34
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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Page 1: The Russo-Japanese War - Legion Wargames Rulebook v2.0.pdf · 1 The Russo-Japanese War Introduction The Russo-Japanese War is a detailed, operational-level game of the 1904-05 campaign

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

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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

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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

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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

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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.

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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

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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.

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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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34

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.