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  • 8/9/2019 Age of Valor RJW Telissu Test Drive

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    DRAFT 

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    L’Armee Francaise Vol III 

    1

    “Avancez les tambours!” 

    “Battre au pas de charge!” 

    “A la bayonette! En avant!” 

    General de Division Pierre François Joseph Bosquet

    at the Battle of Inkerman, Crimean War, 5th November 1854.

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    ge of Valor

    Age of Eagles Expansion Module for European Warfareby Blood and Iron, 1848 thru 1905

    Table of ContentsSubject Page Subject Page

    Introduction 1 Franco-Prussian War Imperial Period TBD

    Hungarian Revolution* TBD Franco-Prussian War Republican Period* TBD

    1st Italian War of Independence TBD Russo-Turkish War TBD

    1st Schleswig War TBD Russo-Japanese War (Test Drive!)*  TBD 

    Crimean War* TBD Reduced Scale Rules TBD

    Franco-Austrian War & Resorgimento* TBD 28 mm Rules & Charts TBD

    2d Schleswig War TBD Bibliography TBD

    Austrian Prussian War* TBD Age of Eagles Supplement TBD

    3d Italian War of Independence* TBD Notes TBD

    * Conflict Sections so marked include one or more complete, ready-to-play scenarios - Isaszeg

    (Hungarian Revolution), the Alma (Crimean War), Solferino (Franco-Austrian War), Custoza (3d Italian War

    of Independence), Coulmiers (Franco-Prussian War) and Telissu (Russo-Japanese War Test Drive).

    Mukden , by German artist Fritz Neuman, 1905, DAML Otto Creutz and in the Public Domain.

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    Age of Valor, Fire and Fury for Europe during the Age of Rifles, 1848 thru 1905, published 2014.

    Digitally Published.

    Original Fire & Fury game mechanics and text, copyright 1990, used in Age of Honor are republished withpermission from Richard W. Hasenauer. All rights reserved.

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    The Russo-Japanese War 

    Introduction.  This conflict (8 February1904 – 5 September 1905) was called "thefirst great war of the 20th century,” andgrew out of Russian and Japanese rivalry

    over Manchuria and Korea. Russia, inparticular, coveted the area due the location of Port Arthur, one of its few ports accessible all year round.Conversely, nearby Vladivostok was frozen over duringthe winter. The major theaters of war includedSouthern Manchuria, including the area around theLiaodong Peninsula and Mukden as well as the seasaround Korea, Japan, and the Yellow Sea. While in theend Japan claimed victory, much that was gainedevaporated via the Treaty of Portsmouth, a dealbrokered by none other than America’s PresidentTeddy Roosevelt. The war was particularly significantdue to the glimpses of increased battlefield carnageprovided, something to become all too common inWorld War I. The greater use of true machineguns,integrated more fully with the infantry, was but one ofmany innovations that matured during the bloodletting.That few military observers  –  and there were quite afew on hand  –  recognized this is not surprising. Thecampaign area was massive given the number oftroops ultimately involved, so there was always a flanksomewhere to turn. Legitimate victory was stillpossible.

    RULES MODIFICATIONS

    General. Per the Introduction, in most cases allrules changes have been imbedded in the Data

    Charts as well as the charts and tables on theQuick Reference Sheet. All players need to do isuse these new specifications or DRMs, then play.Changes unique to the Russo- Japanese War areas follows.

    Basing.  All infantry 3 figures (or 2 figures of LightInfantry) on a stand 1 inch wide by ¾ inch deep; allcavalry has 2 figures on a stand one inch square; allartillery on a stand 1 1/8 in wide by one inch deep, with1 gun model and 2 gunners if field or horse, 3 if siegeartillery. All command stands should be spaciousenough, but not less than one inch square with 2mounted officers/staff for a division command, 3 for acorps, 4 for a wing and 5 + for Army Command.

    Scale. Each stand represents 360 infantry, 180 horseor 6 to 8 cannon. Ground scale is 120 yards per inch,while each turn is 30 minutes real time. 

    Artillery.  No significant change from AOE, twofunctions per battery.

    Grand Batteries. None.

    Infantry. No significant change from AOE.

    Machine Guns. Machine Gun stands are permanentlyallocated by scenario, not more than one stand perInfantry Brigade. They function just as any other

    infantry stand in the brigade, except they use theMachine Gun Fire Point scheme. It may be freelyrepositioned within the brigade formation withoutmovement cost at the beginning of the unit’s movement phase. Save the command stand, theMachine Gun stand is always the last stand to beeliminated.

    Skirmishers or Tirailleur. None.

    Light Infantry. Russian Border Guard Infantry, and allRussian Dismounted regular cavalry are Light Infantry.Per various charts, Light Infantry has special DRMs formelee and fire, and moves through rough terrain

    without penalty.

    Cavalry. Russian regular cavalry may dismount andfight as infantry. The cost to mount or dismount is ½total movement, and must be into a formation identicalto that currently held by the unit (Line into Line, etc).Every four stands of mounted cavalry will yield threestands of dismounted troops. When dismountedcavalry issues fire and rolls a raw 8, 9 or 10, it ispermanently Out of Ammo and fires at ½ Fire Pointsthereafter.

    Movement.  All infantry use the same movement rate,with March Table option for Double Time. 

    Fire. Out of Ammo for Dismounted Cavalry on anatural fire combat die roll of 8, 9 or 10. Shock infantryusing the Shock melee DRM fires at ½ effect for thatspecific close combat. Effective Range for Japaneseand Russian small arms is 4 inches.

    Melee.  Japanese infantry charging may  (notmandatory as with 1866 Austrians) use the ShockDRM if so desired.

    Reserve Zone.  The board area greater than 32inches  away from any enemy unit brigade or battery.This distance is equal to the maximum range of artilleryon the game board.

    Army Cohesion – NEW RULE! In general and unlessotherwise specified, 20% stand losses (brigades andbatteries) for the Russians, and 30% for the Japanese.Specifically, the turn after the Russians lose 20% oftheir troop or gun stands, or the Japanese lose 30%, apermanent -1 DRM is applied to all that army’s units onthe March Table. Once this penalty is applied, theaffected army suffers an additional, permanent -2DRM on the March Table the beginning of any turnwhere it is determined its troop and stand losses have

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    L’Armee Francaise Vol III 

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    exceeded those of the enemy. Additional March Table-1 DRMs will be suffered by each unit in the army forthe loss of each specific terrain objective on the gameboard, as dictated by scenario design.

    Victory Conditions.  Continue to use Table on page17 (Figure 6) of AOE.

    Other.  Facing to the Flank and the Urban Combatrules per the AOE Supplement  are now mandatory.

    RUSSO-JAPANESE WAR WARGAMERSREFERENCE SHELF 

    Most are hosted on the AOE Webserver, and areprovided at no charge. All are out of copyright and inthe Public Domain unless specified otherwise.

    Battles.  The following battles  –  linked to Wikipediaarticles online - were fought and can be replicated aswargame scenarios.

       Yalu River  Nanshan

      Te-li-Ssu

      Motien Pass

      Tashihchiao

      2nd Port Arthur  

      Hsimucheng  Liaoyang

      Shaho

      Sandepu

      Mukden 

    Official Histories. These books often contain detailedOrders of Battle, allowing many engagements of thisconflict to be played. They include:

    Official History of the Russo-Japanese  War, compiledby the Historical Section of the Committee on Imperial

    Defense (1910). The United Kingdom’s official history,Volume I, Volume II and Volume III are available.

    Reports from British Officers Attached to the Japaneseand Russian Forces in the Field , War Office (1908).Very detailed with Volume II and Volume III available.

    Der Russisch-Japanische Krieg , Freiherr von Tettau,1911. This is the German General Staff’s translation ofthe Russian official history of the Russo-JapaneseWar. The volumes available cover  Telissu (or Wang-

    Fan-Gou),  Schaho-Sandepu,  Mukden,  Port ArthurVolume I and Port Arthur Volume II. 

    Commercial Publications. While there are manyexcellent general histories on the Russo-JapaneseWar, the following books, some available electronically,were found particularly useful from a wargamingperspective.

    The Russo-Japanese War 1904  – 05  and Battles of theRusso-Japanese War 1904  – 05   (3 volumes), Michael A Sayce, 2003, published by On Military Matters, Hopewel, NJ.

    The Russo-Japanese War War 1904  –  1905   (OspreyMen at Arms), by by Alexei Ivanov and AndreiKarachtchouk, 2004 and available from Amazon.com. 

    The A to Z of the Russo-Japanese War , by RotemKowner, 2009 and available from Amazon.com. 

    Maps. The War in the Far East, 1904  –  1905 , by the

    Military Correspondent of the Times (1905). This bookis unique  in that the digitizing college actually foldedout all the maps and scanned those as well. Lots ofdetailed maps useful for scenario creation can befound in this tome. Three of the maps, to include theBattle of Shao,  the Battle of Liao-Yang  and PortArthur , are also available as separate files.

    Flags. Very difficult to find, so AOE is hosting a sheetof Japanese and Russian flags on its Webserver.

    Uniforms.  Also very difficult to find, especiallyRussian. Period prints from the French magazine LePeti te Journal 24 January 1904   and Nouveau

    Larous se Il lustre, 1902 edit ion   (mistinted, the greyshould be midnight blue) do cover the Japanese. Also,the Brown University Anne S. K. Brown MilitaryCollection has a section on this war, to include thecolorful paintings of Fritz Neumann. 

