Professional Documents
Culture Documents
Copyright Albireo Studios LLC, 2001-2008. Storm Eagle, Storm Eagle Studios, and
Distant Guns are Trademarks of Albireo Studios LLC. All Rights Reserved.
Distant Guns i
DISTANT GUNS: THE RUSSO-JAPANESE WAR AT SEA ................................ 1
Distant Guns ii
The Situation Report ............................................................................................................................30
The Mission Objectives Report............................................................................................................30
The Operational Map ...........................................................................................................................31
APPENDICES..................................................................................................... 71
Appendix – Guns at Sea: the Inspiration for Distant Guns’ title. ..........................................................71
Distant Guns iv
Appendix – Sound Options ........................................................................................................................77
Distant Guns v
Torpedo Boat 50 ................................................................................................................................110
Russian Imperial Fleet (Rossiskogo Impyeratorskogo Flota) .................................................................110
Battleship Tsesarevitch ......................................................................................................................111
Armored Cruiser Gromoboi ...............................................................................................................111
Battleship Petropavlovsk ...................................................................................................................112
Battleship Borodino ...........................................................................................................................113
Battleship Retvizan ............................................................................................................................113
Battleship Peresvyet ...........................................................................................................................114
Battleship Sisoi Vyeliki .....................................................................................................................115
Battleship Navarin .............................................................................................................................115
Armored Cruiser Rossiya ...................................................................................................................116
Battleship Imperator Nikolai I ...........................................................................................................117
Armored Cruiser Ryurik ....................................................................................................................117
Armored Cruiser Admiral Nakhimov ................................................................................................118
Armored Cruiser Bayan .....................................................................................................................119
Coastal Battleship Admiral Ushakov .................................................................................................120
Coastal Battleship Gen. Admiral Apraksin ........................................................................................120
Armored Cruiser Dmitri Donskoi ......................................................................................................121
Protected Cruiser Pallada ...................................................................................................................122
Protected Cruiser Varyag ...................................................................................................................122
Protected Cruiser Bogatyr ..................................................................................................................123
Armored Cruiser Vladimir Monomakh ..............................................................................................124
Protected Cruiser Askold ...................................................................................................................124
Protected Cruiser Svyetlana ...............................................................................................................125
Protected Cruiser Boyarin ..................................................................................................................126
Protected Cruiser Izumrud .................................................................................................................126
Auxiliary Cruiser Ural .......................................................................................................................127
Protected Cruiser Novik .....................................................................................................................127
Auxiliary Cruiser Lyena ....................................................................................................................128
Armored Gunboat Gryemyashchi ......................................................................................................129
Gunboat Bobr .....................................................................................................................................129
Gunboat Koreyets ..............................................................................................................................130
Clipper Zabiyaka ................................................................................................................................131
Minelayer Amur .................................................................................................................................131
Auxiliary Cruiser Almaz ....................................................................................................................132
Gunboat Gilyak ..................................................................................................................................132
Repair Ship Kamchatka .....................................................................................................................133
Destroyer Bdityelni ............................................................................................................................133
Destroyer Boiki ..................................................................................................................................134
Destroyer Boyevoi .............................................................................................................................134
Destroyer Vnimatelni .........................................................................................................................135
Torpedo Gunboat Gaidamak ..............................................................................................................136
Destroyer Lyetyenant Burakov ..........................................................................................................136
Destroyer Ryeshitelni .........................................................................................................................137
Torpedo Boat 203 Sungari .................................................................................................................137
Torpedo Boat 208 ..............................................................................................................................138
Torpedo Boat 205 Sveaborg ..............................................................................................................138
Torpedo Boat 201 Yanchukhye .........................................................................................................139
Distant Guns vi
Appendix – Copyright and Credits ..........................................................................................................142
Welcome to Distant Guns: The Russo-Japanese War at Sea. This is the first of a
series of 3d, realtime, naval combat games. Other games in the series may eventually
include topics ranging from the Spanish-American War to World War II. We chose the
Russo-Japanese War as the setting for the first game in the series for three reasons. First,
all of the major elements of 20th century naval warfare are present. Second, many of the
secondary elements that featured so prominently in World Wars I and II could be ignored
during the initial development of the game engine. Finally, I have a real affection for this
historical period, and I am very happy that the previous two arguments could be used to
justify a focus on the Russo-Japanese War.
In many cases, ships of this period retain capabilities and features of 19th century
vessels. Some vessels still have sails, and many feature bows designed for ramming. But
by 1904, sails and ramming no longer play a part in naval battles. Major ships of both
fleets are recognizably modern, powered, and armed with centrally directed main
batteries. The primary weapons are torpedoes and breach loading rifles. First generation
fire control systems are in use. Naval officers of all the major naval powers have
reasonably consistent expectations for naval battles in this new age of high speed,
armored ships, armed with devastating long range weapons. Imperfect analysis of the
naval campaign of the Spanish-American War of 1898 has reinforced the emerging
picture of 20th century naval warfare. Fleets are expected to fight at high speeds and long
ranges. Torpedoes are expected to overshadow all other weapons if ranges are below
1200 meters. It will take the Russo-Japanese War and World War I to banish some of the
more inaccurate expectations, just in time to see everything change as first, fire control
systems and later, torpedoes finally become effective enough to live up to turn of the
century expectations. In the long run, a major goal of the Distant Guns system is to show
the evolution of naval combat as ship systems advance in capability from the theoretical
expectations of the late 19th century to the real world effectiveness of 1945.
Starting out in 1904, we were able to concentrate on getting an effective naval
combat game up and running without worrying about things like smoke generators
(World War I) or long range torpedoes, radar, and tactical aerial reconnaissance (World
Distant Guns 1
War II). By deferring treatment of these issues, we could take the time concentrate on
other details – things that might have slipped through the cracks if we had tried to tackle
everything at once. Some effects are so small you will probably never notice them: things
like impairing the ability of weapons to fire if seas are high enough to reach their actual
locations about ship. Then there is the issue of scale. Although some of the battles of this
period are fairly large, smoky affairs, we could defer the problem of maintaining
reasonable 3d frame rates at Jutland until computers have another year or so to speed up.
I am particularly pleased that we managed to focus on the 1904-1905 period. All
too frequently, game designers are forced by market pressures to concentrate on topics
outside their area of interest. I do have a serious interest in World Wars I and II, and I
look forward to tackling the rich entertainment opportunities of these periods. But it gives
me a warm, fuzzy feeling to have an excuse to slip obscure Russian gunboats into the art
budget. The next few years promise to be a lot of fun as we add the campaign game, deal
with other campaigns, and extend the game engine. Your suggestions for improvements
and extensions will help with this. As with my previous title, The Operational Art of
War, I have designed the game on this topic that I want to play. For my part, I believe I
have succeeded. I find the game tremendously fun to play, and I hope you do as well.
This manual and help file is organized in two sections. The main section is a
description of game play with an emphasis on what players need to know to actually play
the game. It is deliberately a bit light on technical details. Those of you who are
interested will find considerable additional detail in the appendices.
Distant Guns 2
System Requirements
Minimum PC Requirements
Windows XP
Internet Connection with a valid email account
1.5 GHz Intel or AMD PC Compatible
512 MB of RAM
3D Video Card capable of running Direct X 9
275 MB of Hard Drive Space
You may, of course, try the trial version of Distant Guns on any computer of your choice.
These requirements outline the lower limits of computers and operating systems that are
supported by Storm Eagle Studios. The game may work on other systems, but we do not
offer troubleshooting or other support for systems not meeting our minimum
requirements.
Distant Guns 3
Launching the Game
With StormPowered, all of your games are accessible from one location. Launch
StormPowered and go to the My Games tab, then launch the game by double clicking on
its entry in the My Games list, or highlight it by clicking it once and press the „Launch‟
Button.
Distant Guns 4
Registration and Trial Limits
When you first install the game, it will appear in the My Games tab and it will
show whether it‟s in a trial mode or capable of being played online or offline.
The trial version of the game can only play the Ulsan battle scenario. There are no
other restrictions.
License purchase and registration authorizes you to play all of the battle scenarios
in Battle Set 1, as well as the One Hundred Victories campaign scenario covering the full
Russo-Japanese War at Sea. See the “Campaign Games” section of this manual for
details. You can check your authorizations by using the About dialog in the game.
If you wish to change the game to be playable offline, simply highlight the game
and click the „Change to Offline Capable‟ button. Now you can play your game
whenever you want whether or not you‟re connected to the internet!
Distant Guns 5
Main Options Screen
The Main Options Screen is where you do most of your game management.
Everything is done from the row of buttons along the right side of the screen. Some
buttons are not always available. From top to bottom, these buttons are:
Begin New Campaign – Begin a new campaign game, selected from a list of
available scenarios.
Begin New Battle – Begin a new battle (tactical) game, selected from a list of
available scenarios.
Join Multiplayer Battle – Join a multiplayer battle game hosted by another player.
Return – Return to the current game. This button is only present if you came to the
Distant Guns 6
Main Options Screen from within a battle or campaign game.
Starting a Game
If you want to begin playing immediately, select the fourth button down from the
top left on the Main Options Screen: Begin New Battle. Select your game using the Load
Game Dialog, and pick which side to play using the Select Players Dialog. You can use
the tutorial based on the Ulsan scenario to help you learn how to play the game.
In trial mode, the game limits you to playing on the Ulsan scenario. Once the
game is registered, additional battles may be selected for play.
Distant Guns 7
Loading a Game
Whenever you begin a new game, or load a saved game, you can select from a list
of available games using the Load Game Dialog.
The currently selected game is described in the history pane at the top of the
dialog box. A list of available games is below. Both panes can be scrolled using the scroll
controls at right, and the lower pane can be scrolled using a mouse wheel button. At the
bottom of the dialog box are Accept and Cancel buttons. Use the Accept button to load
the selected game, and the cancel dialog to back out of the dialog without loading a game.
Distant Guns 8
Assigning Players
Before you begin a new game, you need to choose which forces are controlled by
which players. Either side (Russian or Japanese) can be controlled by local human,
computer (“AI”), or remote human players.
To begin a multiplayer game, select the Multiplayer button in the center of the
dialog. For single player games, you can select either Human Player or Computer Player
buttons for each side, below the national flags. When you are happy with your player
selections, select the Accept button at the bottom of the dialog. You can back out of the
dialog using the Cancel button.
