the russo-japanese war - legion wargames rulebook v2.0.pdf · 1 the russo-japanese war introduction...
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1
The Russo-Japanese War
Introduction The Russo-Japanese War is a detailed, operational-level game of
the 1904-05 campaign in Manchuria between Japan and Russia.
The game is designed for two players, but can easily accommodate
additional players. For example, each side might have separate naval
and ground commanders and/or multiple ground commanders. The
Russian player controls the Russian ground and naval forces. The
Japanese player controls the Japanese ground and naval forces. The
Russian player must defend Russian possessions in Manchuria while
building up his armies by reinforcement from Siberia and European
Russia, and then inflict unacceptable losses on his opponent and force
him to sue for peace. The Japanese player must quickly defeat the
Russian army before it can reinforce itself. Both sides must avoid
heavy losses and a protracted war. Russian National Will and social
unrest may bring on the downfall of the monarchy, while Japan has
very limited resources (human, military and financial).
Game Credits
Design: Michael Taylor
Development:
Special Assistance: Jeff Leser, Bill Madison, and the Russo-Japanese
War Society.
The Game Components 1 Countersheets (front and back equal one sheet):
Japanese Ground
Russian Ground
Naval
Admin
Game Calendar/Weather Display
Unit/Terrain Identification Chart (front and back)
Ground Game Chart/Terrain Effects Chart
Naval Game Charts (2)
Off-Map Movement Charts (3)
Russian Game Chart
Japanese Game Chart
Naval Battle Board
National Will/Morale Chart
Master Sequence chart
Table of Contents Rule 1 - Basic Game Concepts-----------------------2
A. The Playing Pieces (Counters)
B. Sides and Contingents.
C. Game Mechanics.
D. Game Scale
E. The Maps
Rule 2 - Sequence of Play-----------------------------3
A. Player Tum Sequence.
B. Phasing and Non Phasing Player.
C. Restrictions.
Rule 3 - Zone of ControI/Ownership---------------3
A. Zones of Control
B. Ownership
Rule 4 – Stacking-----------------------------------------3
A. Stacking Limit
B. Effects
C. Garrison Markers
Rule 5 - Ground Movement------------------------------------------4
A. Movement Phase
B. Exploitation Phase
C. Headquarters Command and Control
D. Zero Movement Units
Rule 6 – Command and Control-----------------------------------4
A. Headquarters, Command and Control
B. Army/Corps Leaders
Rule 7 - Overruns--------------------------------------------------------5
A. Procedure
B. Results
Rule 8 - Transportation Lines---------------------------------------6
A. Railroads
B. Roads
Rule 9 – Ground Strategic Movement----------------------------7
A. Road Movement
B. Rail (Net) Movement
C. Naval (Ports)
D. Movement between Holding Box and Map
Rule 10 – Ground Combat--------------------------------------------8
A. Procedure
B. Basic Restrictions
C. Combat Results
D. Losses
E. Cadres and Remnants
F. Movement after Combat
G. Zero Strength Units
H. Terrain Effects
I. Same-Hex Combat
Rule 11-Supply ------------------------------------------------------10
A. Types of Supply
B. Supply Lines
C. Supply Sources
D. Movement of Supply
E. Out of Supply Effects
F. Capturing and Destroying Supply
Rule 12-Engineer Rules----------------------------------------------12
A. Engineer Capable Units
B. Fortifications
C. Construction and Engineer Units
D. Construction Costs
E. Demolition and Repair Costs
Rule 13-Artillery and Support Rules-----------------------------13
A. Supported Units
B. Support Effects
C. Artillery Units
D. Artillery Bombardment
Rule 14 –Disruption----------------------------------------------------14
Rule 15 –Subordinate Units-----------------------------------------14
A. Unit Organization Listings
B. Player Game Chart
C. Breakdown Procedure
D. Forming (Assemble) Procedure
C. Breakdown Combinations
Rule 16 – Ground Reinforcements--------------------------------16
A. Reinforcements
B. Replacements
C. Special Considerations
Rule 17 - Naval Rules Introduction--------------------------------17
A. Naval Units
B. Strategic Maps
C. Strategic Map and Game Map Interaction
D. Naval Leaders
E. Naval Groups
F. Coal
G. Cargo
H. Naval Activities
Rule 18 - Naval Movement.............…….……………..…......18
A. Naval Movement Sequence
B. Strategic Map Movement
C. Special Naval Movement
© 2004 Michael R. Taylor. All Rights Reserved. 08/21/2009
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D. Movement and Combat
E. Naval Movement Attrition
Rule 19 - Naval Combat...............……....……….....20
A. Basic Rule
B. Naval Combat Sequence
C. Naval Leadership in Combat
D. Gunnery vs. Naval Units
E. Torpedo Combat
F. Naval Mines
G. Damage
H. Scuttling
I. Salvage
J. Repair
Rule 20 - Ports and Beaches........……..….…….....26
A. Ports
B. Beaches
Rule 21 - Naval Transport....................………...….26
A. Transport Costs
B. Special Considerations
Rule 22 - Amphibious Landings...........………..….27
A. Disruption
B. Operations Ashore
C. Planning and Preparation
D. Enemy Reaction
Rule 23 - Naval/Land Interaction......……………...28
A. Naval Gunfire Support
B. Coastal Defenses
C. Naval Bombardment
D. Naval Raid
E. Internment
Rule 24 - Special Naval Rules.............…………….29
A. Naval Movement and Combat
B. Naval Supply Considerations
C. Feb I 04 Turn
D. Naval Blockade
E. Naval Supply Lines
Rule 25 - Naval Reinforcements…....…………......30
A. Reinforcements
B. Replacement
Rule 26 - Weather..........................….………..........30
A. Definitions
B. Weather Conditions
C. Sea Conditions
D. Special Weather Rules
Rule 27 – National Rules........……….…................31
A. Japan
B. Russia
Rule 28-Preparing for Play.........…….……........... 31
A. Initial Deployment
B. Campaign Scenario
Rule 29 - Victory..........................……..……...........32
Rule 30 - Optional Rules............……..………........33
A. Optional Ground Rules
B. Optional Naval Rules
C. The Tsar
Rule 1-Basic Game Definitions
A. The Playing Pieces (Counters). The counters are divided into three basic categories: ground units,
naval units and administrative (admin) markers. Units represent military
ground formations, capital ships or groups of smaller boats, while
markers are player aids used on the map or on display cards. Players
may manufacture and use additional markers if needed. See the Unit
Identification Chart for the Basic layout of these symbols and factors,
as well as all the various unit types and echelons used in the game.
1. Units. There are two Basic types of units in the game, ground
and naval. When used by its self the term “unit” refers only to
ground units. Naval units are covered in the appropriate naval rules.
a. Ground Units. All ground units have a size (echelon symbol),
type, combat factors (single or multiple), a movement factor, and
one or two unit identifications.
b. Naval Units. Naval units are rated by Size, class, armor,
speed, and gunnery factors. Most naval units represent one ship.
Smaller vessels are grouped together into flotillas of multiple ships
or boats.
2. Size. Ground units are rated by their size. Each ground unit will
have a size symbol printed above its unit type symbol. This size
rating may be expressed as an echelon (most units) or by SP size
(such as replacements). A unit’s size is determines the size of a unit
or stack of units for purposes of stacking in a hex and for naval or
rail transportation capacity and restrictions. Some rules distinguish
between divisions and non-divisional units. A non-divisional unit is
any unit smaller than a division: brigades, regiments, cadres,
remnants, and battalions.
3. Type. Ground Units are divided into three Basic types: Infantry,
Cavalry, and Artillery. Cossacks are considered Cavalry type units.
Each type has specific capabilities and limitations as noted in the
rules.
4. Stacking Points. A stacking point (SP) measures the relative
size of a unit or cargo item. SP sizes are as shown on the SP
Summary (on the Ground Game Chart). For example: an Infantry
Brigade is 2 SPs in size. Cavalry and Cossack units count double
their SP size for rail movement (Rule 7A) and naval transport
capacity (Rule 31). They do not count double against port capacity.
Each point of supply (attack, engineer and naval repair) counts as
1SP. Each BSP counts as ¼ SP.
5. Heavy Equipment. Some ground units have heavy equipment
(HE). The Unit Identification Chart lists the unit types that have HE.
Some rules affect or otherwise restrict units with HE.
6. Artillery. The term Field Artillery refers to Field and Mountain
artillery units. The term Siege Artillery includes Siege, Heavy
Siege, and Siege Mortar units. The term Artillery includes both Field
and Siege artillery.
B. Sides and Contingents. There are two sides in RJW, the Russians and the Japanese. Each
side consists of two or more contingents. Each side has one or more
contingents, such as Kobi or Siberians and Cossacks. Note that the
counters of each side have their own particular color combinations as
listed on the Unit Identification Chart.
1. Russian: The Russian player controls all European, Siberian,
East Siberian, Cossack, Chinese labor forces, and the Russian
Navy.
2. Japanese. The Japanese player controls all forces of the
Japanese Army (including Kobi units) and Japanese Navy.
C. Game Mechanics. 1. Fractions. Unless specifically instructed to round up or down,
always retain fractions. For example, half of 5 is 2 ½.
2. Cumulative Effects. Unless stated otherwise, all effects to a
unit's combat or movement factor, and all modifications to die/dice
rolls, are cumulative. For example, a unit with an attack strength of
12 is halved for attacking across a minor river (to a 6), and is halved
again for being out of attack supply (to a 3).
3. Die Rolls. All rolls requiring two dice are identified in the rules or
on the charts. All other rolls require only one die. 1d6 is (1) six-sided
die. 2d6 means (2) six sided dice rolled together at the same time
and added together. The abbreviation “drms” refers to Die Roll
Modifiers. These drms will add to or subtract from the die/dice roll.
4. Accumulation. Each player receives various items or
capabilities on a turn-by-turn basis. Depending on the item or
capability and the rules that govern them, a player may or may not
accumulate these items or capabilities from turn to turn unless
specifically allowed by the rules. For example, unused rail capacity
may not be saved from the previous turn so that the player can have
more capacity on the following turn, but Attack supply may be
accumulated each turn.
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D. Game Scale. Each turn equals a ½ month.
One hex equals @16 miles.
E. The Maps. 1. Maps. There are two categories of maps in RJW, Operational
and Strategic.
a. Operational Map. The Operational map shows the area in
and around Manchuria as it existed during the conflict (1904-
05). This is where all the ground (and some naval) movement
and combat occurs.
b. Strategic Maps. The Strategic maps cover the area from
European Russia to the Sea of Japan, and are used for
strategic naval movement.
The hexes on the maps are numbered. When specific hexes are
referred to in the rules they are identified by map sheet and hex
number. If a hex also contains a specific named location, that name is
printed on the map and also listed in the OB list as an aid in locating
the hex.
2. Terrain. Each hex has at least one terrain type. Many hexes have
more than one terrain type or feature. These terrain types and hex
features are shown on the RJW Master Terrain Chart. Terrain affects
movement and combat as shown on the Terrain Effects Chart. If there
is more than one terrain type in the hex the majority terrain type in the
hex is the terrain type for the hex. Some terrain features are located
along hex sides, such as rivers, while others may be negated
(road/bridge across a river). When hex sides affect play (movement or
combat across the hex side) their effects are cumulative with the
terrain type of the hex entered or attacked. See the rules for movement
and combat for further details.
3. Off-Map Holding Boxes Areas. Various areas that are not on the
maps but are important to the play of the game are depicted as Off-
Map Holding Boxes. These are shown on the player’s Strategic
Movement Charts.
4. Cities. The term City or Cities include major and minor cities, and
small cities. It does not include towns or reference points (villages or
places of interest). The abbreviation “PA“ is for Port Arthur.
Rule 2-Sequence of Play The game is played in a series of game turns, each representing
one approximately two weeks. Each Game turn consists of two Player
turns, a Japanese Player turn followed by a Russian Player turn.
A. Player Turn Sequence of Play.
Each Player Turn consists of the following phases:
1. Initial Phase. The phasing player receives reinforcements and
performs replacement, repair, and other activities. Both players
determine the supply status of their units.
2. Movement Phase. The phasing player moves his naval units.
The other (non-phasing) player may react to these moves. The
phasing player activates Army Headquarters and moves his ground
units, including eligible units transported by sea (naval transport and
unopposed amphibious landing). The non-phasing player may attempt
to activate HQs for ground reaction.
3. Combat Phase. The phasing player resolves all attacks,
bombardments, and opposed amphibious landings made by his units.
4. Exploitation Phase. The phasing player moves naval units. The
non-phasing player may move naval units in reaction. The phasing
player moves his eligible ground units and executes overruns. Resolve
any opposed amphibious landing combat.
The Master Sequence of Play Summary shows the sequence of play in
detail.
B. Phasing and Non Phasing Player. During the Japanese Player turn, the Japanese player is the
phasing player and the Russian player is the non-phasing player.
During the Russian player turn, the roles are reversed.
A phasing ground or naval unit is any unit belonging to the phasing
player. All units of the non-phasing player are non-phasing.
C. Restrictions. Unless noted otherwise the sequence of play must be followed in
the order listed above. The activities described above are explained in
detail in the appropriate rules.
Rule 3-Zone of Control/Ownership
A. Zone of Control. The Zone of Control (ZOC) of a unit represents the control a unit
exerts over nearby terrain. ZOCs affect many activities in the game,
such as movement, ownership, retreats, and tracing supply. These
subjects are covered in the appropriate rules.
1. Regular ZOC. Units exert a ZOC as follows:
Every unit exerts a ZOC in the hex it occupies.
Every division, brigade (except artillery) or regiment exerts
a ZOC into adjacent hexes (except prohibited terrain, see
below).
Battalions do not exert a ZOC into adjacent hexes.
A unit exerts a ZOC into adjacent hexes through the six
hex sides of the hex the unit occupies (unless the hex side
is prohibited terrain for the unit).
Any unit prohibited from entering (hex) or crossing (hex
side) a specific terrain type does not exert a ZOC into that
hex or through that hex side. For example, an artillery unit
does not exert a ZOC into a swamp hex.
2. Reduced ZOC. Under certain rules and conditions units with a
Regular ZOC may have a Reduced ZOC. For example, a unit with a
Regular ZOC and is unsupported (per Rule 13A) has a Reduced ZOC.
A Reduced ZOC is the same as a Regular ZOC, except for their effects
on enemy movement.
3. Temporary Loss of ZOC. When a unit performs certain
activities it may temporarily lose its ZOC (regular or reduced). For
example, a unit using rail movement loses its ZOC. The appropriate
rule will detail how a unit loses and regains its ZOC. A unit that loses
its ZOC does not have a ZOC for any game purpose until it regains its
ZOC.
B. Ownership. Ownership of a hex affects many activities, such as awarding Victory
Points and capturing and using a port.
A player owns a hex if at least one of his units:
Exerts an uncontested ZOC into the hex, or
It was the last unit to exert an uncontested ZOC into the
hex.
A unit exerts an uncontested ZOC into a hex if:
The unit exerting the ZOC occupies the hex
(regardless of the presence of enemy ZOCs into the hex), or
If no enemy unit exerts a ZOC into the hex.
Unless specified in a rule, when a player gains ownership of a hex
he immediately owns the hex for all game purposes.
Rule 4-Stacking Stacking is when two or more ground units are in the same hex.
Only a limited number of units may stack in a hex.
A. Stacking Limit. 1. Regular. The maximum regular stacking limit for a hex is:
16 SPs of any unit size or unit type, plus
4 SPs of artillery units.
Examples: Each of the following combinations could stack in a
hex: a) Four divisions and two artillery brigades; b) two divisions
and four brigades; c) one division, one cadre, three brigades, and
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two artillery brigades.
2. Reduced. All Mountain and Mountain Pass hexes have reduced
stacking.
The maximum stacking limit in such a hex is:
8 SPs of any unit size or any unit type, plus
2 SPs of artillery units.
3. Special. In addition to the above, an unlimited number of zero-
movement units (units with a movement rating of 0) may stack in any
hex. Supplies do not count for stacking purposes.
B. Effects.
The stacking limit is in force at the end of each movement, combat,
and exploitation phase. A player may not end any of the above phases
in violation of the stacking limit. If, as a result of combat, a unit must
retreat into a hex, which in turn causes the hex to be in violation of the
stacking limit, it must continue to retreat until the stacking limit is no
longer violated. If it cannot, it is eliminated.
The stacking limit is also the limit on the number of units that may
attack or overrun a hex from each adjacent hex. Example: Units in two
different, but adjacent, clear terrain hexes (regular stacking limit) attack
enemy units in a mountain pass hex (reduced stacking limit). Since the
hex under attack is a mountain pass hex, only units up to the reduced
stacking limit may attack the hex from each of the two clear hexes,
even though more units may be stacked in these hexes.
The stacking limit is not in force during the entire initial phase, when
reinforcements and replacements enter play. Reinforcements and
replacements may enter play and stack in violation of the stacking limit
during the initial phase. Stacking limits are in effect at the end of the
following movement phase.
C. Garrison Markers. The Russian player has two garrison markers (as listed in the
'Special Markers' section of the introduction to their Order of Battle
booklet), and he may use these markers to help with stacking and to
relieve congestion in the fortress hexes. To use a garrison marker,
replace the stack of units in a hex with the marker, placing the units
there in the appropriate holding box (V or PA) on the Russian Player
Chart. For all game purposes treat all units in the garrison marker's box
as being in the hex occupied by the marker.
Rule 5-Ground Movement
A. Movement Phase. All eligible phasing player units and cargo may move during the
movement phase. The phasing player may move any, all, or none of
his units or cargo in this phase. He is never required to move any unit
or cargo.
1. Movement Allowance. A unit's movement allowance is the
number of movement points (MPs) the unit normally may spend in a
movement phase for movement or other activities that require the
expenditure of MPs. All Leaders have a movement point allowance of
8. A unit may move up to the limit of its movement rating, as restricted
by weather, terrain, ZOCs, and supply. A unit spends MPs as it moves
from hex to hex or while conducting a specific activity. For each hex
entered, the unit spends MPs, the amount depending upon the type of
terrain in the hex being entered and the hex side crossed. The Terrain
Effects Chart (TEC) lists the different terrain types and their effects on
movement. Unless noted otherwise on the TEC, the terrain type affects
all units. Some types of terrain affect units by class or type as listed on
the chart. Artillery units use one set of costs, Infantry/Other and
Cavalry/Cossack units use a second and third set of costs.
A unit must spend MPs to cross hex sides that have MP costs listed
on the TEC. This MP cost is in addition to the cost to enter a hex as
shown by the plus sign (+) or minus (-) in front of the cost. For
example, it costs a unit 1 additional MP to cross a minor river hex side,
in addition of the cost to enter the hex beyond the river. Units may not
enter a prohibited hex or cross a prohibited hex side. Prohibited terrain
is any terrain that a unit may not enter (hex) or cross (hex side).
Prohibited terrain is listed on the TEC.
Normally a unit may not enter a hex occupied by an enemy unit.
Exceptions (such as overruns and opposed amphibious landings) to
this are covered in the appropriate rules.
2. Minimum Move. A unit may always move a single hex (except
into or across prohibited terrain and zero movement units) in a phase
in which it is allowed to move. The unit must spend all of its MPs when
entering the adjacent hex, even if the cost to do so would exceed the
number of MPs the unit has available. It may move through enemy
ZOCs when using this minimum movement ability. A unit may not
spend MPs for any other activity when using this ability, other than for
minimum movement.
3. ZOC. When a unit exits a hex that is in an enemy ZOC it must
spend a number of MPs to leave the hex. This is in addition to the
terrain costs of movement. The ZOC costs are given on the ZOC
Movement Costs Table (on the Ground Game Chart).
4. Other Conditions. Overruns may occur during the movement
and exploitation phases. Special forms of movement, such as rail and
naval transport, are covered in separate rules. Weather conditions also
affect ground movement. If using the optional rule for Cartage, units
may also transport cargo (such as attack supply, BSPs, Engineer
Supply Points, etc). Cargo may also move by rail, SMP, or by naval
transport during the movement phase. These situations are also
covered in separate rules.
B. During the Exploitation Phase. The following units (only) have an exploitation phase movement
allowance.
A cavalry unit has an exploitation phase movement allowance of 1/2 its printed movement rating.
Infantry and mountain units have an exploitation phase movement allowance of 1.
A unit's exploitation phase movement allowance is the number of MPs it normally may spend in the exploitation phase.
A unit with no exploitation phase movement allowance may not move or spend MPs in the exploitation phase, including a minimum move, for ground movement or any other activities. They may, however, perform any or all of the following: embark, move as cargo if onboard a naval transport, and disembark. All units and supply items may embark during the exploitation phase.
Movement during the exploitation phase is conducted in the same manner as movement during the movement phase except that rail movement may not be used and MPs may not be spent for construction purposes.
C. Zero-Movement Units. A unit with a movement rating of 0 cannot move from the hex it occupies. It cannot be transported by rail or naval transport. If forced to retreat in combat it is automatically eliminated (it is counted normally when determining combat losses).
Rule 6-Command and Control
A. Headquarters, Command and Control. At the beginning of the movement phase, the phasing player may
activate his Army Headquarters. Activated HQs units allow ground
units within the HQ’s command radius to move and attack normally.
The non-phasing player may attempt to activate HQs units in order to
react to the phasing player’s movements and attacks.
1. Activation. Each HQ unit has an activation number printed on
the counter. This number is modified by the Army Commander’s
leadership rating. For each HQ unit the player wishes to activate roll
1d6. If the die roll is equal to or less than the modified activation
number, the HQ is activated. Flip the HQ unit to its activated (reverse)
side. Only one attempt may be made per HQ unit during the phase. All
friendly units within the HQ command radius (expressed in hexes, not
MPs) are considered to be in command.
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2. In Command effects. Ground units within the radius of an
activated HQ unit can move at its normal movement allowance rate
and is allowed to conduct ground attacks.
3. Out of Command effects. Phasing player units not within the
command radius of an activated HQ unit may not conduct a ground
attack. Siege artillery units may bombard normally. Units moving
overland pay double the normal cost. Units move normally when
moving along a road or using rail movement.
4. Reaction. During the phasing player’s movement phase, the
non-phasing player may attempt to activate any number of HQ units
(as per the activation procedure above). Follow the following sequence
for reaction:
Phasing player completes a move by a unit or stack.
Non-phasing player may attempt to activate and react any
number of eligible HQs and units.
Repeat the above as necessary until the phasing player
declares no more ground moves. At this point the non-phasing
player may no longer react.
If the phasing player does not move any of his ground units, the
non-phasing player may not conduct reaction.
Reacting unit may only use ground movement. Rail and naval
transport are not allowed, and the reaction MPs may only be used for
movement. Units that move in reaction move at ½ movement
allowance. A reacting unit may always move 1 hex. Exception: Zero-
movement units cannot react and units cannot move into prohibited
terrain. Units that react cannot react again during the phase. Rotate
the counter 90 degrees to indicate that it has conducted a reaction
move.
Friendly units that reacted during the enemy’s movement phase
only have ½ their movement allowance during the following friendly
movement phase. At the end of the friendly movement phase rotate
the unit back to a normal facing to indicate that it is no longer under
this restriction.
5. Leaders. Leaders may affect activation attempts of HQ units,
which in turn affect the command and control of the army. Too many
inactive HQs units will adversely affect the maneuver and reaction of
the fighting units, allowing the opponent to out maneuver you. Each
leader has a rating. This rating is a modifier and is applied to the HQ
activation number (it is not a die roll modifier). When attempting to
activate a HQ (to move or react) the leader must be stacked with the
HQs unit.
6. Russian Independent Corp HQ. The Russian (I) Corps HQ
becomes available when the 1st Army HQ is formed (see OB list).
When any on map HQ unit is activated the (I) Corp HQs may be placed
on the map within the command radius of the active HQ. This (I) Corp
HQ is automatically activated when placed on the map. This HQ may
be disbanded during the Russian Initial Phase (removed from play). It
may be disbanded and re-deployed by another during the same Initial
Phase.
7. Loss and Replacement. Eliminated HQs units do not generate
special replacement points. Eliminated HQs, even if isolated, are
always placed in the replacement pool and may be replaced at no cost
in RPs.
B. Army/Corps Leaders. 1. Size. Leaders count as 0 SP for all rules.
2. Movement. All leaders have an 8-movement point allowance
and follow all the normal ground movement rules as a regular unit.
3. Headquarters Activation. See Rule 6A.5 for how leaders affect
headquarters activation.
4. Ownership. Leaders by themselves cannot gain ownership of
an enemy-owned hex. They have no ZOC, including the hex they
occupy.
5. Loss and Replacement. Players check for leader loss when a
leader is stacked with other friendly units and all the units in the hex
are eliminated due to combat or overrun, or if the leader is alone in a
hex when an enemy unit moves into the hex. Leaders onboard a naval
transport that is eliminated also checks for leader loss Consult the
Leader Loss Table on the Ground Combat Chart and roll 1d6.
No Effect: Place the leader with the closest friendly non-
isolated unit (owning player choice if more than one unit
available).
Wounded: Roll 1d6. This is the number of turns the leader
must be withdrawn from the game (recovering from his
wounds). The leader returns as a reinforcement at any
non-isolated HQs unit.
Captured: The leader is eliminated and cannot return to
play.
Killed: The leader is eliminated and cannot return to play.
If the leader’s hex is isolated he is automatically captured.
Leaders that are killed or captured must be replaced. Leaders that
have a replacement leader on the backside of the counter are
flipped over to that side. In some cases the replacement leader is
already in play. This means that he is promoted to that position and
his counter is flipped over to his replacement side. Example: If
Oyama is killed his counter is flipped over to his replacement side.
His replacement is Kodama; therefore Kodama’s counter is also
flipped over to his replacement side.
Rule 7-Overruns Phasing units may attempt to overrun enemy units during the
movement and exploitation phases. In order to attempt an overrun the
attacker must have at least a 6:1 odds ratio advantage, without any
modifiers or modifications, against the defender.
A. Procedure. The phasing player performs an overrun by:
1. Moving a single unit or stack of units into a hex adjacent to
the enemy occupied hex to be overrun. This is the Entry
hex. The defender’s hex is called the Overrun hex. Players
may wish to use a marker to note the Entry hex
2. The overrunning units may not exceed the stacking limit of
the Overrun hex.
3. All overrunning units must be able to enter the Overrun hex,
paying this cost as it enters the hex. All units involved in the
overrun lose their ZOCs at the instant the overrunning unit or
stack enters the hex. ZOC costs are not paid due to units in
Overrun hex, since they temporarily lose ZOC. But ZOC
costs are paid if any enemy units exert a ZOC into the Entry
hex as the attacker enters the Overrun hex. All units regain
their ZOC after all combat results of the overrun are applied.