    George Nafziger Russo-Japanese War Orders ofBattle.  The OBs from this famous collection thatpertain to the Russo-Japanese war have beencompiled and links provided below:

     

    George Nafziger Collection, Russo-Japanese War

    Russian Manchurian Army 14 February1904

    http://usacac.army.mil/cac2/CGSC/CARL/nafziger/904RBAB.pdf

    Russian Army of Manchuria 20 July1904

    http://usacac.army.mil/cac2/CGSC/CARL/nafziger/904RGAA.pdf

    Russian Army of Manchuria Battle ofShakhe River 5-17 October 1904

    http://usacac.army.mil/cac2/CGSC/CARL/nafziger/904RJAA.pdf

    Russian Army of Manchuria 14 January1905

    http://usacac.army.mil/cac2/CGSC/CARL/nafziger/905RAAA.pdf

    Russian Army of Manchuria Battle ofSandepu 25-28 January 1905

    http://usacac.army.mil/cac2/CGSC/CARL/nafziger/905RAAB.pdf

    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    6

    Leader Unit Data Charts

    Russo-Japanese War. The list below is provided to aid players in scenario creation. It is not all-inclusive and,though complete as possible, should not be necessarily taken as definitive. If players believe the rating of a unit tobe inaccurate, please change it. It is doubtful that any military formation could boast a totally consistent record of

    service. The data should thus be digested with more than just a pinch of salt.The Chart lists the formation on the left, and on the right specific data about the unit beginning with Troop Rating (Conscript, Regular or Elite). Following this will be information indicating primary weapon type, whether the unit is Armored, is Irregular, and so on. Also included  –  for historical information only  –  is the designation of theactual, historical weapon normally carried by the formation in question.  

    IMPERIAL JAPAN:

    Leaders.

    Initiative Charismatic? Other

    Field Marshal Iwao Oyama + 2 No Theater CommanderViscount Gentaro Kodama + 3 No Oyama’s Chief of Staff  General Maresuki Nogi + 2 No Besieged Port ArthurGeneral Yasukata Oku + 1 No 2d Army Commander All other commanders 0 No NA

    Units.Troop Rating Primary Special

    Weapon Attributes 

    Guard Artillery Elite Rifled Arisaka M31 75 mmGuard Kobi (Reserve) Artillery Regular Rifled Arisaka M31 75 mmLine Artillery Regular Rifled Arisaka M31 75 mmKobi Line Artillery Conscript Rifled Arisaka M31 75 mm

    Guard Cavalry Elite Sabre Light, may dismountGuard Kobi Cavalry Regular Sabre Light, may dismountLine Cavalry Conscript Sabre Light, may dismountDismounted Cavalry Conscript Rifle Light Infantry, Out of

     Ammo Rule

    Guard Infantry Elite Rifle Shock, Arisaka M30 6.5 mmGuard Kobi Infantry Regular Rifle Shock, Arisaka M30 6.5 mmLine Infantry Regular Rifle Shock, Arisaka M30 6.5 mmLine Kobi Infantry Conscript Rifle Shock, Arisaka M30 6.5 mmMachine Gun Stand Integrated Stand Machine Gun Uses Infantry ratings,

    Hotchkiss M1900 6.5 mm

    IMPERIAL RUSSIA:

    Leaders.Initiative Charismatic? Other

    Viceroy Yevgeni Alekseyev - 2 No Governor Kwatung TerritoryGeneral Alexei Kruopatkin 0 No Theater Military CommanderGeneral Anatoley Stoessel - 2 No Defended Port Arthur All other commanders - 1 No NA

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    Units.Troop Rating Primary Special

    Weapon Attributes 

    Guard Artillery Elite Rifled Not in theater

    Line Artillery Regular Rifled Putilov M1902 76.2 mmBorder Guard Artillery Elite Rifled Putilov M1902 76.2 mmNaval Artillery Regular Rifled VariousCossack Artillery Conscript Rifled Horse Artillery

    Chevalier Guards Elite Sabre Heavy, not in theaterGuard Kurassiers Regular Sabre Heavy, not in theaterGuard and Line Dragoons Regular Sabre Heavy, Guard not in theater,

    Line may dismountGuard Uhlans Regular Lance Light, not in theaterGuard Hussars Regular Sabre Light, not in theaterGuard Cossacks Regular Lance Light, not in theaterOther Cossacks Conscript Sabre Light, IrregularMounted Border Guards Elite Sabre Light, may dismount

    Dismounted Cavalry Regular Rifle Light Infantry, Out of AmmoRule

    Guard & Grenadier Infantry Elite Rifle Not in theaterLine Infantry or Rifle Regiments Regular Rifle Mosen M1902 7.62 mmEastern Siberian Rifle Regiments Conscript Rifle Mosen M1902 7.62 mmBorder Guard Infantry Elite Rifle Light Infantry, Mosen M1902Marine or Naval Infantry Conscript Rifle Mosen M1902 7.62mmMilitia or Reserve Infantry Conscript Rifle Irregular, in Port ArthurMachine Gun Stand Integrated Stand Machine Gun Use Infantry ratings, Maxim  7.62 mm

    NOTES.

