sequence in which it could move if not being towed, stop the towing. A disabled ship released from tow can no longer move, but the ship that stopped towing may move without restriction (the tow line with the disabled ship having been cut).
11.27 Emergency repair: A player may try to restore the speed of his own ships made unable to sail by battle damage (not by lack of fuel). At the end of each combat impulse sequence, and for fleets on Abort missions in a turn when they are not drawn into combat [at the end], the player rolls one die for each of his disabled ships. On a 1, [the emergency repair succeeds and] that ship can move at speed 1s. On a 5 or 6, the damage is judged too severe for emergency repair, and no later emergency repair of that ship may be attempted. A mobile damaged ship may not attempt emergency repair (emergency repair cannot raise speed above 1s).
11.3 Ports
A fleet that enters a sea area containing a friendly port may enter port.
11.31 A ship that has entered port can be attacked by enemy ships. If the player attacking the port wants a naval battle, no contact determination is necessary. The player on the side whose ships are in port does not hold the tactical initiative (7.21), and cannot move ships at the resolution of the battle (in this case ships in port suffer the target die modifier of speed 0). Enemy ships cannot enter the hex containing ships in port, nor hexes adjacent to it [as printed in the Japanese text]. Torpedo attacks (7.8) cannot be made on ships in port.
11.32 A ship that has entered port may return to the operational map again in later turns.
11.33 Major bases (Major Base; Major Port): Major naval bases have various kinds of defensive capability not appearing directly in this game: that is, coastal guns, minefields and small-scale units. Aircraft carriers (15.0) and high-speed torpedo boats (17.0) may not be placed in a sea area containing an enemy major base. A fleet may not enter a sea area containing a major base that the player's side cannot use (enemy or neutral).
11.4 Night
Turns whose planning boxes on the log sheet are cross-hatched are night turns. At night the visual distance (7.27) is shorter, the possibility of contact between the two fleets is lower, and landing of aircraft (14.52) is more difficult. There are also twilight turns (the 4th, 10th, 16th, 22nd turns, etc.). If the scenario date is set in November, December, January or February (or simply "Winter"), these turns are treated as night turns, and all other scenarios treat them as daylight turns.
11.5 Unloading
Some scenarios require merchant ships and warships to be used as transports and to load or unload cargo. Unless a scenario directs otherwise, all merchant ships and warships operated as transports begin the scenario already loaded with cargo. Loading or unloading cargo requires 3 consecutive turns (write "load" or "unload" on the log sheet). A fleet may not move, nor take part in any kind of combat (including bombardment of coastal targets), in a turn in which it is loading or unloading. If it leaves the sea area during unloading, or is drawn into a battle, the unloading fails and cannot be resumed. In this case the victory points from unloading are lost.
11.6 Multinational Fleets
When rolling for tactical initiative, if the Allied fleets [taking part in the battle] consist of ships of more than 1 nationality, subtract 1 from the die roll for each nationality beyond the first. If the Central Powers fleets [taking part in the battle] consist of ships of more than 1 nationality, add 1 to the die roll for each nationality beyond the first. German navy ships may be treated as ships of any nation [for this rule]. Canadian and Australian ships are treated as British navy ships.
Example: The Allied player goes into a naval battle with a fleet made up of French, British, Italian and Russian ships, and rolls a 6 [on the die for tactical initiative]. Because 3 is subtracted from the result due to the multinational fleet, the Central Powers side will take the tactical initiative unless other modifiers (those from a commander, or those from a multinational fleet on the Central Powers side) apply.
11.7 Weather
Each scenario gives the weather state at the start of the scenario.
11.71 In the weather phase, the Allied player rolls one die to determine changes in the weather state. On a 6 the weather level rises by 1. On a 1 the weather level falls by 1. In scenarios dated November to March, the weather level rises by 1 on a 5 or 6.
11.72 In some games of this series the operational map is divided [into several zones] and a weather die roll is required for each.
11.73 Weather states and their effects:
Level 6: Gale
- All aircraft and airships on the map are destroyed.
- Each player rolls one die for each of his destroyers and torpedo boats. A ship that rolls a 6 sinks.
- The firepower of destroyers and torpedo boats that did not sink [in the above sinking check] is reduced to speed 1 [as printed: their speed is reduced to 1].