Typically, you will want to play single player games as a human player vs. the
computer. To do this, select human player for the side you wish to play and computer
player for the other side. You can also select human player for both sides, generally so
you can examine the scenario in detail within the game. Or you can select computer
player for both sides to watch the computer play against itself.
Except in multiplayer games, selecting the Accept button will immediately launch
the new game. If you have selected a multiplayer game, there is a bit more setup to do
before your game begins.
Distant Guns 9
Multiplayer Games
Distant Guns battles (not campaign games) can be played in a multiplayer mode.
Play can be either by LAN or TCP/IP. Generally you will use LAN to play games on
your local network, and TCP/IP to play games with other players at remote locations over
the internet. Select the center button in the Select Players Dialog to begin a new
multiplayer game. This will begin the process of setting your computer to host a game for
other players to join. If, instead, you wish to join an existing multiplayer game being
hosted by another player, use the Cancel (lower right) button to return to the Main
Options Screen and select the Join Multiplayer Battle button.
If your computer is protected by a firewall, it may be necessary to configure it so
that Distant Guns multiplay is allowed. In most cases your firewall software should
detect the game‟s attempts to connect to remote locations, and will prompt you to allow
Distant Guns to by “unblocked”. If you do choose to “block” the game, usually the
default selection, multiplay will not be possible. The specific language and procedure
depend upon your firewall. In some cases, it may be necessary to open a port as well. If
so, Distant Guns default UDP port is 5113.
Distant Guns 10
Setting Up a New Multiplayer Game
This is the first dialog you will see when you choose to host a new multiplayer
game for other players to join. From here you choose whether to play via LAN or
TCP/IP, your player name, and the session name others will see when they are looking
for a new game to join. Click on any of the options in the dialog to select or modify them.
Your local TCP/IP address is displayed in the Connection Type pane of the dialog. If
your computer is connected directly to the internet, this is the address other players will
use to join your game. If your computer is connected through a router, switch, or other
connection sharing device, the shown address is probably an internal address and you will
probably have to get your visible external IP address from that device. See your router or
switch documentation for details.
When you are happy with your setup, select Accept to continue on to the
Multiplayer Player Assignments Dialog. You can Cancel to back out of the dialog.
Distant Guns 11
Joining an Existing Multiplayer Game
This is the first dialog you will see when you choose to join a multiplayer game.
From here you choose whether to play via LAN or TCP/IP, and your player name. Click
on any of the options in the dialog to select or modify them.
When you are happy with your setup, select Accept to continue. You can select
Cancel to back out of the dialog.
If you choose to play a TCP/IP game, you need to specify the IP address of the
host machine in a separate small dialog that pops up after you accept your session setup.
Your host will provide this address for you.
This is where you select which game session to join. Select Search for Games to
look for games on your LAN or at the IP address you have chosen. You may select any
session listed. Unless you are on a large LAN, there will generally only be one session
available on the LAN or at any particular IP address. Each session is described by session
name, scenario, number of players, and ping time. When you have selected the desired
session, click Accept to join. You may cancel by selecting Cancel.
Distant Guns 12
Multiplayer Player Assignments Dialog
This is the last step required for setting up a Multiplayer game. At this point, your
game is available for others to join (If you are hosting) or you have successfully joined a
game hosted by a remote player. A list of all players fills the center pane of the dialog.
Each player is listed by name, assignment, and whether they are ready to begin playing.
The number of allowed players for a scenario is dependent upon the number of divisions
present, from a minimum of two up to a maximum of ten. As host for this new game, you
can choose individual assignments or eject players before the game begins. Each player
has control over their own “ready/not ready” status. As individual players join, the
“Waiting for player to join” notes are replaced by names, assignments, and ready/not
ready indicators.
If you are hosting a game, you select a player name to eject that player from the
game. To change assignments, for any player, select the assignment next to that player.
This will open a dialog allowing you to give the player a new assignment. If only two
players will be playing, one must be the Japanese force commander and the other the
Russian force commander. If there are more than two players, some may be assigned
individual divisions of ships. Assignments may only be changed if at least two players
are present. Regardless of the number of players and division assignments, the player
assigned the top division on each side is considered the overall force commander. He
controls all divisions not directly assigned to other players, and he will inherit divisions if
other players on his side drop out of the game while it is in progress.
When you are happy with assignments and all players (including yourself) have
selected “ready”, you can continue by selecting the Begin Game button. You can back
out of the dialog (canceling the game) by selecting the Cancel button. If you wish to
broadcast a chat message to all players, select the Chat button.
Distant Guns 13
Multiplayer Information Dialog
This dialog gives information regarding other players in your multiplayer game.
Each player‟s name, host or remote player status, number of assigned ships, and national
affiliation are shown. You may select “Private Chat” to send a message to a particular
player. If you are hosting, you may select “Eject” to eject a player from the game. Select
the Multiplayer Information Button on the Main Control Flyout Panel to use this dialog.
Battle Games
The Battle Game is a 3d, realtime, naval combat simulator. Battles can be as small
as two opposing ships, or as large as the largest battles of the Russo-Japanese War. In the
trial version of the game, only the Ulsan scenario is available for play. Battle Set 1
(included with the registered version of the game) includes a variety of scenarios drawn
from the Russo-Japanese War.
Distant Guns 14
The Battle Screen
This screen is a window into the 3d, realtime battle space. The battle space is 100
kilometers on a side, initially centered on a point between the two opposing naval forces
present in the scenario. Everything visible to your forces is potentially visible to you,
though you may have to move your point of view to bring distant objects into view.
Distant Guns 15
Number Pad 1 or 7 Key: pan point of view left
Number Pad 8 Key: tilt point of view down
Number Pad 3 or 9 Key: pan point of view right
Number Pad 6 Key: move point of view right
Number Pad 2 Key: tilt point of view up
Number Pad 5 Key: move point of view forward
Number Pad 0 Key: move point of view back
Number Pad – Key: zoom point of view out
Number Pad + Key: zoom point of view in
Number Pad * Key: raise point of view
Number Pad / Key: lower point of view
Mouse Wheel Forward: Zoom in
Mouse Wheel Back: Zoom out
Distant Guns 16
Main Control Flyout Panel
At screen upper right is a single control. This is the control flyout panel rollover.
When you move your mouse over this control, the main control flyout panel becomes
available. A short time after you move the mouse cursor off any button of the flyout
panel, the panel will again roll up to show only the single control.
Controls in the flyout are arranged in columns. Depending upon context, some
controls may not be available. To select a control, move the mouse cursor over it and left
click.
The home column is directly below the rollover spot. It includes the following:
Situation Report: Show a report of the current battle situation. Things are not
always as they seem. You should check the Situation Report as soon as possible
after a battle begins.
Operational Map: Show a large scale map of the Northwest Pacific. If a campaign
Distant Guns 17
game is in progress, movements of forces not directly involved in the battle can be
monitored here.
To the left of the home column is the view lock column. These controls are used to free
or impose certain constraints on the movement of the point of view.
Follow View: Set the point of view to keep pace with a ship ship, moving to keep it
at a constant distance.
To the left of the view lock column is the display and sound option column. These
controls are used to bring up dialogs allowing you to change display and sound options.
In multiplayer games, there is also a multiplayer game option column. These controls are
used to manage various multiplayer game options.
Multiplayer Fleet Chat: Send a chat message visible to all players in your fleet.
Distant Guns 18
The Microview Map
At screen lower right is a small map showing all or a portion of the battle space.
All friendly and known enemy ships and shore batteries are shown as blue (Russian) or
red (Japanese) icons overlaid on the map. The location and orientation of the point of
view within the battle space are shown as a crosshair and arc. More than a simple map,
the microview is also a game control. As the mouse cursor is moved over the map, the
location under the cursor is shown in a “spyglass” view. If you left click within the map,
the point of view will rotate to face the location you clicked upon. Any friendly ship there
will be selected as the selected ship. Right clicking within the map will move the point of
view to the selected location.
You can change the appearance of the microview using the keyboard. Number
keys refer to the keys across the top of your keyboard, not the num pad keys. If the map
magnification is set higher than 1x, the map will be centered on the point of view.
1 Key: Set microview map magnification to 1x, showing the entire battle space.
(Default)
2 Key: Set microview map magnification to 2x.
3 Key: Set microview map magnification to 3x.
4 Key: Set microview map magnification to 4x.
5 Key: Set microview map magnification to 5x.
M Key: Toggle between standard display at lower right, full screen display at
center, or microview map display off.
Selected Ships
Any orders you issue will only affect the ships you have selected. Ships are
selected by using the left mouse button. See Mouse Selections with No Ships Selected.
Once selected, ships are highlighted by either a red (Japanese) or blue (Russian) halo on
screen. You can deselect your ships by using the escape key or right clicking anywhere
on the screen selecting the Close Flyout / Deselect button in Orders Flyout Panel.
Distant Guns 19
Mouse Selections with One or More Ships Selected
If one or more ships are selected, a left mouse click on a selected ship selects
ships belonging to the next command level of the force. Clicking on a lone selected ship
selects that ship‟s parent division. Clicking again selects the friendly entire fleet. Clicking
again on the ship selects back down to just that ship, so repeated clicking on selected
ships results in a circular rotation through all levels of command.
A left click in the water starts movement plotting. Yellow arcs and lines are
drawn from the selected ships and any ships in their parent divisions. These lines are
potential ship movements that you can order. As you move the mouse cursor, the lines
will change in an attempt to plot moves toward the world location under the mouse
cursor. You will probably find that it is helpful to be at least 1000 meters from the
selected ship when plotting moves, as most ships require large areas to complete turns.
Point of view controls remain active during plotting, and you will frequently find yourself
moving the point of view while setting up movement orders. It can also be helpful to set
the magnification of the microview to 2x or higher, particularly if the selected ships are
close to enemy forces. Projected plot lines extending from division leaders are slightly
brighter or bolder than other lines. Note that the plot lines are constantly changing. If you
are not playing a multiplayer game, you may wish to pause the game while plotting
movement. To turn movement path calculation off, left click again in the water. The
yellow lines will disappear.
When the projected plot lines are where you want them to be, or if you wish to
issue non-movement related orders, right click. This brings up the Orders Flyout Panel.
