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Dec 9, 2023·Playthrough·59:06·0·Watch on YouTube

GWAS Video AAR - Russo Japanese War - The Vladivostok Raid

War at Sea - Fleet Command

War at Sea - Fleet Command

Watch “GWAS Video AAR - Russo Japanese War - The Vladivostok Raid,” a gameplay video for Great War at Sea: Russo-Japanese War on BoardGameVideo.

Description provided by War at Sea - Fleet Command on YouTube:

A Video After Action Report for Great War at Sea - Russo Japanese War While the Japanese watched Port Arthur, the Russians went a Viking on the shores of Korea and Japan snapping up merchantmen. I have cut this down to be shorter and informational. I skip turns but cover the important stuff. The combat action starts around 48 minutes, the rest is plotting and movement and Russian Destroyers running out of gas... (NOTE: My mathis bad on some of the fuel calculations. You get to use correct math if you like /SMH) (NOTE I QAd this video at 1.25x speed .I highly recommend that. It es a lot faster and you can drop down to 1x speed to sosk in the details) NOTE: I made a few error but rather than resubmit a video I am going ot publish the errata here so that the links to the video do not change ERRATA: (From Robin Rathbun)(Thank you Robin) I don't blame you for skipping the RJW Special Rule on pre-plotting (page 5 of the scenario book). It makes the scenarios very cumbersome. You might want to note that there is a special rule (for experienced players) requiring fleets without wireless to plot three turns in advance, and fleets without leaders to pre-plot all moves until within two zones of a friendly port. 10:05; AMC should be armed merchant cruiser (not carrier). 18:24; The fuel burned in the fleet you show is actually 28 points (not 26), so the remainder should be 4. 19:25; Yes, a lot of the early TBs and DDs have only one hull box. They were originally intended only to guard their home ports against attackers. You'll notice that in some of the scenarios not all of the ships will be useful. In this scenario the Russian DDs will only be used if the Japanese chase the raiders back to Vladivostok. 43:58 and 56:24; Hits on absent tertiary guns become misses, not hull hits (Rule 7.51). 47:18; Plunging Fire. Special Rules for RJW state that 20.26 Fire Control is in effect for the game. The Fire Control rule limits primary guns on predreadnought battleships (B) to two hexes, so that plunging fire is not possible. 53:53; The Japanese are firing hull mounted torpedoes at armored cruisers in the same hex. Since armored cruisers are capital ships, the modifiers should be +1 same hex, +1 targeting a capital ship, -1 hull mounted torps, -1 prior to 1910. So, they should hit on six. Side Note: If they were firing at light cruisers (which are light ships), I'd suggest using the Always Possible rule (20.4) to give them a chance to hit.

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Great War at Sea: Russo-Japanese War

Great War at Sea: Russo-Japanese War

2013·Michael Bennighof, James Stear

1 - 2 players
30 min
Heavy weight: Expect a long teach

About Great War at Sea: Russo-Japanese War, from BoardGameGeek:

From the Avalanche Press website: Japan entered the modern age in 1868, with a new young emperor determined to make his island nation a world power. After decades of steady progress, Japan began its own practice of colonialism, defeating China in 1894. As the Japanese began to infiltrate the semi-independent Kingdom of Korea, they ran into Russian agents doing the same. Despite Japanese offers to negotiate, elements within the Russian Empire were set on war. Great War at Sea: Russo-Japanese War covers the naval aspects of the resulting conflict, which opened with a Japanese surprise attack on the Russian Pacific Fleet's base at Port Arthur in northern China. There are 50 scenarios, including the climactic Battle of Tsushima, as well as hypothetical actions ranging from an early dispute resulting from the 1895 "Triple Intervention" to a showdown in 1906 with greatly reinforced Russian and Japanese fleets. The Russian fleet is a mixed bag of modern battleships and ancient ironclads better suited for a museum. The Pacific Fleet that begins the game in the Far East has modern ships stationed at Port Arthur and a cruiser squadron in Vladivostok. Between them lies Korea, occupied by Japan. The Russian strategic situation is difficult. The Japanese have a better fleet; though not as large, their armored cruisers outclass their Russian counterparts and their torpedo boats are more numerous and more effective. They are also better-led after the death of the Russian Admiral Makarov. The map covers the Japanese home islands and the seas around them. As with other games in the series, it's divided into zones 32 miles across. Fleets attempt to locate one another on this map. When contact is made, play moves to a tactical map where ships maneuver and fight. The previous edition of this game (Great War at Sea: 1904-1905) won the Origins Award for Best Historical Game due to play balance and simplicity. Without aircraft, play is even faster than in other games in the series. The strategic situation is challenging to both players, and competitive balance is keen without sacrificing the historical accuracy of the game as a simulation. Unlike most wars, the Russo-Japanese naval war took place between opponents reasonably matched in terms of vessels and numbers (albeit not in training), and that makes for a tense and exciting game. Russo-Japanese War includes: • One 34 x 22-inch operational map • One 22 x 22-inch tactical map • 210 playing pieces • A game booklet including 50 scenarios

Designers

Michael Bennighof, James Stear

Artist

Susan Robinson

Publisher

Avalanche Press Ltd.

Categories

NauticalWargame

Mechanics

Dice RollingHex Grid
View on BoardGameGeek ›
Great War at Sea: Russo-Japanese War

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GWAS Video AAR - Russo Japanese War - The Vladivostok Raid