- [Destroyers and torpedo boats] cannot fire any guns.
- Other ships cannot fire secondary and auxiliary guns.
- No torpedo attacks of any kind, including by submarines, are possible.
- Aircraft (14.0) cannot launch [take off], land [be recovered], or discover enemy fleets.
- Visual distance on the tactical map is limited to 1 hex.
- Add 2 to the die roll on all contact determinations (5.4) in daylight turns.
- Add 3 to the die roll for flooding (8.52).
Level 5: Storm
- Aircraft and airships cannot make attacks.
- Airships cannot discover enemy fleets (17.3) and cannot assist contact (5.44).
- Subtract 3 from the die roll for aircraft launch/landing [carrier] determination (14.0).
- The speed of airships, destroyers and torpedo boats is reduced to 1.
- Ships cannot fire secondary and auxiliary guns.
- No torpedo attacks of any kind, including by submarines, are possible.
- Visual distance on the tactical map in daylight turns is limited to 2 hexes.
- Add 2 to the die roll for flooding (8.52).
- Add 1 to the die roll on all contact determinations (5.4) in daylight turns.
Level 4: Squall
- Aircraft and airships cannot make attacks.
- Airships cannot discover enemy fleets (17.3) and cannot assist contact (5.44).
- Subtract 2 from the die roll for aircraft launch/landing [carrier] determination (14.0).
- The speed of airships, destroyers and torpedo boats is reduced to 1.
- Ships cannot fire secondary and auxiliary guns.
- No torpedo attacks of any kind, including by submarines, are possible.
- Visual distance on the tactical map is limited to 2 hexes.
- Add 1 to the die roll for flooding (8.52).
- Add 1 to the die roll on all contact determinations (5.4) in daylight turns.
Level 3: Fog
- Airships cannot make attacks and can discover only enemy fleets in the same sea area.
- Subtract 1 from the die roll for aircraft launch/landing [carrier] determination (14.0).
- Visual distance on the tactical map in daylight turns is limited to 2 hexes.
Level 2: Mist
- Visual distance on the tactical map in daylight turns is limited to 3 hexes.
Level 1: Clear
- No weather restrictions.
(Translator's note: the Japanese text of 11.73 says to "add" to contact rolls at Gale, Storm and Squall, while 5.43 gives Gale -2, Storm -1, Clear +1. The text is transcribed as printed; the difference is unexplained in the scan.)
11.74 Differences by ocean: In scenarios using the Mediterranean operational map, the weather level falls by 1 on a die roll of 1, 2 or 3. On a 6, roll one die again. Only if the second roll is 4 to 6 does the weather level rise by 1.
In scenarios using the Pacific operational map, the weather level falls by 1 on a die roll of 1 or 2. On a 6, roll one die again. If the second roll is 3 to 5 the weather level rises by 1, and on a 6 the weather level rises by 2.
There are no additional modifiers [other than the above] for scenarios on these operational maps set in November to March.
Advanced Rules
12.0 Fuel and Cruising Range
Each ship's fuel capacity is shown on the ship data sheet. In the orders phase of each turn, each player must check and record the fuel consumption of his fleets.
12.1 Fuel Consumption
Record fuel consumption for each ship on the ship data sheet. For every 12 sea areas a ship moves, black out 1 fuel box. If a ship moves 2 sea areas in one turn, count it as 3 sea areas for fuel purposes [that is, count 6 sea areas for the total of such a turn's two-area movement - as printed: "(treated as 6 sea areas moved)"]. If movement exceeded 12 sea areas in the turn when the cumulative movement reached 12 sea areas and a fuel box was blacked out, record the number of surplus sea areas in the margin of the turn box on the log sheet for that ship; these count toward the next fuel box to be blacked out.
Example: The Allied player gave a Raid mission to the Austrian navy armored cruiser Novara, the only ship making up Fleet 1, and sent it into the Mediterranean. For the first 5 turns the cruiser moved 1 sea area per turn, but from turn 6 to turn 9 it moved 2 sea areas each turn. In turn 7 the Allied player blacked out 1 of Novara's fuel boxes [on the ship data sheet] and wrote "5" (the number of surplus sea areas, i.e. 1+1+1+1+1+6+6=17 [17-12=5]) in the margin of the turn 7 box for Fleet 1 [on the log sheet]. In turn 9 he again blacked out 1 of Novara's fuel boxes and wrote in the margin of the turn 9 box of Fleet 1 the surplus "5" [5+6+6=17].