Distant Guns 20
The Battle Game Orders Flyout Panel
All orders to ships can be given using the orders flyout panel. The buttons that
appear, and their appearance, are dependent upon how many ships are selected, their
state, and whether any movement plots are on screen. Each button is fully described using
on-screen prompts. As with the Main Control Flyout Panel, the buttons are divided into
columns, and unless the mouse cursor is within the column only the top button of each
column is displayed. Selecting the Close Flyout button will close the flyout, leaving any
selected ships still selected. You can select the Close Flyout / Deselect button to close the
flyout while releasing selected ships.
Close Flyout and Deselect – Close the flyout and deselect the currently selected
ships.
Distant Guns 21
Maneuver Group Buttons
Use maneuver group buttons to issue maneuver orders to your ships. Depending
upon the game situation, some buttons may not be displayed.
Division Turn by Succession – The division leader will immediately execute its
plotted turn (indicated by the bold line). Each other ship in the division that is
formed on the leader will follow to the point where the leader turned, then execute its
own turn to continue following the leader. Once completed, this maneuver leaves the
division line intact and facing the plotted direction. It can take quite a while for a division
to complete this maneuver, and results can be a bit messy if you change orders before the
maneuver is complete. This option may not be available if the division is not in line
(formed up on a lead ship). This was by far the most common order issued to ships in
battle, because it is the easiest way to maneuver while maintaining formation. Any other
maneuver order can introduce disorder in your formations.
Selected Ships Turn by Succession – The lead selected ship will immediately
execute its plotted turn. Each other selected ship will follow to the point where the
leader turned, then execute its own turn to continue following the leader. Following this
maneuver, ships will not necessarily be considered as formed on any particular ship.
Division Turn Immediately – All ships of the division will immediately execute the
plotted turns. All ships will no longer be considered “formed on the division
leader”. This command can be used to turn from line astern (column) to echelon or line
abreast. If the ships maintain their relative positions, it can easily be reversed back to line
astern. Example: A division moving north executes a 90 degree immediate turn to
starboard, moves some distance, and 90 degree immediate turn to port. This would result
in a division going from line astern headed north, to line abreast headed east, back to line
Distant Guns 22
astern headed north. Each ship would execute an “s” shaped course. If perfectly executed,
all ships of the division will once again be considered formed on the division leader.
Frequently, particularly in combat, this will not be the case.
Ship Turn Independently – This is very similar to Immediate Turn, except that only
the selected ships will execute the maneuver. Non-selected ships of the division
will continue their original movement, and will maintain their “formed on division
leader” status.
Division Reform Line on Best Lead Ship – This is your best bet for restoring order
to a scattered formation. Ships will attempt to return to their position astern of a
division leader, at the same interval as at the beginning of the scenario. The leader chosen
will depend upon the arrangement of the ships. It will not necessarily be the original
division leader. The prompts will inform you of the selected “best leader” for a quick
reformation. If the division is scattered, this can take some time. It can also result in
unpredictable maneuvers by individual ships. In many cases you can speed things up by
tidying the ship positions manually (making sure they are already in something like line
formation, in their original order, facing more or less in the same direction, and not in
imminent danger of collision), prior to giving this order. It can be helpful to set the speed
of the lead ship a couple of knots below the speed of the slowest ship in the division, so
ships attempting to take trailing positions can accelerate to catch up with the leader.
Division Reform Line on Selected Ship – All selected ships will attempt to return
to their position astern of the selected ship as division leader, at the same interval
as at the beginning of the scenario. If the division is scattered, this can take some time. It
can also result in unpredictable maneuvers by individual ships. In many cases you can
speed things up by tidying the ship positions manually (making sure they are already in
something like line formation, in their original order, facing more or less in the same
direction, and not in imminent danger of collision), prior to giving this order. Your
division will reform most easily if you pick a leader that appears to be in front of most of
the other ships in the division. Be careful with this command. If you choose a ship toward
the apparent rear of the division, individual ships can spend considerable time looping
around trying to line up. It can be helpful to set the speed of the selected lead ship a
couple of knots below the speed of the slowest ship in the division, so ships attempting to
take trailing positions can accelerate to catch up with the leader.
Division Turn Immediately and Reform – All selected ships will immediately
execute the plotted turns as in a normal immediate turn. When the turns are
completed, the division will reform on whichever ship is nearest the head of the
formation at that time. This order is frequently given to order simultaneous 180 degree
turns, with the originally trailing ship becoming the new lead ship for the formation. If all
goes well, you can usually predict which ship will be at the head of the reformed division.
Turns of less than 90 degrees will tend to retain the original leader, and turns of more
than 90 degrees tend to reverse the order of the division line. This is usually a fairly safe
order unless the enemy is near enough to disrupt it, or the paths of the ships (as indicated
Distant Guns 23
by the yellow lines) are such that it isn‟t easy to determine who will be in the lead after
the turn.
Guide on Other Division – The selected division will follow the division of the ship
under the mouse cursor. This button will only appear if a division leader is the
currently selected ship, and the mouse cursor is over a ship belonging to another division
when you right click to bring up the flyout.
Guide Independently – The selected division will no longer follow the division it is
currently following. This button will only appear if the selected division is
currently following another division.
Set Speed – Set the ordered speed for the selected ships. Note that ships “formed
on” other ships will set their speed automatically to maintain proper interval within
their formation regardless of individual speed orders, so this setting only has a direct
effect if issued to division lead ships or ships that are not formed.
Target Specific Ship – This button will only appear if an enemy ship is under the
cursor when you right click to bring up the flyout. The selected ships will target the
specific ship under the cursor. When that ship is no longer a valid target (visible, not
sinking), the selected ships are free to retarget on the nearest enemy ship.
Target Nearest Leader – The selected ships will target on the nearest enemy
division leader. When that ship is no longer a valid target, the selected ships are
Distant Guns 24
free to retarget on the nearest enemy ship.
Target Free – The selected ships may pick their own target, generally the nearest
enemy ship.
Use Selection Group buttons to select other ships besides those currently selected.
Form New Division – The selected ships will be detached from their parent
division or divisions, and will form into a new division. This command can of
course be used to rejoin divisions previously divided using the form new division
command. It can also be used to split individual ships from a division if they become
damaged and are unable to maintain their place in formation.
Assign Division to Player – The division to which the selected ships belong will be
re-assigned from the force commander to a friendly player selected from a force
Distant Guns 25
assignment dialog box. This button will only appear in multiplayer games, and is only
available to force commanders. The option can be used to fine tune assignments in
multiplayer games, or to assign new forces to players who have lost their starting force.
Distant Guns 26
Miscellaneous Controls
These controls perform miscellaneous game functions.
C Key: Send chat message to all players (multiplay).
C <shift> Key: Send chat message to all friendly players (multiplay).
K Key: View next enemy ship.
L Key: View previous enemy ship.
. Key: View next friendly ship.
. <shift> Key: Select next friendly ship.
, Key: View previous friendly ship.
, <shift> Key: Select previous friendly ship.
B Key: View last selected ship.
L Key: Multiplay player management and direct message dialog.
P Key: Pause the game (not in multiplay).
S Key: Toggle ship status display on/off.
T Key: Toggle spyglass views on/off.
Q Key: Selected ships target specific ship. If this key is pressed while your mouse
cursor is on an enemy ship, your selected ships will be given orders to target that
enemy.
A Key: Selected ships target nearest leader.
Z Key: Selected ships target free.
Space Key: Selected ships cease fire.
R Key: Set Free View.
F Key: Set Follow View
V Key: Set Fixed View.
X Key: Turn “sticky” orders flyouts on/off
Z Key: Change Shell-cam option (off/selected ships/all ships).
F1 Key: Toggle hotkey list on/off.
F2 Key: Set the standard ship view to the current distance and orientation, relative
to the selected ship.
F3 Key: Set the standard battle space view to the current elevation and
orientation.
F4 Key: Toggle frame rate display on/off.
F5 Key: Binocular View
F6 Key: Quick Save Game
F7 Key: Increase time rate (not in multiplay).
F8 Key: Decrease time rate (not in multiplay).
F9 Key: Set time rate to 1x.
F12 Key: Reset all game defaults. Some changes may not be visible until the next
time you start the game.
Window Controls
If you are playing in windowed mode, the game screen may be moved or resized
using standard Windows ™ conventions. A standard Windows ™ Help file will also be
available via the F1 Key.
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Shell-cam
Shell-cam is a special display mode that takes control of the battle screen window
to show the flight of a shell fired from a gun. In order for a shell-cam view to become
active, no game controls may have been activated in the previous 10 seconds. Any time
any control is activated (including simply moving the mouse), a running shell-cam
display is immediately ended. Shell-cam views will only be shown for large weapons
fired with times of flight over three seconds. You can select from three options for
controlling the shell-cam display.
H key: toggles between Shell-cam for any ship (default), any selected ship, or off.
Ship Information
There are three levels of information available for any ship involved in a battle:
status indicator, information popup, and information screen.
Moving the mouse cursor over a ship either in the microview or the main battle
space display will bring up a ship information popup. The popup is displayed as long as
the cursor remains over the ship. Quite a bit more information is available in the popup
than in the status indicator. If a ship is the lead vessel for a formation, a command flag
will show in the popup background. Organizational, navigation, and general damage
levels are shown. The exact information displayed depends upon whether you own the
ship, and any special circumstances that might apply. If you don‟t understand why a ship
is doing something, check the popup.
The image in the telescope display is more than just eye-candy. If the image is
overlaid by a faint crosshair graphic, the ship can be targeted by your currently selected
ships. If the image is very dark, the ship is not currently visible to your forces.
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Ship Information Screen
Bring up the Ship Information Screen for any particular ship by selecting the Ship
Information button from the Orders Flyout, or by pressing the “I” hotkey when the mouse
cursor is over a ship. Every bit of information recorded for a ship is accessible from this
screen, although some information is restricted if you are viewing an enemy ship. A text
area between the name at the top and the image of the ship in the center gives general
information on the ship. Each weapon mounted on the ship is represented as a colored
status light at or near the mounted location on the ship image. Passing the mouse cursor
over a weapon mount light will display the detailed status and arcs of fire for the weapon
mount. Three rollover controls below the exit button at screen upper right bring up a
complete weapons inventory, organizational information, and navigation data.
