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  Características de Great War at Sea vol. IV: The Russo-Japanese War 1904-1905:

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Para 2 a 4 jugadores de 12 años en adelante.
Duración de la partida: 120 minutos aprox.

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Great War at Sea vol. IV: The Russo-Japanese War 1904-1905
Great War at Sea vol. IV: The Russo-Japanese War 1904-1905
 de Avalanche Press
Precio:
59,99 € - 17% = 49,99

Great War at Sea vol. IV: The Russo-Japanese War 1904-1905

Japan entered the modern age in 1868, with a new young emperor determined to make his island nation a world power. After decades of steady progress, Japan began its own practice of colonialism, defeating China in 1894. As the Japanese began to infiltrate the semi-independent Kingdom of Korea, they ran into Russian agents doing the same. Despite Japanese offers to negotiate, the Russian Tsar Nicholas II was set on war.

Nicholas hated the Japanese; as a young man, he had visited Japan. Drunk one night, he urinated in a Shinto temple. The Japanese policeman who found him watering the ancestors beat the prince savagely. Nicholas escaped with his life, but with his dignity sorely affronted. Now was his chance for vengeance. It would be, his Finance Minister Sergei Witte assured him, “a short, victorious war.”

Russo-Japanese War covers the naval side of the Russo-Japanese War, which opened with a Japanese surprise attack on the Russian Pacific Fleet’s base at Port Arthur in northern China. There are 45 scenarios, including the climactic Battle of Tsushima.

The Russian fleet is a mixed bag of modern battleships and ancient ironclads better suited for a museum. The Pacific Fleet that begins the game in the Far East has modern ships stationed at Port Arthur and a cruiser squadron in Vladivostok. Between them lies Korea, occupied by Japan. The Russian strategic situation is difficult.

The Japanese have a better fleet; though not as large, their armored cruisers outclass their Russian counterparts and their torpedo boats are more numerous and more effective. They are also better-led after the death of the Russian Admiral Makarov.

The map covers the Japanese home islands and the seas around them. As with other games in the series, it’s divided into zones 32 miles across. Fleets attempt to locate one another on this map. When contact is made, play moves to a tactical map where ships manuever and fight.

The previous edition of this game won the Origins Award for Best Historical Game due to play balance and simplicity. Without aircraft, play is even faster than in other games in the series. The strategic situation is challenging to both players, and competitive balance is keen without sacrificing the historical accuracy of the game as a simulation. Unlike most wars, the Russo-Japanese naval war took place between evenly matched opponents, and that makes for a tense and exciting game

Russo-Japanese War includes:

• One 33x17-inch operational map
• 210 playing pieces
• 45 scenarios


Edición y Reglas Originales del Juego: 
Reglas Adicionales: 


WarGames a partir de 12 años unos 120 minutos
De 2 jugadores mínimos a 4 jugadores máximos jugadores

   
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