12.11 A fleet that stays in the same sea area at sea also consumes fuel as if it had moved 1 sea area.
12.12 Fleets that are refueling, or in port, do not consume fuel.
12.2 Out of Fuel
A ship all of whose fuel boxes have been blacked out becomes unable to sail. It cannot move but may be towed (11.2). A fleet moving according to a movement plan recorded before the start of the game must have sufficient fuel to move as planned.
12.3 Refueling
A player may restore the consumed fuel boxes of his ships in a friendly port (one that it can enter) to usable condition, at the rate per turn spent in port of 1 box for coal-burning ships, 3 boxes for oil-burning ships. Write "Fuel" on the log sheet. Note that in some scenarios the ports that can refuel ships are limited. There is no limit on the number of ships that may refuel in one port in the same turn.
Example: Novara had only 1 fuel box left and entered port at Cattaro on turn 10. In turn 11 the Allied player erased one of the checkmarks of Novara's blacked-out fuel boxes and returned them to blank. In turn 12 he restored one more fuel box. In turn 13 Novara has 3 usable fuel boxes.
12.4 In a turn when a ship is refueling (including from a collier) or re-arming, it cannot move nor take part in combat of any kind (including bombardment). If attacked by the enemy, it cannot recover fuel or torpedoes.
12.5 Colliers
Coal-burning ships may be refueled by colliers. When a collier is available, for each turn spent in the same sea area as the collier, the player may black out 1 of the collier's fuel boxes and at the same time restore 1 blacked-out fuel box of the ship. Write "Coal" on the log sheet. A collier may not enter a sea area containing an enemy port.
12.51 One collier can refuel only 1 ship at a time. If there are several colliers, they may refuel 1 ship each at the same time in the same sea area. Each ship cannot be refueled by several colliers in the same turn.
12.52 Colliers, like other ships, can refuel in friendly ports and [in this case] do so at double the normal rate (2 fuel boxes per turn).
12.53 Use transport counters to represent colliers. Whether a collier is high speed (speed 1) or low speed (speed 1s) is directed by the scenario. Each transport counter represents one collier and is not a squadron counter.
12.54 In scenarios set after 1920, ships receive fuel from American colliers at 3 times the normal rate (3 fuel boxes per turn). American colliers can refuel at friendly ports at 6 times the normal rate (6 boxes per turn).
12.6 Oilers
Heavy-oil-burning ships may be refueled by oilers. When an oiler is available, for each turn the ship spends in the same sea area as the oiler, the player may black out 3 of the oiler's fuel boxes and at the same time restore 3 blacked-out fuel boxes of the ship. Write "Oil" on the log sheet. An oiler may not enter a sea area with an enemy port.
12.61 One oiler can refuel only 1 ship at a time. If there are several oilers, they may refuel 1 ship each at the same time in the same sea area. Each ship cannot be refueled by several oilers in the same turn.
12.62 Oilers, like other ships, can refuel in friendly ports and [in this case] do so at double the normal rate (6 fuel boxes per turn).
12.63 Use high-speed transport counters to represent oilers.
12.64 Oilers in combat: When an oiler is hit by gunnery or torpedo in battle, the player commanding the oiler rolls one die. On a 6 the oiler is regarded as having exploded and is sunk.
12.7 Re-Arming
A ship that has used its torpedoes in battle (7.84) may recover its torpedo firepower by spending 3 turns in a [friendly] port.
13.0 Mine Warfare
Minefields may be laid on the boundary lines between sea areas. In some scenarios minefields are already laid at the start of the game (see the scenario instructions), and in others they will be laid during the game.
13.1 Record a minefield by writing the names of the sea areas on both sides of the boundary line on which it lies on the log sheet. The player does not have to tell his opponent its location.
Example: The Allied player lays a minefield north-east of Constantinople. The Allied player writes O56/O57 in the Minefields column box of his own log sheet.
13.2 Entering Minefields
When an enemy fleet passes through a sea-area boundary line having a minefield, the player who laid the minefield tells the opponent of its existence. The player moving the fleet stops moving for the moment, rolls 2 dice for each ship making up that fleet, and consults the Minefield Table to determine whether a mine strike occurs.