Situation Information
This dialog gives information on current weather and visibility conditions, and
indicates whether visibility is increasing or decreasing. Since most battles begin with
ships at distances near the limits of visibility, you can use the prediction to help decide
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whether to close with the enemy or attempt to flee. Extreme weather or lighting
conditions tend to favor some kinds of ships over others. For example: Small, torpedo
armed ships are at their best if visibility is poor. But those same ships are at a severe
disadvantage in high seas.
You should always check the Weather Report as soon as a battle begins.
This dialog gives a brief description of the current situation, including relative
strengths, losses, historical notes, order of battle, and tactical hints. You should always
check the Situation Report as soon as a battle begins.
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The Operational Map
This screen shows the entire Russo-Japanese war theater of battle. All ports, naval
bases, and significant locations are displayed. Russian and Japanese owned locations are
shown using Blue or Orange icons, respectively. Locations controlled by major neutral
powers are shown using yellow icons. Minor neutral locations are shown using white
icons. Anchor icons indicate ports, and circled anchor icons are naval bases. The
boundaries of the current battle are shown using a yellow square.
In battle games, this screen is used simply to show context. Campaign games are
played from a version of this screen.
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Command
Your task is to keep your force intact, organized, moving in the right direction,
and firing at the enemy. All action takes place in real time, and in as realistic a 3d
environment as we could create. This means things can be pretty difficult to manage in
large fleet actions. Please, do yourself a favor and start with smaller battle scenarios.
Large battles are very complex. Commanders with years of experience lost effective
control of their forces in several cases during the actual war. The classic case of this
occurred at the Battle of Tsushima, where the Russian Admiral Rozhyestvyenski made a
small error that confusion compounded into a large error just as the two battle lines came
into range. Fortunately; unlike real world commanders, you have the option to pause the
action (except in multiplayer games). Feel free to pause the game frequently as you learn
to play.
Leaders
Divisions begin a battle with at least one leader on board one of the ships in the
division. If a division is split up into groups of two or more ships, a ship commander will
be “promoted” to leader status so that all portions of a division have leaders. Ships sailing
independently as single ship divisions generally do not have leaders on board. Any ship
sailing beyond visual range of at least one friendly leader may become unavailable for
orders.
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General Quarters
This is a generic term for combat readiness. Ships will only be available for
orders if the general quarters order has gone out. In most cases this happens automatically
for both forces at the beginning of a scenario. But some scenarios begin with one side
unaware of the presence of an enemy force. The worst case is when a ship is at anchor.
Ships at anchor are generally completely unready for combat, and will take at least
several minutes to become ready even after the general quarters order has sounded.
Maneuver
Maneuver Orders
Unless you tell them otherwise, your ships are constantly moving. Ships do not
turn on a dime (generally, it‟s more like half a kilometer). Ships do not speed up or slow
down quickly. Individual ship captains have minds of their own. These simple facts have
substantial implications. You simply will not believe how much a mess you can create
until you‟ve managed to do it a couple of times.
There are a number of simple rules of thumb that may keep you out of trouble:
Maneuver by division
Keep your ships formed on division leaders
Keep your divisions apart
Do not combine radically different ship types in your divisions
While it is possible to issue independent turn orders to your ships, you will find that
keeping them both concentrated and out of each others‟ way while operating
independently will be a major pain. The only times you should consider moving ships
independently are if they are needed for scouting, making torpedo attacks, or are too
damaged to remain in formation. Scouts and damaged ships should be detached as
separate divisions using the “Form New Division” order. Independent turn orders to
divisions can be useful, but be aware that ships not “formed on” other ships will follow
their last ordered course and speed. It is very difficult to keep unformed ships in any
semblance of a formation once the shooting starts. Issuing “Immediate Turn” orders to
your ships will cause them to become “unformed”.
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Ships that are “formed on” other ships will follow the ships they are formed on,
adjusting speed and heading as necessary, and will seek to find their way back to their
spot in formation if temporarily forced to maneuver to avoid collisions, torpedoes, or
whatever. Issuing “Turn by Succession” orders will keep your ships formed on their
division leaders. In turns by succession, the division leader turns first. Each following
ship moves to where the division leader made her turn, then turns to follow the division
leader.
There are times when you want a division to remain formed, but you don‟t want to
wait for a turn by succession. The “Turn Immediately and Reform” order can be useful
here. In “Turn Immediately and Reform” orders, all ships will perform immediate turns
exactly as if you had ordered a standard “immediate turn”. After all ships have completed
their turns, the commanders will reform the division into line after the ship furthest
forward in the new direction of travel. Be aware that this can be unpredictable if your
formation is scattered, or if the positions of the ships after their turns makes selection of a
new leader difficult. This command is most effective for relatively shallow (less than 45
degrees) or relatively deep (more than 120 degrees) turns, where the position of the
leader after the turn has been completed is easy to determine. In particular, this command
is very useful for reversing the direction of travel of a division while keeping the ships in
formation.
If a division becomes scattered, you can order selected ships to “reform line”. When
you do this, you are effectively ordering the individual ship captains to use their best
judgment to reform. The selected ships will determine the furthest forward ship and form
line behind it. In truly chaotic situations, you may want to do a bit of manual tidying up
before issuing a “reform line” order. Fairly ugly things can happen if you order a
randomly scattered cloud of ships to reform line. They will eventually succeed, but it can
take a while.
Advanced: If you have a large fleet (several divisions), there may be times when you
want several individual divisions act as a single, large formation. You do this by selecting
a division leader, then right clicking on any ship of the formation you want the selected
division to follow, and selecting the “Guide on division” order. You can form a chain of
divisions by doing this with successive division leaders on ships of preceding formations.
If you order a division to guide on a division that another division is already guiding on,
the new division will insert itself into place in line between the original two divisions.
You can break any division free by selecting its division leader and issuing a “Guide
Independently” order.
Try to make sure that divisions have enough room to maneuver without interacting.
Any two divisions should usually be kept as far apart as the length of the longer division.
You can form ships into new divisions, or split up original divisions during play using
the “form new division” order. If you do this, avoid placing ships of very different
capabilities in the same division. Divisions in formation tend to operate at the level of the
poorest performer in the division.
You can select more than one ship by using a selection rectangle. Left click and drag.
A box will appear. Any ships within the box when the mouse button is released will be
selected. This is the only way to concurrently select ships of different divisions.
Your captains will attempt to avoid collisions with other ships, land, minefields, and
torpedoes. Don‟t be surprised to see a ship move briefly out of its location in line in order
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to avoid a collision. If the ship is “formed” it will maneuver back to its position in the
formation when the danger is past.
Collisions
Your captains will do their best to avoid collisions, but they will sometimes occur.
They are particularly common at night, during torpedo attacks, and in situations where
many ships are in proximity. Ships can collide with other ships or with land. The damage
caused by a collision is based on the speed and displacement of the ships involved, and
the angle of impact. Damage can be severe. Avoid giving your ships orders that may lead
to collisions – crossing formations, entering restricted bodies of water, etc.
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Entering Naval Bases
Ships may enter friendly naval bases. Naval bases are marked in the battle space
with colored, circled anchor graphics on the water surface. Russian ships may enter blue
bases, and Japanese ships may enter red bases. To enter a base, a ship need only sail into
the area marked in the battle space with a circled anchor symbol. Any ship entering a
base is considered to have disengaged and left the battle. Heavily damaged or sinking
ships are considered to have been saved if they manage to enter the base. Ships in such
dire condition will in fact leave your command and attempt to sail for base under their
own command
Ports, designated by white anchor symbols in the battle space, do not provide the
same kind of protection as bases. Ships will simply sail through port areas. In some
scenarios, victory may be awarded if a ship enters or stops in a port area, but the ships
will remain on the map and vulnerable to enemy action.
Weapons
You can order your ships to fire on specific targets, nearest ships, nearest leader,
or cease fire. These orders will apply to all weapons mounted on the affected ships.
Weapons are either centrally directed or locally directed. Your locally directed weapons
provide defense against nearby threats. Check the ship information popup to see which
weapons are locally directed.
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Firing
Weapons will fire if loaded, their view of the target is unobstructed, and the target
is within range. Once fired, weapons need to reload. This requires time and ammunition.
Some weapons have very long reload times.
Ammunition
All weapons require ammunition (ammo) in order to fire. Ships can easily run out
of ammo. Shore batteries have unlimited ammo. Ammunition can not be replenished
during battles. Ammo is maintained on a per mount basis, so it is possible to run out of
ammo at one mount while having plenty for another. If this happens, ammo will be
transferred from mounts with excess to mounts without. Ammo transfer may happen
slowly, particularly if crews are heavily engaged in damage control.
Targeting Orders
Centrally directed weapons will always fire only on a ship‟s ordered target. Ships
may be ordered to cease fire, target freely, target nearest enemy leader, or target a
specific ship.
Cease Fire orders prevent a ship from firing its centrally directed weapons. This
order is generally given to conserve ammo.
Target Free orders allow a ship to independently select a target. This will
generally be the nearest appropriate target. Ships selecting targets under Target Free
orders will select targets based on both range and combat value. An armored cruiser, for
example, will generally ignore a nearby destroyer to target on a more distant cruiser or
battleship.
Target Nearest Leader orders restrict a ship‟s independent targeting to leaders of
enemy formations, if any. If no leader of an enemy division is visible, this order works
identically to a target free order.
Target Specific Ship orders order a ship to target a specific enemy ship. If
effective fire on the target is no longer possible, or if the target begins sinking, this order
reverts to a target free order. You can only issue a target specific ship order if you right
click on the intended target to open the orders flyout.
All selected ships are affected whenever a targeting order is issued.
Once a target is selected, a ship will continue to fire on that target as long as
effective fire is possible, or until the target begins to sink. When that happens, ships
without cease fire orders will select another target. Targeting will not skip around from
target to target as relative positions change.
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weapons will continue to fire on some more appropriate target, the locally directed
weapons will automatically target approaching smaller ships.
Guns
Most of the weapons mounted on your ships are guns. Generally speaking, bigger
guns are longer ranged and more powerful than smaller guns. Unfortunately, power isn‟t
everything. Accuracy is a major factor. Beyond a few thousand meters, the targeting
capabilities of the period were simply not up to the task of accurately aiming big guns at
moving targets. But limits of effective ranges to a few thousand meters mean that smaller
guns with high rates of fire are relatively more effective than they might seem. Add to
this the problem of armor. The big guns of the period didn‟t quite have the necessary
penetration and fusing to deal with the armor on other ships mounting similar big guns.
