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The Russo-japanese War: Dawn Of The Rising Sun box art
2004 Ranked #11,400

The Russo-japanese War: Dawn Of The Rising Sun

Move pieces across a map while planning position and timing.

Wargames Miniatures Nautical Grid Movement Line of Sight

Players

1-2

Play time

Not listed

Age

12+

Complexity

4.09/5

Rating

7.73

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.4/5

Harder to teach

Replay value 3.9/5

High replayability

Interaction 3.6/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.7/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

"The fate of the empire rests upon this one battle, let every man do his utmost." Admiral Togo addressing the Japanese Fleet 27 May 1905 Dawn of the Rising Sun contains 20 scenarios covering all the major surface engagements of the Russo-Japanese War that led to this stunning reversal of fortunes. Using the same rules as Fear God & Dread Nought, a novice can begin playing within a half hour of opening the box using the specially designed Jump start scenario.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

"The fate of the empire rests upon this one battle, let every man do his utmost." Admiral Togo addressing the Japanese Fleet 27 May 1905 Dawn of the Rising Sun contains 20 scenarios covering all the major surface engagements of the Russo-Japanese War that led to this stunning reversal of fortunes. Using the same rules as Fear God & Dread Nought, a novice can begin playing within a half hour of opening the box using the specially designed Jump start scenario. Dawn of the Rising Sun follows the same format as Clash of Arm's other rules used in the Admiralty Trilogy, making them easy to follow for experienced gamers, and novices alike. Tactical turns represent 3 minutes, with intermediate turns (for long distance maneuvering and long stern chases) representing 30 minutes. Gun hit probability is based upon a combination of factors such as visibility, range, target size, number of rounds fired at the target, and the speed of the firing and target platforms. Damage is a function of the type of shell, number of barrels firing and armor of target, and is easy to calculate also. Blank ship forms allow the player to list all the ranges and damages of his ship's particular guns in advance, making it quick and easy to calculate both damage and hit probability. Critical hits are a function of the amount of damage taken last round vs. the amount of damage able to be taken. Critical hits are typically scored against systems (engineering, bridge, steering or individual weapon mounts). Each scenario has its own map, showing the disposition of forces. In addition to the well known battles such as Port Arthur, Yellow Sea, and Tsushima Strait, several smaller battles are included. The scenario book is full of original after action reports as well as helpful sidebars on a wide range of topics. The Data Annex is complete for all the ships that were involved, as well as including line drawings of the major combatants and additional source material, making it a valuable reference in itself. Step onto the Admiral's bridge and see if you will sustain or reverse history. Russo-Japanese War contains: FG&DN Rules RJW Data Annex Scenario Book - 20 scenarios plus numerous sidebars and articles. 2 countersheets, 210 ship, and 140 markers (land based guns, searchlights, fires, torpedoes, etc.)

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
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Player resources

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Game and edition data

All specifications (5)

Play and group

Players
1–2
Best with
1
Play time
360 min
Age
12+
Complexity
4.1/5
Credits and catalog connections

Credits

Designers

3
Larry Bond Chris Carlson Bill Madison

Artists

3
Terry Leeds Sawshun Yamagushi Mal Wright

Publishers

1
Clash of Arms Games

Linked items

No published linked games yet.