4. Overrun odds are computed and resolved the same as in
normal maneuver combat, taking all terrain, weather, supply
and stacking modifications into account with the following
exception:
Attacking units are automatically in attack supply (no
expenditure of attack supply) if they are in Basic
Supply.
B. Results. If the result of the overrun vacates the overrun hex (the defender
retreats or is eliminated) the overrunning unit/stack may continue
movement, if sufficient MPs remain, or end movement and remain in
the Overrun hex. They may also conduct another overrun against any
enemy unit(s) (including those just attacked). Combat Results:
AE/DE: the unit(s) is completely eliminated and removed
from play (even if it has a cadre). It generates no special
RPs and is not placed in the replacement pool.
Any other result: If the attacker is forced to retreat he must
immediately return to the Entry hex. His movement ends,
forfeiting all remaining MPs. If the defender must retreat
he cannot retreat into the Entry hex. All rules for retreat
apply to both sides. Once retreated apply the combat
result.
Both sides regain their ZOC (regular or reduced).
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Rule 8- Transportation Lines There are two basic types of transportation lines: railroads and
roads. A unit may use rail and road transportation lines only when it
moves in hexes directly connected to one another by the line.
A. Railroads. 1. Rail Nets. A Rail Net is a series of rail lines and rail marshaling
yards grouped together by regions or by national boundaries. The
Player Game Charts list the various rail nets, the rail-marshaling yards
(RMY) on each rail net, and the rail capacity (expressed in SPs)
assigned to each marshaling yard on the net. Each RMY, and its
capacity, is shown on the player charts. Capacity may be destroyed by
friendly or enemy forces, and may be repaired by engineers. In order
for two or more RMYs to combine their capacities each one must be
connected to the other by an unbroken/free of enemy ZOC contiguous
series of rail hexes of the same gauge.
a. Japanese Rail Net in Manchuria. Japan has no rail capacity
in Manchuria until both of the following conditions are met:
Dalny is Japanese owned.
Dalny’s RMY capacity is one or more.
To re-establish the rail net the Japanese player must
repair the rail-marshaling yard (RMY) at Dalny (if damaged)
and have the RR (Standard) unit transported to Dalny. This
unit represents American Locomotives bought by Japan just
for this purpose. This unit provides the Japanese with rail
movement and supply line capability in Manchuria. The RMY
cities of Dalny (3) and Port Arthur (1) (when Japanese owned
and repaired) determine the rail capacity. The maximum
capacity is four. If the Standard RR unit is eliminated, the
Japanese player may purchase additional American
locomotives at his option (see Japanese reinforcement
schedule - foreign loans). If no standard RR unit is available,
the rail net must be re-gauged to narrow gauge and the
Narrow RR unit must be transported to Dalny (see Gauges
below).
b. Japanese Rail net in Korea. The Korean Rail Net is the rail
line from the Fusan Holding Box to Seoul. The Japanese gain
a rail net capacity in Korea in Jan 1905 (see OB reinforcement
schedule).
c. Russian Rail Net in Manchuria. The Russian Rail Net in
Manchuria is the East China Rail Net, which includes all the
on-map rail lines in Manchuria. This rail net shares its capacity
with the Manchuria (Harbin) Off Map Holding Box. The RMYs
that contribute capacity to this net are Harbin (5), Mukden (3),
Dalny (3), and Port Arthur (1). At the Russian player’s option
the rail capacity at Harbin may be upgraded by 1SP by
spending 2 Eng. Res. Points in Harbin. The net is complete as
long as a contiguous, unbroken and free of enemy ZOC, rail
line exists between all RMYs on the net. If broken the net is
divided into segments. Each segment is traced along the rail
line from the RMY until it reaches a break or enemy ZOC. Rail
Breaks and enemy ZOC define each new segment. Segments
that bounded by rail breaks/ enemy ZOC and cannot trace a
rail line to an RMY have no rail capacity until a connection to
an RMY (with capacity) is re-established.
d. Russian Trans-Siberian Rail Net. There are two Trans-
Siberian Rail Nets, Net 1 and Net 2. Net 1, and its capacity, is
used to connect European Russia with Irkutsk. Net 2, and its
capacity, connect Irkutsk to Manchuria. The capacities vary
throughout the year as shown on the Russian Strategic
Movement chart.
e. Russian Rail Net in the Maritime Province. The Maritime
Rail Net (Net 3) runs from the Maritime Holding Box, through
Vladivostok, and then on to Manchuria (Harbin). The capacity
is made up of the Vladivostok (6) and Khabarovsk RMYs, for a
maximum capacity of 7 SP.
2. Rail Marshaling Yards (RMY) and Capacity. RMYs, located in
designated cities, represent locomotives, rolling stock, repair, and
maintenance facilities within the rail network. These cities, and their
capacities, are shown on the Player’s Charts. The capacity of a rail net
is the sum of all the connected, friendly-owned RMY capacities on that
rail network. Each point of RMY capacity equals 1SP of rail transport
capacity on that net for movement of units and supplies. Cavalry and
Cossack units count double their SP size for rail transport. Leaders do
not count against rail capacity (0SP) and may travel freely by rail.
Capacity may be reduced due to demolition or winter weather
(Trans-Siberian Railway/Lake Baikal). Capacity may be restored by
RMY repair or the return of fair weather.
3. Gauges and Rail Conversion. There are two gauges of railroad
in RJW, standard and narrow gauge. Rail lines in Russia and
Manchuria are standard gauge. Rail lines in Japan, China and Korea
are narrow gauge. Under certain conditions players may wish to
convert the on map rail lines from one gauge to another.
a. Conversion. To convert a rail line a RR unit must be in the rail
hex and spend 2MPs (Japanese) or 4 MPs (Russian). The rail hex
to be converted must be adjacent to (connected by a rail line) a hex
with a rail line of the same gauge being converted to, or the initial
hex being converted by the Japanese is an RMY. Note: The
Japanese player must first convert the RMY hex itself. As rail lines
are converted place the rail gauge marker in the most advanced
converted hex on the net, advancing the marker as more rail lines
are converted (narrow), or push it back as line is re-converted
(standard) by the Russian player.
b. Japanese Player. Due to combat loss of the standard gauge
rail unit, or by player choice, the Japanese player may elect to
convert the on map rail net to narrow gauge. The Japanese RR
Engineer unit must convert the rail lines starting from an RMY. This
RMY must be Japanese-owed at the start of the Japanese player
turn (initial phase). The Japanese player must also transport the
narrow gauge RR unit to the RMY. This narrow gauge rail net
capacity may increase when other RMYs are captured (and repaired
if necessary).
c. Russian Player. The Russian player may only re-gauge rail
lines captured and converted by the Japanese player.
4. Rail Movement. Players may use available Rail movement on
the ground map and between the Off Map Holding Boxes. Movement
between Off Map Holding Boxes is covered in Rule 9B (Rail (Net)
Movement).
Only the phasing player may use rail movement, and only during the
movement phase. Units moving in reaction may not use rail movement.
A unit moving by rail ignores regular terrain costs. In order to use rail
movement a unit must be on a rail line, it does not have to be at a
RMY. Supply items must begin the movement phase on a rail line in
order to use rail movement. Supply items are “R” type units for rail
movement (unlimited rail distance).
A unit may use rail movement, moving several hexes for each MP
spent as given on the Rail Movement Rates Table (on the Ground
Game Chart). The unit may use any combination of both rail movement
and regular movement during the movement phase. For example, a
unit could move overland to a rail line, move by rail, and then continue
moving overland, as long as it has enough MPs.
When using rail movement, a unit is under the following restrictions:
It may not enter or leave a hex in an enemy ZOC. However,
an enemy ZOC in a hex is negated for rail movement purposes
(only) if a friendly unit with a defense strength greater than
zero occupies the hex throughout the movement phase. This
unit must start in the hex and may not leave the hex during the
movement phase.
It may move by rail only in friendly-owned rail hexes and only
if a line of friendly-owned rail hexes, and of the same gauge,
can be traced from the unit to a friendly rail-marshaling yard
(see below).
If it has a ZOC, it loses its ZOC from the instant it starts to
move by rail to the end of its rail movement.
5. Rail Breaks and Enemy ZOC (EZOC). Rail breaks sever all rail
lines in the hex. EZOC sever a rail line as long as the ZOC is exerted
in the rail hex. The entire rail line (and all rail lines if multiple rail lines)
in the hex is considered broken (not there) for movement. Rail breaks
never affect tracing Basic supply, but EZOC do affect the tracing of
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Basic supply). Since roads cannot be broken, a hex with a rail break is
still considered a road hex. When units and cargo moving by rail
encounter a rail break they may disembark from the train, then use any
available MPs to ground move to the next unbroken rail hex and re-
board another train. Each time a unit or cargo “boards” a train deduct
the appropriate SP amount of available rail from the net. Rail breaks,
and enemy ZOC, may isolate a RMY.
6. Player Chart. Rail nets, available/used rail capacity tracks, and
RMYs for each net are shown on the player charts. Admin markers are
placed on the tracks showing the current rail capacity available.
Capacity markers must be adjusted when capacity is gained
(upgraded) or lost (captured/damaged RMYs). As capacity is used,
adjust the Available Rail marker down for that rail net. Reset the
Available Rail marker to the current capacity level at the beginning of
the player turn. Mark captured RMYs by placing a national flag marker
(of the capturing side) in the RMY hex. Place RMY damage markers in
each RMY hexes on the chart to denote damage and lost capacity.
Adjust the capacity marker as damage is placed on the chart.
7. Isolation of RMYs. Due to rail breaks or enemy units and their
ZOC, one or more RMYs may become separated from the net. In RJW
this can only happen to the East China Rail Net. More than likely this
will occur along the rail line between Mukden and Dalny/Port Arthur,
although it could happen elsewhere. If this happens the player must
keep track of the new capacity and available rail on the different
segments of the rail net. Counters are provided for one division of the
net (players must keep track on paper if multiple divisions occur). For
example, if a Japanese division occupies hex 1105 the East China Rail
Net has been broken into two segments (Northwest and Southeast).
The SE segment consists of the Dalny and PA RMYs, while the NW
segment consists of the Harbin and Mukden RMYs. Each segment
now has its own capacity and available rail. Flip the East China rail
markers to the East China NW segment (backside) and place the
additional East China SW segment on the track. Adjust the markers to
reflect the new capacity and available rail numbers. If multiple
divisions occur, remove the East China markers and keep track on
paper. Divide available rail between the segments as evenly as
possible, with the owning player allocating any remainders.
Remember, in order to have a rail capacity a segment must connect to
a RMY. An isolated segment that does not connect to an RMY does
not have rail capacity.
B. Roads. 1. Movement. A road reduces the normal MP cost of the hex by 1
MP for each hex it enters. The actual terrain costs for each hex
entered and for each hex side crossed are ignored. The minimum cost
for each hex is 1MP (a road in clear terrain costs 1 MP, not 0 MP).
Road movement has the same limitations as regular movement.
For example, a unit moving along a road must spend additional MPs to
exit a hex in an enemy ZOC.
A road may never be broken, so a unit may always use a road.
Roads may be used in both the movement and exploitation phases.
In addition to the roads printed on the map, each rail line is also a
road. Even if prohibited from using a rail movement in the hex, a unit
may still use the rail line as a road. Players must declare that they are
using road movement when using a rail line as a road.
2. Mountain Pass Roads. Mountain Pass roads are considered
rough terrain for road movement. They are considered mountain
terrain for combat and when not moving along the road.
Rule 9 – Ground Strategic Movement. A number of off-map holding boxes are used in the play of the game
(see the Strategic Movement Boxes Chart for each side). The orders of
battle specify who owns each holding box at the start of play. An off-
map holding box is named after a region, port or city represented by
the box. A player may move his forces in and out of his holding boxes
as he desires, subject to the normal rules of ground and naval
movement, naval transport, and rail movement. An unlimited number of
ground units may be stacked (placed) in a holding box.
Each holding box is connected to other off-map holding boxes as
shown by the connecting lines on the Off-Map Holding Boxes Chart.
The different connections include Road, Rail, both Road and Rail, or
by a naval connection through a port. Ground movement from one box
to the other costs a unit all of its MPs. It cannot perform any other
activity that requires the expenditure of MPs. Japanese units,
production or supplies (but not leaders) that moved into a new box
cannot embark during the same turn unless that movement was done
by rail. Units, production and supplies that moved by rail may embark
during the exploitation phase. Leaders may freely move (any mode)
and embark/disembark at no cost to the leader or the naval unit.
A. Road Movement. Within the following restrictions player may move units from one Off
Map Box to another by ground. A road must connect the boxes.
Russian: During the Russian player’s movement phase any
number of units may ground move to a directly connected
box only if there is a Road connection between the two
boxes. Units, production, replacements or supplies may only
move one box per turn. Boxes that are connected by road
are marked with a dashed line and the word “Road”. Notice
that some boxes are only connected by rail. In order to move
between boxes without a road connection, the Russian
player must use the Rail Net.
Japanese: There are only two places were the Japanese
player is allowed to use Off Map ground movement; they are
Korea and Japan. Korea (Fusan) and Southern Korea
(Taejon) are connected by road. Korea (Taejon) is
connected by road to Seoul (hex0121). This is the entry/exit
hex for the Japanese player between the Off Map Holding
Boxes and the ground map.
A road connects every Japanese Homeland box. An
unlimited number of units, supplies, leaders and production
can move from one box to any adjacent box. The movement
limit is 1 box per movement phase. An adjacent box is any
box beside (up, down, left or right) or diagonal from the box
the mover is in. Example: A unit in Sasebo may move to
Kagoshima, Kobe or Kure during the friendly movement
phase. Exception: Units, supplies, leaders and production
cannot move diagonally between Hakodate and
Tokyo/Yokosuka.
B. Rail (Net) Movement. Players may move units by rail if a Rail Net exists between the
boxes and that Rail Net has available rail capacity.
Russian Off Map Rail Nets. There are 3 Off Map Russian
Rail Nets in RJW. They are Rail Nets 1 & 2 (Trans- Siberian
Railroad) and Rail Net 3 (the Maritime). The Rail Capacity of
both Rail Net 1 and Rail Net 2 changes during the course of
the game. Printed on Russian Game Chart 2 are charts that
show the dates and rail capacities for both nets. Net 2
reflects the winter freeze at Lake Baikal and its effect on rail
movement.
Japanese Off Map Rail Nets. There are 2 Off Map Japanese
Rail Nets. They are Korea and Japan. The Rail Capacity in
Japan is 12 SP. Units moving by rail in Japan may move
from one Homeland box to any other Homeland box without
restriction. The Korean Rail net is not available until Jan
1905. Once Rail Capacity is available, the Japanese player
may use it to move units, production, supplies and leaders
by rail through Korea from Fusan directly to Seoul.
C. Naval (Ports). Only the Japanese player can transport
cargo by TR to and from an Off Map Holding Box. The port capacity of
the Holding Box is shown by the port symbol printed on Map S3 next to
the port named in the Holding Box. Cargo that arrives at a Holding Box
may disembark during the same movement phase. It may not move
any further the turn. Japanese units, production or supplies (but not
leaders) that moved into a Holding Box with a port cannot embark
8
during the same turn unless that movement was done by rail. Units,
production and supplies that moved by rail may embark during the
exploitation phase. The cargo, and the transports it is on, cannot move
for the remainder of the player turn. Leaders may freely move (any
mode) and embark/disembark at no cost or restriction to the leader or
the naval unit.
D. Moving Between Holding Box and Map. Some Holding Boxes are connected to various on-map entry hexes
as shown by the connecting lines between these boxes and the named
area and hex location.
1. Enter the Map from a Holding Box. To move from the Holding
Box to the entry hex simply place the unit (this includes leaders,
production and supplies) in the named hex. They may now move
normally. Units entering by rail (counting against capacity) may
continue to move by rail.
2. Exiting the Map to a Holding Box. Units moving from the
ground map to the holding box must be able to move into the entry hex
and have at least 1 MP remaining if ground moving, or exit through the
named hex if moving by rail. The rail line must be connected to the
exit hex and must exit the map through this hex. Transfer the unit to
the Holding Box. It may move no further that turn.
A player's forces may not enter an enemy-owned Holding Box.
Rule 10-Ground Combat Ground combat takes place during the Combat Phase. The phasing
player may attack adjacent enemy units. During combat the phasing
player is the attacker and the non-phasing player is the defender.
Combat after an amphibious landing may occur during the Exploitation
Phase, and overruns, a form of movement and combat, occurs during
the Movement and Exploitation Phases.
A. Procedure. A ground attack consists of one or more units attacking a hex that
contains at least one enemy unit. During the combat phase the
attacking player may make any number of attacks, and may execute
each one in any order of his choosing. Attacking is voluntary, unless
conducting an Opposed Amphibious landing in an enemy occupied
hex. Friendly units that are adjacent to enemy units are never required
to attack, even if other friendly units attack the enemy units. The
attacker does not have to announce all of his attacks before resolving
any attack. He may see the results of one attack before declaring
another attack. Follow the procedure for each ground attack:
1) The attacker (phasing player) declares an attack by indicating
the target hex and all the attacking units.
2) The attacker totals the modified attack strengths of all
attacking units. The attacking units’ attack factors may be
modified by the terrain in the defenders hex, all hex sides
between the attacking and defending hexes, disruption, and
their Basic and/or Attack supply status. Add any offensive
naval gunfire support to the attackers totaled modified attack
strength.
3) The defender totals the modified attack strengths of all
defending units in the targeted hex. The defending units’
defense factors may be modified by disruption and their
supply situation.
4) Compute the combat odds ratio. Compare the total attack
strength to the total defense strength in the form of attacker to
defender ratio. Round this ratio down in favor of the defender
so that the ratio corresponds with a combat odds ratio on the
Ground Combat Results Table (CRT, located on the Ground
Combat Charts and Tables card). For example, a unit with a
modified attack strength of 36 attacks a unit with modified
defense strength of 10 (36 to 10), which rounds down to
3:1odds.
5) Determine which of the two Combat Results Tables (CRT) will
be used for resolving the ground combat. Use the following
CRT if the defender’s hex contains any of the following terrain
types:
Static CRT: Mountain/Pass, Major City, or a
fortification of any type except fieldworks.
Maneuver CRT: All other terrain types and fieldworks.
6) Determine the combat result. Roll 1d6 and modify the number
rolled by all terrain, weather, and drms listed under the CRTs
that apply to the combat. Cross-index the modified die roll with
the odds column to get the combat result. A definition of each
result is listed to the right of the CRTs. The combat result
affects all the units involved in the combat and are applied
immediately.
B. Basic Restrictions. The following Basic restrictions apply to combat:
1) No unit may attack or be attacked more than once per
combat phase. Note: Overruns occur only in the movement
and exploitation phases. Units that survived an overrun
attempt in the movement phase may still be attacked in the
combat phase.
2) No unit may attack into a prohibited terrain hex or across a
prohibited terrain hex side.
3) Units in a hex may not be attacked individually. All units
defending in a hex must be attacked as one collective
defending force, with their defense strengths combined.
Each attack must be against defending units occupying a
single hex. Two or more enemy-occupied hexes may not be
attacked in a single attack. However, units in the same hex
may attack into different hexes, but each defending hex still
requires a separate attack.
4) A unit may not split (divide) its attack strength in order to
attack more than one hex.
5) The stacking limit of the attacked hex limits the number of
units that may attack the hex from adjacent hexes.
6) Any attack at odds higher than 7:1 is resolved on the 7:1
odds column. Any attack at odds less than 1:4 results in an
automatic AE (attacker eliminated).
C. Combat Results.
Combat results may affect the attacker only, the defender only, or
both sides. All combat results are applied immediately.
The following results are on the Maneuver and/or Static CRT:
AE/DE: Attacker Eliminated/Defender Eliminated. Eliminate all
affected units. Reduce any unit with a cadre/remnant to its
cadre/remnant strength. Remove all other units from play. Retreat units
reduced to cadre/remnant one hex.
AH/DH: Attacker Half Eliminated/Defender Half Eliminated.
Eliminate units so that at least half of the total strength (attack strength
for the attacker, defense strength for the defender) of the affected units
is eliminated. All surviving units of the affected side must retreat one
hex. DR: Defender Retreats. All defending units retreat one hex. AS: Attacker Stopped. No effect. No losses are taken (at least not enough to show at the game’s scale).
AQ/DQ/BQ: Attacker/Defender/Both Quartered. Eliminate units so
that at least one quarter of the total attack/defense combat strength of
the affected side is eliminated. The lower side (or defender if equal)
retreats one hex.
EX: Exchange. Eliminate half the side with the lower printed combat
strength (or the defender if both sides are equal in strength). Retreat all
affected units from this side one hex. From the other side, eliminate
units so that the total strength loss at least equals the total strength
loss of the half-eliminated side. Example: An attack of 16 attacking
strength points against 8 defending strength points results in an EX
result. The defender, being the weaker side, eliminates 4 strength
points. The attacker must eliminate at least 4 strength points.
HX: Half Exchange. Eliminate half the side with the lower printed
combat strength (or the defender if both sides are equal in strength).
Retreat all affected units from this side one hex. From the other side,
eliminate units so that the total strength loss at least equals half the
total strength loss of the half-eliminated side. Example: An attack of 16
9
attacking strength points against 8 defending strength points results in
an EX result. The defender, being the weaker side, eliminates 4
strength points. The attacker must eliminate at least 2 strength points.
The following results are only on the Static CRT:
AX/DX: Attacker/Defender Exchange. Eliminate units so that half the
total strength of the affected units is eliminated. From the other side
eliminate units so that the total strength loss equals at least half the
total strength loss mandated for the first side. If the result is DX the
defender must retreat one hex.
BX: Both Exchange. Eliminate half the side with the lower combat
strength (defender if both sides are equal). From the other side
eliminate units so that the total strength loss equals the total strength
loss of the half-eliminated. The defender has the option to retreat any
or all of his units 1 hex. QL: Quarter Loss. Eliminate units so that at least one quarter of the total attack/defense strength of both sides is eliminated. Defender retreats one hex (exception, defender in fortress has retreat option).
D. Losses. Calculate all combat losses using the printed, unmodified combat
strengths of the involved units. Any modifications to the combat factors
used in combat resolution are not used to calculate combat loss. When
determining losses always use the attacker's printed attack strength
and the defender's printed defense strength, or the combat factor if it
has a single combat factor. Eliminated ground units that are not
isolated when the combat results are applied are placed in the
replacement pool. Isolated units that are eliminated are removed from
play (not placed in the replacement pool) and may not be replaced for
the rest of the game.
The owning player chooses which units to eliminate or reduce to
cadre/remnant in order to satisfy the combat loss requirement. Units of
the affected side must take losses from the units involved in the
combat; they may not be broken down prior to taking losses. Units
from the other side may break down units into subordinates (if
available) prior to taking required losses.
Naval units may support units in combat. However, the gunfire
strengths of naval units are not included when determining losses.
Naval units are never eliminated due to the results of ground combat
(unless they are in port and the enemy captures the port).
E. Cadres and Remnants Some units are able to sustain losses in combat and still remain
combat effective. In RJW this is shown by units having cadres and
remnant sides. All Russian and Japanese infantry divisions have 2
strength steps, Full and Cadre. All Japanese infantry brigades also
have 2 steps, Full and Remnant. All Japanese infantry divisions have a
3rd step (Remnant).
1. Cadres. All division-size units, and most brigades, can take
losses in combat and remain in play at a reduced (cadre) strength.
These units have Cadre printed on the backside of their counter (or as
a separate replacement counter) in the unit symbol box. When such a
full strength unit is eliminated in combat it is reduced (flipped over or
replaced) to its cadre side instead of being removed from play. When
calculating losses due to a combat result, the strength of the combat
factor used in the combat resolution is counted, not the difference
between the full strength and the new cadre strength. Example: A
defending 10-12-5 division reduced to a 4-6-5 strength point cadre is
counted as a strength loss of 12, not 6. This is to satisfy the combat
result only. Special Replacements are calculated differently (see Rule
17B Replacements).
2. Remnants. Various Japanese units have a remnant step as
indicated in the Japanese OB. When a cadre unit with a remnant step
is eliminated it is replaced by its remnant counter and remains in play.
Calculating the total strength loss in a combat is done using the same
procedure as a unit that is reduced to cadre strength. Remnants are
treated in the same as cadres in the rules.
Eligible units have a remnant strength printed directly on their
reverse sides have a separate remnant counter that is substituted.
When the cadre unit is substituted with a remnant, place the cadre to
one side. Do not place the cadre in the replacement pool.
F. Movement After Combat. 1. Retreats. When a unit is forced to retreat, the owning player
moves it one hex away from the hex it occupied during combat, in the
following order of priority:
To a hex not in any enemy ZOC and not in violation of the
stacking limits.
To a hex not in an enemy ZOC but in violation of the
stacking limits.
To a hex in an enemy ZOC (regardless of stacking). A
unit that retreats to a hex in an enemy ZOC is reduced to
a cadre or remnant if it has a cadre or remnant step. If it
does not have a cadre or remnant step (or it is already a
cadre or remnant) it is eliminated.
When a retreating unit violates the stacking limit, it must continue to
retreat, following the priorities listed above, until it reaches a hex where
it does not violate the stacking limit. If it cannot do this it is eliminated.
Units are totally eliminated, even if it has a cadre, if no retreat route
(except into or across prohibited terrain or into enemy-occupied hexes)
is available.
A stack of retreating units does not have to retreat together to the
same hex. They may split up and retreat to different hexes as the
owning player desires, as long as they follow the retreat priorities listed
above.
Defending units that retreated to a friendly-occupied hex that is
subsequently attacked in the same combat phase contribute nothing to
the defense of the hex. Their defense (or combat if a single factor)
strengths are ignored when computing the defense strength and for
calculating losses. These retreating units may only be used to satisfy
losses when all of the original occupiers of the hex are eliminated or
have been reduced to a cadre or remnant. If the original occupiers are
forced to retreat, they must also retreat. 2. Advances. Attacking units may advance after combat into the
attacked hex, up to the stacking limit, if the defender’s hex is totally
vacated. Advance after combat is always voluntary. The attacking
player must decide to advance or not to advance into the vacated hex
immediately after resolving the attack, before any other attack is
resolved. If the attacking unit does not advance after combat, the
owning player may not change his mind and do so later in the phase.
If the attacking units must retreat, then the defending player must
immediately decide to advance or not to advance into the attacker's
vacated hex. If no defending unit advances after combat then it cannot
do so later in the phase.