Where armor penetrations occurred, the shells tended to pass through their targets, doing
relatively little damage. Most damage was done by destruction of lightly armored or
unarmored areas on target ships. This further reduced the relative effectiveness of big
guns vs. quick firing guns. In practical terms, assuming equal levels of accuracy, this
means guns of 150mm or larger are almost interchangeable. They do operate very
differently in the game, but their end effects are similar. So when gauging the combat
power of a ship, it pays more to count guns than to compare gun sizes. In very rough
terms, under ideal conditions you can expect about the following effective ranges for
your ships:
You can, of course, order fire at ranges beyond those in the table. In fact, there are
frequently good reasons to do so. But don‟t expect much damage beyond the effective
ranges of your weapons. And don‟t shoot up all of your ammo at long range, or you may
find that you have handed your enemy a significant advantage.
Gun accuracy is heavily dependent upon muzzle velocity, and can be affected by
visibility, wind, sea state, whether the firing ship is under heavy fire, and firing and
targeted ship speeds. Accuracy improves somewhat after the first few rounds fired at any
particular target.
Torpedoes
Much was expected of the torpedo when the war began. Peacetime tests had
suggested that the torpedo could be a devastating weapon. As a result, almost all warships
had torpedo launchers. Even battleships tended to carry a dozen or more torpedoes. But
the torpedo was limited to ranges of 1300 meters or less unless fired at such low speeds
that they were effectively useless. Launcher reloading times were very long. As poor as
the gun targeting systems of the time were, they were quite accurate at short ranges. The
result is that torpedo attacks by small ships against undamaged large ships are difficult to
carry out. If you check the number of locally directed weapons mounted on any cruiser or
Distant Guns 38
battleship, you will quickly see that the area within 1000 meters of such a ship can be a
very unhealthy place for an enemy destroyer or torpedo boat. Torpedoes are at their best
in three cases: surprise attacks at night, attacks on damaged ships, and firing back toward
a pursuing enemy as you retreat.
Torpedo accuracy can be affected by visibility, sea state, and firing ship speed.
Torpedoes are also subject to several different types of malfunctions that can decrease
range and / or speed, running depth, and chance of detonation on contact.
Torpedoes are usually locally directed on large ships, meaning they will fire at
nearby targets of opportunity. They are usually centrally directed on smaller ships, and
will launch at those ships‟ specific targets.
Mines
Very few ships can deploy mines during combat. There was an experimental
Japanese system called “linked mines” that allowed destroyers to deploy floating
minefields. But while they did play a minor part in one incident late in the war, these
systems were very difficult to use effectively. The Japanese were quite taken with
floating minefields, and feared that the Russians had a similar capability. To reflect this,
in some scenarios some destroyers may randomly have their torpedoes replaced by the
ability to deploy floating minefields during a battle. You will receive a notification if this
is the case for any of your ships. Of course, you will receive no such notification if the
enemy has this capability.
Most of the time, mines are deployed in large fields maintained by specialized
ships. For practical reasons that go beyond the scope of battle scenarios, these minefields
are generally located near ports and naval bases. Most of the time you will know exactly
where all minefields are, but if the scenario takes place within a few kilometers of a port
or naval base there is always the possibility that additional random minefields may be
placed. If this is the case, one player will be notified and the other will not. Known
minefields are indicated on the sea surface by a faint mine graphic. There is no such thing
as a friendly minefield. Any ship entering a minefield is subject to attack.
Naval base defenses are similar to minefields, except that they are friendly to the
owner of the base. They are indicated by graphics similar to minefields. This is
appropriate in that the defensive areas consist, primarily of carefully maintained contact
and electrically controlled minefields. Only the owner of the base may freely enter base
defensive areas. Outer defensive areas are functionally similarly to relatively light
minefields, while inner defensive areas are similar to very dense minefields. Except for
special “brander” or “block” ships, your ships will refuse to enter known minefields, and
enemy base defensive areas. Base defensive areas are always known to both players, and
generally extend several kilometers out from the main base anchorage.
What do you really need to know about minefields and enemy base defense areas?
Stay away from them.
Shore Batteries
Shore batteries operate independently. Neither player controls them. If enemy
ships come within range, shore batteries will automatically open fire. Shore batteries tend
to be a bit more accurate than floating guns. They also tend to have unlimited
ammunition supplies, so expect that they will be more effective at longer ranges. The
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Russians maintained very strong shore batteries at Port Arthur, and eventually at
Vladivostok. The Japanese also had shore batteries, but tended to depend more upon
other defenses for their naval bases.
Weapon Effects
Propulsion systems, conning towers, magazines, and many weapons are typically
protected by armor on heavier ships. Heavier, faster shells are more likely to penetrate
armor than lighter or slower shells. Torpedoes and mines tend to strike below the primary
armor protection, and are always considered to have penetrated armor. Protected areas
will not be damaged by weapons that do not penetrate armor. Regardless of whether a
weapon penetrates armor, it will do damage to unarmored areas of the ship near the
impact point. Weapon damage is dependent upon shell weight, velocity at impact, and
location of impact. Impact locations below the water line are particularly damaging.
Weapon impacts can cause direct damage to the structure or systems of a ship, and can
start fires.
Sinking
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word that a ship is sinking, the process is irreversible. Sinking ships can remain floating
as a hazard to navigation for quite some time.
Sinking ships will automatically attempt to beach (run aground) or head for a
nearby port or naval base if there is any chance of reaching shallow water before sinking.
Beached ships, or those reaching port, will disengage as soon as they reach their
destination.
Ships may sink suddenly if struck by very large weapons, or if a weapon
penetrates to the ship‟s magazine.
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undamaged searchlights will use them as necessary to improve the accuracy of weapons
fire if lighting is poor.
Battles are not limited to the original boundaries of the battle space. If a battle
wanders too far toward the edge of the visible world, the battle space will re-center to
keep as many ships as possible within the battle. Should the battle spread so that some
ships are more than 100km from others, some ships will be forced to leave the battle.
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A Short Tutorial – Opening moves at Ulsan
Ulsan Introduction
Before you begin playing against the computer opponent or other players in
multiplayer mode, you may find it helpful to familiarize yourself with the game screens
and controls. We have included this brief tutorial to help you learn your way around.
The game you will be playing is a historical situation: the battle of Ulsan. While
the main Russian Pacific fleet at Port Arthur spent much of the war cautiously presenting
a threat to Japanese shipping, the Independent Cruiser Squadron based in Vladivostok
took a much more active role. Initially, the Japanese thought they could contain the
Vladivostok based threat with weaker units. Unfortunately, the Vladivostok cruisers
turned into a serious problem. Eventually, the Japanese were forced to devote a heavy
force to deal with them. The two forces finally collided off the southeast coast of Korea
on August 14th, 1904.
This is the only battle available in the trial version of the game. It is also a
relatively small battle, so it makes for an excellent tutorial situation. The Russian force
consists of the Armored Cruisers Rossiya, Gromoboi, and Ryurik, all organized in a
single division. The Japanese force is also a single division: Armored Cruisers Idzumo,
Adzuma, Tokiwa, and Iwate.
If you‟re ready to play, Lets start up.
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Starting Up
If this is the first time you have launched the game, it will start in a 1024x768, 32
bit, full screen display. There will be a few seconds of initialization before the Main
Options Screen pops up. When you see an animation and a row of buttons along the right
side of the screen, the game is ready for you to start. If you wish to resize the game
display, this is a good place. You can click on the display options button (lowest on right
side of screen) and set the display type to one of the screen modes listed. If you choose to
play in a windowed mode, you can simply drag the lower right corner of the window to
whatever size you like. Windowed mode has a couple of advantages – most important
being that you have easy access to the help file while you‟re learning how to play. You
will probably want to change some of the more advanced display settings later, but for
now it‟s probably best to leave them as they are.
Begin by loading the Ulsan scenario. On the Main Options Screen, select “Begin
New Battle”. Select “Ulsan” in the Load Game Dialog. If your game is registered, the
Ulsan scenario is near the bottom of the list, so you may have to scroll down using the
scroll control just to the right of the list of available scenarios in the bottom half of the
dialog. Click on “Ulsan” to select it. You can examine a briefing on the scenario in the
upper part of the dialog. The briefing is a bit long, so you will have to use the scroll
control in the briefing pane to see all the available information. When you‟re ready to
start the battle, click on the “Accept” button at the bottom of the dialog.
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The “Select Players” dialog will come up after the Load Game dialog closes.
Normally, you would choose either a multiplayer game or set one side to be played by
computer. In this case, leave both players set to the default “local human player” setting.
This will start the battle in a special solitaire mode where you control both sides. Click
the Accept button.
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After a few seconds, the battle will begin. Both forces have been spotted, so you
will see a note that the call for general quarters has gone out for both fleets. In some
scenarios, one force may start the game without calling general quarters. This imposes
severe restrictions on that force commander‟s ability to issue orders. But in this case, both
forces are free to accept your commands.
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Finding Our Way Around
Hit the “p” key to pause the battle. This will keep things from changing too much
while you are getting used to the controls. The game doesn‟t have to be paused for you to
give orders. In multiplayer games you won‟t even have the option. In fact, you normally
won‟t pause the game unless you need to leave your computer for a while.
If you haven‟t made any changes to the default view settings, your point of view
should be near the front of a Russian formation of three armored cruisers. Except for the
pause suggested above, don‟t touch the keyboard or mouse buttons yet. Move the mouse
cursor to the edges of the screen to pan and tilt the point of view. Play around with it for a
few seconds. The point of view slews more rapidly as the cursor approaches the edge of
the screen. While you are doing this, you will probably notice a group of orange triangles
off to the north. These markers are showing the locations of a group of Japanese cruisers
just inside the current limits of visibility. Depending upon your monitor and display
settings, you may just be able to make out the closest ship in the group.
Move the mouse cursor to a point just below one of the orange markers below the
haze line on the horizon (where the horizon fades into the background haze). A Ship Info
Popup should appear. At this distance (about 7 kilometers from the point of view) you
may have to hunt around a bit to find it. The closest Japanese ship is the Armored Cruiser
Idzumo. You may also be able to pick out the Adzuma, just behind her. Note that the flag
background on the popup is slightly different for the two ships. Idzumo is showing a
command flag, while Adzuma is showing a standard fleet battle flag. Pan around using
the mouse at the edge of the screen and examine the Russian ship popups. You will see
the same pattern. Rossiya shows a command flag. Quite a bit of information is available
in these popups, so you will be using them frequently as you play. Since you‟ve started
the game in a solitaire mode, you have access to all information for any ship you can see.
