GWAS Video AAR - Russo Japanese War - The Vladivostok Raid
Автор: War at Sea - Fleet Command
Загружено: 2023-12-09
Просмотров: 346
A Video After Action Report for Great War at Sea - Russo Japanese War
While the Japanese watched Port Arthur, the Russians went a Viking on the shores of Korea and Japan snapping up merchantmen.
I have cut this down to be shorter and informational. I skip turns but cover the important stuff. The combat action starts around 48 minutes, the rest is plotting and movement and Russian Destroyers running out of gas...
(NOTE: My mathis bad on some of the fuel calculations. You get to use correct math if you like /SMH)
(NOTE I QAd this video at 1.25x speed .I highly recommend that. It es a lot faster and you can drop down to 1x speed to sosk in the details)
NOTE: I made a few error but rather than resubmit a video I am going ot publish the errata here so that the links to the video do not change
ERRATA: (From Robin Rathbun)(Thank you Robin)
I don't blame you for skipping the RJW Special Rule on pre-plotting
(page 5 of the scenario book). It makes the scenarios very cumbersome.
You might want to note that there is a special rule (for experienced
players) requiring fleets without wireless to plot three turns in
advance, and fleets without leaders to pre-plot all moves until within
two zones of a friendly port.
10:05; AMC should be armed merchant cruiser (not carrier).
18:24; The fuel burned in the fleet you show is actually 28 points (not
26), so the remainder should be 4.
19:25; Yes, a lot of the early TBs and DDs have only one hull box.
They were originally intended only to guard their home ports against
attackers. You'll notice that in some of the scenarios not all of the
ships will be useful. In this scenario the Russian DDs will only be
used if the Japanese chase the raiders back to Vladivostok.
43:58 and 56:24; Hits on absent tertiary guns become misses, not hull
hits (Rule 7.51).
47:18; Plunging Fire. Special Rules for RJW state that 20.26 Fire
Control is in effect for the game. The Fire Control rule limits primary
guns on predreadnought battleships (B) to two hexes, so that plunging
fire is not possible.
53:53; The Japanese are firing hull mounted torpedoes at armored
cruisers in the same hex. Since armored cruisers are capital ships, the
modifiers should be +1 same hex, +1 targeting a capital ship, -1 hull
mounted torps, -1 prior to 1910. So, they should hit on six. Side
Note: If they were firing at light cruisers (which are light ships), I'd
suggest using the Always Possible rule (20.4) to give them a chance to hit.
Доступные форматы для скачивания:
Скачать видео mp4
-
Информация по загрузке: