Showing posts with label Russo Japanese War. Show all posts
Showing posts with label Russo Japanese War. Show all posts

Saturday, November 15, 2025

RJW Campaign - 'Not' Boxers Revenge - Game 3

After game 2 the Russians really needed to take the fight to the Japanese this game. They needed to win and defeat a number of the Japanese units. The scenario borrowing again from Mark Fatso's Colonial campaign book This scenario sees a Japanese column attempting to reach the edge of the table with 6 prisoners.

The table represents a valley with two roads forking left and right the Russians could be anywhere on the table.

A challenge for both sides as the hill in the centre blocks line of sight and the Russians have to in effect split their forces or hold them all at the very rear of the table.

The Japanese pushed up the centre of the table, all the prisoners were clustered amongst the dismounted cavalry who had the limited range. They were giving nothing away. No sign of the Russians as the Japanese hit the half way mark.

On the right flank dismounted cavalry appeared and are swiftly engaged by the advancing Japanese who were starting to be rather strung out.

Valuable time was wasted scouting the right hand wood and building only to reveal no Russian defenders.

On the right the main defence was revealed Sailors lined the tree line to bolster the cavalry who were hotly engaged with the Japanese Infantry.

The Russian command having learnt from the previous encounter through multiple Infantry units forward from the rear wood looking to block the path of the Japanese advance parties.

The Japanese at the double move left hoping that the poor command scores for the Russians would slow their ability to move to the defence and block their move.

Russian infantry know they have the edge in hand to hand and advance across the centre of the table.

In a bruising round of hand to hand the Russians are defeated but not before disordering two units of Japanese including the guard unit, more time is wasted rallying them, when they should have been moving forwards. 

The Japanese guard through themselves forward the cavalry charged and drove off one unit of Infantry only to be sent to the rear down to two men, as the clock ticked on more Russian Infantry and their own Guard unit stepped into the gap, stopping the Japanese in their tracks. The Japanese battered units would not be numerous enough to defeat the fresh Russians and the dismounted cavalry and their charges from themselves in the front rank.

Game over - A great game down to the final turn.

Points from the final linked game.

Japanese Results.
1 Russian units destroyed - 1 Points.

Russian Results.
Russians fulfil their victory conditions - 3 Points
4 Japanese units reduced to half strength or less - 4 Points.

A victory to the Russian player although not quite enough to win the first phase of the campaign.

The final campaign results Russian Points - 12 Pts vs the Japanese 13 Pts.

So close.... Next up in the year the next set of 3 games and Skirmish on the Rails. :-)

Tuesday, November 04, 2025

RJW War - Not the Laishui Boxing Grounds - Game 2

Game 2 of the adapted Boxer Rebellion Linked games adapted for the Russo Japanese War and the Laishui boxing grounds scenario which sees a the Japanese advance to Northern Laishui after a Russian column had attacked the village. The Japanese counter attacked but the Russians were lying in wait for them. The Japanese win if they can get with 6" of the temple.

This is the table layout with the 1o Russian units who can be deployed anywhere behind the yellow line.

The Japanese massed on the left flank looking to push directly down the table using their mass ranks to push any defenders or potential ambushers.

The Russian outdated doctrine meant that with less range they would need to advance to meet the Japanese attack, dismounted cavalry appeared on the treeline and Infantry marched out from the village.

With artillery in support the Japanese columns advanced up the table with HE shells landing amongst the deploying Russian sailors.

The Russians advanced forward to engage the advancing Japanese.

The Russian sailors were forced backwards and but more Russian Infantry rose up from woodland who  were confronted by the Japanese firing line. With multiple casualties the Russian formation was battered.

The Japanese pushed forwards driving back the remaining Russians there was nothing left to stop the advance on the temple. Another Japanese victory.


Points from the game.

Japanese Results.
Japanese fulfil their victory conditions. - 3 Points.
4 Russian units destroyed - 4 Points.

Russian Results.
2 Japanese units reduced to half strength - 2 Point.

Next up the final game of the this phase with the Russians down 12pts to 5pts they will need to really pull it out of the bag.

Tuesday, October 21, 2025

RJW War - Not the Senluo Temple - Game 1.

Having played a good game a few weeks ago see Paul's post here. From borscht to sushi - The Russo Japanese War | movealongnownothingtoseehere

It gave me the bug for the RJW again looking for a scenario I came across Mark Fastoso's Colonial Campaigns book for the Boxer Rebellion and with a couple of tweaks could be good for converting to the Russo Japanese War.

The book has three interlinked campaigns within the supplement and are of the right size and scale for games within Men Who Would be Kings.

First up the an adaption of the opening scenario Senluo Temple. 

The pretext being a village held by Korean Nationals and the Korean/Chinese army which is holding out from an attacked by the Russian Army. The Japanese look to reinforce the village whilst disrupting the Russian attack.

The Japanese must accumulate 8 Victory Points.