Ordinarily, there would be some limits on the amount of information available for enemy
ships – particularly if they are at a distance.
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If you move the mouse cursor over the microview map, you will see a “telescope”
view of whatever is under the cursor. When the point under the cursor is within your field
of view, you will also see a translucent yellow cone pointing down toward the spot within
the battle space. Looking closely at the map, you will see a point of view indicator near
the center of the microview, the locations of both forces. The green area on the map is the
southeast corner of the Korean coast.
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You can get information on the location and orientation of the battle space point
of view by moving the mouse cursor over the small display at screen lower left. The time,
date, lighting conditions and view mode are displayed at upper left.
Move the mouse cursor over the green button at the upper right of the game
screen. A column of buttons will drop down, and a row will pop out to the left. If you
move the mouse cursor over the buttons to the left, additional columns of buttons will
drop down. Only one column will be shown at any given time. If you move the mouse
away from all of the buttons, the panel collapses back to the original single button. This is
the Main Control Flyout Panel. It gives you access to a variety of miscellaneous game
options, but it is not needed for play. You can play through an entire game without using
the main flyout. Only one of the buttons is immediately useful: Environmental Report.
Select Environmental Report by clicking on the button. The most important elements
here deal with visibility; the maximum distance you can see, and whether it is increasing,
stable, or decreasing. It‟s a good idea to check this at the start of any scenario. In this
case, the visibility is around 7km and stable. Click the dialog Exit button to exit the
dialog.
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One last thing, and we will be ready to move on to giving orders. In addition to
panning and tilting the point of view, you can move it around. The arrow keys slide the
point of view left, right, backward and forward. Page up and page down raise and lower
the point of view. Play around with these keys for a minute to get a feel for controlling
the point of view.
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Making Things Happen
Use the mouse cursor and point of view movement keys to look toward the
Russian Armored Cruiser Ryurik. Move the mouse cursor over the Ryurik and left click
to select the ship. A blue halo will show that the ship has been selected. Notice that since
a ship is selected, distances are now stated relative to that ship‟s location.
We‟re in an aggressive mood, so let‟s order the Russian squadron to engage the
Japanese. Left click and release anywhere on the water surface. A set of yellow lines and
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arcs will appear. These show projected movement orders for the ships of the Russian
squadron. The brightest line shows the projected path of the squadron leader. As you
move the mouse, the lines move toward the point under the cursor. You can also move
the point of view using the usual controls, and you will find that you frequently need to
do this when plotting movement. You can zoom in on your force in the microview by
pressing the 2, 3, 4, or 5 keys. The 1 key returns to the default display of the entire battle
space. This can also help you plan your moves. Move the mouse cursor until the lines in
the microview overlap and extend back toward the Japanese force (at an ordered course
of about 19 degrees), then press and release the right mouse button. An orders flyout
similar to the main control flyout panel will appear. You have a lot of options here. This
panel is where you actually issue all orders to your ships. The first column of the flyout is
Close Flyout, Close Flyout / Deselect and Ship Information. We‟re looking for the
second column, where the maneuver buttons are located. Your options in this column are
Division Turn by Succession, Division Turn Immediately, Ship Turn Independently, and
Division Turn Immediately and Reform. If you were to select turn by succession, the
leader would move to follow the bright yellow line and all other ships of the division
would follow it through its turn. This would keep the current leader, Rossiya, in the lead,
and all other ships would follow it toward the Japanese force. It‟s the slowest way to turn
your formation, but the least disruptive. Division turn immediately is the fastest way to
turn, as all ships would immediately turn along the lines toward the Japanese. But the
formation would be broken until reformed. That‟s not a huge, immediate problem. But it
would make managing your force more difficult in the long run. Ship Turn Independently
would order just Ryurik to follow its line to a 19 degree bearing while the other ships of
the formation would continue on their present course. We don‟t want that right now
either. We want to select Division Turn Immediately and Reform. This will order all
ships to turn independently along the plotted course lines, and when the turn is completed
they will reform into a column following the new lead ship – in this case Ryurik. Move
the cursor over the Division Turn Immediately and Reform button and click. Click on the
Close Flyout button to close the orders flyout. If you move the mouse cursor over one of
the Russian ships, the ship info popup will now report that the ship is coming to course
19. Since the game is paused, you can change or correct your orders if you need to.
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We also want to issue fire orders, or our ships will continue to hold fire from their
main batteries (centrally directed weapons). If the ship is not still selected (blue halo), left
click on it again to reselect it. Then click the right mouse button and move the cursor all
the way over to the far column of the flyout (headed by the Select Division Leader
button) and into the column to a button with three ships on it. This is the “Select
Division” button. Left click. All ships in the division are now surrounded by selection
halos, and any fire orders we give will apply to all ships in the division.
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Find the “Target Free” button in the flyout. Left click and release. All ships of the
division have been ordered to fire at the nearest appropriate enemy ship. Select Close
Flyout again to close the orders flyout.
Moving the mouse cursor over the ships in the Russian formation, you will see
that the info popups now show all ships as coming to course 19, not formed on the
division leader (they will reform after their turn), and targeted on the nearest enemy ship.
You will also see a curved course line extending from each ship, showing its planned
course over the next few minutes.
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We wouldn‟t want this to be an entirely one-sided affair, so it‟s time to issue fire
orders to the Japanese as well. You could probably just click on one of the Japanese ships
to select it from here, but use the point of view controls to move closer to the Japanese
force. Left click on armored cruiser Idzumo to select it. Then click the right mouse
button, find the “Select Division” button, and click it. Click the “Target Free” button and
release. Then close the flyout using the now familiar Close Flyout button. The ship info
popups will show all ships now targeted on the nearest enemy ship.
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Both forces have been ordered to fire on the enemy, and the Russian force has
been ordered to turn to engage. There‟s just one more thing too look at before we hit the
“p” key to un-pause the game. Select any ship, then use the orders flyout to select the
Ship Information button to bring up a detailed description of the selected ship. You could
also do this by pressing the “I” hotkey.
There are quite a few hotspots on this screen. Move the mouse cursor around to
find them. All of the weapon locations are hot, and show the current weapon status and
firing arcs. There is also a row of info rollover controls below the exit button at upper
right. When you‟re ready, click the exit button or hit escape to return to the game.
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Press and release the ”p” key to end the game pause. After a few seconds ships
will begin to fire at their selected targets, and the Russian squadron will begin its turn
toward the Japanese. Move the point of view over toward the Russians again and watch
for a few seconds. You will see the ships begin their turn. As you continue to watch, the
ships will complete their turn in about three minutes.
All ships in the Russian squadron will show that they are now formed on Ryurik.
The Shell-cam may come on. If it bothers you, you can turn it off using the “h” key. At
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some point along the way one or more ships will be hit by enemy fire, and the status
lights above them may change from their original green color. Significant hits and
damage are also reported at the upper left corner of the screen. As the formations close to
within 2000 meters, torpedoes may be fired. If this happens, some ships may temporarily
maneuver out of formation to avoid being hit.
Experiment with selecting ships and giving a few orders of your own. Since you
don‟t have to worry about an opponent, the solitaire mode is a useful way to learn how to
issue orders to your ships.
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Campaign Games
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Campaign Map Overlays
You can use the F3 key to toggle through information overlays on the campaign map.
Overlays may be off, or they may show shipping lanes or territorial ownership.
Shipping Lane Overlay – Japanese shipping lanes are shown on the map. The
density of shipping through each location is indicated by the brightness of a dot
shown over the location. Brighter dots indicate heavier traffic. These shipping
lanes are recalculated from time to time, and reflect actual routes recently used by
Japanese shipping. The Japanese player will also see the location and nationality
of all cargo ships, as well as the current locations of individual ships performing
area patrols.
Territorial Ownership Overlay – Territorial ownership is shown on the map. This
shows which side controls what territory at any given time, and gives a good
general indication of the progress of the land war in Manchuria.
To the left of the view lock column is the display and sound option column. These
controls are used to bring up dialogs allowing you to change display and sound options.
Sound Options: Show the sound options dialog.
Display Options: Show the display options dialog.
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Time, Date, and Event Reports
At screen upper left is a layer of text showing the current time and date, lighting
information, a running victory projection, and (potentially) several lines of notifications
of recent significant battle events. By default, up to 16 lines of notifications can be visible
under the time / date / view lines. The size of the text can be increased, at the cost of
fewer visible lines, or turned off altogether.
N Key: toggles between standard, large, or no time and event display.
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Control Group Buttons
Close Flyout – Close the flyout
Close Flyout – Deselect – Deselect the selected task force and close the flyout.
Zoom In – Zoom into the campaign map.
Zoom Out – Zoom out of the campaign map.
Center – Center the campaign map on this point.
Zoom Full Out – Zoom the campaign map all the way out.
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forces may appear to the left of the status light, and any information presented reflects the
strongest task force present. Finally, the name of the strongest task force in the location
may appear above the strength bar.
In some cases, more than one task force may be present in a location. If you move
your mouse cursor over a location with more than one force, a drop down selection box
will appear. You can use this to examine individual task forces in the location.
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To screen left we have the Task Force Selection Panel. This lists all friendly task
forces in the same campaign map location as the task force you had selected before
launching the Task Force Organization Screen. The status light of the currently selected
task force blinks. To select another task force, you only have to roll the mouse over
another force in the Task Force Selection Panel. No mouse click is necessary. Dropping
an icon into this panel will create a new task force.
The largest panel, in the center of the screen, is the Task Force Formation Panel.
Ship icons in this panel represent divisions, and their position in the panel indicates their
position in the task force formation. Each space in the panel represents 1000 meters,
although divisions in line will frequently take more space than this. Divisions represented
by icons lined up in a column will be lined up directly behind one another if the task
force becomes engaged in combat. Any open space in a column will show up as a 1000
meter gap in the formation. If there is any confusion, actual spacing is shown in the
information area at the bottom of the screen. Divisions dragged from one spot to another
in this panel are assigned new positions within the task force formation. Divisions
dragged into the Selection Panel to the left will become new task forces. Ships dragged
from the Division Panel into this panel will be assigned as single ship divisions within the
task force. Left click and release to select a division to appear in the Division Panel.