G. Zero Strength Units. A unit with an attack strength of 0 may not attack by itself. It must be
stacked with another unit with an attack factor greater than 0 in order
to participate in an attack. It is affected by the results of the attack
(retreats and losses) and it may advance after combat.
H. Terrain Effects. The terrain of the defender's hex and the terrain of the hex side
between an attacker’s hex and the defender’s hex may affect combat
factors and/or the die roll during combat resolution.
Terrain may modify (halving or quartering) some or all of the
attacking units. It may also apply a die roll modifier (such as -1 or -2) to
the die roll used to resolve the attack, or it may modify the attack
factors and apply a die roll modifier at the same time (such as attacker
halved, -1 drm). See the Combat Effects column of the Terrain Effects
Chart for these effects.
I. Same-Hex Combat. Under certain circumstances (such as overruns and opposed
amphibious landings), both friendly and enemy units may occupy the
same hex. In such circumstances the friendly units in the hex must
attack the enemy units in the hex. Note that they may attack in
conjunction with friendly units in adjacent hexes. This in-hex combat is
resolved using the normal combat rules with the following
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modifications:
If, due to disruption (badly disrupted), there is no ground unit in
the attack (same hex and adjacent hexes) with a modified
attack strength greater than zero, all attacking units are
automatically eliminated. The units are eliminated even if there
is ground artillery support or naval gunfire support available for
the attacking units.
All units involved in Same-Hex Combat temporarily lose their
ZOC until after combat resolution and retreats are completed
for that overrun or amphibious landing. Retreating units are
subject to the effects of all other ZOCs they may enter.
Rule 11-Supply Supply affects the movement and combat abilities of units. Units that
are in Basic Supply move, defend, and may conduct other activities
(such as construction) to their full extent. They do not operate
effectively if they are out of Basic Supply, and if out of supply too long
may be eliminated. In order for units to attack at full strength they must
be in attack supply. Engineer and Naval supply is needed in order to
conduct certain activities or purchase specialty items.
Attack supply, BSPs, Engineer Points, Naval Repair Points, and
resource points are supply items for the purposes of this rule. A supply
item does not count against stacking in a land hex (it does count for
naval and rail transport), does not have a combat strength, and does
not have a ZOC. Supply items in a hex are ignored for combat and
overruns, except when using Attack Supply. Supply items may be
eliminated or captured as a direct result of combat or overrun.
Unless a unit that is capable of carrying supply is present, supply
items may not advance or retreat after combat from a hex. They must
remain in the hex and may be captured or eliminated.
A supply item may moved by rail as a regular unit, in which case it
may move an unlimited number of continuous rail hexes when using
available rail capacity. It has no intrinsic overland movement ability.
Instead, SMPs (from depots) and units (optional cartage) may move a
supply item overland. A supply item may also move by naval transport.
All supply items being moved are considered cargo and count against
the mode of transport’s SP cargo capacity.
A. Types of Supply. There are four basic types of supply in RJW:
Basic Supply. Basic supply items such as food and fodder,
water (or vodka!), clothing, medicine, and a basic issue of
ammunition.
Attack Supply. Stockpiles of extra ammunition, enough for
sustained offensive combat operations. Includes small arms
and artillery ammunition. It also represents the allocation of
other resources by the command and staff in planning
offensive operations.
Engineer Supply. Heavy building materials used to build
fortifications and to repair RMYs and ports.
Naval Repair Points. Special naval supplies, equipment and
ordnance to repair damage to naval vessels, and sea mines.
B. Supply Lines. The supply line is a series of connected supply line segments along
which supplies flow from the supply source to the unit. Keeping units in
supply is critical to maintaining them in the field and for executing
military operations. Players must be able to trace a free and clear
supply line from the unit to the supply source. Failure to do this will
severely restrict, or even halt, military operations.
1. Tracing Supply Lines. Supply lines are traced FROM the unit
TO the supply source. The overland element must be traced first. It
may also include tramway (if operational, Japanese player only). After
the overland portion is traced the supply line can only be railroad or
naval. This segment may be traced in any combination of railroad and
naval elements (i.e. rail to a port, port to another port, and then rail to
the source).
2. Supply Line Movement Points (SLMP). Supply lines are
measured in Supply Line Movement Points (SLMPs). The Supply Line
Summary (on the Ground Game Chart) lists the maximum number of
SLMPs available for the different elements. All non-prohibited terrain
hexes count as 1 SLMP. Movement along a road (two hexes
connected by a road) counts as ½ SLMP per hex. Players may use
any combination of cross country and road movement when tracing
supply lines.
3. Supply Line Segments. There are four categories of supply line
segments:
Overland. The overland element includes both cross country
and road movement. It may be traced to a tramway, a
railroad, a port, or a supply source. A Tramway may also be a
part of the overland segment. An overland supply line may be
traced through both friendly and enemy-owned hexes (not
enemy occupied).
Tramway. The Japanese constructed two tramways, one
from Antung to Feng Huang-Cheng and the other from Dalny
along the East China Railroad. These tramways may be
established once these cities are Japanese owned. The
tramway portion of the supply line must be totally along a
road. The tramway element of a supply line may be traced to
an overland segment, railroad, a port, or a supply source.
Note: The length of the Tramway segment is expressed in
hexes, not SLMPs.
Railroad. The railroad element of a supply line may be traced
to a port or a supply source. It may only be traced through
friendly-owned hexes, and only along continuous rail lines,
which the unit's side may use for rail movement. Rail breaks
block the tracing of the rail element. Rail supply line segments
do not affect a rail net’s capacity in any way.
Naval. The naval element of a supply line may be traced
through coastal hexes, all sea hexes and friendly-owned off-
map holding boxes. Note that the line may not be traced
through enemy-owned off-map holding boxes. The line may
start at any functioning, friendly-owned port and be traced
through any number of coastal, all sea hexes and holding
boxes to any other functioning friendly owned port. Various
naval considerations may affect the tracing of a naval-element
supply line. Japanese owned ports in Korea and Manchuria
must have a deployed Base Force (BF) and one TR naval unit
in the port in order to function as a friendly owned port on the
naval supply line segment.
4. Basic Supply. Units are either in Basic Supply or they are out
of Basic Supply. Each side checks the Basic Supply status of their
units during the initial phase of his player turn. Units out of Basic
Supply at this time remain out of Basic Supply until checked again
during his next player turn initial phase. A unit is in Basic Supply if a
supply line can be traced from the unit to a friendly supply source.
Supply lines traced to Basic supply sources may have up to four
elements: overland, tramway, railroad, and naval.
5. Attack Supply. During an attack in the combat phase a unit may
be in or out of Attack Supply. The attacking player checks the Attack
Supply status of his attacking units after declaring an attack, and just
prior to resolving the attack (in step 2 of the attack procedure). Note:
The ability to trace a valid Attack Supply line may change during the
combat phase due to the results of prior combat. Advancing and
retreating units may block or open attack supply lines.
A unit is in Attack supply if a supply line can be traced from the unit
to a friendly supply source. Supply lines to attack supply sources may
use the overland supply line segment.
6. Special Supply Line. If Dalny (8003), Ta-Lien-Wan (0904) and
Kinchou (0903) are Japanese-owned a special naval supply line link
exists between Kinchou and Dalny/Ta-Lien-Wan. A naval supply line
may connect to Kinchou, continue overland to Dalny or Ta-Lien-Wan,
then to a Japanese Basic Supply Source. The beach hex in Kinchou is
the SP limit for this special link. If either Dalny or Ta-Lien-Wan are BF
augmented, the beach hex in Kinchou is also considered augmented.
7. Kobi, Korean labor, and Hojo Yusotsu Augmentation. The
Japanese player uses the augmented SLMP numbers when tracing
supply (see the Supply Line Summary on the Ground Combat Chart).
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This represents Korean civilians with carts, Kobi (reservists), and Hojo
Yusotsu (excess or unfit personnel) used on the lines of
communication to move supplies, build roads, and mans the tramways.
C. Supply Sources. Supply sources are divided into four categories: Basic, Limited,
Special, and Resource Points. All are sources of supply. Only the
owning side may use a Supply Source.
1. Basic Supply Sources.
a. Russia. The European Russia Holding Box is a Basic Supply
Source for the Russian player. Russian units must trace a valid
supply line to hexes 3315 or 3337 in order to draw supply from
European Russia.
b. Japan. Any port in Homeland Japan is a Basic Supply Source
for the Japanese player.
All units of a player’s side may use a friendly Basic Supply source
without restriction. A Basic Supply Source also generates Basic Supply
Points (see Special Supply Sources, below). The availability of Special
Supply points is given in the OB list. A valid supply line must exist
between the unit and the Basic Supply Source. A Basic Supply Source
can provide supply for an unlimited number of units. The amount of
supply that can be delivered depends upon the supply line’s capacity
and length.
2. Limited Basic Supply Sources. All Japanese units in Korea
(on map or in Holding Box), Manchuria or Russia must be able to trace
a valid supply line to a functioning, Japanese-owned port or beach hex
occupied by a deployed Base Force (BF) unit. The BF must have at
least one transport naval unit assigned to it. The port must then be
able to trace a valid naval supply line segment to a Japanese
Homeland port in order to draw supply from its Basic Supply Source
(Japan). The current port capacity is the maximum number of SPs that
may be supplied by the port. Port damage or the loss of the assigned
naval transport (Rule 25E. Naval Supply Lines) may reduce this
capacity. The Japanese player must keep track of the number of
available and used SP capacity as units draw supplies by using written
notes. Alternatively, place hit markers near the port that equals the
capacity, removing them as SPs are used.
3. Production. Replacement Points (RPs) and Production Points
collectively are called production. Players receive and use production
during their initial phases. Unused production may be accumulated for
use in later turns. The OBs list all production each contingent receives
in the game.
When players receive production they place it on-map or in holding
boxes as follows:
When Production points are received place Production point
markers as appropriate at the location specified by the OB list.
Production Points must immediately be converted into
replacements, supply points or repair points. Players may
convert them into any combination up to the Production Point
limit given. The choices are Unit Replacements, Engineer
Supply Points, Naval Repair Points, or Attack Supply Points.
Engineer Supply Points must be delivered to any port, RMY,
HQ or depot. Once there they may be spent and used in any
hex on the map, as long as the building unit can trace a valid
supply line to that Engineer Supply Point.
Naval Repair Points must be delivered to a friendly owned
port and can only be used to repair naval units in that port
hex.
4. Production Points. A Production point (PP) may be converted
into any of the following types of supply:
Attack Supply Point (ASP): 1 PP = 4 ASP
Engineer Supply Points (ESP): 1 PP = 1 ESP
Naval Repair Points (NRP): 1 PP = 1 NRP
Replacement Point 1 PP = 2 Inf (any), or
= 1 Cav/Coss, or
= 1 Arty/HA
Players that wish to convert Production Points into Replacements,
Engineer Supply or Naval Repair Points must do so during the player’s
initial phase they receive the Production Points. Production Points
may not be saved and converted at a later date. They must be
converted during the initial phase they were received in.
Production Points not converted into Replacements, Engineer
Supply Points, Naval Repair Points, or used to purchase foreign aid
(Japanese only) are automatically converted into Attack supply.
5. Special Basic Supply Sources. All units of a player’s side may
use a friendly owned special supply source, under the conditions listed
below. Supply lines traced from the unit to the special supply source
can only include overland and tramway segments.
a. Headquarters. A Headquarters (HQ) unit is a source of Basic
supply if the unit drawing supplies is within the command radius of the
HQ and:
The HQ can trace an overland (plus Tramway if available)
supply line segment to a Basic Supply source or its own Depot
(same army/corps designation) that is also a qualified Basic
Supply source (see Depots, below).
HQs have zero (0) combat strength. HQs are automatically
eliminated if they are attacked or overrun and there are no other units
stacked with it with a defense value greater than zero (0). Eliminated
HQs, even if isolated, are always placed in the replacement pool and
may be replaced at no cost in RPs.
b. Depots. A Depot unit is a source of Basic Supply if the depot can
trace a supply line (all elements) to a Basic Supply source that is not a
HQ units or another Depot.
Depots have zero (0) combat strength. Depots, and any supplies
held by the Depot, are automatically eliminated if they are attacked or
overrun and there are no other units stacked with it with a defense
value greater than zero (0).
Depots have two modes - deployed and mobile. During the
movement phase players may flip the depot from one mode to the
other. To modes the depot must pay a 1MP penalty. When depots are
deployed they can store an unlimited amount of supply (in the same
hex with the depot). When they are mobile they may transport up to
the SP limit printed on their mobile side. Any supplies above this limit
may be left behind (cached) or destroyed (removed from play). Items
left behind are still considered friendly and may be used later. The
enemy may capture unguarded supplies.
Eliminated depots do not generate special replacement points.
Eliminated depots, even if isolated, are always placed in the
replacement pool and may be replaced at no cost in RPs.
c. Basic Supply Points (BSPs). Both sides have an unlimited
number of BSPs available at a friendly Basic Supply source. Each
point of BSPs is a source of Basic Supply for 1SP of units that can
trace an overland supply line to the BSPs. These BSPs are expended
and removed from play when used as a source of supply. For example,
during the Russian player’s initial phase 2 Russian BSPs in a hex
provides Basic supply for an infantry brigade (2SP). The BSPs are
expended and removed from play. The brigade is in Basic supply until
the following Russian player Initial Phase. If an enemy unit gains
ownership of a hex containing friendly BSPs, these BSPs are
immediately captured and are friendly to the gaining side. BSPs must
be transported from the Basic Supply source to the Operational Map in
order to be used. They count as cargo (¼SP per BSP) against the
transport’s (naval, rail net, or SMP) cargo capacity. They remain on the
map until used or eliminated.
BSPs must be in one of the following conditions:
Stored. To be stored the BSP must be stacked with a
depot, headquarters, RMY, or in a port. If stored at a port
or RMY the BSPs must be within the limit of the port
capacity or RMY SP limit (but it does not reduce or
expend their capacity for other purposes).
In Transit. The BSP must be in transit, carried by naval
transport, depot, rail transport, or SMLP. Capacity must
be expended in order to be considered in transit, even if
they do not move from the hex. If capacity is not
expended they are considered abandoned and looted,
and removed from play.
d. Attack Supply. Each Resource Point not converted into Engineer,
Naval Repair, or Replacement Points are considered Attack Supply.
Each ResPt (Resource Point) equals 4 attack supply points ASP), with
each ASP providing ammunition and other resources for 1 stacking
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point worth of units. All attacking units must be identified, and the total
stacking points of all units drawing supply from each attack supply
source is determined. Example: One division and one bde are
attacking a hex. Together they equal 6 stacking points, so 2 ResPts
are expended.Example2: One division and one bde are attacking a
hex, while in a separate attack one division is attacking another
(different) hex. Both attacks are drawing supplies from the same
source (HQ or depot). In total 10 stacking points are drawing attack
supply from the source, so 3 ResPts are expended.
Artillery units (except the Japanese very heavy siege units, which
must use special ammunition supply) are not counted if they are
supporting an attack against a hex by at least one division or two
brigades (at full or any reduced strength. Example: One infantry
division, two infantry brigades, and a siege artillery battalion are
attacking, totaling 8Sps (plus ½ SP for the arty bn).Only 2 ResPts are
expended because the arty unit is not counted (supporting a division).
At the beginning of the combat phase players expend Attack Supply
Points to place units in Attack Supply. All the player’s units must trace
an overland line to the hex where the Attack Supply Points are located.
Attacking units in Attack Supply attack at full strength. Units attacking
without the required Attack Supply attack at ½ strength. Attackers that
total less than 4SP must still trace attack supply, but none are actually
expended.
Defenders do not need Attack Supply. Units defend at full strength
if they were in Basic Supply at the beginning of the player turn. If a
defender was out of Basic Supply (Level 2 or higher) at the start of the
turn, but can trace an overland supply line to Attack Supply, it may
expend Attack Supply in order to defend at full strength, using the
same requirements as an attacker.
e. Engineer Supply Points. These are used by engineer and
construction units to build forts, and to repair bridges, ports, and rail-
marshaling yards. Refer to the engineer chart for costs and
construction/repair times.
f. Naval Repair Points. These are used to repair naval units and to
purchase naval mines. Each NRP buys one mine point. See the Naval
Repair chart for naval unit repair costs. NRPs may not be transferred
from port to port.
D. Movement of Supply. Supply Items may be moved by various methods, providing the player
has available transport capacity. 1. Movement of Supply Items. During the friendly movement
phase supply items may be transported by naval transports or by rail.
Supply items count against the cargo capacity of the naval transports
and against the rail capacity of the net it is traveling on. To use naval
transport the supply item must begin the movement phase in a port
and beach hex. In order to use rail movement the supply item must
begin the movement phase in a rail line hex. Supply items cannot
move overland unless using Supply Movement Points or by Unit
Cartage.
2. Supply Movement Points (SMP). Each deployed Depot has a
transport capacity (in SPs, printed on the depot counter) that it may
use to transport supply items. During the friendly movement phase any
supply item that is within overland supply line range (and Tramway if
Japanese) of a depot may use that depot’s SMP capacity to move. The
supply items must first be delivered (move) to the depot. It may then
move to any hex within overland supply line range of the depot. The
supply line is traced normally (free of enemy ZOC). Example: 2 attack
supply points arrive by sea at a port. Rail transport is used to move the
attack supply points from the port to a hex that is within the overland
supply line range of a deployed depot. The supply items use 2SP of
transport capacity from the depot and moves overland to the depot.
E. Out of Supply Effects. 1. Out of Basic Supply. A unit’s supply status is determined
during the player’s Initial Phase. A unit out of Basic Supply has its
movement and combat abilities restricted, depending upon the number
of consecutive turns the unit is out of supply. Out of Supply markers
are provided so that players may mark those unit out of supply. The
Out of Supply Level, and their effects, is printed on the counter. A turn
out of Basic supply consists of two consecutive player turns. (Example:
A Russian unit is first judged to be out of Basic Supply during the
Russian Initial Phase of the Jan I 05 player turn. A level 1 (Russian)
marker is placed on the unit. It remains out of Basic Supply during the
Japanese player turn until the following Russian Initial Phase (Jan II
05). During the Russian Jan II 05 Initial Phase it is still out of Basic
Supply. Flip the marker to the Level 2 side. In the same example, if the
Russian unit is found to be in Basic Supply during the Russian Initial
Phase (Feb I 05) the Russian player removes the Level 2 marker (and
its effects). Units can go in or out of Basic Supply only during a friendly
initial phase.
On the first turn out of Basic supply: a unit has its attack
strength halved and has its movement allowance halved. A
unit's defense rating is unaffected. (Level 1)
On the second turn out of Basic supply: a unit has its attack
strength reduced to zero and its defense and movement rating
halved. (Level 2)
On the third turn out of Basic supply: a unit has its attack
strength reduced to zero and its defense and movement rating
halved. Unit morale is -1 (Level 3).
On the fourth turn out of Basic supply: a unit has its attack
strength reduced to zero and its defense and movement rating
halved. Unit morale is -2 (Level 4).
2. Out of Attack Supply. An attacking unit out of attack supply
has its attack strength halved.
3. Elimination Due to Being Out Of Basic Supply. Any unit that
is at Level 4 Out of Supply during the player’s Initial Phase, and cannot
re-establish a valid supply line to a Basic Supply source, must check
for reduction (if it has a cadre or remnant) or elimination. For each unit,
the non-owning player rolls one die and consults the Success Table:
A Success result means the unit is reduced or eliminated.
Any Failure result means the unit survives the check and
remains in play.
4. Basic Supply Points as a Basic Supply Source. A unit that is
out of Basic Supply, but can trace a supply line to a BSP, reduces its
out of supply level by 1. Example: A Russian unit has been out of
Basic Supply and is at Level 2 Out of Supply. The unit cannot establish
a valid supply line to European Russia. However, the unit can
establish a supply line to a hex that has friendly-owned Basic Supply
Points. It’s Out of Supply marker is flipped to the OOS Level 1 side and
the Level 1 out of supply effects are immediately in effect.
F. Capturing and Destroying Supply. The phasing player may voluntarily eliminate any of his supply items
at any time during his player turn. Friendly-owned supply items in a
hex captured by the enemy by overrun or combat may either be
destroyed during the combat, captured or both. The player capturing
the hex rolls one die for every 5 BSPs, engineer supply and naval
repair points (roll for each type) in the hex and consults the Success
Table (on Naval Game Chart 2):
A Success result means all the items are captured.
Any Failure result means the items are destroyed (eliminated).
Enemy supply items, except attack supply, alone in a hex are
automatically captured when a friendly unit ground moves (not by
naval transport or by rail) into the hex. If the unit is being transported it
must disembark into the hex in order to capture the supplies.
The capturing side cannot use attack supply points; they must be
destroyed. The capturing side may use all other supply and repair
points. A supply item may move by rail by itself, in which case it may
move an unlimited number of continuous rail hexes when using
available rail capacity. It has no intrinsic overland movement ability.
Instead, SMPs (from depots) and units (optional cartage) may move a
supply item overland. A supply item may also move by naval transport.
Rule 12-Engineer Rules Engineer, construction, RR Engineer, and Japanese Infantry
Divisions have specific engineer capabilities and effects. Some engineer operations require the expenditure of movement points, while some require both movement points and Engineer Supply points. The
13
movement points used to perform the engineer activity may not be used to conduct any other activity.
A. Engineer Capabilities 1. Construction capable units:
Construction: Forts, entrenchments and fieldworks.
Engineer: Forts, entrenchments and fieldworks.
All Infantry and Artillery type units: fieldworks.
2. Demolition capable units:
Construction: Ports, RMY, rail breaks.
Engineer: Ports, RMY, rail breaks.
RR Engineer: Rail breaks, RMY
3. Repair capable units:
Construction: Ports, RMY.
Engineer: Ports, RMY.
RR Engineer: Rail breaks, RMY
4. Engineer Modifier:
Engineer: At least 1 engineer in each attacking stack/hex.
All Japanese divisions (except the Combined and Okubo Kobi
XXs) have engineers and are considered engineer units for
the engineer capabilities listed above. All supported Japanese
brigades also have engineers (all unsupported units do not
have engineers).
B. Fortifications. Fortifications have combat effects as listed on the Fortifications
Effects Chart. In RJW all fieldworks (counter), entrenchments
(counter), Forts (counter) and Fortresses (printed on the map) are
collectively called fortifications.
Fortifications have varying combat effects based on its type as
shown on the Fortifications Effects Chart.
When enemy units gain ownership of hexes containing fortifications
that are counters, the fortification counter is destroyed and removed
from play. All fortifications (counters) that are not occupied by at least
one friendly unit in the same hex at the end of a friendly movement
phase are removed from play.
1. Fortress. There are two improved, old fortresses in the game,
Port Arthur and Vladivostok. Fortresses have special rules for ground
combat and bombardment.
Units defending an improved old fortress ignore the first retreat
requirement against them. This represents the penetration of the outer
defenses. Until the defender receives the first retreat requirement the
port, and all naval units in the port, cannot be targeted for
bombardment by ground units (siege/heavy siege artillery). After the
first retreat requirement the attacker is now within siege and heavy
siege artillery range of the port facilities and any naval units in the
harbor. The defender may now bombard these targets. Any
subsequent retreat result that is mandated by the CRT counts normally
against the defenders (it must obey the retreat result).
2. Forts. Construction and Engineer units can build forts. Forts are
represented on the map by fort counters. Place the unit(s) underneath
the fort counter to show that the fort is occupied. Fort counters remain
on the map until demolished or unoccupied. Forts cannot be built in
any hex that has prohibited terrain or in a hex already containing a
fortification.
3. Entrenchments. Entrenchments are counters that can be built
by construction, engineer units and Japanese infantry divisions. Place
the units underneath the entrenchment counter to show that it is
occupied. Entrenchment counters are removed from the map if no
friendly units are in the hex at the end of the movement and
exploitation phase. Entrenchments cannot be built in any hex that has
prohibited terrain or in a hex that has a fort or fortress.
4. Fieldworks. Fieldworks are counters that can be built by
construction, engineer, and all infantry and artillery type units. Place
units underneath the fieldworks counter to show that it is occupied.
Fieldwork counters are removed from the map if no friendly units are in
the hex at the end of the movement and exploitation phase. Fieldworks
cannot be built in any hex that has prohibited terrain or in a hex that
has a fort or fortress.
5. Bombardment against Fortifications (See Rule 12D).
6. Bombardment against Naval Units in Port (see Rule 12E).
C. Construction and Engineer Units. 1. Construction Engineers. Construction engineers and other
construction units have a variety of construction capabilities, as
described below and as listed on the Construction Summary Table.
2. Engineers. Engineers (Pioneers) are also construction units.
Engineers have the following additional capability:
If every stack of units attacking a fortress, fort, or
entrenchment contains an engineer (or engineer capable)
unit, apply a +1 drm to the affects of the fortification. This is
called the Engineer Modifer.
Example: A Russian infantry division stacked with an engineer unit
attacks a Japanese unit in a fort. The Engineer Modifier reduces
the drm from a -2 to a -1. In the same example if another Russian
division (without an engineer unit in it hex) in an adjacent hex also
attacks the fort, the drm for attacking a fort remains at -2.
3. Railroad Engineers. A railroad engineer may break a rail line or
damage a RMY in the same manner as a construction unit. A railroad
engineer can repair a rail break by spending 2 MPs in the hex. RR
Engineer units may also convert the Manchurian rail lines by spending
2 MPs (Japan) or 4MPs (Russia) per hex converted. A railroad
engineer has no other construction abilities. RR units may only use
quick construction if the other unit is a railroad engineer.
4. Infantry and Artillery Type Units. Infantry and Artillery type units
may build fieldworks as a construction unit.
5. Quick Construction. A player may use two construction units in
conjunction in order to speed construction or repair. The construction
units must be stacked together at the time when their construction
abilities are to be used together. In this case, each construction unit
pays half the construction cost. For example, when two construction
battalions are used to remove a hit from a port, each spends 2 MPs
(half of 4) during good weather and 4 MPs (half of 8) in poor weather.
When two construction units are used to build an item requiring 1 turn
to build, then each spends one half its movement allowance for the
construction.
Note: Construction of forts must always begin in the initial
phase, even if quick construction is used.
D. Construction Costs. Prior to spending MPs the owning player must declare that he is
conducting an engineer construction operation. 1. Forts. A construction unit may build a fort in any hex except
prohibited terrain or a hex that already contains any other fortification
(see the Fortifications Effects Chart.) The unit begins building a fort
during its initial phase, it must be in Basic Supply, and 1 Engineer
Supply Point must be in the hex. Remove (expend) the Engineer
Supply Point and place a fort under construction marker on the unit to
show the construction. It takes 2 game turns to build a fort in clear or
rough terrain and 4 game turns in any other terrain. For example, if a
fort in a clear terrain hex is begun during the Russian initial phase of
the Jan I 05 turn, it will be completed in the Russian initial phase of the
Jan III 05 turn. (When completed, flip the fort marker to its completed
side.) It cannot spend MPs for any other activity while building the fort.