13.21 For each mine hit, roll one die and determine damage to the ship on the Minefield Damage Table.
13.22 A minefield has no effect on the fleets of the player who laid it.
13.23 Ships that, as a result of leaving the tactical map (7.33), pass through the boundary line of a sea area in which a minefield was laid must also be checked for mine damage.
13.24 After checking mine strikes for 1/4 (rounded up) of the ships making up the fleet, the player moving the fleet may stop the fleet in that sea area and re-record its movement plan (except where the fleet crossed the sea-area boundary as a result of leaving the tactical map).
13.3 Mine Laying
Ships able to lay mines are directed by the scenario. Note that each fleet's mine-laying capability may differ by scenario.
13.31 To lay a minefield, the fleet must belong to a Minelaying mission and stay in a sea area for 4 turns. Write "Mine" on the log sheet for these turns. If during this time the fleet has not moved and has not been involved in any combat (including bombardment of coastal targets), a minefield is regarded as laid on one of the 6 boundary lines around that sea area [record this on the log sheet]. The minefield does not become active (affect passing enemy fleets) until the turn after it is laid.
13.32 Minefields may be laid on all boundary lines of a sea area.
13.33 Additional minefields may be laid on a boundary line that already has minefields.
13.34 A minefield cannot be laid in a sea area more than 3 sea areas away from the nearest coast (not an island) (including sea areas with land). An island refers to land that exists within only 1 sea area; all other land is coast.
13.35 A player may delay the activation of a minefield he has laid. Record in the log sheet the game turn (any turn from the turn it was laid onward) on which it is to be activated. A minefield not yet activated has no effect on enemy fleets.
13.4 Major Bases
Minefields may also be laid on the boundary lines forming a sea area where a major naval base exists.
13.5 Minelayers in Combat
When a minelayer (or other ship performing mine laying) is hit by gunnery or torpedo in a battle, the minelaying player rolls one die. On a 6, the minelayer detonates its mines and sinks.
13.51 A player may jettison the mines of his minelayer (or other ship performing mine laying). The fleet it belongs to is immediately changed to an Abort mission, and can no longer lay mines in that scenario, but there is no danger of detonation and sinking in battle (ordinary damage from combat is still received). A ship may not jettison mines in the middle of a battle.
13.52 This rule applies to a minelaying ship in battle only if the scenario directs that it has a minelaying mission. Minelayers (ship type ML) are always subject to this rule.
13.6 Auxiliary Minelayers
In some scenarios transport counters are directed to be used to represent auxiliary minelayers. These are squadron counters representing several minelayers. Auxiliary minelayers have the same ship data as the transport that includes them (and have the danger of detonation in battle).
13.7 Minesweeping
Minesweepers (MS) may be used to remove minefields. Only minesweepers, and ships directed by a scenario as having minesweeping ability, can remove minefields.
13.71 In order to detect or attempt to remove minefields, minesweepers must belong to a fleet on a Minesweeping mission.
13.72 A minefield must be detected before it can be removed (minefields laid by one's own side can always be detected; to sweep one's own minefield it is not necessary to detect it). To detect an enemy minefield in a sea area, minesweepers must stay in that sea area for one full turn. Write "detect" in the log sheet for that turn. If the minesweepers do not move during that turn and are not involved in any kind of combat, the opposing player must tell them on which boundary lines of that sea area, and how many, minefields exist.
13.73 After a minefield has been detected, minesweepers may try to sweep it. Minesweepers must stay for 2 full turns in the sea area including the boundary line where the minefield was laid. Write "sweep" on the log sheet for those turns. If the minesweepers do not move during those turns and are not involved in any kind of combat, the minesweeping player rolls one die for each minesweeper at the end of the second turn. On a 1, the minesweeper strikes a mine and sinks. On a 2 or 3 there is no sweeping effect [the minefield removal failed]. On a 4, 5 or 6, 1 minefield (the minesweeping player's choice) is removed.
14.0 Aircraft
Seaplane carriers (CVS) and aircraft carriers (CV) may launch aircraft to scout for enemy positions.
14.1 Launching
14.11 Seaplane launches must be planned on the log sheet (write "Launch" in the box of the turn in which seaplanes are launched).