At screen right is the Division Panel. This shows the order of ships within the
division selected on the Task Force Formation Panel. This is the actual order in which
ships assigned to the division will line up if the task force becomes engaged in combat.
You can drag ship icons within this panel to change the order of the division. If you drag
a ship icon out of this panel into the Formation Panel, the ship will be assigned as a new
division. Dragging a ship all the way over to the Selection Panel on the left side of the
screen will create a new task force with just the one ship.
You can rename divisions and task forces by right clicking on their icons in this
screen.
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force home base. You will not be allowed to order missions that exceed the range
of the force.
Mine – This is identical to standard sailing orders, except that the task force will
deploy mines at the specified location.
Area Patrol – The task force will disperse and patrol a given area. See Area
Patrols.
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days have no effect. Accumulations of from 30 to 120 days will have progressively
greater effects on ship performance.
Sailing
Once sailing orders have been issued to a task force, the force will begin moving
toward the selected destination along the path you specify. After the last selected point on
the path is reached, the force will automatically return to base. If your force is not already
sailing, there may be a delay between the time the orders are issued and the time when
movement begins. Any delays will be detailed in the task force information popup.
The speed at which a task force sails is dependent upon the speed of the slowest
ship in the force. If the slowest speed is greater than 10 knots, the force moves at a speed
halfway between the slowest ship‟s best speed and 10 knots. If the slowest speed is less
than 10 knots, the task force will move at the speed of the slowest ship unless towing is
possible (and it generally is, unless the slowest ship is much larger than anything else in
the force). Towing, if necessary, is preformed automatically.
Although task force locations are plotted on the map in 100 kilometer cells,
movement and task force locations are actually tracked very precisely. At any given
time, the game knows the location of every ship to a precision well under one meter. Two
task forces passing through a displayed map location may actually be up to 100
kilometers distant. Contact between opposing forces will only occur if at least one ship in
each force is within visible range of one ship on a potentially opposing force.
Basing
Every task force has an assigned base. The assigned base must be a friendly naval
base (not just a port). You may reassign task force bases by right clicking on a friendly
base within one way range, and selecting the “Assign Base” button. Once a new base is
assigned, a task force will sail to that base as soon as possible.
Patrols
When a task force sails (with normal sailing orders, or a mine mission), you may
specify a single point along the path as a patrol point. You can do this at any time by right
clicking on any point of the selected task force mission path. Upon reaching this point,
the task force will delay for the number of hours you specify. You can use this to
maintain forces on station at critical locations: near enemy bases you wish to monitor,
critical shipping lanes, etc.
Area Patrols
A task force with Area Patrol orders effectively becomes a small, independent
navy – managing its own missions and maintenance. Individual ships are assigned sailing
missions designed to maximize the chance of locating enemy forces sailing within 1000
kilometers from base. The task force will manage all individual ship maintenance and
sailing orders. This order is generally given to special purpose task forces composed of
“auxiliary cruisers” – ships not generally useful for much besides reconnaissance.
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The War
Time
The standard campaign game will last a minimum of 485 and a maximum of 575
days. Your warning that the war is drawing to a close is a news item stating: “Russia and
Japan enter into American mediated negotiations to end the war.” The war will end
approximately one month after this news report.
The rate at which time passes in the campaign game is player selectable. Allowed
rates of time are 1x (real time), 10x, 100x, 1000x, 10,000x, and 100,000x. You change
the rate of time by use of the keys. If any known task force is currently sailing (one of
yours, or a recently spotted enemy force), the maximum rate of time will drop back to
1000x for a minimum of 30 real world seconds. This way you can use higher rates of
time without worrying that you will miss something critical as forces move.
Weather
Weather is tracked on a theater wide basis, but details will vary somewhat in
individual locations. Most of the time, the variations are not visible. They do come into
play when battles occur.
Battles
When any ship of one of your task forces comes within visible range of any ship
of an enemy task force, a battle will begin. Campaign game battles are resolved as
standard Battle Game battles. Initial force deployments depend upon where the involved
task forces where at the time of contact, and the formations you have created using the
Task Force Organization Screen.
Fog of War
You will only be able to see your own task forces on the map. Enemy forces will
not be visible unless they have been spotted by a friendly force with the last six hours.
The Japanese player can also see the locations of all cargo vessels, including neutrals, if
the shipping overlay is active on the campaign map. These ships are ordinarily not visible
to the Russian player.
News
Some news events have a direct influence on the naval campaign. The status of
Port Arthur is perhaps the most critical element. You can view all of the news stories that
have appeared so far by use of the News dialog (F2 key).
Mine Warfare
Mine warfare was a major feature of the Russo-Japanese War. Both sides
deployed large numbers of mines, and both sides experienced painful losses to enemy
mines.
Defended naval bases are always heavily mined. These minefields are permanent,
and only affect enemy shipping.
Mines outside of naval base defensive areas are deployed in two ways. You may
assign a mine mission to a task force. A task force with a mine order will sail normally,
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but will lay mines in the selected location as it passes through. Any task force resting in a
base will deploy mines in the base campaign map location at a rate of once every seven
days. Mines deployed by your forces will not affect your ships when they are sailing on
the campaign map. Only mines deployed by enemy forces will affect your ships.
The number of mines a force can carry is shown in the task force information
popup, and is dependent upon the ships in the force. Some ships (particularly, the two
Russian minelayers) can carry very large numbers of mines.
The maximum number of mines in a given campaign map location is 600. Any
enemy ship operating in a mine field of this density will have up to a 5% chance per day
of striking a mine. The chance is dependent upon the size of the ship. A large ship has a
much greater chance of striking a mine than a smaller ship.
Mines do not last forever. They fail over time, are broken from moorings during
storms, and may be swept by enemy forces. 50% of mines located in the same cell as an
enemy naval base will be destroyed per week. The attrition rate is lower at other
locations. 50% of mines located in cells without enemy naval bases will be destroyed per
month. In other words, mines have a half life of one week near enemy naval bases, and
one month elsewhere.
If mines are present in a campaign map location, mine fields will be located in the
Battle Space should a battle occur there. During a battle, mine fields are dangerous to
ships of both sides. Your only advantage regarding minefields deployed by your forces is
that you will know where the fields are at the start of the battle. Your enemy will have to
find out the hard way.
Reinforcements
From time to time, new naval vessels will enter the game. The Japanese will
receive several ships purchased just before the war began, or near completion in Japanese
shipyards at the start of the war. The appearance of these ships will be mentioned in news
reports. The only reinforcement expected by the Russians is the 2nd Pacific Squadron.
Port Arthur
The Russian naval base at Port Arthur is the most critical piece of real estate in
the entire game. From here, the Russians are in a position to seriously threaten all
Japanese shipping to the Asian mainland. Unfortunately for the Russians, Port Arthur is
one of the major objectives of the Japanese Army in their land campaign. Unless the
Russians manage to stop a very large number of Japanese and neutral cargo ships early in
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the game, Port Arthur will at some point fall to the Japanese Army. Shortly before this
happens, the Japanese Army will be in a position to effectively shell the naval base. This
will happen with very little warning. Several days before the Japanese succeed in moving
into the hills around Port Arthur there will be a news warning that “Port Arthur is no
longer a safe naval base.” If the Russian player still has naval units based at Port Arthur,
he should immediately send them to Vladivostok. The Japanese, of course, should expect
a Russian attempt to break out.
Battles
Beginning a Battle
Any time two ships from opposing forces spot one another, and at least one is
armed, a battle will take place. These battles are played exactly like the historical battle
scenarios included with the game. Battles will only occur if ships from opposing forces
can see each other. It is entirely possible for opposing forces to sail through a campaign
map location without spotting each other, particularly at night and in bad weather. You
can maximize the chance that your task force will spot an enemy force by deploying
individual ships or divisions far out on the flanks of your force. You can minimize the
chance of being spotted by packing your task force into a single column. Keep this in
mind when deciding your task force formations.
Initial Battle
Campaign games may begin with a pre-set initial battle. The standard historical
campaign begins with the surprise Japanese torpedo attack on the Russian fleet at anchor
off Port Arthur. After the initial battle is complete, you will be returned to the campaign
game and any campaign briefing.
Special Disengagement
In the campaign game, there are a number of special cases of ship disengagement
from a battle. They are most likely to take place in battles occurring near Port Arthur.
Normally, if a ship runs aground, it is destroyed. In campaign game battles, ships running
aground within 5000 meters of a friendly base are instead considered to have disengaged.
Ships entering a friendly base are also considered to have disengaged. This applies even
if the ship involved was sinking at the time. As long as a ship makes it into base or
manages to run aground near base, it will be saved and can eventually be repaired. Ships
entering major neutral ports (this will happen very rarely) are considered interned –
effectively lost for the duration of the war.
Ending a Battle
When playing the campaign game, all battles must be fully resolved before you
return to the campaign screen. If for any reason you wish to skip a particular battle, you
have the option of selecting the “End Battle” button on the battle screen. This will cause
the battle to be fought in a computer vs. computer mode at 120x real time. In most cases,
the computer will try to fight a battle pretty much the way you would probably fight –
fleeing superior forces unless an ambush is possible, or attempting to overtake and
Distant Guns 69
destroy weaker forces. For small battles, the result will be almost immediate. For larger
battles, a full resolution could take several minutes. Important events during the quick
resolution are displayed as event reports. Remember that the battle is being resolved very
quickly, and that when the action is heavy the event reports will scroll by very quickly.
After Action
After a battle has ended, you will be presented with a brief after action report
summarizing the results of the engagement. When you exit this report, you can examine
the situation just as after a standard battle game. Select the battle game Main Control
Flyout Panel “Return to Campaign” button to return to the campaign screen. It is a good
idea to pause the action on return to the campaign screen to examine the state of the
forces that just engaged in a battle. In many cases you will want to reorganize the forces
or issue new orders in light of battle results.
Victory in Battle
In the campaign game, you determine whether you have won or lost any particular
battle. There is no arbitrary calculation of victory. Your goal is to win the campaign.
Cargo Shipping
The entire campaign game is about cargo shipping. Your success in protecting
(Japanese) or attacking (Russian) the Japanese shipping lanes is your only influence on
victory in the standard campaign game. Even fleet losses do not matter. Everything
depends upon the flow of cargo over the course of the war.
