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QUICKFIRE PRE-DREADNOUGHT ERA FAST-PLAY RULES
Quickfire Scenario: Dash to
Chifu
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Location Coast of China, south of Port
Arthur. December 9, 1904.
Background By early December
1904, the Japanese siege of the Russian harbor at Port Arthur was nearing its
end. A few days earlier the Russians had finally lost their grip on Hill 203,
and with that loss the Japanese Army was able to begin shelling the Russian
Pacific Fleet at its narrow anchorage within the bay. Of all the Russian ships
present, only the battleship Sevastopol was able to consider making a
run for freedom. Her commander Captain von Essen had no intention of letting
his ship be captured under any condition, and on the morning of the 9th he
brought Sevastopol into the roadstead outside of Port Arthur and
anchored her in preparation for a possible dash to Chifu (Cheefoo). It was
considered far better to be interned in a neutral harbor than be captured, for
the ship and crew would again be available to the Russian fleet after the
war.
The Japanese were acutely aware that one Russian battleship
remained mobile, and naval high command in Tokyo made it clear that under no
circumstances should Sevasopol be allowed to escape into internment.
Unfortunately for Admiral Togo, many of his ships had returned to Japan for
badly needed refitting. This was due to the slow but steady approach of the
Russian Baltic Fleet half-way around the world. They did not want to let
Sevastopol get away, but the Japanese also knew that they could not
afford to run any risks against the second Russian fleet. As a result, a
relatively small number of warships are available for interception of
Sevastopol.
- Russian Order of Battle
- Battleship Sevastopol
- Japanese Order of Battle
- Third Cruiser Division (Admiral Dewa): Cruisers
Yakumo, Takasago, Otowa
Scenario rules Sevastopol has ROF
ratings of 3 - 4 and no repair dice. Players can gather by the state of
Sevastopol, which was the most prepared ship at Port Arthur, that the rest of
the squadron was in poor condition even before their sinking by land-based
howitzers.
Setup Sevastopol begins game on north side
of board on a southerly heading. Japanese 3rd Cruiser Division begins game on
the southest side of the board on a northeasterly heading. Players may want to
consider setting a limited visibility of three or four nautical miles. Ships
beyond this may not fire at each other. Closest setup proximity: 1.5
Nautical Miles
- Reinforcement Die Rolls (1D6)
- Japanese Battle Division (Togo): Battleship
Mikasa. Cruisers Kasuga, Nishiin. Roll once at the start
of turn two and each turn thereafter. On any die roll result of 6, the division
arrives on northeast edge of board during movement phase.
- Japanese Sixth Cruiser Division: Cruisers Chiydoa,
Idzumi. Roll once at the start of turn three and each turn thereafter.
On any die roll of 5 or 6 the division arrives on southeast edge of board.
- Two Russian Destroyers: Roll before setup. Include with
Sevastopol on a die roll of 3 through 6. If weather is unfavorable to
small vessels, players should reduce the odds of the destroyers coming
along.
- Victory Conditions
- The Russians must run to the south or southeast until
Japanese give up trying to stop them. The Japanese must force the Russians to
turn around and abandon their attempt to pass to the south. Note that this does
not mean the southern edge of the board, it means southward movement in
general.
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