    Viscount Kodama.  According to many historians, Kodama was the real soldier who won the war for Japan,working behind the scenes and making the critical decisions that brought victory. He also shunned the limelight,rarely accepting any credit for his unquestioned genius.

    Not in Theater. These Russian units were actually part of the active field army, but were not deployed east tofight the Japanese. They are included for completeness because, theoretically at least, had the war gone on theymight well have seen themselves riding the Trans-Siberian Railway into the combat zone. The possibilities forsemi-historical wargame scenarios are fascinating.

    Russian Rifle Regiments.  By this time Russian units with the “Rifle” designation were no different than theregular infantry, keeping the title only as an honorific.

    Russian Cavalry.  Line Kurassiers, Hussars and Uhlans were converted to Dragoons in 1882 and would notregain their previous titles and functionality until 1910.

    Putilov M1902. This field artillery piece should have given the Russians a significant advantage due to its recoilmechanism, which slid the only barrel to the rear, and not the entire carriage. Thus there was no need to relay thegun, making rate of fire quicker. Unfortunately, the weapon was new and Russian gunners ill trained in its use.

    Kobi. Units marked as Kobi were Japanese reserve formations. 

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    8

    Battle of Telissu

    15 June 1904 

    Russo-Japanese War.  The battle ofTelissu was the result of a half hearted

    attempt by the Russian Manchurian Armyto relieve the siege of Port Arthur. Bullied

    by both the Czar and Admiral Viceroy Yevgeni I Alekseyev (the local governor and, yes, a naval officer)into action, the competent General Alexei N Kuropatkinreluctantly sent Baron Georgii Stackelberg’s I Siberian Army Corps southward to break the investment. Inresponse Baron General Yasukata Oku’s 2d Armymoved north to intercept. The two forces, eachbetween 35,000 and 45,000 strong, ran into each othernear the town of Telissu on the 14

    th  of June, with the

    holy warriors of Russia entrenching for an evening ofskirmishing. Festivities began in ernest at 7:00 am the

    next morning with the Russians launching a majorattack on the Japanese right with the 1

    st  Eastern

    Siber ian Rifle Division, reinforced with Stackelberg’sentire reserve. The attack caught the advancingJapanese 3d Division off guard, but massed artilleryeventually stopped the Russians cold. Meanwhile, theJapanese 5

    th Division engaged the rest of the Russian

    battleline, while the 4th

      Division sprinted left tocompletely encircle the Russian right flank. Forreasons that continue to defy explanation (outside theauthor’s somewhat uncharitable guess of too muchvodka), Russia’s vaunted Cossacks failed to detect thismovement until Japanese bullets began whistling

    about their ears. Tough fighting followed, so nasty infact that when the two sides depleted their rifleammunition, they were so close they threw stones ateach other. Nevertheless, Stakelberg recognized thegame was up and by 3 pm the Russian army was incomplete retreat. The Japanese admitted to 1167casualties, the Russians 3772, but the Japanese alsoreported burying several thousand Russian dead leftbehind in addition. The siege of Port Arthur continued.

    Scale. Each stand represents 360 infantry, 180 horseor 6 to 8 cannon. Ground scale is 120 yards per inch,while each turn is 30 minutes real time. 

    Players. The games is small enough for two players,but otherwise assign a player to each division, with onedoubling as that side’s army commander. 

    Terrain and Weather. The gaming table is 8 feet wideand 6 feet deep, laid out as given. Each square on themap is 12 by 12 inches. All rivers are fordable andafford a defender a +1 melee DRM if attacked entirelyacross water. Villages and slopes are rough terrain formovement. Upslope is away from the river. The green

    hashed areas represent Indian corn (gaol jeng ) anddegrade movement by 1/3 (vice ½ as normal rough

    terrain), but have no effect on fire or melee.  Slopesafford the defender a +1 melee DRM if attackedentirely uphill. Villages and infantry entrenchmentsconvey a -1/+1 DRM advantage to the defender forfire/melee respectively, artillery redoubts likewise a -2/+2. Cavalry is automatically Disordered attackingacross water or into villages or fortifications. Eachbuilding symbol on the map can hold two stands. Treesprites are visual only; there are no forests. Therailroad likewise has no impact on the game. There isno Road Movement, but travel along a road in RoadColumn does negate other terrain effects such asslopes. Weather is clear.