If the construction unit leaves the hex at any time before the fort is
built, remove the fort counter from the map (also forfeiting the Engineer
Supply Point).
2. Entrenchments. A Construction unit may build an entrenchment
in any hex that already has fieldworks, except hexes that has a
fortress, a fort, an entrenchment, or in a prohibited terrain hex. The unit
begins construction during the phasing player’s initial phase. The hex
must already contain occupied fieldworks at the beginning of the Initial
Phase and the unit must be in Basic Supply. It takes all the unit’s MPs
to build an entrenchment. Flip the fieldworks counter over to the
entrenchment side.
3. Fieldworks: The unit must be in Basic Supply. It costs 2MPs to
build fieldworks in clear or rough terrain, 4 MPs in other terrain. Place a
fieldworks counter in the hex upon completion.
Units cannot spend MPs for any other activity while building the
entrenchment or fieldworks. If the building unit leaves the hex at any
time before completion, do not place the fieldworks counter in the hex
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or flip the fieldworks counter over to the entrenchment side (it must
start over if it still wants a fortification in the hex).
4. Weather. Poor weather (rain, mud, snow or frost) in a weather
zone affects construction ability in that weather zone. See Terrain
Effects Chart 2 for additional costs.
E. Demolition and Repair Costs. 1. Demolition. Ports, RMYs, and Rail Lines may be damaged or
broken. The phasing player declares that he is conducting a demolition
operation. . Movement points spent to conduct a demolition operation
cannot be used for any other activity; the MPs are only used for the
declared demolition operation.
Ports. A port’s cargo capacity may be damaged by spending
MPs in the port's hex. For every 2 MPs spent by a
construction or engineer unit, one hit of damage is applied to
the port. The number of hits cannot exceed the maximum
capacity of the port.
Rail Line Break. A construction, engineer or RR engineer unit
may break a rail line by spending 2MPs in the rail line hex.
Place a rail break marker in the hex. A maximum of 1 Rail
Break may be placed per hex.
RMY. The SP capacity of an RMY may be damaged by
spending MPs in the RMY's hex. For every 2 MPs spent by a
construction, engineer, or RR engineer unit one hit is placed
on the RMY. Each hit reduces its capacity by 1SP. The
number of hits cannot exceed the maximum capacity of the
RMY.
2. Repair. Damaged ports, RMYs, and Rail Breaks may be
repaired and full capacity restored. The phasing player declares that
he is conducting a repair operation. Movement points spent to conduct
a repair operation cannot be used for any other activity; the MPs are
only used for the declared repair operation.
Ports. A construction or engineer unit may repair damaged
ports. For every 2MPs spent in the port hex 1 hit is removed.
Rail Breaks. A RR Engineer may repair rail breaks. During
the movement phase the RR Engineer must spend 2MPs in
the rail break hex. Remove the rail break marker.
RMY. A construction, engineer, or RR engineer unit may
repair damaged RMYs. During the movement phase the
construction, engineer or RR engineer unit restores must
spend 2 MPs and 1 Engineer Supply Point in the damaged
RMY’s hex (the Engineer Supply Point must be in the RMY’s
hex at the beginning of the movement phase). This repairs
(restores) 1 SP of rail capacity.
Rule 13 – Artillery and Support A. Supported Units. A supported unit is any unit that has additional supporting arms
assigned or attached to it, such as artillery and cavalry. This support
provides the unit with additional capabilities, enabling it to influence a
greater area than an unsupported unit. Support, or the lack of
support, determines whether the unit has a regular or reduced ZOC.
All divisions (except the Combined and Okubo Kobi divisions) and
all units with a supported dot printed on them, are supported.
Additionally, any artillery unit that is stacked in the same hex with an
unsupported unit provides support for the entire stack. These units are
considered supported as long as they remained stacked with the
artillery unit (or units) providing support.
When a division breaks down into brigades, the owning player must
decide whether to attach support to each brigade or to keep the
artillery support separate. Units that have support attached are placed
on the map with the supported side up. When support is not attached,
place the units with the unsupported side up, along with the artillery
unit from division, on the map.
Note: When listed in the Order of Battle List and in the rules, an
asterisk following a unit's listed rating indicates the unit is supported.
For example, 1x 7-8-5* inf X' means one infantry brigade with an attack
strength of 7, a defense strength of 8, a movement rating of 8, and it is
supported.
B. Supported Effects on ZOCs. A unit with a ZOC has a reduced ZOC while it is unsupported. For
example, a 6-5 inf brigade would have a reduced ZOC, while a 7-8-5*
inf brigade or a 6-5 inf brigade supported by an artillery regiment
(stacked with it) would have a regular ZOC.
C. Artillery Units. Besides providing support for ZOC purposes, artillery may be used
to support ground attacks by adding their attack factor to the combat.
Alternatively, they may bombard targets in a hex in order to disrupt the
defenders prior to a ground attack, or they may bombard port facilities
or any ships in the port if they are in range.
1. Defending. Artillery units do not defend with at full strength
unless the number of non-artillery SPs in their hex at least equals the
number of artillery SPs in the hex. All artillery units in excess of this
number defend at ½ strength.
Example: A player has two 4-4 artillery brigades and one 6-8-4 rifle
brigade defending in a hex. Since only two SPs of non-artillery units
are in the hex, only one artillery brigade may defend using its full
defense strength. The other artillery unit, which would normally defend
with a strength of 4, defends with a strength of 2. The total strength of
the hex is 14.
2. Field and Mountain Artillery. Field and mountain artillery units
have their attack strength modified when attacking or bombarding
certain types of targets or fortifications (see the Fortifications Chart).
3. Siege Artillery. Siege artillery includes siege mortars and heavy
siege artillery units. Siege artillery units have its attack strength
modified when attacking/bombarding certain types of targets or
fortifications, as listed on the Fortifications Chart.
Siege Artillery units cannot provide offensive support/bombard
unless they are in attack supply. Siege Artillery requires an additional
attack supply point to attack at full strength (1 attack supply point for
every 4SP of siege arty units). Siege artillery units that are in Attack
Supply, but do not have the additional Attack Supply point available,
fire at ½ strength. Siege Artillery providing defensive support requires
attack supply to fire at full strength (½ strength without attack supply,
and prior to any other modifications).
4. Japanese Heavy Siege Artillery. In order for the Japanese
Heavy Siege Artillery unit to fire it must spend the entire movement
phase, and all its MPs, in a hex establishing its firing positions in order
to fire out of that same hex during the ensuing combat phase. It
cannot fire if it has not prepared its position.
D. Artillery Bombardment. Artillery units may conduct bombardment against targets in an
adjacent hex. A unit may only bombard one target type (fortifications,
major and minor cities, port, or naval units in port) per combat phase.
Remember that bombarding artillery units require their own Attack
Supply to conduct bombardment, plus additional Attack Supply to
support a ground attack.
Field artillery units (not Siege) that bombard can also support
ground combat, but at a penalty. All bombarding Field artillery units
require their own additional Attack Supply if they wish to fire in support
of the ground attack. This additional Attack Supply requirement is only
for Field artillery units that bombarded in the combat phase. All
bombarding Field artillery units that are eligible to support a ground
attack have their attack factors halved. This halving is in addition to
any other modifiers.
1. Artillery Attack/Bombardment Modifiers Table. Artillery units
have their attack factors modified depending on the target type
selected (see the table on the Ground Combat Chart). Fortifications
and terrain types determine which column of modifiers will be used.
The classification of the defender’s hex is the same as in normal
ground combat (Static or Maneuver CRT), except for a fortress. If the
attack is against a fortress, use the Fortress column.
a. Supporting a Ground Attack. Used for direct support of
attacking ground units (usually infantry and/or cavalry).
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b. Bombardment. Used for “softening-up” a fortified defender prior
to ground attacking by disruption and/or reduction of the
fortification.
c. Against a Fortress. Same as bombardment, except against a
fortress.
Note that some artillery types are better suited than others in specific
types of combat.
2. Against Fortifications. During the combat phase the phasing
player may bombard adjacent enemy units in fortifications. The
attacking player uses the bombardment strengths of his artillery units
in order to disrupt or eliminate the enemy ground units, and to reduce
fortifications.
a. Preparation. Artillery Bombardment is conducted in the combat
phase just prior to conducting ground combat. Bombarding units must
be adjacent to the target hex. Note: The Japanese Heavy Siege
Artillery unit must have spent the entire preceding movement phase
adjacent to the target hex (it did not move or expend any MPs during
the phase). All artillery units must be in Attack Supply to conduct
bombardment. This Attack Supply is for the bombardment only.
b. Resolution. Bombarding units may bombard individually, or some
(up to all) may combine their bombardment strengths to make a single
bombardment. A target may be bombarded more than once per
combat phase, by multiple individual units or by groups, but an artillery
unit may only bombard once during the combat phase.
Use the Bombardment Table. For each bombardment, use the
modified bombardment strength column that most closely matches
(without exceeding) the bombardment strength of the bombarding
units. Roll 1d6 (adding any modifiers). Cross-index the bombardment
strength column with the die roll to obtain a result.
Possible results are:
- No effect
1,2,3 1,2, or 3 disruption hits.
* Special: Any fortification (counter) is reduced one level
(fort to entrenchment, entrenchment to fieldworks).
Fieldworks are never reduced by bombardment.
An Improved Fortress is reduced to unimproved
status (it cannot be reduced any further). Place a fort
marker in the hex to show this. Use all modifiers as for
a fort.
Upon completion of a bombardment, place any disruption hits on
units in the bombarded hex. Both players alternate placing disruption
hits in the following sequence: attacker, defender, attacker, etc, until all
resulting disruption hits are placed. A unit that receives a disruption hit
is disrupted. A unit that receives two disruption hits is badly disrupted
(see Rule 14, Disruption, for the effects). Exception: A zero-movement
unit that receives two disruption hits is eliminated.
All bombardment of a hex takes place before any attack on the hex.
Field artillery units that bombard during a combat phase have their
attack strength halved if they attack later in the combat phase. This
halving is in addition to the normal Attacking/Bombardment chart
effects for artillery.
3. Against Naval Units and Ports. Artillery units may bombard
naval units or port facilities in the port hex being attacked, at the option
of the attacking player. Naval units and port facilities in a fortress may
not be bombarded until the outer defenses have been penetrated.
Siege artillery units that bombard ports or naval units in port cannot
support a ground attack during the same combat phase. Note: The
Japanese Heavy Siege Artillery unit must have spent the entire
preceding movement phase adjacent to the target hex (it did not move
or expend any MPs during the phase).
a. Bombardment vs. Naval Units. Only Siege artillery units bombard
naval units in port using the Bombardment Table. Modify the strength
of each Siege artillery unit by using the Static CRT strength multipliers.
The phasing player must designate the target naval unit before rolling
the die. For each disruption hit obtained roll on the Primary/Secondary
Gunnery Damage Table (use no die roll modifiers) for the effects of
each hit.
b. Bombardment vs. Ports. Artillery units bombard port facilities
using the Bombardment Table. Modify the strength of each artillery unit
by using the Static CRT strength multipliers (x0.5 arty, x3 siege/heavy
siege). Each hit places one hit of damage to the port, affecting its
capacity. Hits cannot exceed its maximum capacity rating.
Rule 14 - Disruption. Units may become disrupted (or badly-disrupted) due to
bombardment or amphibious landing. A unit that becomes disrupted
(or badly-disrupted) remains disrupted until the start of its next friendly
Initial phase. For example, a Japanese unit disrupted during the
Japanese player-turn would remain disrupted throughout the
remainder of the Japanese player-turn and throughout the entire
following Russian player-turn. Place a disrupted or badly disrupted
marker on a disrupted unit. Remove the disruption marker at the
beginning of the player’s next Initial Phase. Disruption effects are:
Disrupted. While disrupted a unit has its attack strength,
defense strength and movement rating halved. The unit loses its
ZOC, except in the hex it occupies, and cannot provide support
to other units.
Badly Disrupted. While badly disrupted a unit is affected as a
disrupted unit (above) except that its attack strength is reduced
to zero (it cannot attack).
Rule 15-Subordinate Units Various units (such as infantry divisions) may break down into
subordinate units. These subordinate units may assemble to reform
the parent (original) unit. Units that break down into subordinate units
may be supported or unsupported. The phasing player’s can
breakdown and form (reassemble) during a phase. The non-phasing
player’s reacting units can breakdown and form (reassemble) during
the phasing player’s movement phase (only).
A. Unit Organization Listings. The Unit Organization list on the back page of each player's Order
of Battle list shows which units may breakdown into subordinate units.
This list details unit ratings, identification, and all allowable
breakdowns. A parent unit breaks down into its listed subordinate units
and is assembled or reassembled using the listed subordinate units.
Units not on this list do not have subordinate units and may not break
down.
Most units can break down into supported or unsupported
subordinate units, plus one artillery unit. For example, a typical
Japanese 15-17-5 infantry division breaks down into either two
supported 7-8-5* infantry brigades, or two unsupported 6-5 infantry
brigades and one 3-4-5 artillery regiment.
B. Player Game Chart. The Russian and Japanese Game Charts contain Breakdown Boxes
used by the each player when his units breakdown into subordinate
units. During the game set-up players should place all subordinate
units on the player’s Game Chart, stacking them in their corresponding
parent unit box. A general list of the breakdown combinations are
printed in the breakdown box.
C. Breakdown Procedure. Any eligible unit that is on the map or in the replacement pool may
breakdown. The phasing player may breakdown the unit to its
subordinates during his Initial, Movement, or Exploitation phase. There
is no MP cost to breakdown a unit.
Remove the unit from the map or replacement pool.
Remove the subordinate units from the player’s Game Chart
and place the parent unit in the box on the Game Chart.
Place the subordinate units in its hex or in the replacement
pool. The stacking limit may be temporarily violated when a unit
breaks down, but it cannot remain in violation at the end of that
phase. Normal stacking rules apply at the end of the phase.
D. Forming (Assemble) Procedure.
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Subordinate units may form or reassemble into their parent unit
during the Initial, Movement or Exploitation phase. The correct
subordinate units must be stacked together in the same hex at that
time. Remove the subordinate units from the map and place their
parent unit in the hex. Place the subordinate units back on the player’s
Game Chart.
If subordinate units are at different supply conditions (out of supply
levels) or have disruption hits when they form or reassemble, the
parent unit assumes the highest out of supply level and the highest
disruption level (disrupted or badly disrupted) of all subordinate units.
Phasing units may breakdown and assemble during the exploitation
phase, even if they do not have exploitation capability.
E. Specific and Generic Subordinates. 1. Specific. Many units (mostly Japanese) may only breakdown into
and assemble from specifically identified units. These units are
identified in the Order of Battle lists. Such units may breakdown or
form (assemble) using only these specific subordinate units. These
specific subordinate units may not be used to breakdown or form any
other unit.
2. Generic. Other units (mostly Russian) do not have specific
subordinates. Instead, any subordinate units of the correct contingent,
unit type, size and ratings, may be used. See the Order of Battle list
and the player’s Game Chart for the correct units.
Rule 16-Ground Reinforcements During the course of the game each player will receive
reinforcements, replacement points, and production. A player may also
disband units or may be required to withdraw or replace units and
leaders. Both sides conduct all of the above-mentioned activities
during the phasing players’ Initial Phase.
All units and leaders entering play as reinforcements or
replacements in Japan or European Russia are automatically in Basic
Supply. Reinforcements and replacements entering the map at a
named location assume the supply status of the unit they are building
up or the location they enter the game in. Example: a unit is replaced
from the replacement pool and is placed at a HQs in Liaoyang. The
hex is out of basic supply and the HQ is at Level 1 Out of Supply. The
replacement unit is also at Level 1 Out of Supply.
The Order of Battle lists specify all reinforcements, replacements,
and production that are received during the game. Note: naval
reinforcement, replacement, and repair activities are covered in the
appropriate naval rules.
A. Reinforcements. Reinforcements are ground and naval units, headquarters, depots,
and leaders. Players receive reinforcements during the course of
game, as given in their Order of Battle list. A player's reinforcements
are placed on the Operational map or Holding Boxes during his Initial
Phase. Reinforcements may be placed only in friendly-owned hexes or
Holding Boxes. Reinforcements may be placed in enemy ZOCs as
long as the hex is occupied by a friendly unit.
1. Concepts. The OBs use the following terms and Basic
definitions:
a. Reinforcements may be specified to be placed either in a map
hex or in an off-map holding box location. When a specific hex or
holding box is named place the reinforcements in that location.
Russian reinforcements that are unable to enter play on the map as
specified are instead placed in the Manchuria (Harbin) Holding Box.
b. Withdraw specifies when units must be withdrawn from play. Any
unit of the indicated size, type, and strength may be withdrawn. If
possible the withdrawing unit should be in Basic supply. If no unit on
map or in an off-map holding box can be withdrawn, then an eliminated
unit is removed from the replacement pool; the player then forfeits RPs
(per section B1 below) equal to the unit's replacement cost. If the
player does not have sufficient RP (of the correct type) to meet this
cost, then the player maintains a deficit until he has RPs available.
Simply remove the withdrawing unit from the map, off-map holding
box, or replacement pool; it is out of play. (It is not eliminated.)
2. Conditional Reinforcements. Players may receive conditional
reinforcements. A player receives a conditional reinforcement in his
initial phase in which he meets the conditions for its appearance for the
first time. These reinforcements and their conditions for arrival are
listed in the players' OBs.
B. Replacements. Units that are eliminated or reduced may be replaced or increased
in strength by using spending replacement points (RP). Replaced units
may re-enter the game and placed on the map or in a Holding Box.
1. Replacement Pool and RP Track. Each player has a replace-
ment pool (located on the Japanese and Russian Game Charts).
When a unit is eliminated place it in the owning player's replacement
pool. Units in the RP pool may be replaced and returned to play.
The Replacement Track represents and tracks Replacement Points
that are immediately available for the replacement of units on the map.
Replacement Points that are from European Russia or Japan (given
in the OB list or purchased with Production) may be used to replace
units, but those units must be placed in a Japan (any box) or European
Russia Holding Box. Replacement Points delivered to the map are
removed from play and their strength values are added to the RP
Track. To deliver an RP to the map it must be transported to an on-
map friendly owned port, beach, town/city, or any friendly HQ or depot.
As RPs are added or spend to replace units the appropriate markers
are adjusted along the track and the RP is removed from the RP Pool.
3. Replacement Points.
a. Types. There are five types of RPs: infantry (inf), cavalry (cav),
Cossack (Coss), artillery (arty), and heavy/siege arty (HA).
Cav RPs are used to replace cavalry units.
Coss RPs are used to replace Cossack units.
Arty RPs are used to replace Japanese field artillery and
all Russian artillery units.
HA RPs are used to replace Japanese heavy and siege
artillery units.
Inf RPs are used to replace infantry and all other units not
listed above.
Russian RPs are also based on contingents. RPs of one contingent
may not be used for other contingents. For example, East Siberian
Army RPs (E.S. INF RP marker) cannot be used to replace European
Russian units (exception: Siberian units use Russian RPs).
b. Uses. Players receive RPs as normal production (see OB list,
production) or as special replacements, which are used to replace
(return to play) eliminated units and to rebuild (return to full strength)
cadres.
c. RP Costs. The RP cost to replace a unit is its combat strength. If
a unit has separate attack and defense strengths, the RP cost to
replace the unit is the higher of the two strengths. For example, the
cost to replace a 4-6-5 unit is 6 RPs, while the cost to replace a 4-2-6
unit is 4 RPs.
d. Replacing Units. RPs may be used to replace an eliminated unit
from the replacement pool, replacing it to its remnant or cadre strength
(if it has one) or all the way to its full strength, and returning it to play.
Eliminated divisions may only be replaced to its cadre strength when
initially replaced from the replacement pool. It may be brought up to full
strength on any subsequent turn (paying the appropriate costs to do
so). The player spends available RPs of the correct type and
contingent required to replace the unit, adjusting the Available RP
marker. He then removes the unit from the replacement pool and
places it as a reinforcement in the same hex of any friendly un-isolated
Headquarters or Depot not in an enemy ZOC.
RPs may be used to rebuild a unit at remnant or cadre strength to its
full strength. The cost for this is equal to its full strength (largest factor)
minus its cadre strength (largest factor). For example, a 10-12-5 lt inf
division at its 4-5-6 cadre strength requires 7 Inf RPs. The cadre must
be able to trace a valid supply line to an un-isolated Headquarters or
Depot unit (it may be in an enemy ZOC). The player spends the RPs
required to rebuild the unit, adjusts the RP markers, and flips the
remnant or cadre over to its full strength side.
4. Special Replacements. When units are reduced or eliminated
due to combat (and are not isolated), the owning player receives RPs
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of the appropriate type and contingent. All contingents receive special
replacements, and they may receive these replacements any time from
the start of the game.
a. Procedure. When a unit in a hex is eliminated or reduced to
cadre or to remnant strength, the owning player immediately notes the
actual strength point loss. The player determines the actual number of
RPs received as special replacements, based on his losses. To
calculate the special RPs, total the combat strength points lost after
each separate attack, and divide this number by 2 (round down). The
resulting number is the number of Inf RPs received as special
replacements. Place these RPs in the Replacement Pool track.
b. Isolated Units. Losses from units that are isolated (no valid
overland supply line to a friendly HQs unit prior to combat resolution)
are not counted when calculating losses for special replacements.
C. Special Considerations. 1. Disbanding. Players may disband their units, receiving RPs for
doing so. Players may disband any of their units that can trace a valid
supply line to any friendly HQ or depot, and if the unit is not in an
enemy ZOC. Units are disbanded during the friendly initial phase after
all other replacement and reinforcement activities are conducted.
Disbanded RPs may not be used in the turn they are generated. When
a unit is disbanded the Replacement Points are added to the
Replacement Point Track. Disbanded units are removed from the map
and are placed in the Replacement pool.
2. RP Characteristics. RPs are not “units”, however they do
share many unit characteristics. They may move by themselves on
road, rail (no active HQ MP penalty) or by naval transport. They have a
combat strength of zero, and do not count against stacking limits. They
require Basic supply as a unit, and thus may be eliminated if out of
supply.
Players may transport their RPs between locations (hexes and off-
map holding boxes) by means of rail movement or naval transport
(Rules 7 and 31). Each RP has an SP size printed on them for
calculating transportation costs.
If a hex or off-map holding box that contains RPs becomes enemy-
owned, all such RPs there are captured or eliminated. If the Japanese
player captures Russian Art RPs, he may use them to buy Japanese
artillery Bns (captured) up to the counter mix limit. These captured
RPs.
Rule 17-Naval Rules Introduction A. Naval Units. Naval units are shown on the Unit Identification Chart.
1. Class. Naval units are identified by Class:
BB: Battleship (Pre-Dreadnought).
AC: Armored Cruiser.
PC: Protected Cruiser.
F: Frigate.
Y: Yacht.
GB: Gunboat.
TBD: Torpedo Boat Destroyer.
TGB: Torpedo Gunboat
TB: Torpedo Boat
AX: Auxiliary Cruiser.
TR: Transport.
ML/MS: Mine Layers/Mine Sweepers.
MS: Miscellaneous ships.
2. Codes. Naval units may have one or more codes, as listed on the
Unit Identification Chart. Codes denote certain specific or special
capabilities of naval units. For example, a naval unit with code M may
carry 1 mine point, while a naval unit with a code T has torpedoes.
3. Capital Ships, Flotillas, and Naval Units. Some rules make a
distinction as to whether a naval unit is a capital ship or a flotilla. In
RJW Capital ships represent a single ship, while Flotillas represent
multiple ships or boats. Type BB, AC, PC, F, Y, and AX are capital
ships. All other naval units are flotillas. Capital ships and Flotillas are
both Naval Units.
4. Stacking. There is no limit on the number of naval units that
may stack in a hex.
5. Damage. Each point rolled on the various damage tables
against a naval unit does one hit of damage to the naval unit. A full-
strength flotilla that receives a hit of damage is reduced (flipped) to its
half-strength side; if it has no half-strength side, it is sunk instead. A
half-strength flotilla that receives a hit of damage is sunk.
A capital ship with damage equal to one half or more of its size
rating is flipped to its "damaged" backside. For example, when the
Petropavlovsk (a size rating of 8) takes a 4th hit, the Russian player
flips the unit over to its "damaged" side. This damaged side represents
reduced gunnery and speed capabilities.
A capital ship is sunk when the total number of accumulated hits
equal or exceeds its size rating. Use hit markers to denote damage to
capital ships.
When a naval unit is sunk (and not salvageable), place it in the
Eliminated Naval Units box on the owning player's game chart. Sunken
ships that are deemed salvageable remain on map in the hex.
B. Strategic Maps. There are three Strategic Maps in RJW. Strategic Map 1 covers
Europe and Africa, Strategic Map 2 covers Asia, and Strategic Map 3
covers the primary combat zone (Manchuria/Japan/Russia). Maps 1
and 2 are at a higher game scale; therefore the movement sequence is
different than on map 3. Some hex sides have movement barriers that
prohibit movement across the hex side. There are also ice and storm
zones, shown on the maps in light blue or storm symbols. Players
move NGs on these maps. Weather and sea conditions on maps S1
and S2 are determined when naval intercept/combat occurs on those
maps.
C. Strategic Map – Ground Map Interaction. Some coastal hexes on the strategic maps have corresponding
hexes on the ground map. When conducting amphibious landing and
assaults players transfer the cargo to a hex (s) on the ground map that
corresponds to the letter in the strategic map hex. Players land cargo
on the hexes that were planned in advance under the amphibious
landing rules.
D. Naval Leaders. Naval Leaders are rated by rank and overall leadership. They
affect many different naval activities in the game.
1. Naval Groups. In order to move out of a hex, ships must be
formed into Naval Groups. In order to be formed, Naval Groups must
have at least one leader. Players choose leaders that are in the same
port/or Holding Box and/or an existing NG that is also in the same
port/Holding Box with the new NG being formed. If more than one
leader is included in the NG, then the most senior ranking (or owning
player's choice if equal rank) leader is the NG commander.
2. NG Activation. In order to leave port some NGs must be
activated (exception: escape). Naval Leader ratings affect this
activation attempt (see Rule 27E.2 Activating NGs).
3. Reaction/Evasion Movement. Naval Leaders affect Reaction
and Evasion movement attempts by modifying the Reaction and
Evasion movement die roll (see Rule 28C Special Naval Movement).
