Battle Of The Yalu River

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General Quarters II. Fairly simple and quick.Pros: simple to learn, quick turns, can handle a Yalu sized battle. Simple paperwork to keep track of ships, easy movement. Scale independent (I do Yalu in 1/600)Cons: there would not be a whole lot of differentiation on paper between the cruisers.

Does not really give the feel of big slow firing Canets vs smaller QFs. Other than the two Vulcan battleships, pretty much anything can harm anything.I do not know of any paper models of these ships other than perhaps one or two 1/200 scale kits out of Europe. If you want to go with paper, you might:- find or draw top-down deck plans and mount those on foam ore or balsa- find or draw elevations and do the same25 Jan 2017 8:14 a.m. PST.

River

Keep up the suggestions. Just keep in mind I will have to teach and play the game the same day.And actually I should apologise. I did not give full infoClass time is 3 hours tops, and they will need a 10-20 minute break.Students have zero to little experience with any kind of tabletop wargame. Some of them have played Diplomacy in some of my classes, and some of them have played Napoleon's Triumph, or S&T Balkan Wars.

Beyond that not much.English is not their first language.25 Jan 2017 11:51 a.m. PST. Whatever rules you use, to have any chance of a realistic outcome, you would need to address the crappy state of the Chinese equipment and ammunition, due to governmental corruption.

In particular, the pair of Chinese battleships will dominate the game if allowed full effectiveness. It was found that some of their main battery shells had been filled with concrete instead of explosives! Had that not been the case, it is likely that they would have sunk some of the Japanese ships outright.25 Jan 2017 12:15 p.m. PST. I am not so sure the stories about concrete filled shells are really true.

Tumen River

There was a lot of blame being passed around at that time but there was never (at least that I have seen) any concrete proof that it was true. Attila if you can direct me to anything conclusive I would greatly appreciate it.I know I first read about it in Wilson´s great book, and then I think it must have been picked up by other authors over the years, but I would like to see something that is more contemporary to support Wilson´s claim.I have fought this battle many times, and in my experience if the Chinese player follows the historic doctrine of the time,Line abreast with intention to ram, he will surely lose.

However, if the Chinese ships are deployed in line ahead they stand at least half a chance.Yes, you are halving the power of the two battleships, but the formation is less likely to dissolve into chaos.The main thing about whatever rules are used is they must make allowances for quick firing guns, which in the real battle were the key to Japanese success.25 Jan 2017 1:27 p.m. PST. Each Knot of speed = 1' movement, you can increase speed by 1' per turn, or decrease by 2' per turn.Each ton of displacement = 0.1 point damage. (9,000tons = 900 hit points).

  1. Mar 22, 2019 - Media in category 'Battle of Yalu River (1904)'. The following 15 files are in this category, out of 15 total. Battle of Yalu old postcard.jpg 800.
  2. The Battle of the Yalu River (Japanese:Kōkai-kaisen was the largest naval engagement of the First Sino-Japanese War, and took place on 17 September 1894, the day after the Japanese victory at the land Battle of Pyongyang. It involved ships from the Imperial Japanese Navy and the Chinese Beiyang Fleet.
Japanese

Battle Of The Yalu River Russo Japanese War

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The Battle of the Yalu River lasted from 30 April to 1 May 1904, and was the first major land battle during the Russo-Japanese War. It was fought near Wiju (modern village of Sinuiju, North Korea) on the lower reaches of the Yalu River, on the border between Korea and China.

Two type of hits, armored – not armored. If 6' and below hits armor, no damage.Fire each gun individually. 5' and below each inch = 1pt damage if hit (5'= 5 hit points). No critical hits ever.Each gun 6' and above causes hits by inch squared.

6' hit equals 36 damage. 12' = 144 damage points, Critical hit rolled for each hit that penetrates armor. No critical hits on unarmored areas.Big guns sometimes penetrate armor. 50% chance to do so for each hit.Guns are reduced by% of hits. Small guns fire every turn – big guns every other turn. Very big guns every 3 turns.You can decide the critical hits, or let the kids pick from a list and roll a die.Good luck.25 Jan 2017 3:23 p.m. PST.