    Playing Time. The game begins at 7:30 am and endswith the 2:30 pm turn, a total of 15 turns

    Deployment.  Units set up per following map in Line,Supported Line or Masse. Leaders deploy within 12inches of any unit they command.

    Leaders.  Baron Oku is rated +1 for Initiative,Stackelberg -1. There are no Charismatic leaders, andthe Russians have the Initiative for the first turn only.

    Infantry.  All infantry carry repeating magazine fed

    rifles and Japanese infantry are rated Shock. There isno Light Infantry.

    Cavalry. May not dismount but may fire mounted.

    Artillery.  All guns are rifled, have two functions andmay be set up limbered or unlimbered.

    Reinforcements. None.

    Army Cohesion. The turn after the Japanese lose30% (45 stands) of their troop or gun stands, or theRussians lose 20% (27 stands), a permanent -1 DRMis applied to all that army’s units on the March Table.Once this penalty is applied, the affected army suffersan additional, permanent -2 DRM on the March Tablethe beginning of any turn where it is determined itstroop and stand losses have exceeded those of theenemy. The Russian army suffers an additionalpermanent -1 DRM on the March Table if Telissu everfalls to the Japanese.

    Victory Conditions.  Determine victory using theCasualty Point Chart (Figure 6) on page 17 of AOE.

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    L’Armee Francaise Vol III 

    8

    4t

     Division

       5   t    D

       i  v   i  s   i  o  n

    1st Arty Brigade

    1st

     Cav Brigade

       B

      a  r  o  n   S   t  a  c   k  e   l   b  e  r  g ,   1  s   t     C  o  r  p  s

       3   d   D   i  v   i  s   i  o  n

       B  a  r  o  n   O   k  u ,   2   d   A  r  m  y

    1s

     ESRD

    (part)

       9   t   h    E

       S   R   D   (  p  a  r   t   )

       3   5   t    R

       i   f   l  e

       D   i  v   i  s   i  o  n

       9   t    E

       S   R   D   (

      p  a  r   t   )

    9t

     ESRD (part) 

       1  s   t     E   S   R   D   (  p  a  r   t   )

       1  s   t     E   S   R   D   (  p  a  r   t   )

    Ma-Tu-Fang-Shen

    Wie-Chai-Tun

    Ta-Fang-Shen

    Pang-Chai-Tun

    TELISSU

    Lung-Wung-Mao

    Weng-Chia-Tun

    h

    Fou-Chou River

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    L’Armee Francaise Vol III 

    9

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    L’Armee Francaise Vol III 

    10

    Battle of Telissu, Russo-Japanese WarOrder of Battle Labels and Order of Appearance

    JAPANESEStarting Forces _____________________________________________________________  

    Notes:

      Units marked with an * include one Machine Gun stand.

      The Regular cavalry brigade consists of the 14th

     and 15th

     Regiments. The Divisional brigade is aconverged unit consisting of the 3d, 4

    th  and 5

    th  Regiments, pulled from their assigned infantry

    divisions.

    Oku Oshima Oshima Oshima Oshima Oshima

    Oshima3d Div

    6h Regt

    R 8/6/4 S *35

    h Regt

    R 8/6/4 S*18

    h Regt

    R 8/6/4 S24

    h Regt

    R 8/6/4 SR

    75mm

    XX 

    Japan Oku Oku

    Oku+ 1

    SaishoArtillery

    AbeGenie

    2d Army XXXX XXXX

    Oshima Oshima Oshima Oshima Oku Ogawa Ogawa Ogawa

    R75mm

    R75mm

    R75mm

    R75mm

    Ogawa4

    th Div

    8h Regt

    R 8/6/4 S *37

    h Regt

    R 8/6/4 S*9

    h Regt

    R 7/5/4 S

    XX

    Ogawa Ogawa Ogawa Ogawa Ogawa Ogawa Ogawa Oku Ueda

    38 h RegtR 7/5/4 S

    R75mm

    R75mm

    R75mm

    R75mm

    R75mm

    R75mm

    Ueda5

    th Div

    11 h RegtR 8/6/4 S*

    XX

    Ueda Ueda Ueda Ueda Ueda Ueda Ueda Ueda

    41s Regt

    R 8/6/4 S*21

    s Regt

    R 7/5/4 S42d RegtR 7/5/4 S

    R75mm

    R75mm

    R75mm

    R75mm

    R75mm

    Oku Uchiyama Uchiyama Uchiyama Uchiyama Uchiyama Uchiyama Uchiyama Uchiyama

    Uchiyama

    1st

     Arty X

    R

    75mm

    R

    75mm

    R

    75mm

    R

    75mm

    R

    75mm

    R

    75mm

    R

    75mm

    R

    75mm

    XXXX 

    Uchiyama Uchiyama Uchiyama Uchiyama Uchiyama Uchiyama Uchiyama Uchiyama Uchiyama

    R75mm

    R75mm

    R75mm

    R75mm

    R75mm

    R75mm

    R75mm

    R75mm

    R75mm

    Uchiyama Oku Akiyama Akiyama Akiyama Akiyama

    R75mm

    Akiyama1

    st Cavalry

    RegularC 12/10/7 Lt

    DivisionalC 12/10/7 Lt

    R75mm

    R75mm

    X+

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    L’Armee Francaise Vol III 