14.12 Roll one die for each launched aircraft counter. On a 1, a launch accident occurs and the counter is removed. When attempting to launch in a night turn, subtract 2 from this die roll. When launching from an aircraft carrier (CV), add 1 to the die roll.
14.13 If the launch succeeds, place the aircraft counter in the same [operational map] sea area as the carrier.
14.14 A seaplane carrier cannot move in the turn in which it launches aircraft. An aircraft carrier may move in the same turn that it launches aircraft.
14.2 Flight
Aircraft movement is done after all fleet movement has ended; it need not be planned in writing, and the player moves aircraft at his discretion. In the turn after launch, the aircraft moves from the sea area where it was launched to a sea area within 4 sea areas. In later turns it may move 1 sea area or not move at all. Aircraft movement is not recorded in the plan.
14.3 Reconnaissance
When aircraft enter a sea area where an enemy fleet is, the enemy player must reveal the total number of ships included in that fleet and the numbers of capital ships and light ships. If the enemy player wishes, he may reveal further information about the fleet's ships beyond the capital/light distinction.
Example: A Russian seaplane enters the same sea area as an Allied fleet consisting of Goeben, Berk and Peyk. The Allied player tells the Central Powers player that the fleet consists of 1 capital ship and 2 light ships.
14.4 Aircraft may enter sea areas that are entirely land (but may not go off the operational map).
14.5 Recovery
After 3 turns from launch, the aircraft must return to its mother ship. The mother ship must be within 4 sea areas of the aircraft (otherwise the aircraft is lost). The mother ship (of either type) cannot move in the turn in which it recovers aircraft.
14.51 Recovery of aircraft must be planned in writing (write "Recover" in the mother ship's log sheet for the turn in which the aircraft lands).
14.52 The player who recovers aircraft rolls one die. On a 1 or 2 the aircraft is regarded as damaged on landing and is removed from the scenario. For a landing at night, subtract 3 from the die roll.
14.53 An aircraft may be launched again after 4 turns have passed [after landing].
14.6 Missions and Air Operations
A mother ship may conduct air operations (launching and recovering embarked aircraft) only when the mission of its fleet is Raid, Intercept or Bombardment.
15.0 Submarines
In some scenarios submarines are added to the order of battle of one or both players.
15.1 Before starting the game, the player records the position of each of his submarines on his own log sheet. Write the sea area name of the submarine's position in the "patrol zone" column. A patrol zone may be any sea area on the operational map except coastal sea areas within 2 hexes of enemy ports. Once a submarine has been given a patrol zone, it cannot move [during the scenario].
15.2 When an enemy fleet enters its own patrol sea area, in a daylight turn only, the player commanding the submarine may attempt contact. Roll one die for each of his own submarines in the patrol sea area; contact succeeds on a 5 or 6. The enemy player must tell the submarine player the number of ships making up the fleet and the numbers of capital ships and light ships, but need not tell the ship names. The submarine player may let the enemy fleet pass without attempting contact (and may keep the existence of his submarine secret [for the whole scenario]).
15.3 Each submarine has fixed tubes with 1 torpedo firepower.
15.4 Submarine attack: A submarine that has succeeded in contact may make a torpedo attack. In a sea area where there are several submarines, each submarine's attack is resolved individually. [If the attacked fleet contains] destroyers (DD), torpedo boats (TB) or minesweepers (MS), these attack the submarine first: for every 3 DD, TB or MS ships roll one die. On a 5 the submarine is regarded as sunk before attacking the fleet. On a 6 the submarine is regarded as sunk after attacking the fleet. Other results have no effect.
If the submarine was not sunk before attacking the fleet, the submarine player chooses at random one ship counter from among the ship counters of the enemy fleet [being torpedoed] [Translator's note: draw 1 counter from the counters turned face down, or divide the numbers equally and decide by dice]. At this time he may choose between capital ships and light ships, but cannot choose a specific ship type or an individual ship. For example, if a German submarine makes contact with a fleet consisting of 2 dreadnoughts, 2 pre-dreadnoughts and 2 gunboats, the Allied player [sic: should read the submarine's player] may attack capital ships, but the ship will be chosen at random from the 4 capital ships (2 dreadnoughts and 2 pre-dreadnoughts).