4. Combat. Naval Leaders also have an effect on naval combat
by affecting tactical maneuver (initiative) and morale (see Rule 29
Naval Combat).
E. Naval Groups. A naval group (NG) consists of one or more friendly naval units
grouped together into a squadron, flotilla, detachment or scout force.
NG markers have various names and echelon levels printed on the
counters and charts, but they are all NGs. The NG names are for
historical interest, but players are recommended to use them according
to the OB list. Players may form any NG with any available naval units.
All naval units within a NG move together. A NG will either be in port,
at sea or on blockade. A NG may be in port when a hex that contains a
friendly-owned or neutral port (of any size).
A Naval Group in a coastal hex, but not in port, will either be at sea
18
or on blockade. Mark blockading NGs with a blockade marker.
Note: Players use NG markers to show the formation and location
of naval groups on the map. Place a NG marker in a port or coastal/all-
sea hex, as appropriate; place the naval units in the corresponding
holding box on the player’s Naval Chart display. For all game
purposes, the naval units are treated as being in the port, at sea or on
blockade in the hex occupied by the marker.
1. Forming Naval Groups. Players may form naval units into
NGs from naval units in port or from existing NGs.
a. Naval Units in Port. Select any available (empty) NG holding box
and place naval units in the box. Each NG must have at least one
naval leader assigned to it. Players may assign as many leaders as he
wishes up the number available. Select a leader(s) from the available
leader pool. Place the NG marker in the port. NGs formed at friendly-
owned ports have full coal. NGs formed at neutral ports that are
friendly draw coal by consulting the Neutral Port Coal Table.
b. Forming a NG from another NG. A Naval Group may be formed
from another (“parent”) NG (either in port, at sea or on blockade).
Select an available NG holding box and place naval units that will form
the new NG in the box. Transfer a leader from the parent NG and
assign it to the new NG. Note that the parent NG must have a “spare”
(additional) leader in order to form another NG. Place a coal marker
with the identical amount of remaining coal with the parent NG and
place it in the new NG holding box. Place the new NG marker in the
same movement area with the parent NG.
c. Joining another NG. When naval units and / or NGs are located
in the same hex they may freely transfer to or “swap” any number of
individual naval units and leaders at no additional NMP cost. Just
transfer the naval units or leader from one NG’s holding box to the
other NG’s holding box.
d. Scattered Naval Units. Some scattered naval units that make it to
a friendly or neutral port (and not interned) do not have a leader with
them or present in the port. A NG may still be formed with the following
restrictions:
The -1 morale marker on the scattered naval unit(s) is the
leader’s rating for the NG. This is in addition to any previously
existing morale marker.
All naval units must be grouped into one division (1st).
It must immediately attempt to move to the closest Naval
Base or friendly NG. If it cannot, or at the players’ option, the
naval unit is scuttled.
It cannot attempt to intercept or react. It must evade if
intercepted.
2. Activating NGs. Russian NGs in Port Arthur may not leave port
unless it is activated. Each NG has an activation value printed on the
marker. This value is modified by the NG commanders’ rating. To
activate, the Russian player rolls 1d6. If the die roll is less than or
equal to the modified activation value, the NG is activated and can now
move out of port. All other Russian NGs not in Port Arthur, and all
Japanese NGs, are not required to activate to move out of port.
Exceptions: ML/MS Naval units in port may lay and sweep mines
in the coastal hex that contains the port without activating. They are
considered to have gone out and returned to the same port.
Naval units that scatter do not form into NGs. They must move
directly to a port as described in the Scatter rules.
F. Coal. 1. Low Coal. At the end of each player-turn, the phasing player
checks the coal status of each of his naval groups. If the naval group
did not replenish during the player turn, it has low coal. Place a low
coal status marker on the naval group to note this state.
A naval group with low coal at the beginning of naval combat has
its speed factor temporarily reduced by 1 (its other ratings are
unaffected).
If a naval unit with low fuel is unable to replenish (or refuel) in its
next player turn, it must be scuttled at the end of that player turn.
Exception: A naval unit with low fuel is not scuttled at the end of a
player turn if it is in port.
2. Coal Replenishment. The phasing player may replenish his
naval group’s coal during his player turn. A phasing naval group
replenishes coal during naval movement as follows:
Spends 1 NMP at a friendly-owned naval base.
Spends 1 NMP at a supporting neutral port.
By spending 3 NMPs in the same hex with a friendly support
naval unit or a TR naval unit acting as a support naval unit.
Note that these MPs may be spent in conjunction with loading or
unloading cargo. For example, a transport with low coal that spends 2
MPs at a friendly-owned functioning port to disembark cargo has also
replenished.
When NGs or individual naval units replenish, remove the low coal
status marker.
G. Cargo. Cargo is any land unit, replacement point or supply item being
transported (carried) by any naval unit, embarked or disembarked at a
port or beach. Naval units with code 3E or 4E (cargo capacity given in
SPs) may embark and transport cargo. Cargo is carried based on its
SP size (see the Regimental Equivalents Summary on the Ground
Game Chart). A naval unit with code 3E may carry up to 3 SPs of
cargo. A naval unit with code 4E may carry up to 4 SPs of cargo. When
a naval unit takes damage (per Rule 27A5 above), its cargo can be
affected:
If the naval unit is sunk, all of cargo it is carrying is eliminated.
If the naval unit has its cargo capacity reduced, cargo in excess
of its remaining capacity is eliminated.
If two or more naval units combine to carry cargo and any are
sunk or damaged, cargo in excess of the remaining cargo
capacity is eliminated.
Whenever cargo is eliminated and there is a choice of what can be
eliminated, randomly choose one item of cargo and eliminate it. If the
remaining cargo still exceeds the remaining cargo capacity, repeat this
procedure. Continue repeating this procedure until the cargo no longer
exceeds the remaining cargo capacity. Example: A transport with a
cargo capacity of 4 SPs is carrying an infantry brigade (2 SP of cargo),
an infantry replacement point of 1SP, and an artillery regiment (1 SP of
cargo). The transport takes one hit of damage, reducing its cargo
capacity to 3 (flipped to the damaged side). Randomly choosing one of
the 1SP sized items of cargo, the artillery regiment is selected and
eliminated.
Cavalry and Cossack units count double their SP size against the
naval transport’s capacity. It is not doubled against the cargo capacity
or a port.
H. Naval Activities. Naval activities occur in each player turn as follows:
1. Initial Phase. The phasing player performs all naval
administrative activities.
Naval Repair
Transfer Leaders (Japanese player)
Form or Disband NGs
2. Movement Phase. The movement phase is divided into two
sub-phases. Naval Movement on all three maps is conducted during
this phase:
Naval Movement Sub-phase. This sub-phase consists of a
series of five identical naval movement steps (1st Naval
Movement Step, 2nd Naval Movement Step, etc.). During a step,
the phasing player may move naval groups, embark and
disembark cargo, blockade, make amphibious assaults or
landings, lay mines, raid, and replenish naval units. The non-
phasing player may move naval groups in reaction movement.
Naval combat is resolved as it occurs. Any NG on maps 1 and 2
that are still at sea at the end of the naval movement sub-phase
must check for naval movement attrition.
Ground Movement Sub-Phase. The phasing player moves his
ground units, including those units that underwent naval
transport and have movement points remaining.
3. Combat Phase. Both players may allocate naval gunfire support.
4. Exploitation Phase. The exploitation phase is divided into two
sub-phases:
a. Naval Movement Sub-Phase.
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Strategic Map 3: This sub-phase consists of a series of five
identical naval movement steps (1st Naval Movement Step, 2nd
Naval Movement Step, etc.). These steps are identical to those
in the movement phase. Any NG still at sea at the end of the
naval movement sub-phase must check for naval movement
attrition. Ground units may make amphibious landings but do not
retain any MPs after it lands (for the remainder of this sub-
phase).
b. Ground Exploitation Sub-Phase. The phasing player moves his
exploitation capable units, including those units that underwent
naval transport.
5. End of Player-Turn. At the end of the player turn the phasing
player must:
Checks the coal status of his naval units.
Check for movement attrition.
Check for Naval Blockade Attrition
I. Naval Movement Sequence. 1. Naval Movement Point Allowance. The Naval Movement Point
Allowance (NMP) per naval movement step is three (3) on Map S3,
1NMP allowance per step on maps 1&2.
2. Actions. During each naval movement phase, the following
actions may take place.
Sweep mines
Lay mines
Embark cargo.
Naval Movement.
Mine attacks against naval units.
Reaction and Evasion movement by non-phasing player’s
naval groups.
Naval Combat
Disembark cargo.
Players may scuttle or surrender a naval unit at any time.
Rule 18-Naval Movement A. Basic Rules. There are two types of naval movement, strategic and tactical.
Strategic movement is conducted on the strategic maps. Tactical
movement is conducted on the Battle Board.
1. In order to move naval units they must be formed into Naval
Groups (NGs). NGs draw coal from friendly ports where they are being
formed. NGs that have full coal do not have any coal markers placed
with them. Players place Low or No Coal markers in the NG’s holding
box when the NG is low or out of coal.
2. A player moves his naval groups (NGs) in the naval movement
steps of his player turn. A player cannot move his NGs in the enemy
player turn, except for reaction or evasion movement. Players move
NGs one NMP at a time, allowing the non-phasing player the
opportunity to evade or react anytime after the phasing player spends
his first NMP. Example: the phasing player has 2 NGs on Map S3. NG
1 spends NMP and moves 1 all-sea hex. NG 2 then spends its first
NMP and leaves port. Move the NMP marker to 2. Both NGs continue
to alternate until the 3rd NMP is spent. After the 3
rd NMP is spent on
map S3, NGs on maps 1&2 may spend their 1 NMP. When this is
complete move the Naval Movement Step marker to the 2 box.
3. A NG may only conduct movement in all-sea and coastal hexes.
NGs may not cross all-land hexes or prohibited movement hex sides
(brown and blue) any time.
4. The presence of a NG in a port or hex does not prohibit enemy
ground units from entering any corresponding port or hex on the
ground map.
5. A NG spends 1 MP to enter (or put to sea in) each hex. NGs also
spend MPs for other activities, such as to embark and disembark
cargo, to provide naval gunfire support, to replenish, and to lay and
sweep mines, as detailed later in the rules, and as listed on the Naval
MP Cost Summary. Once a NG begins spending MPs for an activity, it
may not spend MPs for any other purpose until the activity is
completed, or until it abandons the activity (which it may do so at any
time). A NG that enters (or puts to sea in) a hex is then at sea in the
hex.
6. Upon completion of the activity (unless it entered port) the NG
returns to being at sea. Example: A Japanese NG at sea in the coastal
hex 3: 0607 (Chemulpo) amphibiously lands cargo in the port of
Chemulpo. The NG spends 1 NMP in the hex to disembark the cargo,
and then automatically returns to being at sea in hex 3:0607.
7. At any point when moving or in port in a naval movement step,
two or more phasing NGs at sea in the same hex may combine into
one NG. When NGs combine, the combined group assumes the
movement allowance and coal status of the group that has spent the
most MPs. It also assumes the lowest coal status of the combining
NGs. Example: A phasing NG with low coal spends 3 MPs to move to
a movement area containing another NG that has already spent 2 MPs
and has normal (full) coal status remaining. The two NGs combine.
This new, single naval group has now spent 3 MPs and is at low coal
status.
8. At any point when moving in a naval movement step, a single NG
may split into two or more NGs. Separate the naval units into their new
NGs. Each group assumes the movement allowance of the original
group. Example: A phasing NG of three naval units spends 3 MPs to
move to a sea box. There, the NG splits into three NGs, each of which
has spent 3 MPs, having 1 remaining for the sub-phase.
B. Strategic Map Movement.
1. Strategic Maps 1 &2. Naval Groups on strategic maps 1&2
have a NMP allowance of 1 per naval movement step. Naval
movement is conducted during the movement phase only. There is no
naval movement on maps S1&S2 during the exploitation phase.
2. Strategic Map 3. Naval Groups on strategic map 3 have a NMP
allowance of 3 per naval movement step. Movement is also conducted
during the exploitation phase.
3. Movement between Strategic Maps 2 and 3. NGs that move
between Maps S3 to Map S2 enter and exit the corresponding hexes
on the maps. The hex numbers in white on map S3 correspond to the
map edge hexes on map S2. When entering map S3 the NG may
select any S3 hex that is adjacent to the white entry numbered half-hex
(and vice versa to go from map S3 to map S2). NGs that move to an
entry hex and enter map S3 end their movement in the entry hex of
map S3. They cannot move further during that movement step. They
continue normal movement in the next movement step. The restrictions
are the same as above for NGs moving from map S3 to map S3 during
the movement phase.
NGs that enter map S2 during the exploitation phase cannot move
further that player turn. It halts in the entry hex on map S2.
C. Special Naval Movement.
There are three types of Special Movement. They are Intercept,
Evasion, and Reaction. Some attempts may have to be made at night.
Special NMP markers are used to keep track of the number of
attempts and NMP penalties that NGs accumulate. The maximum
number of evasion and reaction NMP penalty markers that an NG may
accumulate during each naval movement step is one (-1 NMP marker).
A phasing player NG that has NMP penalty markers must spent NMPs
to remove these markers first before spending NMPs to conduct any
other activity. Weather and Sea conditions on maps S1 and S2 are
determined by consulting the Weather and Sea Conditions chart on
Naval Chart 1.
1. Interception. This is the player’s active attempt to engage the
enemy in combat by moving his NG in order to meet an enemy NG.
a. Offensive Interception. Phasing NGs that move into the same
hex or begins movement in the same hex as an enemy NG, may
attempt interception (initiate combat). The phasing player selects a
single target enemy NG for the intercept attempt. The phasing player
must determine what time of day that the possible contact is made by
rolling on the Light Condition chart. The phasing player next consults
the Naval Success Table, applies any applicable modifiers, and rolls a
die.
Success: Both naval groups make contact. The non-
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phasing player now has the option to either evade or react.
If the non-phasing player declines to evade or react, or he
fails in his attempt, players conduct naval combat. Mark
both players’ NG with an Intercept –1 NMP marker.
Failed: No intercept occurs. The non-phasing player may
attempt to evade or react. If the phasing player’s NG has
NMP remaining it may continue movement. Mark the
phasing player’s NG with an Intercept –1 NMP marker.
As long as the phasing player’s NG has NMPs remaining, he may
continue to conduct naval activities, including more intercept attempts
against the same enemy NG that it attempted to intercept but failed.
However, it must first spend 1NMP to remove the –1 NMP Intercept
marker.
b. Defensive Intercept. Non-phasing NGs may attempt to intercept
any phasing player’s moving NGs. Any eligible non-phasing player
NGs may attempt to intercept a phasing player’s moving NG if it moves
adjacent to or into the hex of the non-phasing player’s NG. The
procedure is the same as the offensive intercept, except that the roles
of the phasing and non-phasing player are reversed. When
intercepting from an adjacent hex, the non-phasing player must move
his NG into the target NG’s hex. Mark the non-phasing player’s NG
with an Intercept –1 NMP marker. Blockaded enemy NGs are
automatically intercepted if attempting to escape or puts to sea in the
port hex. Enemy NGs attempting to enter a blockaded port are
automatically intercepted. No –1 Intercept NMP penalty markers are
placed.
3. Evasion. NGs that are successfully intercepted may attempt to
evade. Consult the Evasion Table, apply any modifiers, and roll 1d6.
Success: The intercepted NG evades. No combat occurs.
Success*: The intercepted NG evades. If the intercepted NG
was moving (phasing player) it must immediately move back to
the previous hex, or port, it occupied. If the intercepted NG was
not moving (non-phasing player) the owning player moves the
NG to an adjacent hex. This hex must first be a hex closest to a
friendly port (without crossing an all-land hex or hex side) of the
evading player. If two or more hexes meet the criteria, it is the
owning player's choice.
Failed: The attempt fails and the NG must enter naval combat.
After the evasion attempt is made, mark the NG that made the
evasion attempt with a -1 NMP Evasion marker. This marker is placed
regardless of the attempt result.
4. Reaction. Non-phasing NGs in the same hex as the target NG of
a successful intercept may try to react and combine NGs prior to
combat. The reacting player consults the Reaction Table, applies any
modifiers, and rolls 1d6.
Success: The reaction attempt succeeds. The non-phasing NG
may immediately combine with the target NG of the intercept.
Failure: The attempt fails. The NG may not move and is maked
with a -1 NMP Reaction marker.
The non-phasing player may also attempt to react at a time during
the phasing players movement phase after the first phasing player NG
spends 1 NMP.
5. Multiple NGs. Only one friendly NG can attempt to intercept,
evade, or react at a time. Only one enemy NG may be targeted at a
time.
6. Scatter. Naval units in a NG may scatter in an attempt to avoid
combat. Naval units that scatter run the risk of internment or
interception, but may also escape to a friendly port. Once intercepted
the NG must complete the initial combat turn. Beginning with the
second combat turn the owning may declare scatter. Consult the
Scatter Table and roll 1d6 for each naval unit in the NG. All naval units
that scatter incur -1 Morale penalty. Place the marker on the unit.
Closest Port. Place the naval unit in the closest friendly
port. Measure the distance in hexes. This path must be
through hexes that a NG may move through, and not
through an enemy combat naval unit occupied hex.
Owning player chooses the port if two or more port
qualify.
Closest Neutral Port. Same as above, except a neutral
port.
2nd
Closest neutral Port. Same as above, except the
second closest port.
Intercepted by Enemy NG. Re-roll 1d6 and apply the
result from the table to the right of Scatter Table.
Captured ships are considered too heavily damaged
during the capture to be used within the games time
frame. Remove from play any intercepted ship and
award the appropriate victory points.
7. Internment. Unless specified by special instruction in the OB
list or scenario, naval units may be interned if they enter a neutral port.
For each NG or individual naval unit that enters a neutral port the
owning player consults the Neutral Port Internment chart and rolls 1d6.
Interned. The entire NG or individual naval unit is removed
from play.
Must Depart. Naval unit may coal at the port (consult the
Neutral Port Coal table). It must then leave the port during the
next friendly naval movement phase.
Naval units that are interned are removed from play as eliminated units
for Navy Morale points. National Morale is also affected. Adjust both
tracks as naval units are interned. Interned naval units are
permanently eliminated and removed from play. They cannot return to
the game.
D. Movement and Combat. Naval combat occurs during naval movement steps. Naval combat is
initiated when an NG (phasing or non-phasing) enters (or puts to sea
in) a hex containing an enemy NG and makes a successful intercept
attempt.
When naval combat is initiated, naval movement is temporarily
suspended while the combat is resolved on the batleboard between
the moving NG and the enemy NG. Once combat is over, naval
movement resumes on the game maps.
An all-cargo NG (only transport naval units) ignores the presence of
enemy all-cargo NGs for all purposes. For example, a cargo NG can
enter a hex containing an enemy cargo NG, and doing this does not
initiate naval combat.
An NG at sea ignores the presence of enemy NGs in port.
E. Naval Movement Attrition. At the end of the naval movement sub-phase of both the movement
and exploitation phases, any NGs still at sea (but not on blockade)
must check for naval movement attrition. Roll on the Naval Movement
Attrition table for each NG. If the NG contains 8 or more naval units
add 1 to the die roll. If it contains 4 or fewer naval units subtract one to
the die roll. Damage is applied to naval units at random. Note that this
means that a naval unit may receive multiple (or all) hits.
Rule 19-Naval Combat A. Basic Rule.
Naval combat occurs between intercepted friendly and enemy
NGs. Once naval combat begins, all other naval activities cease until
the naval combat is resolved.
Naval gunnery between naval units is resolved on the battleboard
in a series of rounds. Both sides are assumed to be sailing parallel to
each other. The target of each attack is an enemy naval unit. Multiple
naval units may not combine to make a single attack on a target,
although each naval unit may attack the same target individually.
The speed of the NG is the speed of the slowest naval unit within
any division. TBDs and TBs not part of a division, and any withdrawing
individual naval unit, are not considered when determining NG speed.
A naval unit's speed may be modified by damage.
Naval gunnery and torpedo attacks are normally conducted
simultaneously. When combat is simultaneous all damage is applied
after all gunnery/torpedo attacks are resolved. Leadership initiative
may allow a player to fire first, applying all damage results to the
enemy, before the enemy naval units return fire. This initiative check
represents the tactical maneuvering not shown while using a
battleboard for tactical combat.
When players place their ships on the battleboard they are placed in
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the numbered columns by divisions (see Rule29B.3 Divisions, below).
B. Battleboard 1. Naval Combat Turn Sequence. Once combat is initiated, a
player follow the following sequence until one side breaks contact or is
eliminated.
a. Preparation.
The phasing player determines the time of day by rolling 1d6
and consults the Time of Day Track. The time of day, as
determined during naval intercept, determines whether it is
day or night. Dawn through dusk is daytime, while the 4 night
boxes are night. Roll the die and consult the Time of Day
Track. Place the Time of Day marker in the corresponding
box.
Place the Combat Round marker in the 1 box of the Combat
Round track.
The Russian player places his ships in the number 3 column
marked “Russian Start”. The 1st division, with the flagship
(the lead ship) and the senior leader, is placed at the top of
the column (in the lead). Place the remaining ships along
the column below as explained in Rule 29B.3 Divisions. The
Japanese player places his ships in the column that
corresponds to the lighting or weather condition. He places
the ships in columns in the same method as the Russian
player. Exception: Ships that are intercepting, on blockade or
being intercepted by enemy ships coming out of a port may
place ships in any column from the number 4 column up to
the column corresponding to the current lighting / weather
condition. The ships coming from the port (Russian or
Japanese) are placed in the number 3 column.
b. Naval Combat Turn.
Initial Phase. Conduct naval repair by attempting to put out
fires, correct severe list and/or repair steering damage (out of
control). Players may transfer leaders from one ship to
another. Naval units may be transferred between divisions,
attached to or detached from divisions. The Russian player
conducts all activities first, followed by the Japanese player.
Note: During the initial combat turn both players may not
attempt to scatter, otherwise a NG may scatter.
Movement Phase. Both players may give Withdraw orders to
individual ships or separate divisions, Russian player first.
Both sides move all withdrawing naval units and divisions and
any independent units one column, Russian player first. Both
players then determine the range by choosing range chits for
each division. Both players reveal their bid, consult the Range
Determination table, and apply the result.
Round 1 Gunnery Combat. All ships than have current
gunnery ratings greater than 0 may fire (as long as they are
within range of a target!). The Japanese player must declare
ammunition type he is firing for the round (HE or AP) prior to
resolving gunnery. Both players roll 1d6, adding the senior
leader’s rating and any morale modifier to the die roll. If a
side’s modified die roll is 3 or greater than the other player’s
modified die roll, then his side gets to fire all his eligible ships
first, applying any results (normal and critical hits) prior to the
other player returning fire. If the initiative die-roll difference is
less than 3, both players’ naval units fire simultaneously
(Russian player fires first, but all results are applied after all
gunnery is concluded). Apply all combat results immediately.
Round 1 Torpedo Combat. After gunnery combat is resolved
any eligible naval units (with torpedoes and within range) may
fire torpedoes. Apply all results immediately. Advance the
Combat Round marker one space to the right (to the 2 space).
Repeat all of the above gunnery and torpedo combat steps for
round 2. Player may attempt to scatter their NG. In round 2
any ship that has white gunnery numbers (slow rate of fire)
may not fire those guns. All other guns and torpedoes may
fire.
Independent naval units with a current speed of 5 may move 1
column. Repeat all of the above gunnery round steps for
round 3. Players may attempt to scatter their naval units. Only
tertiary guns and torpedoes may fire.
Adjust the Navy Casualty track and National Will if necessary.
Advance the time track one box to the right. If it is the last
night box, move the marker to the first dawn box on the left
side of the track. End of Battle Turn.
2. Range Determination. Both players secretly choose a range chit in
order to open, close, or maintain the range between the two naval
forces, or to attempt to withdraw from the battleboard and break
contact. Each bid affects all the divisions of a player’s side. Select the
range chit and place it facedown (blank side up) on or near the
battleboard. When called for in the movement sequence both players
reveal their bid and consult the range determination table.
Maintain: Naval units do not move. They remain in the same
column (the range remains the same).
Close: All Divisions move 1 column closer to each other.
Open1: All divisions move 1 column away from each other.
Open2: All divisions move 2 columns away from each other.
Withdraw: All of the player’s divisions attempt to withdraw from
(break) combat.
Roll: Both sides roll 1d6 and add their senior leader’s leadership
rating and speed advantage. The side with the higher result
is the winner and his bid determines the range change. Re-
roll any ties.
Roll (+#): Roll as above, except add an additional die-roll modifier
to the withdrawing player’s die roll.
Speed Advantage. Compare the current speed of each side’s slowest
division. If either side has a speed advantage the side with the speed
advantage adds this speed difference as a die-roll modifier.
3. Divisions. Most naval units are grouped into divisions (usually by
class). Naval units within a division must move and fight as a division
until they are sunk, given a withdraw order, or damage prevents them
from moving. Exception: TBDs and TBs may act as independent naval
units. They may attach to and detach from a division.
a. Forming a Division. Each division must have a leader.
Exception: all transports are grouped into their own division. This
transport division does not require a leader but may move as a normal
division. To form a division the player must have a leader, placed in the
lead ship of the division, and at least two ships of any class. The senior
leader and at least one ship of the largest class must be in the first
division. The number of leaders determines the maximum number of
divisions allowed, up to a game maximum of 3 divisions per side. Ships
are then assigned to a division. Within each division the ships must be
arranged by class (Rule 27A.1 Class), from the largest class of ship to
the smallest. When placing naval units on the battleboard they must be
arranged by divisions, with the first division being placed on the board
first (top of the column), followed by the 2nd
, then the 3rd, until all
divisions are on the board. If there is not enough room on the
battleboard players may stack ships within each division, with the
leader and lead ship on top and the rest in descending order in the
stack. TBDs and TBs may be (but are not required to be) assigned to
divisions.
b. Movement by Division. All the divisions of each side must follow
the result of the range determination bid. Exception: A division may be
given the individual withdraw order (see Rule 29B.4.d Withdraw). The
speed of each division is the current speed of the slowest ship in the
division. The speed of the NG (all the divisions on the battleboard not
under withdraw orders) is the speed of the slowest division.
c. Gunnery by Division. Normally all friendly ships of a division may
only fire on enemy ships of its counterpart. Example: Ships of the
friendly player’s 1st division may only fire on ships of the enemy
player’s 1st division. Any combination of enemy ships may be targeted
within that target division by the corresponding friendly division ships.