    11

    Battl e of Telissu (continued)  

    RUSSIANStarting Forces ____________________________________________________________

    Notes:

      ESRR is an abbreviation for Eastern Siberian Rifle Regiment. Note that although these units are ratedC for Conscript, they use Regular Fresh/Worn/Spent Brigade Effectiveness numbers.

      QF is an abbreviation for Quick Fire, referring to the Putilov M1902 76.2 mm artillery piece. The gun’sbarrel recoiled rather than the entire field piece, negating the need to relay the weapon every time itfired. Telissu saw its first use by the Russians, who were not adequately trained to properly use thistheir new equipment.

      The Cossack unit technically  – on paper  – consisted of the 1st

     Brigade under Colonel Erkovski withthe 4

    th and 7

    th Siberian Cossack Regiments, and the 2d Brigade under MG Chirikov with the 5

    th and 8

    th 

    Regiments,

      Samsonov’s unit included the Primorsk Dr agoons, Mounted Border Guards (very distinguished) andpossibly the Ussuri Cossack Regiment.

      The two horse batteries are Trans-Baikal Horse Artillery batteries. The Elite 76.2 mm artillery battery isa Border Guard unit.

      The regiments and artillery near Telissu on the map actually did not arrive on station until nearer theend of the battle, but are included here for play balance. Otherwise and for a more historical scenario,have them arrive at vicinity Telissu on Turn 9 (and be ready to duck when the Russian player throwshis dice at your head).

    Russia Staklbrg Staklbrg Gerngros Gerngros Gerngros Gerngros Gerngros Gerngros

    Staklbrg-1

    CdrArtillery

    Gerngros1

    st Div

    1s ESRR

    C 9/7/52d ESRRC 9/7/5

    3d ESRRC 9/7/5

    4h ESRR

    C 9/7/5R

    76.2 QFR

    76.2 QF

    I Corps + XXX + XX

    Gerngros Gerngros Staklbrg Kondrvch Kondrvch Kondrvch Kondrvch Kondrvch Kondrvch Kondrvch

    R76.2 QF

    R76.2 QF

    Kondrvch9

    th Div

    33d ESRRC 9/7/5

    34h ESRR

    C 9/7/535

    h ESRR

    C 9/7/536

    h ESRR

    C 9/7/5R

    76.2 QFR

    76.2 QFR

    76.2 QF

    XX

    Staklbrg Dobrashki Dobrashki Dobrashki Dobrashki Dobrashki Dobrashki Staklbrg Simonov

    Dobrashki35

    th Div

    TobolskR 10/8/5

    MarshanskR 10/8/5

    ZaraiskR 9/7/5

    R76.2 QF

    R76.2 QF

    E76.2mm

    SimonovCavalry

    CossacksC12/10/7 LI

    XX XX

    Simonov Simonov Simonov

    SamsonovR 12/9/6 H

    C76.2mm

    C76.2mm

    ABBREVIATIONS: Lt  –  Light, H  –  Heavy, LI  –  Light Irregular, S –Shock, C –Conscript, R –Regular, E –Elite, (C) –Charismatic, X –Brigade or oversized Regiment, XX –Division, XXX –Corps, XXXX – Army. Numbers representFresh/Worn/Spent status.

    LABELS: Use Avery® White Full-Sheet Shipping Labels for Laser Printers 5265, 8-1/2" x 11", Pack of 25. Print with colorlaser, cut out labels for use, peel off back and stick on bottom of stands. 

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     L’Armee Francaise Vol III

    The Russo Japanese War in Miniature based on Fire and Fury

     

    15 mm Tables and Charts - Version 1.5

    Play Sequence

    Initiative Inter-Phase

    Players roll-off modified die to determine who has

    the option of proceeding first. Automatic if enemy

    army commander attached or dead, or high die roll

    off if both commanders attached or dead.

    1st Player Turn

    March (1st) Phase

    a.  Replace, attach & detach leaders

     b. Reserve movement*

    c.  Tactical movement

    d. 

    Move detached leaders

    Volley & Cannonade (2d) Phase

    a.  Resolve all enemy unit fire

     b. Resolve all friendly unit fire

    Bayonet & Sabre (3rd

    ) Phase

    Both sides simultaneously resolve all charges,

    countercharges and breakthroughs applying results

    immediately.

    2nd Player Turn

    Resolve in same order as in first player turn.

    *Reserve Zone - greater than 32 inches from enemy.