For each submarine [making the torpedo attack] roll one die. A result of 6 or more is 1 hit. In the following cases, add 1 to the [hit] die roll for each: the target is a capital ship, or a large merchant ship (a merchant ship whose name begins with F), or is unable to sail. Damage is determined on the Torpedo Damage Table.
15.5 Submarines cannot attack enemy submarines.
15.6 Ace commanders: Some scenarios direct that particular submarines are commanded by outstanding, energetic commanders. A submarine with such an ace commander succeeds in contact on a 4, 5 or 6, and may add 1 to its torpedo attack hit die roll.
15.7 Sinking submarines: Each enemy submarine sunk is worth 4 victory points (see the scenario booklet).
16.0 Leaders
Some scenarios feature fleet commanders with energetic and exceptional abilities.
16.1 When a commander appears, write the commander's name after the name of one of the player's own ships on the ship data sheet, as directed by the scenario. This ship becomes the commander's flagship. A commander may not change flagship during the game, and if the flagship sinks the commander is also removed from the game (even if the commander himself survives, he becomes powerless amid the deaths of staff, loss of communications equipment and the confusion of the battlefield generally).
16.2 When rolling for tactical initiative, subtract 1 from the die roll if the Allied side has a commander, and add 1 to the die roll if the Central Powers side has a commander. A commander has no other direct influence on combat.
17.0 Airships
Some scenarios feature airships on either or both sides. At the start of the scenario, the player on the side with airships puts all of his airship counters into an opaque container, draws at random the number of airship counters that appear, and places them as directed by the scenario.
17.1 Airships may move, each turn, the number of sea areas written on the counter. Airship movement is planned in the same way as for Intercept-mission fleets.
17.2 Airship counters may enter any sea area, even territory containing only land.
17.3 Reconnaissance: When an airship enters a sea area with a fleet, or a sea area adjacent to such a sea area, the enemy player must reveal the total number of ships making up that fleet and the numbers of capital ships and light ships. If the enemy player wishes, he may disclose information such as ship class in addition to capital/light.
17.4 Cruising range: An airship must return to base (as directed by the scenario) within 60 turns, or it falls and is lost. An airship cannot be resupplied within the period covered by the game [Translator's note: once an airship has returned to base and landed, it can take no further action for the remainder of the scenario].
18.0 Motor Torpedo Boats (MTBs)
Some scenarios feature motor torpedo boats (MTBs).
18.1 Patrol zone: Before starting the game, the player records the position of each of his MTBs on the log sheet. Write the name of the boat in the "submarine" column and the sea area name of the position in the "Patrol Zone" column. The patrol zone may be selected from coastal sea areas within 5 sea areas of the player's own ports. Once an MTB has been given a patrol zone, it cannot move [to another sea area during the scenario].
18.2 Contact: When an enemy fleet enters an MTB's patrol sea area, the player commanding the MTB rolls one die for each in that sea area, and contact succeeds on a result of 3 to 6. If contact occurs, the enemy player must reveal the ship names of all the ships making up the fleet.
18.3 MTB torpedoes: Each MTB has rotating tubes with 2 torpedo firepower.
18.4 MTB attack: When contact occurs, the MTB player chooses the target ship for each MTB and rolls one die for each MTB to determine whether a surprise attack succeeds. On a 4, 5 or 6 the surprise succeeds and the MTB may fire torpedoes at the target. On a 2 or 3, the target ship, with its full gun firepower, [fires at the] M TB with its full gun firepower and, regardless of gun type, a single hit sinks the MTB. On a 1, all ships making up the fleet may attack the MTB with their full gun firepower. In this case a 6 is a hit (add 1 to the die roll for ships whose names are printed in italics on the ship data sheet). If the MTB survives the enemy ships' gunnery, the MTB may fire torpedoes at the target ship.