If one side has more divisions that the other then that side may also
target adjacent enemy divisions. Example: If side A has 2 divisions
and side B has 1, then side A’s 2nd
division may also target enemy
ships in side B’s 1st division. If side A had 3 divisions its 3
rd division
cannot target side B’s 1st division.
1st division may target 1
st and 2
nd division.
2nd
division may target the 1st, 2
nd, or 3
rd division.
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3rd division may target the 2
nd or 3
rd division.
d. Attach and Detach. During the initial phase of each round
independent naval units may attach to or detach from a division. In
each case the naval units or divisions must begin the initial phase in
the same column in order to attach to another division. A naval unit
that detaches itself from a division starts the 1st round in the same
column in which it detached.
1. Detach: Only TBD and TB class naval units, and any naval
unit that is given a withdraw order, may detach and become an
independent naval unit. Announce to the opposing player that
the naval unit is detached and place the unit outside a division
stack, in the same column. Any ship that has zero movement
due to damage (such as dead in the water) is automatically
detached.
2. Attach: Any independent naval unit begins the initial phase in
the same column as a division may attach itself to that division.
Any naval unit that has a Withdraw order assigned to it cannot
attach to a division unless the division has a Withdraw order.
Announce which unit is attaching to a division and place it in the
division stack according to class. It now must follow the
movement orders given to the division it is attached to.
4. Movement on the Battle Board. Movement on the Battle Board is
conducted by range bidding and moving by columns. Some naval
units may move without bidding for range. The maximum number of
columns naval units may move in each combat round is 1.
a. Movement Sequence. Follow the sequence below:
Both players move all withdrawing naval units by
moving them away from the enemy. Russian player
moves first, followed by the Japanese player.
Both sides move TBs and TBDs, Russian player first.
Both sides secretly select a range chit. The bid is not
revealed.
Both sides reveal their bids and apply the range
determination result.
b. Division Movement.
1. Basic Rule. Basicly only the Japanese player moves his
divisions on the battleboard when adjusting for range changes.
(The roles are reversed if the Japanese player is blockaded in
port). After all withdrawing and independent naval units have
completed movement the Japanese player moves (if required)
his divisions together according to the range determination
result. If a naval unit(s) from either side attempts to exit the
board all naval forces on the battleboard may need to be
displaced (adjusted).
2. Displacement. Due to the restricted size of the battleboard it
may become necessary to adjust the battleboard by displacing
the naval units. When a naval unit’s movement allows it to exit
the board the entire array of ships must be re-centered so that
the board is fully utilized. The total relationship of all the ships to
each other is retained, as if the board was merely shifted
beneath the ships. Example: A Russian naval division is in
column 3 and a withdrawing Russian ship is in column 1. A
Japanese naval division is in column 7. The withdrawing
Russian ship attempts to exit the board. Play is temporarily
halted and all the counters on the board are shifted one column
to the right. If this displacement would force a naval unit off the
board on the opposite side, the units are not displaced and the
exiting unit leaves the board and breaks contact.
3. Special Movement. If a friendly TB or TBD moved into a
column occupied by an enemy division, and the division’s bid
moves the enemy division out of the column and into the column
previously occupied by the TB or TBD, the friendly units may
follow the enemy division into that column. If the enemy division
moves away from the TB or TBDs, the friendly units may not
follow the enemy NG.
c. Independent Naval Units. Some naval units may move
independently from the NG. The following are independent units:
All TBDs and TBs not part of a division.
Individual withdrawing naval units.
Out of control.
0 (zero) speed naval units.
The last ship remaining in a division.
Independent naval units move individually, Russian player first. Any
naval unit may be given a Withdraw order, designating individual ships
to withdraw (such as severely damaged ships). Individual ships
designated to withdraw are marked with a Withdraw admin counter
and must continue to withdraw until they exit the battleboard. Ships
that a leader transfers from must automatically withdraw (if it can
move).
d. Withdraw. The Withdraw order may be given to three groups of
naval units; all the divisions of a side (Withdraw bid), single divisions
and individual naval units (individual order). The Withdraw order may
be either a voluntary or a mandatory order. Once given the order to
withdraw the naval unit or division(s) must continue withdraw
movement until contact is broken. Players that bid withdraw must
continue to bid withdraw until contact is broken. Exception: The 1st
division of a player’s NG can only be given a Withdraw order through a
range determination bid. Further damage may reduce a ship’s speed
to zero. If this occurs the ship must remain in the column until speed is
restored (minimum of 1), sunk, or surrendered/captured. All naval units
that are given a withdraw order (individual or bid) incur a –1 Morale
penalty (maximum).
1. Range Determination Bid. If a player bids Withdraw for
range determination the Withdraw order affects all the divisions
of that players’ side collectively. If a players bids and the result
is withdraw (open 1 or open2) for two consecutive rounds the
Withdraw becomes Flight. All future Range Determination bids
are automatically open 1 until contact is broken. Place a -1
morale penalty on all ships in Flight.
2. Divisions. A single division may be given the withdraw order.
Announce that the Withdraw order is for the entire division and
place the Withdraw marker on the lead ship in the division.
Additionally, place a -1 morale penalty on all the ships of the
division when the order is given. All the ships in the division
must withdraw move as a division, moving together until
contact is broken.
3. Independent units. Any naval unit may be given a Withdraw
order, becoming an independent unit. If part of a division it
becomes an independent naval unit. Place a -1 morale penalty
on all the ships of the division when the order is given. All
independent naval units that have Withdraw orders must
withdraw move and continue to withdraw move until it breaks
contact.
4. Mandatory Withdraw:
a. Individual naval units. If a naval unit is the sole
remaining ship in the division. If a damaged ship with zero
movement regains movement it must withdraw.
b. Naval Group. If the overall senior commander is either
killed or captured, or if the ship with the senior commander
must withdraw, the entire NG (all the ships from that side)
must withdraw. The mandatory withdraw is considered a
withdraw bid for all divisions not already withdrawing.
e. Breaking Contact. Contact is broken if a naval unit is beyond
sight range of all enemy naval units on the battleboard (see the
Beyond Sight Range table on the battleboard). Contact is also broken
if it exits the battleboard or displacement forces it off the battle board.
After all contact is broken from the battleboard (naval combat is
concluded) all withdrawn (not scattered) naval units rejoin the NG with
the senior commander.
If a player’s NG totally withdraws from the battleboard
(withdraw and/or flight) that side’s NG is placed in its
previous hex on the strategic map. The other side
remains in the hex.
If visual contact is broken (neither side bids withdraw)
both NGs remain in the hex.
If the NG was blockaded in port and the range opens two
consecutive combat turns that NG may break contact
(either beyond sight range or withdraw/flight) and be
placed in any adjacent hex from the port on the strategic
map. If it did not open the range for two consecutive turns
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and breaks contacts, it must return to the port.
C. Naval Leadership. 1. Combat Rating and Initiative. Each Naval Leader is given a rating.
This rating is used to determine initiative in combat. This represents
the players’ ability to out maneuver his opponent in tactical combat.
The senior leader is placed on top of the NG flagship (players’ choice).
a. Range Determination. If the range determination bid result
indicates Roll both player roll 1d6, adding their senior leader’s combat
rating to the die roll. The side with the high roll is the bid winner and his
bid determines the range for the round. Re-roll any ties.
b. Gunnery. At the beginning of each round both players roll 1d6
and modifies the result with the senior leader’s leadership rating. If a
player’s modified die roll is 3 or greater than the other player’s modified
die roll, that player (higher die roll) resolves all his gunnery and torpedo
attacks first, applying all damage and critical hits prior to the other
(lower die roll) player returning fire. If the die roll difference is less than
3, resolve all gunnery and torpedo attack simultaneously.
2. Leader Loss. If a naval unit with a Leader suffers a Leader Loss
critical hit the owning player must consult the Leader Loss table on the
Naval Combat Chart 1. Roll 1d6 and apply the result. Any leader that
is killed or severely wounded must be replaced by flipping the leader to
the replacement leader (reverse) side.
Light Wound: No effect.
Moderate Wound: -1 temporary reduction to his rating. Once
the leader returns to port he must be removed from play for
the number of turns rolled (1d6) for the wound severity. If a
leader suffers a second moderate wound it is considered a
severe wound instead.
Severe Wound: Leader must be immediately replaced. Once
the leader returns to port he must be removed from play for
the number of turns rolled (1d6) for the wound severity.
Killed: Eliminate and remove from play. Replace the leader.
3. Leader Transfer Between Ships. Leaders may transfer between
ships during combat (due to ship damage and/or leader wounds). To
transfer a leader the range bid must be maintain. The current speed is
considered a 1 for the round. The leader is then moved to any ship in
the column. The leader must be transferred to the new lead ship. The
ship the leader departed from must automatically withdraw move (if it
can move) until it exits the battleboard. If he is severely wounded
(therefore replaced as the senior leader) he may be transferred to any
ship within the column.
D. Gunnery vs. Naval Units In naval gunnery combat naval units use their gunnery strengths to
attack enemy naval units. Naval units from the NGs in combat are
transferred from their NG holding boxes to the Battle Board. Combat is
conducted according to the sequence above until units are no longer in
contact or one side is totally sunk.
1. Ranges. There are four ranges at which surface naval combat
may be fought. From farthest to closest they are: long, medium, short,
and torpedo. Ranges are determined by the number of columns from
one side’s naval units (the column they occupy) to the others side’s
naval units. Certain gun types and torpedoes may fire at certain
ranges. They are:
Long Range: 5-7 columns. Primary Guns only may fire. Naval
units cannot make torpedo attacks.
Medium Range: 3-4 columns. Primary and Secondary Guns may
use their gunnery strengths to make gunfire attacks. Naval units
cannot make torpedo attacks.
Short Range: 1-2 columns. Primary and Secondary Guns may
use their gunnery strengths to make gunfire attacks. Primary guns
cannot fire at size 1-2 naval units. Naval units cannot make
torpedo attacks.
Torpedo Range: 0 columns (same column as target). Only
Tertiary Guns may use their gunnery strengths to make gunfire
attacks. Naval units may conduct torpedo attacks. Note that tertiary
gunfire is conducted first at this range.
2. Combat Rounds. Certain gun categories may fire during each
round as follows:
Round 1 - All Guns and Torpedoes.
Round 2* - All Guns and Torpedoes.
Round 3 - Tertiary Guns and Torpedoes.
* Naval units that have gunnery factors in white or are Low Ammo may
not fire guns in Round 2 (slow rates of fire).
5. Naval Gunnery. Naval units use their gunnery strengths to
make naval gunfire attacks on the enemy using primary, secondary
and tertiary guns. Gunnery does not include torpedo attacks. Torpedo
attack rules are covered in section E below. Naval Gunnery is
resolved one firing ship at a time. A firing naval unit may only target
one enemy ship per firing. Multiple friendly ships may, however, target
the same enemy ship (which will incur penalties). Depending on the
initiative roll, fires may be simultaneous or in sequence.
a. Procedure. Follow the sequence below to resolve naval
gunnery:
Select target enemy naval unit. For each target the firing
player must declare all firers against that target before resolving
gunnery against that target.
Determine range and eligible gun types. The range is the
number of battleboard columns from firer to the target. Refer to
the battleboard chart to determine which gun types are eligible
to fire for both the range and current battle round.
Apply any die roll modifiers. Check for any applicable die roll
modifiers. All drms are cumulative.
Roll 2d6 and consult the Gunnery Hit table. Each firing ship
resolves its fire separately. Prior to rolling the Japanese player
(only) must declare whether his ships are firing HE or armor
piercing rounds. All Japanese ships that are firing must fire the
declared ammo during the battle round. For naval units firing
primary and secondary guns cross-index the gunnery factor
strength of the firing naval unit with the modified die roll. The
result is the number of “hits” on the target. Naval units firing
tertiary guns roll on the “T” column a number of times equal to
their tertiary gun strength factor.
Gunnery Damage Tables. For each hit roll on the gunnery
damage table for the gun type firing. Apply any applicable die
roll modifiers. Possible results include: no damage, 1 or 2 hits,
and 1 or 2 hits plus a critical hit. Apply all results immediately.
Critical Hits. If the damage roll results in a critical hit, consult
the Gunfire Critical Hit table. Roll 2d6 (two dice) and check the
result. Apply results immediately.
E. Torpedo Combat. Naval units that are capable of carrying torpedoes, and have
torpedoes remaining onboard, can conduct torpedo attacks. Except for
the Port Arthur surprise turn, all torpedo attacks during a combat round
occur after gunfire is resolved.
1. Gunfire against naval units conducting torpedo attacks.
Defending players must declare which naval units will fire on enemy
naval units conducting torpedo attacks. A naval unit selected as a
target of a torpedo attack must fire its tertiary guns at any/all naval
units attacking it with torpedoes. Its other gun types may fire at other
targets during the combat round, but any gun types a naval unit used
in the previous gunnery combat phase cannot be used in the torpedo
combat phase of the same combat round. Primary guns cannot fire at
naval units conducting torpedo combat.
2. Procedure. Torpedo attacks are resolved using the same
basic sequence as gunnery. The firing unit must be torpedo capable
(code T or TT), have torpedoes remaining on board, and be in torpedo
range on the battleboard. Code T units fire (a roll on the Torpedo
Table) once, code TT fire twice at its target.
a. Target Selection: Each attacking unit selects a target. Only one
target may be designated per attacker. More than one attacker may
attack the same target. All targets must be declared prior to the
defending player allocating defensive fire. If more than two (2) naval
units torpedo attack the same target, then the combat is conducted in
waves. The first 2 naval units undergo defensive fire, followed by
torpedo attack. After all other defensive fire and torpedo attacks are
resolved the second wave begins the procedure. Defending units may
return fire with any guns that were eligible at the beginning of the
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combat round. Repeat if more than one wave will be used.
b. Defensive Gunnery: The defending player fires on attacking
naval units using any/all available guns.
The defending player selects a target. He must declare all
units and gun types firing at that target before resolving
defensive gunnery combat against it. The target of the torpedo
attack, plus any adjacent naval unit (2 unit maximum) of the
torpedo attack target, is eligible to defensive fire against the
attacker. Remember, if an adjacent unit(s) is being attacked
during the same round, it cannot fire its tertiary guns against the
adjacent attacker. It must use its own tertiary guns to defend
itself against the enemy unit torpedo attacking against it. The
adjacent defender(s) will have to decide whether any available
secondary gun will be used against the adjacent attacker or
against the unit attacking it.
Secondary guns fire using the regular gunnery procedure.
Tertiary gun factors may be split, in any combination, among
multiple targets at the defender’s option, but all factors must fire
at targets attacking the defending target naval unit.
c. Torpedo Attack Resolution. Note the target size of the naval unit
being attacked. Consult the Torpedo Table and roll 2d6, adding any
applicable modifiers. The possible results are: miss, hit (H) or 2 hits
(2H). These hits are not damage points applied to the enemy naval
units. This is the number of torpedoes that may cause damage.
Torpedo capable units that have code TT roll twice on the Torpedo
table against the same target.
If hits were achieved the attacking player consults the Torpedo
Damage Table and rolls 2d6 for each hit on a target. The possible
results are: no damage/dud, 1 or 2 hits of damage (place hit markers
on the target) and a critical hit.
d. Torpedo Critical Hits. For each critical hit rolled on the Torpedo
Damage Table the attacking player rolls on the Torpedo/Mine Critical
Hit Table. Apply critical hits immediately. Some critical hits add more
damage (hit markers) while some are special damage that effects the
naval unit’s movement or gunnery. (See Damage G below for details).
Once an attacking unit has completed its torpedo attack, mark it
with a Torpedo Depleted marker. Unless it joins a blockading NG with
a TR, the depleted naval unit must return to a naval base to replenish
torpedoes. Naval units that merge with a blockading NG spend the
Replenish NMPs in the same hex with the blockading NG to replenish
torpedoes.
F. Naval Mines The orders of battle list minefields that exist at the start of play.
During play, both players can lay and sweep mines. Mines may
damage naval units that enter a hex with mines.
Use mine markers to show the presence of minefields. Place the
marker in a coastal or sea hex. A player receives mine points as listed
in his order of battle. A player may also receive mine points by
converting naval repair points.
1. Mine Laying
a. Procedure. Only naval units that are mine capable may lay
mines. These naval units must have a mine factor, carried as
cargo, prior to laying mines. Mines may only be laid in coastal sea
hexes. To lay a mine factor the naval units with the mines must
spend 1 NMP in the coastal hex. It cannot perform any other
activity while laying mines. Mines cannot be laid during storm sea
conditions. If no other friendly mines are present place a level 1-
minefield marker in the hex. If a friendly level 1 minefield already
exists, flip it over to the level 2 side. Level 2 is the maximum level
allowed per hex for each player side. Note that a hex may contain
a level 2 marker from both sides. This marker remains in the hex
until swept by a MS naval unit.
b. Mine Laying in a blockaded hex. The procedure for laying
mines in a blockaded hex is the same as above with the following
exceptions: One AC or PC naval unit (with less than 50% hits and
no critical hit markers) must be assigned as an escort. If no
qualified escort is available, then the mandatory escort is not
required. After spending the required NMP, but prior to
placing/flipping the marker in the hex, the phasing player rolls on
the Minelaying/Sweeping vs. Blockade table, applying any
applicable drms. If the result is “roll mine damage”, the owning
player must roll on the mine damage chart for both the ML naval
unit and its escort (2 separate die rolls), if present. Apply any
damage immediately. This “mine damage” replicates gunfire from
enemy blockading ships on patrol or damage from striking its own
mines in rough seas.
c. Mine Attack and Damage. Check a NG for mine damage:
Each time it enters or puts to sea (from port) in a hex
containing an enemy minefield.
Each NG conducting a blockade operation starts or remains
in the hex at sea on blockade. NGs on blockade are checked
for mine damage once per turn when the blockade is declared.
NGs already on blockade, and wish to continue the operation,
must declare blockade at the beginning of the friendly naval
movement phase.
The phasing player lines up the naval units in the order they
will be checked. For each ship in a NG (or individual ship) that
is eligible for mine attack, consult the mine attack table and roll
1d6, applying any die roll modifiers. The results may indicate
no effect or possible damage. If the result is possible damage,
immediately consult the Mine Damage table and roll 1d6.
Apply all damage immediately.
Just prior to checking the next ship (and after seeing the
results of the previous attack) the phasing player may continue
rolling until all the naval units are checked, thus passing
through the minefield, or he may decide to turn around. If he
decides to turn around the phasing player must check the next
ship in the order, applying any results immediately. After any
possible mine attack, the phasing player must return the NG
(or individual ship) to port, if trying to exit a mined friendly port
hex, or back to the hex it exited when it entered the mined hex.
In either case it may continue to spend NMPs if any remain.2.
Mine Sweeping. Minesweeper naval units (MS) may sweep
mines. During naval movement, a phasing minesweeper naval
unit may sweep enemy mines. The naval unit must first enter
the mined hex and is checked for mine damage (per above).
Once in the minefield, the naval unit may sweep the mines
there. For every 2 MPs it spends, one enemy mine point is
swept; remove one mine point from the minefield.
G. Damage Naval units may suffer damage from various actions. Gunnery,
torpedoes, critical hits, mines and attrition cause damage to naval
units. Players may also scuttle naval units. If combat is simultaneous
all damage is applied after combat is resolved, otherwise all damage is
applied immediately. Naval units take damage in the form of hits (from
the damage tables) and critical hits. Naval units can sustain a
maximum number of hits before they are sunk and removed from play.
When a naval unit has taken hits equal to 50% (round up) of its size
factor, it is flipped over to its reduced capability side. Naval units that
sustain hits that equal or exceed their size factor are sunk. Exception:
TBD, TB, and ML/MS units have a damage capacity of 3 hits (3rd hit
sinks the unit). Each hit applies a -1 drm to its torpedo and gunnery die
rolls. These units are not subject to critical hits. Damaged naval units
may be repaired at naval bases or ports with a repair capacity.
Circumstances may allow sunken naval units to be salvaged and
repaired.
1. Gunnery and Torpedo Hits. The hit tables determine how
many “hits” that may cause damage, but it is the damage table that
inflicts damaging hits to the naval unit. All Damage table hits count
against the naval unit’s damage capacity. All hits are cumulative with
all previous damage. Place hit markers on the damaged naval unit as
they receive them.
2. Critical Hits. Some Damage table die rolls indicate that a critical
hit has occurred. Players immediately roll on appropriate critical hit
table, Gunfire or the torpedo/mine table, and apply the results. Some
results add more hits, additional hits plus a system hit or fire, leader
loss check, or sinks the naval unit.
25
Fire: Place a Level 1 Fire marker on the naval unit. If a fire
marker already exists on the naval unit, replace it with the next
higher-level fire marker. See the Fire Table for the effects of each
fire level. Fire levels may increase or be reduced (see I. Repair
below).
Severe List: Place a Severe List marker on the naval unit. A
naval unit that receives a second severe list result capsizes and is
eliminated (sunk) from play. Severe List affects speed (-2),
gunnery (no gunfire) and add 1 additional hit. Severe List may be
corrected at sea (see I. Repair below).
Primary Guns: A second Primary Guns hit result reduces the
primary gunnery factors to zero. All Fire damage and speed hits
are cumulative. If naval unit has no primary guns apply the
effects to the secondary guns. If the unit has zero gun factors left
add 1 additional hit to the results instead.
Leader Loss Check: If a naval leader is on board the affected
naval unit the owning player consults the Leader Loss table and
rolls 1d6, applying any modifiers. Affects of a leader loss
(wounded or killed) take effect in the next round. Leader Loss
checks are also taken when a magazine or boiler hit is rolled on
the torpedo / mine critical hit table.
Boiler / Magazine Hit: Roll 1d6 and add additional hits to the naval
units equal to the die roll. Boiler hits also reduce speed by –1.
Magazine hits add 1 level of fire and eliminated ½ primary guns
(or secondary if no primary guns). Ships sunk due to the effects
of Boiler/Magazine damage are not salvageable.
Steering Hit: Naval unit out of control. Until repaired the naval
unit must remain in the column. It becomes an independent unit
but it cannot change range on the battleboard. The unit retains all
other remaining capabilities, including its current speed rating.
Players may repair Steering damage at sea (see I. Repair below).
Flooding: Flooding damage usually adds more damage hits to
the naval unit. A Severe Flooding result adds a Severe List (-2
speed, no gunfire affects only) if the unit was already on its
reduced side (50% or more hits) prior to the Severe Flooding
critical hit.
Engine Damage: Reduce speed by –1. Engine damage may be
repaired at sea (see I. Repair below).
Severe List: Add 2 more hits to the naval unit. It loses 2 speed
factors and cannot fire until the list is corrected. A naval unit that
already has a severe list and takes a second severe list capsizes
and sinks. Any naval unit that capsizes cannot be salvaged.
3. Sunk. Naval units that sustain hits that equal or exceed their
damage capacity (size factor) are sunk. When a naval unit is sunk the
owning player consults the Ship Loss table (Naval Chart 2) and rolls
1d6.
1*: Naval unit is salvageable if sunk, and did not capsize, in
port or in a coastal hex; otherwise it is eliminated and
removed from play.
2-5: Naval unit is eliminated (total loss) and removed from
play.
6: Naval unit surrenders (Russian only) if enemy naval or
ground units are in the same hex, otherwise sunk.
H. Scuttling. Players may scuttle friendly naval units at any time. When an
enemy unit gains ownership of a hex containing naval units in port, the
naval units there must try to escape to sea (if possible) or be scuttled:
Procedure: The player announces that he is scuttling a naval unit. If
the naval unit is at sea in a non-coastal hex it is sunk (eliminated) and
removed from play.
If the naval unit is in port or in a coastal hex he must determine if it is
salvageable. Follow the procedure for Sunk ships (above).
1: Salvageable. It is abandoned and remains in the hex.
Place a marker on top of the unit. It is captured if any enemy
unit (ground or naval) enters the hex.
2-5: Sunk (eliminated), remove from play.
6: Scuttle attempt failed and is captured by the enemy if
enemy naval unit in hex: otherwise sunk (eliminated) and
removed from play.
Scuttled naval units award x1/2 morale points for a ship sunk.
I. Salvage. Under certain conditions sunken naval units may be salvaged (and
possibly repaired). Salvageable naval units are left on the map. Place
hit markers on the naval unit that equals their size factor, plus 2
additional hits above this number. They may be repaired later, or
captured and repaired by the enemy. Salvageable enemy naval units
that are captured count as being captured for Morale purposes. Naval
units may be salvageable when:
Sunk in a port or coastal hex.
Scuttled in a port or coastal hex.1. Procedure. During the next
friendly player’s initial phase consult the Salvage Attempt
chart (Naval Chart 2), apply any modifiers, and roll 1d6. Roll
for each naval unit separately. For each salvage attempt the
player wishes to make he must spend 1 NRP. He may spend
an additional NRP at his option to gain a +1 drm to his roll.
This NRP is spent from the closest friendly port to the
sunken naval unit that has a clear path of coastal and/or sea
hexes free of enemy naval units. This path cannot cross any
prohibited hex sides. Friendly owned ports under blockade
or otherwise stacked with enemy naval units are considered
to have a clear path to any salvage attempt in the same port
hex.
Failed: Attempt to raise the naval unit fails. The player may
make another attempt the next friendly player’s initial phase.
Success: The naval unit is recovered. At least one friendly
naval unit must escort/tow the recovered naval unit to a
friendly naval base. Form a NG with these units. This NG
does not need a leader to form and “activate”. It cannot
perform any other activity except to move or evade until it
reaches a friendly port and delivers the recovered naval unit.
Its activities remain restricted until it combines with another
NG that has a leader.
2. Repair and Return to Duty. Friendly naval units that are
salvaged may be fully repaired and used by the owning player.
3. Captured Salvageable Naval Units. Sunken and salvageable
enemy naval units are captured if a friendly ground or naval unit is in
the same hex with the sunken naval unit, and there are no other active
enemy naval units in the hex. Sunk but not yet salvaged, captured,
naval units that evaded in the hex this turn, and naval units in
blockaded ports are not “active” for purposes of this rule. Captured and
raised naval units must be returned to a naval base as explained
above (procedure). For game purposes the opponent may not use
captured and repaired enemy naval units in the game. Repaired
enemy GB, TBD and TB class naval units may be used as special
replacement “points” to replace or repair damaged or sunk friendly
units of the same class. For each enemy GB, TBD or TB fully repaired
the friendly player may replace or repair hits of equal number size
factors on friendly naval units of the same class. During the player’s
initial phase remove hits on friendly units that are in play. Eliminated
friendly units of the same class may return to play using these special
replacement points. Place these units in any friendly, functional naval
base as a reinforcement.