    March Table

    Good Order

    EFFECTS

    Disorder Reserve Movement

       D   I   E   R   E   S   U   L   T

    10 or more Pas de Char ge!   En Avant!   Success  

    7, 8, 9 En Avant!   Cautious   Success  

    5, 6 Cautious   Stalled   Parti al Success  

    3, 4 Stalled   Retire   Parti al Success  

    1, 2 Retire   Retreat   Failure  

    0 or less Retreat   Broken   Failure  

      Pas de Charge  –  unit moves normally and may voluntarily Double

    Time if desired.  En Avant  –  unit rallies if   Disordered, may move normally.

      Cautious  –  unit rallies if   Disordered, may move half but cannot

    change formation.

      Stalled –  unit rallies if   Disordered, but may not move or change

    formation.

      Retire –  unit does not rally if   Disordered, retreats one half move.

    Good Order units retreat one half move and remain in Good order.

      Retreat –  the same as Retire but unit must retreat full move.

      Broken –  unit does not rally, retreats full moves and loses 1 stand

      Success (RM) - non-irregular units rally, unit moves normally and

    may Double Time if desired.

      Partial Success (RM)  –  non-irregular units rally, unit moves half.

     

    Failure (RM)  – 

     no change in unit status. 

    Movement Rates Chart

    Unit Basic Road Rough Fording

    Infantry 9”  12”  x 1/2 -2” 

    Infantry

    Double Time12”  15”  x 1/2 -2” 

    Light

    Infantry9”  12”  NA -2” 

    Cavalry 12”  15”  x 1/3 -2” 

    Foot

    Artillery8”  10”  x 1/4 -3” 

    HorseArtillery

    10”  12”  x 1/4 -3” 

    Leaders and

    Staff12”  15”  x 1/3 -2” 

      Minus 3 inches per unit crossed for Passage of Lines.

      Minus full move to deploy into Line/Supported Line.

      Minus half move to deploy into Masse, into March

    or Assault Column, into or out of an Urban Area, to

    Move by the Flank, About Face or to Face to the Flank.

    Light Infantry is NOT penalized when moving

    thru Rough Terrain. 

    TACTICAL MOVEMENT

    MODIFIERS

    RESERVE MOVEMENT

    MODIFIERS

    +1/ +2

    Each detached chain ofcommand Leader/CharismaticLeader within Command

    Radius (12 inches). Max 4 pts.

    +2/ +3

    Each Attached chain ofcommand Leader/ CharismaticLeader. Max 4 pts.

    +1 Unit in March or Road Column.

    +2/-2 Unit is Fresh/Spent.

    -2

    Unit Suppressed by fire duringimmediate, previous Volley &

    Cannonade fire phase.

    -2Unit Disengaging (moving intoReserve Zone).

    -3 Disordered Cavalry charging.

    Also use first six Reserve

    Movement Modifiers for the

    Initiative Inter-phase. 

    +3 Viscount Kodama

    +2 Generals Oyama and Nogi

    +1 General Oku

    +0 Kuropatkin, other Japanese leaders

    - 1 All other Russian commanders

    - 2

    Admiral Alexiev, or Army

    Commander committed elsewhereor dead

    +2If Army Commander Attached toBrigade or Superseding Command

    +4 First Turn of Game

    +4Successful Reserve MovementPrevious Turn

    +1

    +2

    +4

    Reserve Movement Failure on:Previous TurnTwo Previous Turns Ago

    Three or More Previous Turns Ago

    -1 Unit Disordered.

    L’Armee Francaise Vol III, Age of Valor, published 2014

    Original Fire & Fury game mechanics copyright 1990, republished with permission from Richard W. Hasenauer.

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    RANGE

    2”  4”  8”  16”  32” 

    Japanese Field Artillery 9 7 6 5 4

    Russian Field Artillery 10 8 7 6 5

    Siege Artillery 12 10 9 8 7

    Japanese Machineguns 8 5 4

       F

       i  r  e   P  o   i  n   t  s

     

    Russian Machineguns 7 4 3

    Japanese Rifles 5 2 1

    Russian Rifles 5 3 2Mounted Fire 1 1 1/2

    FIRE POINT MODIFIERS 

    x 2Firing from Enfilade, at Masse or MarchColumn.

    x 1/2Firing Unit is Shock Infantry charging, DamagedArtillery, Disordered, Masse or March Column.

    DIE ROLL MODIFIERS

    +1Target is limbered, has changed Formation orMovement Mode, or About Facing.

    + 3 Target is Mounted Cavalry charging.

    - 1 Target is Light Infantry or Suppressed.

    -1 to -3 Target in or behind Cover (per Scenario).

    FALLEN LEADER TABLE

    EFFECTS 

       D   I   E

       R   O   L   L 6 + Leader Survives.

