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by Tony Francis
This scenario is set in the Russo-Japanese war of 1904-05, extrapolated to include the introduction of Aero-naval forces on both sides.
After the Sino-Japanese war of 1894-95, Japan demanded sovereignty of Port Arthur as a war reparation from China. The European powers objected
to this, having their own designs on the region, and instead the Chinese were forced two years later to lease the base and the Liaotung Peninsula
on which it stood to Russia. Russian expansionism following the Boxer Rebellion, followed by a new treaty signed with Britain, persuaded the
Japanese that they should attempt to fight a short, localised campaign to capture the base.
The war opened on 8th February 1904 with a Japanese torpedo attack on Port Arthur which was to be followed by a concerted attack on the naval
forces therein. One of the primary targets before the main Japanese surface fleet could engage were the forts protecting the approaches, which is
where our scenario begins ...
A Japanese bombardment squadron has been tasked with attacking one of the forts along the coastline. A mixed force of R-Matter Aeronef and
dirigibles has been following the coastline on their approach to the fort. However, they have been spotted and a small group of Russian torpedo
Nef is despatched to intercept.
Two Mogami class Monitors
Two Type-5 Donryu class Patrol Dig
Two Type-7 Hiryu class Dig Monitors
Two Type-1 Soryu class Dig Bombers
Four Type K-37 Nef Bombers
One Dobrovolets class Destroyer
Five Novik class Torpedo Nef
This battle takes place just off the coast of Liaotung. You may use some small islands or even represent the coast along one edge, however
this does not affect the battle and it's perfectly acceptable to play over completely open water.
On a 4'x4' table, start the Japanese in formation anywhere along one edge and heading for the opposite edge. Until the Russians are sighted
(move within 60cm), the Japanese flotilla must keep station (remaining at the speed of the slowest vessel).
The Russians start at either of the corners opposite the Japanese. They must start as a single group but may break as soon as desired.
To win, the Japanese must get 50 or more bombs off the opposite edge (for these purposes, count each remaining bombardment cannon dice point
on a Mogami or Hiryu as two bombs). For the Russian side to achieve victory, it must destroy or cause damage totalling 50 or more bomb points.
Any result in between is a draw.
Use the following profiles for this scenario :
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Class |
Hull |
Speed |
Turns |
Guns |
Ordnance |
CP |
Dobrovolets |
5 |
5 |
22 |
6 |
1 |
- |
81 |
Novik |
5 |
1 |
22 |
6 |
- |
3 Torpedoes |
81 |
 |
Mogami |
4 |
10 |
16 |
4 |
2 |
6 Bombardment Cannon |
78 |
Type K-37 Bomber |
5 |
1 |
22 |
6 |
- |
2 Bombs |
81 |
Type-5 Donryu |
4 |
6 |
12 |
2 |
3 |
- |
46 |
Type-7 Hiryu |
4 |
6 |
12 |
2 |
- |
8 Bombardment Cannon |
46 |
Type-1 Soryu |
4 |
6 |
12 |
2 |
1 |
6 Bombs |
48 |
Try substituting a Tallahassee and five Hunleys for the Russians to play a Pearl harbour scenario.
Click the button below to purchase all of the models required for this scenario for £20 plus postage
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