Example: Two Italian navy MTBs make contact with the Austrian navy battleships Tegetthoff and Szent Istvan. Each MTB attacks one battleship. The Allied player rolled a 3 on the surprise determination for the first MTB, allowing Tegetthoff first-strike gunnery. The Central Powers player rolled 12 dice (Tegetthoff's gun firepower is 8-3-1 [12 total firepower]) and got six 6s, two 5s, three 4s and one 1. The MTB took 6 hits and was reduced to splinters. On the second MTB's surprise roll the Allied player rolled a 6 and succeeded in surprising Szent Istvan. For the torpedo hit roll the Allied player rolled 2 dice and got a 5 and a 6. Because Szent Istvan is a capital ship, there are 2 hits. As a result of the damage determination both were critical hits, a total of 11 hull boxes of damage was recorded, and this dreadnought vanished, a poor thing, into the sea.
18.5 Italian navy MTBs may add 1 to the torpedo hit die roll.
18.6 MTBs neither attack nor are attacked by enemy submarines, and cannot use the Merchant Location Table. MTBs may attack transports.
Series Charts and Tables
(From the end of the Japanese translation of the series rules; they refer the reader to the back cover of the English basic rules for the full charts. The tables below are those printed in the Japanese translation.)
Minefield Damage Table
Roll: one six-sided die.
| Die roll | Damage |
|---|---|
| 1-2 | 1 Hull |
| 3 | 2 Hull |
| 4 | 3 Hull, speed reduced by 1 |
| 5 | 5 Hull, unable to sail |
| 6 | Sunk |
Minefield Table
Roll: two six-sided dice. If the total is 11 or more, the ship suffers a mine strike.
Die roll modifiers: for each minefield after the first [if there are several minefields], +1 (maximum +5); if the moving fleet's speed is 2 or more, +2.
Torpedo Damage Table
Roll: two six-sided dice.
| Die roll | Damage |
|---|---|
| 2 | Critical Damage |
| 3 | 2 Hull |
| 4 | No damage |
| 5-6 | 1 Hull |
| 7 | 2 Hull |
| 8 | 1 Hull |
| 9 | 1 Primary |
| 10 | 2 Hull, speed reduced by 1 |
| 11 | 3 Hull, unable to sail |
| 12 | Critical Damage |
Gunnery Damage Table
Roll: two six-sided dice.
| Die roll | Damage |
|---|---|
| 2 | Critical Damage |
| 3 | 1 Torpedo Mount |
| 4 | 1 Secondary |
| 5 | 1 Hull |
| 6 | 1 Secondary |
| 7 | 1 Primary |
| 8 | 1 Tertiary |
| 9 | 1 Primary |
| 10 | 1 Hull † (for plunging/parabolic fire (8.8), 1 additional hull box of damage) |
| 11 | 2 Hull, speed reduced by 1 |
| 12 | Critical Damage |
Critical Damage Table
Roll: two six-sided dice. (A secondary-gun hit penetrates heavy armor only on a result of 8 on this table.)
| Die roll | Critical damage |
|---|---|
| 2 | 6 Hull, 3 Primary, speed reduced by 1 (*) |
| 3 | 3 Primary |
| 4 | Leader (commander) killed |
| 5 | 2 Primary |
| 6 | 2 Hull |
| 7 | 2 Secondary |
| 8 | 2 Hull; a secondary-gun hit destroys 1 heavy-armor hull box |
| 9 | 1 Primary |
| 10 | 1 Hull, speed reduced by 1 |
| 11 | 3 Hull |
| 12 | 5 Hull, 5 Primary, unable to sail |
(*) In scenarios set before 1917, a British battlecruiser (BC) explodes and sinks.
[The Search Table, Merchant Location Table and the weather chart are not printed in the Japanese translation of the series rules; the Japanese text refers to the English chart sheets for them.]
Gaps and Disclosures
- Source: English translation of Avalanche Press's official Japanese translation (scans) of the Russo-Japanese War scenario booklet and of the Great War at Sea series rules; no English rulebook could be located. Credits blocks were omitted.
- The Ship Data Charts, the operational and tactical maps and counter diagrams, the Search Table and the Merchant Location Table are not part of the translated text and are not transcribed. The Effectiveness Table, Weather Table and the damage tables printed in the Japanese translation are reproduced.
- Where the Japanese text was ambiguous or unclear in the scan, this is flagged in brackets. Ship names printed only in Japanese kanji were rendered in standard English transliteration; hull-number codes (B01, AC02, C10 and so on) are as printed.
- Section 20 (Port Arthur overlay) text and a few scenario sentences are a translator's best reading of the Japanese; compare with a published English edition where precision matters.