    5 or less Leader killed, replaced after one full turn.

    DIE ROLL MODIFIER   -2 Charismatic Leader

    Volley & Cannonade  

    FIRE POINT DIE ROLL MODIFIERS 

    1  –  5 Fire Points -5 31 - 40 points +1

    6 - 10 points -3 41 - 50 points +2

    11 - 15 points -2 51 - 60 points +3

    16 - 20 points -1 61 - 80 points +4

    21 - 30 points +0 81 + points +5

       D   I   E   R   E   S   U   L   T   S

      EFFECTS

    3 or less Desultory Fire  –  no effect. 

    4, 5 Lively Fire  –  unit Disordered or 1 battery Silenced. 

    6, 7, 8Telling Fire  –  unit Disordered plus 1 stand lost or 1 batteryDamaged. 

    9, 10Deadly Fire  –  unit Disordered plus 2 stands lost or 1 batteryDamaged and Silenced. 

    11 or more

    Suppression  –  unit Disordered and immediately halts at either point where fire received or not closer than 2.1 inches fromintended target if  charging. Unit will not complete charge and ifattacking, no melee ensues. Lose 2 stands or 1 battery Wrecked. 

    Bayonet & Sabre

    DIE ROLL MODIFIERS

    +1/+2 Leader/Charismatic Leader Attached

    -1/-2

    -3/-4

    Outnumbered by the enemy 3:2 or 2:1 in StandsOutnumbered by the enemy 3:1 or 4:1 + in Stands

    +1

    +1

    +2

    +1

    One or more Units are Lance Armed CavalryOne or more Units are Heavy CavalryOne of more Units are Armored Heavy CavalryOne or more Units are Shock Infantry chargingwith Fire (1/2 x Fire Points)

    +1Breakthrough Charge and/or SupportedFormation

    -2

    Half or more participating stands are Disordered,Silenced, unattached artillery or Non-countercharging Cavalry (not cumulative) 

    -1 Each Stand lost during Current Fire Phase

    +1

    to +3Defending in or behind Cover  

    -3 To Defender when Outflanked or hit in Rear

    +2/-2

    +1/+2

    Half or more participating stands are Fresh/SpentHalf or more participating stands are Regular/Elite

    Rifle Effective Range  –  4 inches for Japanese and Russianrifles, as well as any mounted small arms fire.

    EFFECTS 

       D   I   E

       R   O   L   L

    7 +

    Shattered!DEFENDER: Retreat full move Disordered/Silenced. Lose 2 troop stands

     plus 1 leader captured and 1 battery Wrecked.ATTACKER: Mandatory Breakthrough 1/2 move towards closest enemy.  

    4 5 6

    Dri ven Back!

    DEFENDER: Retreat Disordered/Silenced 1/2 move or beyond enemyrifle Effective Range if greater. Lose 1 troop stand plus 1 battery Damaged.ATTACKER: Carry enemy position with optional Breakthrough 1/2 movetowards closest enemy. 

    1 2 3

    Withdrawal!

    DEFENDER: Retreat Disordered 2.1 inches from the enemy. Batteriesretreat Silenced 1/2 move or beyond enemy rifle Effective Range if greater.ATTACKER: Carry enemy position. 

    0Locked in Combat!

    DEFENDER & ATTACKER: Both sides are Disordered/Silenced, each

    lose 1 troop stand or 1 battery Wrecked. Recalculate DRMs, fight again. 

    -1 -2 -3Withdrawal!

    ATTACKER: Retreat Disordered until 2.1 inches from the enemy.DEFENDER: Hold position. 

    -4 -5 -6

    Dri ven Back!

    ATTACKER: Retreat Disordered beyond enemy Rifle Effective Range or1/2 move, whichever is greater. Lose 1 troop stand.DEFENDER: Hold position. 

    -7 or

    less

    Shattered!

    ATTACKER: Retreat a full move Disordered/Silenced with 2 troop standslost and one attached leader captured. DEFENDER: Hold position. 

    GENERAL GAME NOTES:

    Shock Infantry – 

     Japanese infantry are designated Shock Infantry and mayvoluntarily use the +1 Melee DRM for Shock Infantry with Fire.

    Light Infantry  –  Russian dismounted regular cavalry and Border Guard infantry.

    Changing Movement Mode - Limbering, Unlimbering, Mounting or Dismounting.

    Irregular Troops –  permanently Disordered for Movement, Fire and Melee. 

    Cavalry  –  Russian horse mounts/dismounts for a cost of ½ move. Out of Ammo

    on a raw die roll of 8, 9 or 10 when firing dismounted, 50% Fire Points thereafter.

    Canister –  4 inch range, use 8 inch FPs if Field of Fire blocked by friendly units. If

    an artillery unit has a legitimate target within canister range, it must engage that

    target if it decides to fire.