J. Repair Naval units may be repaired in a naval base or port that has a
repair capacity. They may also make limited repairs at sea. Repairs
may require the expenditure of Naval Repair Points (NRP). Port Arthur
and Vladivostok must expend NRPs in order to conduct repair. All
other ports with a printed repair capacity may make repair attempts
equal to the printed capacity.
1. Repairs at Sea. During the initial phase of each combat round
both players may conduct limited repairs on certain hits. The following
damage may be repaired:
Fire: Roll on the Fire table, adding any modifiers. Fire levels
may increase of decrease. When both sides disengage from
contact immediately consult the Disengagement Damage
Repair table, roll 1d6, and apply the results. Repaired: all
26
fires put out, remove fire marker. Sunk: fires went out of
control and the ship sank, eliminate the naval unit.
Steering (Out of Control): Roll 1d6 on the Steering / Engine
Repair table. Ships with permanent damage may only be
repaired in port.
Severe List: Roll on the Severe List repair table. Corrected:
remove the Severe List marker (speed and gun restrictions
are also removed). Capsizes: Sinks (eliminated, no salvage).
Engine Damage: Roll 1d6 on the Steering / Engine Repair
table. Permanent damage may only be repaired in port.
The status of all Steering, Fire, Severe List and Engine
damage sustained during combat must be determined after
combat/contact is broken. For each of the critical hit listed
above roll on the Disengagement Damage Repair table.
Results:
Repaired: Remove the marker for the critical hit. Some
effects/damage will be retained, as described above.
Sunk/Perm: Naval unit is sunk (eliminated) or the damage
is permanent until repaired in port.
2. Repairs in Friendly Ports. Some ports have a naval repair
capacity. Port Arthur and Vladivostok have display tracks to manage
the available NRPs available in those ports. Japanese homeports
have capacities printed on the map. Any Production point, located in
any homeland box, may be spent to provide NRPs in any port in
Japan. Port Arthur, Vladivostok, and all Japanese ports require NRPs
to conduct repairs. All the other ports that have repair capacities do not
need NRPs. The number printed next to the port symbol is the number
of repair die rolls available each player initial phase.
a. Procedure: During the player’s initial phase the phasing player
identifies each naval unit he wishes to repair. He then spends a NRP
for each naval unit and rolls 1d6 on the Repair Table for each
damaged naval unit the owning player wishes to repair. Apply any
applicable die roll modifiers. The result is the number of hits repaired
(removed from the naval unit). Prior to rolling for the repair the owning
player may decide to spend two NRPs to increase the chance for
increased repair.
b. Special Critical Hit Damage and Salvage. Severe List, Steering,
Engine, Boiler and Guns damage require a separate expenditure of
NRPs to repair. These NRPs are spent to remove the critical hit
damage marker and cannot be used to repair normal damage (hit
markers). NRPs are also spent to conduct a salvage operation attempt.
See the Special Naval Repair Chart (Naval Chart 1) for the NRP costs.
1. Repairs in Neutral Ports. NRPs are not expended to
conduct repair in neutral ports. Instead they have a repair
capacity printed on the map. Each point of repair capacity is
equal to 1 NRP. Simply roll on the Repair Table for each
damaged naval unit expending capacity points for each roll.
He may also remove special damage markers such as
steering, engine, and boiler damage by spending capacity
points. Use the normal repair NRP costs when using repair
capacity points. Special Critical Hit damage on guns may
not be repaired in neutral ports. Damaged naval units that
are interned do not need to be repaired. They are removed
from the game in the damaged state that they are in.
Rule 20-Ports and Beaches A. Ports. A player may use a port only if he owns it at the start of his initial,
movement, or exploitation phase.
1. Capacity. There are four types of ports: minor, standard, major,
and great. Each type of port has an SP capacity, which is the number
of SPs of cargo that may embark/disembark at the port in a player turn.
The capacities of ports are listed on the Port Summary.
2. Damage. Ports may be damaged due to naval bombardment or
demolition. Each hit of damage on a port reduces its capacity by 1 SP.
Each type of port may take a maximum number of hits of damage, as
listed on the Port Summary (on Naval Game Chart 2). Each point of
damage also reduces its repair capacity by one. Capacity is restored
as the port is repaired. Each point of repair restores one point of repair
capacity.
3. Functioning. Whether a port is functioning or not is important for
purposes of various rules. A port is functioning unless: 1) it does not
have a positive cargo capacity or 2) an enemy combat or mixed NG is
at sea in its hex.
4. Port Augmentation Units and Ports. Japanese Port
Augmentation Units are ground units that serve as a Limited Supply
Source. They also augment port capacity when deployed. Port
Augmentation Units have two modes: mobile and deployed.
a. Modes. A Port Augmentation Unit is in mobile mode when it’s
mobile side (the side with a movement rating greater than 0) is face up.
A Port Augmentation Unit is deployed when its static side (the side with
a movement rating of 0) is face up. Players may flip their Port
Augmentation Units between these two modes during any friendly
initial or movement phase. A unit may only deploy in a beach or port
hex. A deployed Port Augmentation Unit doubles the capacity of the
port or beach it occupies.
b. Limited Supply Source. A deployed Base Force serves as a
Limited Supply Source if it occupies a functioning port or beach hex
that has at least one naval transport assigned to it and has a valid
naval supply line to a Japanese Basic Supply Source. To assign a
naval transport to a Base Force place the naval unit in an adjacent all
sea hex from the port.
c. Limits. The following limitations apply to the named BF units:
The Chinampo, Chemulpo, Genzan, and Fusan BFs
may only deploy in the named ports on theses units.
Song-CH may only deploy/re-deploy in any beach or
port hex on the east coast of Korea.
BFs 1,2,3,4 may freely deploy/re-deploy to any port or
beach hex.
5. Naval Base. Each functioning major or great port is a naval
base. Additionally, any functioning port with a deployed Port
Augmentation unit is a naval base. Naval units require naval bases for
some naval supply and repair purposes. Those purposes are covered
later in the rules.
6. Blockaded Ports. See Rule 25D Naval Blockade.
7. Captured Port and Naval Units. If a phasing player’s unit
occupies a non-phasing player’s port (capturing it) the non-phasing
player may either immediately scuttle any/all his ships in the port at the
time of capture, or attempt to escape (any or all). The non-phasing
player rolls one die for each naval unit attempting to escape from a
port and consults the Disengage/Escape Table. On a Success result
the naval unit escapes to sea (and is at sea in port's hex); on a Failed
result the naval unit fails to escape and is sunk by the enemy. On a
Failed* result the naval unit is captured. The distinction between
scuttled, sunk by the enemy, or captured is important for Morale.
B. Beaches. A coastal hex of any terrain type except mountain, swamp or
prohibited terrain is a beach. A beach has a capacity limit of 6 SPs for
supply cargo that may embark/disembark or be traced through there in
a player turn. Some hexes contain a port and a beach, both of which
may be used.
Various naval transport and amphibious landing rules make a
distinction based upon which player owns a beach hex. When units
gain ownership of an enemy hex containing a beach, the beach itself is
friendly owned for purposes of naval transport or amphibious landings
during the phase of its capture.
Rule 21-Naval Transport The phasing player may use naval transport during his movement
and exploitation phases, moving cargo between friendly-owned ports
or beaches.
Players transport cargo using their transport category naval units.
Two or more transports may combine their capacities to carry large
cargoes (such as divisions), as long as they all move in the same NG
while transporting the cargo. A transport naval unit may move both
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prior to and after transporting cargo if it has the MPs to do so.
In order to move by naval transport the cargo must be embarked. A
transport and its prospective cargo must be present in the hex together
at all times while embarkation is underway. When the transport has
spent all necessary NMPs to embark the cargo (per section A2 below),
the cargo is embarked (on-board the transport) and henceforth
affected by what happens to the transport. The transport (with its
embarked cargo) may then move per the normal naval movement
rules. Embarked cargo may subsequently disembark from the
transport. A transport and embarked cargo must be present in the hex
together at all times while disembarkation is underway. When the
transport has spent all necessary NMPs to disembark the cargo (per
section A2 below), the cargo is disembarked (ashore in the hex).
While embarked, a ground unit loses its ZOC if it would normally
have a ZOC. A ground unit is under no special restriction in the player
turn after it disembarks from naval transport. For example, a unit
transported to a port during a naval movement step may move (if it has
MPs remaining) in the movement phase, attack in the combat phase,
and move (if so capable) in the exploitation phase.
A Production point or Basic supply point may be moved by rail, SMP
or by ground unit (cartage) after being disembarked.
A. Transport Costs.
1. Naval Units. A Naval Group containing transports must spend
MPs to embark or disembark cargo as listed on the Naval MP Cost
Summary (on Strategic Map S3). For example, a transport must spend
2 MPs to embark or disembark cargo at a port.
These MP costs must be paid both when the cargo is embarked
and when the cargo is disembarked. It may take more than one
movement step for a NG to embark/disembark cargo. Use status
markers or make a note to keep track of the embarking/disembarking.
2. Ground Units. A ground unit must spend MPs when it
disembarks. Note that the unit does not spend MPs to embark. These
MPs are spent from the transported unit’s movement allowance in the
movement or exploitation phase the unit disembarks. To determine the
number of MPs the unit spends; consult the Naval Transport Costs
Summary on Naval Chart 1. Cross-index the unit’s movement
allowance with the Naval Movement Step number in which the unit
completed disembarkation in a phase. The result is the number of MPs
spent by the unit. Example: During the 3rd Naval Movement Step of the
movement phase, a unit with a movement allowance of 5 disembarks
in a port. The Naval Transport Costs Summary is consulted. Locate the
3rd Naval Movement Step. The MP penalty for the ground unit is -1MP.
This penalty is deducted from the ground unit’s normal movement
allowance. It now has 4MPs remaining.
Exception: A unit that is ineligible to move during the exploitation
phase ignores MP costs when units disembark during the exploitation
phase. These units are allowed to embark, move as cargo, and
disembark at no cost, but cannot move further or conduct any activity
during the remainder of the phase.
B. Special Considerations.
1. Cargo. Cargo may not embark or disembark at a beach (only)
during Storm sea conditions.
2. Disruption. When cargo with heavy equipment, supplies or
cavalry embarks or disembarks at a friendly-owned beach, it may be
disrupted or eliminated. (Note that cargo without heavy equipment is
never so affected.) Roll one die for each such item of cargo that
disembarks at the friendly owned beach and consult the Amphibious
Landing Disruption Table (on Naval Game Chart 1). Modify the die roll
as indicated on the table, find the result, and immediately implement it.
A unit that suffers disruption is affected as described in Rule 14
(Disruption).
3. Transfer of Cargo. Cargo may be transferred from one transport
to another. The two transports must both in the same port and must
have spent the same number of MPs in the phase. If the two transports
have spent differing amounts of MPs, one must idly consume MPs in
the hex until they have spent the same amount. The transports must
spend 2 additional MPs for the transfer. Once transferred the cargo is
embarked aboard the receiving transport. The transports may
subsequently continue naval movement, spending any remaining MPs
normally.
Rule 22-Amphibious Landings Only the Japanese player may plan and execute amphibious
landings. There are two types of amphibious landings: Opposed and
Unopposed. Opposed Landings are landings in an enemy occupied
hex or in a hex that is an enemy ZOC. Unopposed landings are
landings in enemy-owned hexes that are not enemy-occupied or in an
enemy ZOC. The phasing player may make amphibious landings
during his movement and exploitation phases, using his transport naval
units to land eligible cargo at enemy-owned or enemy occupied
beaches. In Basic, the rules of naval transport (Rule 31) are used, with
the following restrictions governing amphibious landings:
Amphibious Landings may not be made during stormy sea
conditions.
Ground units, leaders and supply items are the only cargo that may
make an amphibious landing.
Ground units making an Opposed Amphibious Landing must spend
all of its MPs to make an amphibious landing. Ground units
making an Unopposed Amphibious Landing retain their MPs and
may (if any MPs remain after naval transport) continue moving
during the movement phase.
Units making an amphibious landing during the exploitation phase
spend all remaining MPs landing in the hex. They may still
advance after combat. Units that are exploitation move capable
can still use exploitation movement during the ground sub-phase.
Note: In RJW Russian forces are not allowed to conduct naval
transport and amphibious landings. Japanese forces are allowed to
conduct naval transport and amphibious landings (via Map S3 and its
associated game map hexes only) in Japan, Korea, Manchuria, and
Russia.
A. Disruption When cargo makes an amphibious landing it may be disrupted,
badly disrupted, or eliminated. Check for this by using the procedure
described in Rule 31B2 above, except that all cargo, which is making
an Opposed Amphibious Landing, is checked. (See the modified drms
for disruption).
B. Operations Ashore.
A unit making an amphibious landing is affected in several ways.
1. Opposed Landings
All units lose their ZOC, except for the hex they occupy, for
the remainder of the movement phase and the entire
combat phase. Units regain ZOC during the exploitation
phase.
Ground units must spend all its remaining MPs to make
Opposed Amphibious landings.
All units have their combat strength halved. This halving is
in addition to any other modifications to the unit's combat
strength due to disruption.
A non-mountain unit landing in a hex containing coastal
cliffs has its attack strength halved in addition to all other
modifications.
Landing units may overrun enemy units in the same hex if
the normal overrun conditions are met (Rule 13, except
ignore the MP costs). The overrun occurs immediately after
all amphibious assaulting units have landed in the hex.
If overrun conditions are not met and both side still occupy
the same hex, all landing units must attack all enemy units
in the same hex using the procedure in rule 9K (In Hex
Combat).
2. Unopposed Landings
Unopposed landings are conducted as per rule 31 - Naval
Transport.
3. Supply Condition
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If, at the time of embarkation, any units designated for an
amphibious landing that are in regular Basic supply are
considered in Basic supply for the remainder of that turn.
Units that can draw attack supply from a Production point
(expending the Res. Pt) at the time of embarkation are
considered in attack supply for the remainder of that turn.
Units making an amphibious landing may also draw attack
supply from a Production point embarked on any friendly
naval unit at sea in the same hex with the landing unit.
C. Planning and Preparation Amphibious landings must be planned in advance, similar to
airborne landings (see Rule 24C), with the following addition:
Alternate Landing Sites. In addition to the planned landing hex
the player may, at his option, land in any two adjacent beach
hexes of the planned landing hex at the time of the landing.
Some, all or none of the landing forces may land in any of the
adjacent hexes.
D. Enemy Reaction. If the Japanese player makes any amphibious landings during his
naval movement steps, the non-phasing Russian player may attempt
to react to a landing at the end of any Naval Movement Step in which a
naval landing has occurred. For each hex in which an amphibious
landing was made the non-phasing Russian player may react with the
following:
HQ unit: If the hex is within the command radius of a HQ unit, the
player may attempt to “activate” it. If the die roll is less than or
equal to the activation number, any units within the HQ unit’s
activation radius (including the HQ unit itself) may react.
Cavalry or Cossack unit: The unit must be within 3 hexes of the
landing hex; it cannot be in an enemy ZOC. Roll 1d6 for each unit.
These units may react with a die roll of 1 or 2. Each unit must
complete its reaction move before another reaction attempt can
be made.
All others: The unit must be within 3 hexes of the landing hex; it
cannot be in an enemy ZOC. Roll 1d6 for each unit. Reacts with a
die roll of 1. Each unit must complete its reaction move before
another reaction attempt can be made.
The reacting player immediately moves the reacting unit.
A reacting unit moves as follows:
It may spend up to 1 MP (if non-cavalry/Cossack) or 3 MPs (if
cavalry/Cossack) to move.
A unit may always move a single hex (except into or across
prohibited terrain), by spending all of its reaction MPs.
It may enter a hex occupied by both friendly and enemy units.
If it does so, it must stop its movement in that hex.
If in a hex containing enemy units (such as due to an enemy
amphibious landing), it may leave the hex without ZOC penalties.
Alternately, it may overrun (if possible) the enemy units in the hex.
Follow the rules of overrun (Rule 13), including spending MPs for the
overrun.
It may not end its movement in violation of the stacking limits.
It may not break down or assemble during reaction movement.
A unit or HQ may make as many attempts as the player wishes,
however a unit may move in reaction only once each turn. Rotate a
unit (or use a marker of your choice) to indicate that a unit is not
eligible to react for the remainder of the turn.
Rule 23-Naval/Land Interaction A. Naval Gunfire Support.
BB, F, AC, PC, GB, Y and DD naval units (only) may support
friendly ground units in combat through Naval Gunfire Support (NGS).
NGS may be fired in conjunction with any other kinds of bombardment,
ground and naval. Naval units that provide NGS cannot also bombard
in the same combat phase.
To provide NGS, the naval unit must:
Prepare for the fire by spending at least 3 NMPs in the target
hex during a friendly movement or exploitation phase.
Once prepared, it remains prepared as long as it remains at
sea in the same hex. Note: When a naval unit is prepared for
fire, place a marker of your choice on the naval unit to note
this. During a subsequent combat phase, a prepared naval unit
may provide NGS to a combat if it is in the attacked hex or
adjacent to an attacker’s hex when the combat is resolved.
A naval unit has Naval Gunfire Strength equal to its current Primary
and Secondary gunnery strength divided by 10. For example, a naval
unit with a total gunnery strength of 12 has an NGS strength of 1.2.
The NGS strength of naval units is halved in rough sea conditions,
quartered in stormy sea conditions. Naval units with gunnery factors
marked as slow rate of fire (white gunnery factors on the counter)
halve these factors when calculating bombardment strength.
Each naval unit providing NGS has a ground combat strength equal
to its modified NGS strength. For the purposes of 14B (Artillery), treat
each BB providing NGS as a 1 SP artillery unit and all other naval units
as a 1/2 SP artillery unit. NGS strength is ignored when calculating
losses due to ground combat, and a naval unit providing NGS is not
affected by ground combat results.
B. Coast Defenses. At times some naval units may engage, and be engaged by, Coastal
Defense units (CD). In RJW there are only two locations that have
coastal defenses portrayed, Port Arthur and Vladivostok. Only the
Russian player has CD units.
1. Deployment Mode. A CD unit has two sides, one showing its
naval gunnery ratings (front) and the other its normal ground ratings
(back). During the Russian player’s Initial Phase the Russian player
must choose which mode the CD unit will be in. When “deployed” in
Coastal Defense Mode the CD unit must begin the initial phase in the
hex of its homeport. A deployed CD unit has its naval ratings side
(front) facing up. When a CD unit engages naval units in surface naval
combat, use the naval gunnery ratings on the front of the counter. If the
unit is in “ground” mode, it acts as a normal ground unit. While in
ground mode the CD units cannot use its coastal defense gunnery
factors, even if located in its homeport. If the Japanese player gains
ownership of Port Arthur or Vladivostok, the CD unit of that port cannot
deploy into Coastal Defense Mode for the rest of the game, even if the
Russian player regains control of the port.
2. Combat vs. Naval Units.
a. Range and Gunnery. A CD unit in a hex exerts a fire zone into
the hex it occupies. Surface naval combat between CD units and the
naval units in an enemy NG is initiated when any of the following
conditions occur:
The NG moves to a hex in the fire zone of the CDs.
The NG starts a friendly naval movement step in a hex in the
fire zone of the CDs.
Resolve surface naval combat involving CD units using the procedure
listed in Rule 29A (Surface Naval Combat) with the following
modifications.
Combat is initiated at the farthest range, as determined by the
lighting and weather conditions.
When determining the range for subsequent combat rounds,
only the phasing player (the one with the NG) bids range and
moves.
Naval units may not make torpedo attacks on CDs.
CD units are camouflaged until exposed. A CD unit is exposed
when it fires on any enemy naval unit. Also, all CD units in a
combat are automatically exposed when the naval units in the
combat are at close range or closer. All Naval Gunnery directed
at a camouflaged CD applies a –2 drm on the Gunnery Hit
Table until the CD is exposed.
b. Damage. CD units may be temporarily damaged due to surface
naval combat (Rule 29A). When a CD unit takes damage equal to one
half or more of its protection rating it is Disrupted. When a CD unit
takes damage equal to or greater than its protection rating it is Badly
Disrupted.
29
Disrupted: CD gunnery in 1st round only.
Badly Disrupted: All additional hits reduce the CD gunnery
strength by 1. All disruption hits to CD units are temporary.
Remove the disruption marker, and all hits, at the start of the
next initial phase. Damaged guns (hits on Badly Disrupted
CDs) may be repaired using Naval Repair.
C. Naval Bombardment. Naval units may bombard port facilities and/or enemy naval units in
port. Port Bombardment inflicts Port Hits, causing damage to its port by
reducing its capacity. Bombardment of naval units in port allows the
attacking player to inflict damage to the enemy without having to enter
the port. All Naval Units that bombard have Low Ammo at the
conclusion of the bombardment.
1. Port Bombardment. In order to conduct Port Bombardment the
phasing player must have a NG in the target port’s hex. It must then
spend 3 NMP to conduct the bombardment. Total all the primary and
secondary gunnery factors of all naval units in the NG. Consult the
Bombardment Table and roll 1d6. Apply 1 Port Hit for each hit result.
After the bombardment is resolved place a Low Ammo marker on the
NG. Naval units with gunnery factors marked as slow rate of fire (white
gunnery factors on the counter) halve these factors when calculating
bombardment strength.
2. Bombardment vs. Naval units in port. Both sides may
bombard enemy naval units in port. Until Adm. Makarov is in play only
the Japanese player may return fire from a port against bombarding
naval units.
Phasing player’s NG is in the port’s hex.
Phasing player spends 3NMPs.
If the port as an operational CD unit the initial range must be
at the farthest range that weather and lighting conditions
allow, otherwise the phasing player determines the range.
Conduct 1st round of normal naval combat.
Anytime after the 3rd combat round is completed, but before
the phasing player breaks contact, the non-phasing player
(in port) may attempt to escape or intercept. He must first
pass an activation die roll for the NG. If the option is
intercept place the non-phasing naval units in the shaded
column of the battleboard. Conduct normal naval combat.
If the non-phasing player remains in port conduct normal
naval combat, with the non-phasing player’s range bid
automatically a “Maintain”.
Special Rule: Until Adm. Makarov is in play the Russian player may not
return fire when bombarded from outside port. He may defend
normally if the Japanese player enters port to initiate combat.
3. Bombardment vs. Fortifications. Class BB, F, AC, PC, GB, Y
and DD naval units (only) may bombard enemy occupied fortifications.
Naval bombardment is similar to Artillery Bombardment.
a. Preparation. The naval unit must prepare for the bombardment
by spending at least 3 NMPs in or adjacent to the target hex
during a friendly movement phase. A Naval unit’s
bombardment strength is the same as its NGS strength.
Bombarding naval units may bombard individually, or some
(up to all) may combine their bombardment strengths to make
a single bombardment.
b..Resolution. Use the Bombardment Table. For each
bombardment, use the bombardment strength column that
most closely matches (without exceeding) the bombardment
strength of the bombarding units. Roll a die (adding any
modifiers). Cross-index the bombardment strength column
with the die roll to obtain a result. Possible results are:
M (miss, no effect)
H (one disruption hit).
(Special): If the bombardment result has an asterisk
(*), then any fortification (counter) is reduced one
level (fort to entrenchment, entrenchment to
fieldworks). Fieldworks are never reduced by
bombardment. An Improved Fortress is reduced to
unimproved status (it cannot be reduced any further).
Place a fort marker in the hex to show this.
4. Artillery Bombardment vs. Naval Units in Port. (See Rule 37B).
D. Naval Raid (Terror). Both sides may conduct terror raids against enemy-owned ports in
Japan, Korea and Russia (only). The phasing player moves a NG to
an enemy-owned port hex, declares a terror raid, and spends 3 NMPs
in the hex. The player rolls 1d6. The result is the number of morale
points inflicted against the other side. Only one terror attack may be
conducted against a port per game turn. Mark the port with a terror
marker.
Rule 24-Special Naval Rules A. Naval Movement and Combat.
1. Movement at Night. During each naval movement sub-phase,
phasing NGs exiting port may make the 1st naval movement step a
night movement step. Night movement affects naval units as follows:
Interception and Reaction is more difficult at night.
Amphibious landings may not be made at night.
Gunfire and torpedo attacks are harder to successfully execute
at night as shown by the modifiers to the Naval Gunnery, and
Torpedo Attack.
2. Ice. Ice (as shown on the Master Terrain Key) represents areas
that freeze during winter months. Ice will affect the movement of naval
units.
Vladivostok: Naval units may enter/exit Vladivostok during
turns of ice. The each NG or individual naval units pays
an additional NMP penalty and must check for possible
damage. Roll on the Blockade/Ice Attrition table. Apply
the results immediately.
All other Ice hexes: Movement is prohibited during Ice
turns.
3. Japanese Torpedo Boat or TBD attacks. Any intercepting
Japanese NG that contains TBDs and/or TBs may declare a TBD/TB
night torpedo attack. This optional attack occurs after surface combat
in the hex is concluded. Place the Russian NG in the shaded area and
the Japanese TBD/TBs in the Night column. Roll 1d6 on the Time of
Day track and place the time marker in the box. Play continues until
contact is broken or one side is eliminated.
B. Naval Ammunition Considerations. 1. Torpedo Depletion. A naval unit that makes a torpedo attack
becomes torpedo depleted upon completion of the attack. A naval unit
which is torpedo depleted may not make torpedo attacks. A naval unit
has its torpedoes replenished when the naval unit returns to a naval
base or a blockade with a TR.
2. Ammo Depletion. A naval unit has its ammunition depleted
when it provides NGS or conducts Bombardment. Place a Low Ammo
status marker on the naval unit to note this. An ammo-depleted naval
unit cannot fire in round 2 of naval combat and its Primary and
Secondary gun strength is halved when providing NGS or conducting
Bombardment in subsequent combat phases. A naval unit has its
ammunition replenished when the naval unit itself replenishes (per
section 84 below).
Note: Ammo depletion only occurs due to NGS and
Bombardment. Naval combat does not deplete ammunition, and
the gunnery strength of an ammo-depleted naval unit is
unaffected for naval combat.
3. Replenishment. The phasing player may replenish his naval
units' ammunition and torpedoes during his player turn. A phasing
naval unit replenishes during naval movement as follows:
Spends 2 MPs at a friendly-owned naval base.
When the naval unit replenishes ammunition or torpedoes,
remove low no torpedo or no ammo status markers on it.
Returns to a blockading NG that has a TR.
C. Feb I 04 Surprise Turn
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1. Port Arthur. On the Feb I 04 turn only, the Japanese player
may conduct a surprise night TBD torpedo attack on Russian naval
units in Port Arthur using the Port Arthur Attack Flotilla. If the
Japanese player desires to increase this force (with TBDs from the 1st
Squadon only), apply the following conditions:
a) For each additional TBD roll on the Naval Success table.