Points are awarded for each Russian Officer figure killed, routed of moved off the board or for each victory area controlled these are the T junction at the end of the board behind the Russian lines, the Bridge or  3 of the 4 buildings.

A few local Chinese held the perimeter having seized the chance to be free of the Russian overlords.

The Russians advance on mass looking to break into the village before the Japanese can get into position to help defend the village.

On the bridge the Japanese move at the double as the cross the river they are brought under shell fire slowing their advance.

The Russians had placed an artillery piece and infantry unit on the left flank, but they were unable to stop the Japanese from rushing across the bridge and disappearing behind cover of a wood.

The Russians closed in on the village their skill was with the bayonet and the poorly trained defenders were too small in number to stop the advance of the Russian masses. One or two units were slowed and pinned but others made it to the perimeter.

A company of Russian Infantry rush the walled compound and push back the defenders forcing there way into the compound. A good start for the attackers.

The Japanese needed to grab the initiative from the attackers and sent their cavalry forward to slow the assault. It was quite a gamble as part of the victory conditions was for the Japanese to not lose a set number of units.

The Cavalry pushed a unit of infantry backwards they lost half there number but the Infantry were broken as a force and the flank exposed.

On the right flank with the first compound in Russian hands with a sailor unit forcing back a counter attack from a Japanese Infantry unit.

It's getting close, the Russian guard having fired a close range volley into the next house charged forward, they needed to clear 3 of the 4 buildings for the victory point.


Help was on hand for the Japanese, called back from the reconnaissance they galloped back from  scouting ahead  and were rushing back to support the defence. 


Crashing into a badly beaten Russian Infantry to take it out of the game. The Russians were too weak to be able to secure the objective objectives within the turn restrictions.

The Japanese held on, the Russians had battered themselves on the defences but were unable to shift the reinforced village. Had the Russians picked the wrong objective to focus on?

Japanese Results.
Japanese fulfil their victory conditions - 3 Points
2 Russian Unit Destroyed - 2 Points

Russian Results.
Japanese Cavalry Unit destroyed - 2 Points
Japanese Infantry Unit down to half strength - 1 Point

A Japanese win by 2 points.

On to the next game in a series of 3 the Russians will need to win the next one.

Rather worryingly I played this scenario 12 years ago - Here's how that one went....

Dust, Tears & Dice: Colonial Campiagns - Senluo Temple October 18th 1899 - Mud & Blood Playtest

How time flies.... :-(

Sunday, December 29, 2024

Dispatched from the Front XXXIV - Twixmas Projects

I do enjoy the post Christmas lull, a couple of days down time and if I am lucky some painting time.

The last few months have been have been rather hectic with very little gaming and painting time, hopefully the next couple of days will give me the opportunity of kickstarting plans for 2025 and catch back up on several of the remaining projects from this year. I managed to get some undercoating done before the mist and cold set in.

With the 250th Anniversary of Lexington & Concorde approaching in April this gives me a focus to get the rest of the 10mm off the paint table and on to the gaming table. The AWI British Light Infantry and American militia have been hanging around for months having been side-lined by the Crusader project for the Cotswold day.

Then it's back more Crusades with still a whole bunch of Arab Cavalry and Christian foot to get through.

The family have been very generous, with some wants and some nice to have, although internally I did look at the boxes and think that's a lot of gluing and so many varied projects.

In no particular order - Russians for the Russo Japanese War, the Wargames Atlantic plastics will give a real boost for the Russian forces, the project might be getting a little too large for Sharp Practice so I might need to think about a new rule set?

Then there is the additional Sergeants for the Crusaders, I was hanging on for the release of the Baron's War plastics but the Fireforge sergeants will be just as good, the pack is really good value for money enough to give me 2 heavy spear units, a warrior unit and crossbow unit especially given how much cavalry is fielded against them.

A lovely kit from Rubicon and some much needed transport for the Africa Korps 88mm - which has been lacking game time.

If I can get through that little lot, then towards the spring.... Aztecs 

I have a whole bunch of Spanish who spend more time fighting the undead than anyone else, having sold off my Irish for the Plantation of Ireland, they need a new opponent. I blame Tom Holland and Dominic Sandbrook.

The Rest Is History | 384. The Fall of the Aztecs: The Adventure Begins (Part 1)

It should not be too much of a stretch to get these on the game table and the positive no cavalry to do.

Then.......Orc's nope no idea what I am going to do with these.... perhaps a tweak to the Excalibur project having read a little of Geoffrey of Monmouth's history of Briton could these be Ogres from the realm of Logres and followers of the god Orcus..... that sounds like it work..... (Blimey another rabbit hole..)

Right best get on.... this lot won't paint it self.

Thursday, April 06, 2023

Rising Sun, Tumbling Bear #4 - Turn 3 The attack on Pyongyang - Part 2

A few weeks late, nice to get out of the desert for a while and the road to Pyongyang where a Russian force was attempting to hold back the Japanese attackers.

We tweaked Sharp Practice using John Savage's rule amendments for the later war period for the 1870's and the introduction of mass ranks of breach loaders.

The Russian force, I quite fancy some extra Russians to bolster this force.

The Japanese selected a number of spots on the table for an artillery barrage before the Russians deployed, the shells landed in the and around the village which was lightly held by the Russians which limited the casualties, although the HQ was hit by a shell which knocked the CinC unconscious.

The bulk of the Russian forces were on the far side of the village, the Russian commander having massed all their infantry in a solid block.



The Japanese entered the table at random, most on the far side of the table behind the wooded hill they moved swiftly to line the rise having first to contend with a Russian Cossack attack. The Russians were routed but the Japanese were savaged.


A protracted fire fight with smoke filling the battlefield, the Russian mass despite mounting shock were able to hold the line.

Back to the drawing board for the Japanese.

A fun encounter John's tweaks worked well, the ability to fire twice with the risk of rising smoke and low ammo made you really have to think about the choice between multiple rounds of fire or a more measured pace of aiming and firing.

The improved field craft for the Japanese gave them some advantages, but I need to increase the unit sizes slightly to give them a little more firepower on the table top.
Roll on Wargames Atlantic and their plastics in the coming months.

Wednesday, March 15, 2023

Rising Sun, Tumbling Bear #4 - Turn 3 The attack on Pyongyang.

After a 6 month hiatus we are back to the Russo-Japanese War....

With the successful defence of Cinampo the Japanese consolidate their position and set about fortifying the town Spending 3 of their 8 action points.

In the south Admiral Uryu heads to the home land to collect a further division for the campaign, I figured with land forces now in country and good progress being made in Korea a further landing in Manchuria would help the campaign.

General Oku marches north and captures Seoul without a fight, the city is filled with locals waving makeshift flags for the liberators.

Satisfied that Cinampo is well defended General Kuroki strikes north and heads for the strategically important city of Pyongyang, which is defended by Gen Glasko and 150 points of defenders.

Can the Japanese breach the defences???

General Oku 200 Points 
General Kuroki 210 Points 
Admrial Uryu 22 Fleet Points
Admiral Nabu 24 Fleet Points

Saturday, December 03, 2022

Silver Bayonet - Solo 3 - Troll Hunt - Preview.

Coming soon to a table near you....

Having secured the treasures from the shrine, the Russians took the long march back to the Russian lines. Exhaustion takes hold and they make camp, a double guard is posted they feel they are being watched. 


 Goblins.....Nasty little buggers....


Who will see the morning?

Friday, August 19, 2022

Rising Sun, Tumbling Bear #3 - The Russians Counter Attack.

Before the turn is even underway the Russians attack Chinampo as an event card orders the Russians to attack the closest forces to Port Arthur.

Whilst the Japanese have the greater number of points 240 Points vs 180 Russians, they had only finite points in each command and the table was heavily weighted on the Russian side. So the Japanese opted for a number of fixed defences to keep the Russians at bay.

The large hill contained a number of emplacements with MG's and an artillery piece covering the road and bridge. A company of Infantry were held in reserve on the rear of the hillside.


In the dense wood on the right the Japanese lined the tree line unsure of where the attack would come.


The answer lay in the opening bombardment, heavy shells landed amongst the pine trees and the Japanese suffered multiple shock points. A trick learnt from the previous encounter.


The Russians came on in a mass column heading straight for the shock riddled defenders. Meanwhile Cossack cavalry rode forward looking to exploit any gap.


The Japanese fell back into the interior of the wood as the Russians came on, this frustrated the Russian commander who was busy lining up this Artillery for another salvo.


The Russians switched to plan B and stepped out rushing head long into the dense wood, catching a single session before they could properly form up.


It was a brutal fight, the Japanese threw in their remaining troops and whilst fewer in number the Japanese where able to inflict severer losses on the advancing Russians before they were pushed back their lines shattered. The larger Russian units were able to soak up more shock, but with few quality officers were unable to reduce the shock.


Meanwhile in the centre the Russian sailors and cavalry were finding it tough going. Machine Gun fire slowed their advance to a halt as they reached the paddy fields. The Cavalry were caught in the open as artillery smashed into their column.



The Japanese threw their reserves into the fight driving the back the Cossack cavalry and stragglers who had been forced out of the wood fight. The Russian attack was rapidly running out of steam and whilst the wood was clear of defenders force successes would be hard to acheive. 


As the Russians reorganised in the wood the the Japanese moved to their flank the Infantry and exploit a gap with Infantry and Cavalry threatening the Russian Guns or the heavily shocked attackers.


The counter attack petered out and the Japanese line held. 
Initiative to the Japanese as they pondered their next move and the push to clear the peninsula.

Japanese losses 30 points.

General Oku 200 Points 
General Kuroki 210 Points 
Admrial Uryu 22 Fleet Points
Admiral Nabu 24 Fleet Points