Apply a -1 drm for the second TBD.
b) Success – No effect on surprise.
Failed – No surprise. Russian naval units (only) may fire
before the Japanese attack. The Japanese player may not
abort the attack.
Only one combat round is conducted. Each Japanese TBD may
only target one Russian naval unit. A maximum of one TBD may
attack each Russian naval unit targeted during this special attack.
If surprise is not achieved, only targeted Russian naval units may
return fire (x½ strength) against the TBD attacking it (exception:
the Novik may also return fire at any Japanese TBD).
2. Chemulpo. Due to international presence in the harbor the
Japanese player may not conduct Port Bombardment or Bombardment
vs. Naval Units in Port against Chemulpo. The Japanese player may,
at his option, enter the port and conduct naval combat and/or conduct
amphibious landings in Chemulpo.
D. Naval Blockade NGs may conduct a blockade against enemy ports in order to deny
its use as a naval supply line link and/or to block the entering or exiting
of enemy NGs.
1. Procedure. The phasing player moves a NG to the port hex
and spends all of its remaining NMPs for the player turn. Place a
blockade marker in the hex.
2. Effects. While a blockade is in effect the blockaded port cannot
function as a supply link in a supply line. Any NGs trying to enter or exit
the port must initiate combat with the blockading NG(s). After the initial
3 combat rounds (one box on the time of day track) either player may
attempt to disengage. The player exiting the port must declare the
disengagement attempt as either an attempt to return to the port that it
is trying to exit from, or an attempt to disengage out to sea. Apply the
appropriate modifier.
3. Naval Supply. A NG on blockade that has a TR naval unit as
part of the NG’s composition is considered in supply. It can replenish
ammunition, torpedoes and recoal in the hex. It does not undergo the
movement at sea attrition check for naval units still at sea, however it
must check for blockade attrition.
4. Blockade Attrition. For each NG on blockade during the
player’s initial phase, roll 1d6 on the Blockade/Ice Attrition table. Apply
any modifiers for enemy mines in the blockaded hex. If the result is
damage to 2 ships (naval units), select the naval units at random and
roll for damage for each one separately (2 die rolls). Apply the results
immediately.
5. Escape. A blockaded friendly NG may attempt to escape to
open sea. The NG must put to sea in the port hex. The NG is
automatically intercepted. During Naval Combat if and the range opens
two consecutive combat turns the friendly NG may subsequently break
contact (either beyond sight range or withdraw/flight) and be placed in
any adjacent all sea or coastal hex from the port on the strategic map.
If it did not open the range for two consecutive turns and breaks
contact, it must return to the port.
6. NG Interception. Blockaded enemy NGs are automatically
intercepted if attempting to escape or puts to sea in the port hex.
Enemy NGs attempting to enter a blockaded port are automatically
intercepted. No -1 Intercept NMP penalty markers are placed.
E. Naval Supply Lines. 1. Tracing Supply Lines. A player may not trace a naval-element
supply line from, into, or through:
Any hex that contains enemy: combat NG, mixed NG or a
deployed CD unit.
Any hex adjacent to an enemy NG not under a blockade.
A port that is not functioning (no capacity due to damage).
2. Interdicting Supply Lines. The Russian player may attempt to
disrupt Japanese naval supply lines on map S3 (only) by damaging or
sinking the transports assigned to a supply line port. During the
Russian player turn each Russian NG may make one attempt to
interdict supply line for each sea zone it is located in and a port serving
as a supply line source is in that sea zone. The Russian NG must be at
sea; it cannot be in port or under blockade. Any Japanese attempt to
intercept is resolved prior to any Russian attempt to interdict Japanese
naval supply lines. For each attempt roll 1d6. If the result is a 5 or 6
one transport is damaged. Place one hit on a randomly picked
transport (if more than one is eligible). Apply a –1 drm if sea conditions
are Stormy. It costs the NG 1 NMP to make the attempt, no matter if
the attempt was successful or not. If a Base Force is supported by only
a damaged naval transport unit, the port’ s Limited Supply Source
capacity is temporarily halved (for tracing Basic supply to a limited
supply source only). If the BF loses all of its assigned naval transport
(sunk) it is no longer a limited supply source. Limited Supply Source
capacity may be restored by reassigning naval transport to the BF.
Loss or reduction of Limited Supply Source capacity does not affect a
port or beach’s normal cargo capacity (ground unit or special supply
cargo).
Rule 25-Naval Reinforcements During the course of the game players receive naval reinforcements
and may replace certain classes of naval units that have been
eliminated. Naval Reinforcements and Replacements are received
during the player's initial phase. The various activities occur as detailed
below.
A. Reinforcements.
Players receive naval units as reinforcements as listed in the orders
of battle. Reinforcements unable to enter play for any reason are
eliminated instead.
1. Naval Units. A player places his naval unit reinforcements during
his initial phase, in port (unless otherwise specified) at the location
specified by the order of battle.
2. Naval Repair Points (NRP).
a. Russian Player. When the Russian player receives Production
Points during his initial phase he may elect to convert them into NRPs
at the location specified by the order of battle. These supplies
(materials, special equipment and ordnance, etc.) must be transported
to a port with a repair capacity. Russian NRPs are used to salvage and
repair damaged or sunk naval units, and to purchase Naval Mines.
Port Arthur and Vladivostok have a NRP limit as shown on the Russian
player chart. Other Russian ports have their repair capacity printed on
the strategic map. These ports conduct repair as the Japanese ports
below.
b. Japanese Player. The Japanese player does not use NRPs. He
has a fixed repair capacity as printed on Strategic Map S3. The repair
capacity number is printed next to the Japanese Homeport that has a
capacity. The number is similar to a Russian NRP. Each point is spent
like a NRP to repair or salvage damaged or sunk naval units. The
Japanese player uses Production Points (only) to purchase Naval
Mines.
A player may accumulate unspent NRPs and Naval Mines from
turn to turn. Keep a paper record of NRPs until they are spent. Note
that the expenditure of the NRPs needs to be kept track of. The repair
capacity of all on map ports with a printed capacity is replenished (up
to the printed amount) during the player’s initial phase.
B. Replacement. Both players may not spend NRPs to replace sunken (eliminated)
naval units unless it was salvaged, or he receives special replacement
points from captured GB, TBD or TB naval units. Exception: The
Japanese player receives special Transport (TR) replacement
opportunities as given in the OB list.
Rule 26-Weather A. Definitions.
There is one weather zone in RJW. It is the North China weather
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zone. This zone covers the entire ground map and strategic map S3.
The weather rule uses the following tables (both of which are on the
Game Calendar):
The Weather Conditions Display is used to show the current
weather and sea condition on the ground map and on strategic map
S3. Place markers in the boxes corresponding to its current
conditions.
Weather Conditions. There are four possible weather conditions.
They are clear, rain, and mud. Rain and conditions are collectively
called poor weather.
Sea Conditions. There are three possible sea conditions. They are
calm, rough, and stormy.
B. Weather Conditions.
At the start of each game turn, the Japanese player rolls one die to
determine the weather condition for the North China weather zone.
Note: During a month use the I column for the I turn and the II column
for the II turn of the month. Cross-index the roll with the current turn to
obtain the weather condition. Special: A result of no change means the
weather result for the zone is the same as that of the zone on the
previous turn.
Weather conditions affect the movement and combat effects of
terrain, as shown on the Terrain Effects Chart. In Basic, weather
affects Movement, Supply, and Construction as explained in those
rules or shown as die roll modifiers on various charts and tables.
C. Sea Conditions. The weather conditions die roll for a turn also determines the sea
conditions for that turn. For each zone, cross-index the roll with the
current turn to obtain the sea condition.
Sea conditions affect various game conditions as described in their
specific rules. In Basic, sea conditions affect:
Resolution of naval combat.
Bombardment strengths of naval units.
Naval transport to beaches.
Amphibious landings.
D. Special Weather Rules. Strategic maps S1 and S2. For situations that require the weather
or sea conditions on maps S1 and S2, players consult the
Weather/Sea Condition chart on Naval Chart 1 the first time in the
current game turn when the weather and sea condition information is
required. That result is valid for that map for the entire turn.
Naval Groups that entered a storm hex on Map S1 during the
movement phase immediately check for Movement Attrition when they
first enter the storm hex. Include the Storm sea conditions drm to the
roll. Check once per movement phase for each NG that enters a storm
hex.
Rule 27 – National Rules A. Japan.
1.Garrisons. The Japanese player must maintain various
garrisons during the game. Each garrison has a minimum strength.
Whenever the cities or ports listed below are Japanese-owned the
Japanese player must maintain these garrisons for the entire game.
Once occupied, the Japanese player must maintain ½ SP
garrisons in the following cities: Fusan, Seoul, Genzan, Dalny,
and Port Arthur. Naval BF units do not count towards the
minimum requirement (exception: Fusan and Genzan can have
the BF count as the garrison unit).
The instant that a Japanese Infantry Brigade or Division enters Seoul, Port Arthur and Dalny, place one of the garrison battalions (A, B, C) in the city hex. These units count toward the mandatory garrison requirements.
For each ½ SP mission from a mandatory garrison the Japanese player pays a 1 National Will point penalty. Garrison requirements are checked during the friendly initial phase.
2. Supply Lines. Japanese supply lines cannot be traced through a city or port that does not have the minimum garrison requirement.
3. Leadership. Field Marshal Oyama was the army commander. However, his chief of staff, Basic Kodama, was very active in the field and was a better field army leader than Oyama.
Any HQ that has Gen. Kodama stacked with it may use his leadership ratings instead of Oyama’s.
B. Russia. 1. Area Garrisons. The Russian player must maintain various
garrisons during the game. Each garrison has a minimum strength
and a specified duration or release condition.
a. While Alexeev is the senior commander the Russian player must
maintain a number of garrisons.
Harbin: 3SP
Mukden: 3SP
Liaoyang: 1SP
Yinkou: 3SP.
These mandatory garrisons are in effect as per the reinforcement
schedule. Anytime that a Japanese ground unit is within 3 hexes of a
mandatory garrison unit, that garrison requirement is removed for the
remainder of the game.
b. When Alexeev is withdrawn, all area garrison requirements are
removed for the rest of the game.
2. Fortress Garrisons.
a. Headquarters units. The KW and PA HQs units are Port Arthur
fortress garrison headquarters units. The USR HQs is the Vladivostok
fortress garrison headquarters. The HQs units must stay within the
HQs unit’s command radius of the fortress. If by player choice, or
forced by combat, the fortress falls outside the HQ radius, the fortress,
and all Russian ground units in the fortress hex and all units within the
command radius of the fortress garrison HQs, surrender. This includes
the HQs (and Stoessel if PA). Naval units may attempt to escape.
b. Vladivostok Fortress. The 1-3-4 Garrison X Vlad, the 9-5-0 CD
X Vlad, and the 1-4 Eng II Vlad are the Vladivostok Fortress Garrison
units. These units may not leave Vladivostok (hex 2937). In addition to
the above units, the Russian player must maintain a 10RE garrison
(any troop/contingency types) within 4 hexes of Vladivostok. If the
above garrison units are forced to retreat due to combat they
immediately surrender (eliminated). The garrison
requirement/restriction is immediately removed anytime a Japanese
ground unit, of any size or type, is within 2 hexes of the Russian
border.
For each SP mission from a mandatory area or fortress garrison the
Russian player pays a 1 National Will point penalty. Garrison
requirements are checked during the friendly initial phase.
Rule 28-Preparing for Play Place the game map in the middle of the table. The Russian player sits
on the north edge while the Japanese player sits on the south edge.
Players place their player charts on opposite sides of the game map. If
the Limited Naval Intelligence optional rule is used, player will need to
set up a screen to hide the fleet/squadron holding boxes from their
opponent’s view (or place out of view on a small table or chair).
Each player will have his own set of common game charts to use.
Sort all the admin counters by type so that they are easily found and
place them on the table where both players have access to them.
A. Initial Deployment. In the scenarios, each player will control one or more contingents.
The order of battle for each scenario specifies the initial forces, their
deployment, and the various conditions for each contingent.
Players deploy their forces and prepare for play in the sequence
given by each scenario. In Basic:
The Russian player deploys all forces listed in the Initial Forces
sections of his order of battle list.
The Japanese player then deploys all forces listed in the Initial
Forces sections of his order of battle list.
Players may want to sort all the reinforcements by turn of
entry/availability and line them up off to the side. Players may also
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stack reinforcements or reminder markers on the turn track as a quick
reference that reinforcements are due that turn.
After both players have deployed their forces, the Japanese player
plans any amphibious landings for the first two game turns.
Place all admin markers on the game chart tracks. Consult the OB
list or scenario instructions for the starting boxes for each track.
Players may not violate the stacking limits when deploying units.
Units may be deployed broken down. Units may also be embarked on
Transports. Initial Production points are converted in the initial phases.
See the scenarios (below) for scenario-specific instructions.
B.Scenarios
It is recommended that players play the battle scenarios before trying
the entire campaign. Each scenario emphasizes select areas of the
rules. There are two naval scenarios and three land scenarios. The
scenarios start with a small, basic scenario to get into the rules without
learning the entire rulebook first, then progress to larger battles. Once
you are comfortable with the scenarios you will be ready to try the
campaign game.
There are five battle scenarios and one campaign scenario in the
game. They are:
Ulsan: This is an introductory scenario designed to
familiarize players with the core naval combat rules. No
ground units or ground rules are used. Play begins with the
Japanese and Russian cruiser forces already on combat on
the battle board.
Yellow Sea: The Russian Pacific Fleet attempts to break out
of Port Arthur and move to Vladivostok. This scenario
introduces the operational map and rules while adding more
naval units. No ground units or ground rules are used.
Yalu: The Japanese landings in Korea. The scenario begins
with the Japanese forces already in Korea. Yalu introduces
the ground rules.
Liaoyang: The Tsar orders the army to attack and open the
line of communications to Port Arthur. The advancing
Japanese Army meets them in a series of battles near and
around Liaoyang.
Mukden: The war’s largest and bloodiest battle. Both sides
take terrible casualties and finally look at ending the war.
This battle, and the naval defeat at Tsushima, is enough for
the Tsar.
Historical Campaign: The entire war. All rules are used.
Rule 29-Victory A. Battle Scenarios.
The Yalu, Ulsan, Yellow Sea and Liaoyang are the Battle Scenarios.
They are played until it ends either on a specified turn or earlier if
certain conditions are met. Once the game ends, victory is
determined. The victory conditions for each of these scenarios are
explained in Rule 40. The victory conditions determine which player
wins the scenario.
B. Campaign Scenario. The campaign game has a more detailed method of determining
victory. The campaign game in RJW has two distinct parts to victory;
military and political. A player may feel he is doing well militarily, but in
the end the political sides fail to negotiate enough favorable
settlements that gives the player total victory.
There are three major parts to determining victory. They are Military
Morale, National Will, and finally the Portsmouth Negotiations. As the
fighting rages both sides will lose men and materiel, adversely
affecting the Army and Navy’s morale and their ability to fight
effectively, and also causing National Will at home to plummet, with the
people and the government eventually wanting too end the conflict.
The main goal that players must keep in mind is that everything that is
done on the battlefield or at sea with the military is done to break the
National Will of his opponent and to provide the negotiators with the
most advantageous bargaining position. The Portsmouth table is the
final step on determining victory.
Special markers are used to keep track of losses and National Will.
Place them on the National Will/Morale chart according to the
scenario instructions. The following restriction apply to both sides
when negotiations are underway (begun or at an impasse):
No ground unit may move adjacent to an enemy unit. Units
already adjacent to enemy units may remain in the hex. No
combat of any type (ground and bombardment) is allowed.
All other non-combat activities are allowed (i.e. construction,
replacement, movement, unit breakdown, etc).
Naval Units at sea must return to the closest friendly port or
a neutral port if none are available. Naval units at sea
returning to port may not enter a hex occupied by an enemy
naval unit, nor may it enter an enemy homeland coastal hex.
Naval units on blockade may remain on blockade. Naval
groups may not activate and leave port. Exception:
Japanese TR units may continue to function normally. They
may transport cargo of any type to and from any friendly
owned port (ports only, not a beach).
C. Military Morale. As players take casualties they are recorded on the Casualty Level
chart. Casualties will affect the Army and Navy’s Morale (which
affects its performance in combat). But more importantly, it affects
the National Will. Both sides start the scenario with a military morale
level of 0. When the casualty rate equals and falls within the range of
numbers move the Army or Navy (whichever branch took the losses)
marker to that level. The new morale modifier printed on the top of
the chart that corresponds to the new level will affect Combat,
Headquarters Command and Control and NG activation die rolls. The
National Will marker is also moved when casualties occur.
D. National Morale. National Morale is a part of National Will. There are many activities
and situations that will affect National Morale. It is very important that
players become familiar with these activities and situations. As each
situation or activity occurs, adjust the National Will markers up or
down the track. There are three markers, one for each row. They are
ones, tens and hundreds. Adjust them as the number moves up or
down.
E. National Will. A critical objective of the campaign is to break the National Will of
the opponent first. The National Morale Point Level determines the
National Will Level. Both sides start at Level 8. When the National
Morale Point Level enters the range of numbers in another column of
the National Will chart, move the marker to that column. When the
National Will marker reaches the shaded area that side’s National Will
is broken and negotiations to end the war (game) will begin. When a
country’s National Will reaches Zero (0), that side automatically
losses the game.
F. The Portsmouth Table. During the Initial Phase of the player whose National Will broke
first (or the Russian player if both broke in the same turn) both
players consult the Portsmouth Table and its various supporting
charts. There are two basic parts to the Portsmouth Table.
1. Negotiations. Players determine the outcome of the current
round of negotiations by totaling up the die roll modifiers and rolling
on the Portsmouth Table. Follow the sequence below for the
negotiation phase:
Both sides note their National Will Level, Army, and Navy
Morale levels. The Portsmouth Table Modifier charts give the
drms for the player’s Army/Navy Morale and National Will
levels.
The Japanese player checks for the occupation of Sakhalin
Island, Seoul, Fusan, and Genzan (only Sakhalin Island awards
a drm, the others add only victory points).
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The Japanese player then goes over the rest of the list.
These are the demands that he may make on the Russian
player. He may choose none, some or all of the demands, in
any combination. He declares one demand at a time on the
Russian player. After each demand the Russian player
responds by a yes or no answer (listed to the right of the
Japanese demand). A “Yes” response awards the drm to the
left of the slash, a No response awards the drm to the right of
the slash. The Victory Points for each answer are also in this
order. Note that Demands do not award drms to the Japanese
player, only to the Russian player.
The Japanese player totals all of his die roll modifiers. This
becomes the base number. The Russian player totals up his
die roll modifiers and subtract this number from the Japanese
player’s total die roll modifier number. This final number is the
die roll modifier to the Portsmouth Table. The Japanese
player rolls 2d6, applies the negotiated drm, and checks the
result.
2. Portsmouth Table Results. There are three possible
outcomes to the negotiations. They are:
War Continues. Players continue normal play, without
movement or combat restrictions imposed by the peace
negotiations, for another player turn.
Impasse. No agreement has been reached between the
two heads of government. The game has not ended, but
all movement and combat restrictions imposed by the
peace negotiations still apply for the next player turn.
Agreement. Both heads of government have accepted
what was negotiated at Portsmouth; the war (game) is
over. Players now check for the margin of victory
3. Victory. Once an agreement has been reached both players
total up all the victory points awarded through negotiation. The
Russian total is then deducted from the Japanese total to
determine the margin of victory.
Rule 30-0ptional Rules Both players may use the following optional rules upon agreement.
A. Optional Ground Rules. 1. Retreats and Overruns. During the combat phase, a unit or
stack required to retreat due to a combat result (Rule 9F1) may retreat
into an enemy-occupied hex if able to overrun (Rule 13) the hex. The
overrun odds are calculated as normal, but movement point costs are
ignored. The effects of enemy ZOCs on retreats are implemented
before the overrun odds are calculated.
2. Overland Supply Lines. Each wooded rough, mountain, forest,
and swamp hex counts as 2 SLMPs when tracing overland supply
lines. When tracing an overland supply line across a major river hex
side (without a bridge), the hex side itself counts as 1 SLMP against
the length of the supply line (in addition to the cost to enter the hex
across the river). These penalties do not apply if the overland supply
line is traced along a road (including mountain passes) during any
weather.
3. Limited Regular Basic Supply. The number of units that may
trace a naval element of a supply line through a port is limited by the
current capacity of the port. The maximum number of SPs that may
trace a naval element of a supply line through a specific port is equal to
double the current port capacity. This doubling of capacity is in addition
to any deployed baseforce unit in the port hex. For example, a
standard port has a current capacity of 12 SPs without a deployed
baseforce. A maximum of 24 SPs of units may trace a naval element of
a supply line through the port (48 with a deployed baseforce).
When the rule is called into play, use supply markers at ports
affected by the rule to keep track of the limited amount of supply
available. For example; Japanese forces in Korea are using the port of
Chemulpo. It is a standard port with a current capacity of 6 SPs. Up to
12 SPs of units may trace their supply line through Chemulpo. Place
12 points of supply markers at Chemulpo to note the SP capacity. As
units trace supply to the port reduce the number of supply points until
all are expended. Mark units that draw supply as you go (use admin.
markers or turn them 90 degrees). At that point the port cannot be
used for tracing supply for the rest of the initial phase.
4. Temporary Rail Capacity Increase. A player may spend
Engineer Production Points to temporarily increase his rail capacity on
a rail net. To do so, the Production points to be spent must be at any
friendly-owned rail marshaling yards on the net.
The player spends Production points during his movement phase to
increase his capacity on a rail net for that player turn (only). He may
increase the capacity of a rail net by a maximum of 4REs. For each
Engineer Production Point spent, the net's capacity is increased by 2
SP that player turn. Example: The Russian player has a capacity of 12
SPs on the East China rail net. He may increase its capacity by up to 4
Res by spending 2 Engineer Production points that are located at
Harbin.
5. Unguarded Supplies. During the phasing player’s initial phase
any friendly supplies that are not stacked with a friendly ground unit
must check for stolen supplies. Roll 1d6 for each SP of supply.
1-5 no effect
6 Supply item was stolen by local population.
Add a +1 drm if supplies are located in a town or city.
6. Fieldworks and Entrenchments. When a unit constructs
fieldworks or entrenchments it only benefits the unit that constructed it.
Other units that subsequently move into the same hex must build its
own fortifications (exception: engineer and construction units still can
build for other units). Place such units on top of the fortification
counter until it builds its own. Once it has built its own fortifications,
place it under the existing fortification marker, if it is the same type, or
place the correct marker for the one just completed if it is different.
Place the fortification marker (and its units) with the largest number of
SPs in it on top of the stack. If a hex has different fortification markers
in it, or has units on top that have not built fortifications in the hex, the
group with the majority (in SPs) in the hex applies its modifier. If 2 or
more groups are equal then the defender decides which fortification
will modify the hex). For example: an infantry brigade is in Fieldworks.
A division moves into the hex but does not have enough remaining
MPs to dig in. It is placed on top of the fieldworks marker. The hex is
attacked the next player turn. Since the division (4SP) is larger than
the brigade (2SP) the -1 modifier is not used.
All units contribute to the combat as usual, and all units in the hex
are affected by the combat results. Example 2: One brigade is in
entrenchments, while 2 brigades in the hex have completed only
fieldworks. The attack is resolved on the mobile CRT with a –1 drm
(fieldworks) because the largest group of SPs (the 2 brigades) is in
fieldworks. Combat results affect both units as if both were in the
fieldworks.
7. Defensive Combat Supply. In order to defend at full strength
the defender must also expend a Production point. The attacker must
first declare all attacks that will use Production points. The defender
may then allocate Production points after all attacks have been
declared. If this option is used double all Production point production
and increase all on map Res. Pts. at the start by 50% (round up).
B. Optional Naval Rules. Limited Intelligence. Naval group (NG) markers may also be used to
implement limited naval intelligence. NG markers have a known side
(the side with a fleet or squadron name) and an unknown side (the side
bearing only a flag). The enemy player may ask his opponent for the
composition and condition (damage) of a known NG marker. His
opponent must answer truthfully. The enemy player cannot inquire
about an unknown NG marker. His opponent is free to tell him anything
(or nothing) if he is asked its composition or condition. Exception: A
player must truthfully state what type of NG (combat, mixed or cargo
only) the unknown NG is.
An unknown NG becomes known the instant it is intercepted,
engages in naval combat, bombards (NGS, Terror or Port) or enters a
coastal hex of an opponent’s home nation (Russia or Japan). A known
NG becomes unknown the instant it is at sea.
All Russian NGs in any port on Maps S1 and S2 are known. All
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Russian NGs in Port Arthur are known.
C. The Tsar.
(1). When the Japanese 2nd
Army cut off Port Arthur Alexeev and
Kuropatkin disagreed on what to do next. Alexeev wanted to attack
immediately, while Kuropatkin wanted to wait for reinforcements to
arrive before attacking. The matter was left for the Tsar to decide.
a. Decision. During the Russian initial phase that Port Arthur
cannot trace a valid ground supply line to European Russia (in effect
the Harbin Holding Box) roll 1d6.
1-4 Attack Immediately
5-6 Wait for reinforcement
b. Conditions. If the Tsar’s decision was to await reinforcement,
then there are no conditions or requirements to attack.
If the result is Attack Immediately then the following conditions are
in effect:
The Russian player must conduct a ground attack against an
enemy occupied hex with at least 12 SP of units. Two of the
units must be divisions.
All of the above 12 SP of units must conduct the ground
attack before the end of the following Russian Combat
Phase, and it must occur during the same combat phase of
the same game turn.
At least 1 defender hex must be within 2 hexes of an East
China Railroad hex.
All of these conditions must be met during the same combat phase.
The conditions are removed when the minimum attack is conducted or
Port Arthur can trace a valid supply line to European Russia.
c. Penalty. If the required attack conditions are not met then the
Russian National Will is penalized 10 points each initial phase until the
attack occurs. This penalty is in effect the second initial phase after
the Tsar’s decision.
(2) During the following Russian initial phase after Japanese siege
artillery bombard Port Arthur (regardless of result) the Tsar orders the
Pacific Squadron in PA to immediately sail for Vladivostok. All
undamaged naval units in Port Arthur must be formed into a naval
group, with the senior leader present, and attempt to move to
Vladivostok. It must continue to move to Vladivostok until it reaches the
port or the Japanese successfully intercept it. The mandatory move
requirement is removed when any of the two requirements above are
met.