There are two types of cargo shipping moving along Japanese shipping lanes:
neutral merchants, and Japanese cargo steamers.
The day to day commerce necessary for the maintenance of the Japanese wartime
economy is, for the most part, carried by neutral merchants. These ships, primarily
British, German, and American, operate in Japanese coastal waters. If an armed Russian
ship with a crew of more than 100 comes within 10000 meters of an unarmed neutral
merchant, and no Japanese armed ship is within view, the neutral will surrender and be
taken prize by the Russians. Russian naval vessels may not fire upon neutral ships.
Critical cargo headed for the mainland is generally carried by Japanese cargo
steamers. These ships are lightly armed, and will fight rather than surrender. Russian
ships may freely fire upon Japanese cargo vessels.
Any ship sunk or taken by the Russians will have a negative effect on the
Japanese Army. The effect is based upon the size of the cargo vessel (displacement), and
whether it is Japanese (worth twice the usual value by tonnage) or neutral.
In order to win the campaign, the Russians should stop the equivalent of 375,000
tons of neutral shipping. Historically, they only managed about 17% of this total.
Campaign Victory
The Russo-Japanese War was fought over the issue of control of Manchuria,
particularly the area near the vital naval base at Port Arthur. As naval commander, you
have no direct influence over the course of the land campaign. Armies will advance or
retreat, battles will be fought, and sieges will play out – all beyond the scope of your
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control. News of the land campaign will appear from time to time, and all news stories
can be viewed using the News dialog.
Although you have no direct influence on the land war, you do have a decisive
indirect effect. Every soldier, weapon, and round of ammunition used by the Japanese
Army in Manchuria has to be shipped from Japan to the Asian mainland. All of this cargo
is transported by unarmed neutral or lightly armed Japanese steamers. As the Russian,
you want to stop at least 375,000 tons of shipping (roughly 100 ships). The Japanese
want to prevent this. The exact, critical tonnage of ships is unknown to you, and will vary
from game to game.
How do you know how you are doing? There is a running victory projection at the
upper left corner of the screen. This is your most direct gauge.
Appendices
Appendix – Guns at Sea: the Inspiration for Distant Guns’ title.
Guns at Sea
Imtarfa, 1917
Let me get back to the guns again, I hear them calling me,
And all I ask is my own ship, and the surge of the open sea,
In the long, dark nights, when the stars are out, and the clean salt breezes blow,
And the land's foul ways are half forgot, like nightmare, and I know
That the world is good, and life worth while, and man's real work to do,
In the final test, in Nature's school, to see which of us rings true.
On shore, in peace, men cheat and lie - but you can't do that at sea,
For the sea is strong; if your work is weak, vain is the weakling's plea
Of a "first offence" or "I'm only young," or "It shall not happen again,"
For the sea finds out your weakness, and writes its lesson plain.
"The liar, the slave, the slum-bred cur - let them stay ashore, say I,
"For, mark it well, if they come to me, I break them and they die.
The land is kind to a soul unsound; I find and probe the flaw,
For I am the tears of eternity that rock to eternal law."
I love the touch of the clean salt spray on my hands and hair and face,
I love to feel the long ship leap, when she feels the sea's embrace,
While down below is the straining hull, o'erhead the gulls and clouds,
And the clean wind comes 'cross the vast sea space, and sings its song in the shrouds.
But now in my dreams, besides the sounds one always hears at sea,
I hear the mutter of distant guns, which call and call to me,
Singing: "Come! The day is here for which you have waited long."
And women's tears, and craven fears, are drowned in that monstrous song.
So whatever the future hold in store, I feel that I must go,
To where, thro' the shattering roar, I hear a voice that whispers low:
"The craven, the weak, the man with nerves, from me they must keep away,
Or a dreadful price in shattered nerves, and broken health they pay.
But send me the man who is calm and strong, in the face of my roaring blast,
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He shall tested be in my mighty fires, and if he shall live at the last,
He can go to his home, his friends, his kin, to his life e'er war began,
With a new-found soul, and a new-found strength, knowing himself a man."
Orphan Policy
In the event that Storm Eagle Studios server becomes unavailable for transfers,
we will release a global code allowing off-line activation using your password and
license ID.
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Appendix – Mouse Controls
Left or Right Click: General selections.
Cursor at Screen Edge: Pan or tilt point of view.
Wheel Forward: Zoom in
Wheel Back: Zoom out
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, Key: ,Show previous friendly ship
.<shift> Key: Select next friendly ship
,<shift> Key: Select previous friendly ship
Q Key: Issue target specific ship orders
A Key: Issue target nearest leader orders
Z Key: Issue target free orders
Space Key: Issue cease fire orders
I Key: Show Ship Information Screen
O Key: Show battle objectives
P Key: Pause the game
D Key: Show situation report
S Key: Toggle ship status on or off
T Key: Set Spyglass on, on with 1.5 second delay, or off
X Key: Set sticky orders flyouts on or off
H Key: Change Shell-cam (off, selected, all ships)
F4 Key: Toggle frame rate display on or off
F5 Key: Binocular View
F6 Key: Quick Save Game
F7 Key: Increase game time rate
F8 Key: Decrease game time rate
F9 Key: Set game time rate to 1x
F1 Key: Hotkey help toggle (show this list)
F12 Key: Reset all game defaults. Some changes may not be visible until the next
time you start the game.
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Appendix – Display Options
As with most 3d games, Distant Guns includes a number of options for fine
tuning display quality. The default settings for display quality represent a reasonable
compromise between display quality and frame rate. If the game display seems jerky or
slow, try setting some quality settings lower. If you think you may have the necessary
head room, feel free to experiment with higher quality settings. We feel that the choice to
experiment with the full range of settings should be yours, rather than restricted to a
“safe” set, and have placed no restrictions on any of these features. If DirectX reports to
our code that your system is capable of a feature, we allow you to select it; but not all
computer systems are actually capable of running at high frame rates and high resolutions
and high detail, etc.
Some settings are marked with an asterisk (*). Changing these settings will cause
a reset of the 3d display, which may take a few seconds.
Anti-aliasing (*): This value is hardware dependent. Setting any value higher than
1x will force the game to render in anti-aliasing mode. Typical allowed values
range from 2x to 4x in windowed mode and higher in full screen modes. Higher
values give better displays, but require more memory and may have a substantial
impact on frame rates. Turn “off” for highest frame rate.
Anisotropic Filtering (*): This value is hardware dependent. Setting any value
other than “off” will force the game to render using anisotropic texture filtering.
Higher is generally better, but the most noticeable effect comes at the 2x level.
Depending upon your 3d hardware, anisotropic filtering may have a substantial
effect on frame rates. Turn “off” for highest frame rate.
3d Detail Geometry: This controls display of 3d ship detail sets. The best looking
display value is “full”, but the extra geometry may cause slower 3d cards to bog
down. Set to “basic” for highest frame rate.
Smoke and Wake Quality: This controls the number and duration of smoke and
wake related 3d objects. Best looking display value is “full”, and highest frame
rate value is minimal. Default value is “medium”.
High Resolution Effects: This controls display of blast shock waves, searchlights
(at night), shell objects, shoreline related effects, explosion lighting effects, and
shadows. Best looking display value is “on”, and highest frame rate value is “off”.
Default value is off.
Visibility Limiting: This imposes a mid distance fog and battle space view cutoff
in high visibility settings that affects only the display without affecting game play.
There is no effect on the distance at which ships spot each other, etc., but display
rendering is done as if the visibility were lower. Best looking display value is
“off”, and highest frame rate value is “on”. Default value is “on”.
Texture Quality (*): This sets allowances for texture loading resolutions. At the
“full” quality setting, textures up to 1024x1024 are loaded. At “basic” quality,
textures are limited to 256x256 pixels and smaller textures are halved in size. Best
looking display value is “full”, and highest frame rate value is “basic”. This
setting will only have a significant effect on your frame rates if your 3d hardware
has less than 64MB of available memory. Default value is “full”.
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Display Type (*): The game can be played in windowed or one of a range of set
full screen resolutions and color depths. The allowed values are hardware
dependent, as detected by DirectX. Some 3d hardware will run much slower in
windowed mode than in full screen mode. Windowed mode allows easier access
to other applications that may be running. Default is value full screen, 1024x768,
32 bit color depth.
Adaptive Default View: If “on”, the point of view will “remember” its orientation
whenever you tilt, pan, raise, or lower the camera. If off, the set values for
elevation, and tilt, and pan are used. There is no performance difference between
settings.
Animated Ocean Surface (*): If “off”, the ocean surface is textured using a fixed
texture and fixed wave geometry. At “medium” the ocean is displayed using a set
of animated meshes and textures. “Full” is similar to medium, but with a slightly
smoother animation (more frames, changing more frequently). Turn “off” for
highest frame rate.
Lens Flare: If “on”, a lens flare effect will be displayed when the sun is visible
within the battlespace view. If “off”, no flare is displayed. Depending upon your
3d hardware, there may be no performance difference between settings.
Trilinear Texture Filtering: If “on”, distant objects may appear a bit clearer. The
exact effect depends upon your graphic adapter and drivers. Turn “off” for highest
frame rate.
Water Surface Geometry: This controls the distance to which wave geometry is
displayed before fading out to a distant, flat, ocean surface. Turn “off” for highest
frame rate. Set “high” for best display.
V Synch (*): If “on”, screen refreshes occur only during vertical scan interrupts.
The visual effect depends heavily upon your monitor, graphic adapter, and
hardware drivers. Most users will want to leave V Synch on for highest quality
display. This can lower your frame rate if your video refresh rate is lower than or
near your current frame rate, but the effect is usually very small. With v synch
“off” you may notice occasional, single frame (appearing briefly, then
disappearing) glitches in the game display.
Visible Damage Effects: Display ship damage skins. If “on”, ship damage will be
visible. This is memory intensive, and can lower your frame rates. Turn “off” for
highest frame rate.
Frame Rate Adaptive Detail: If “on”, the game program will monitor your frame
rate. If the frame rate falls below certain thresholds, some quality settings will be
temporarily reduced in an attempt to keep the frame rate up. When the frame rate
increases, your selected quality settings are restored. Turn “on” for highest frame
rate.
Our development machines (3 GHz Pentium IV/ nVidia GeForce 6800) typically
played at 30+ frames per second even under high-load conditions (Late in the Tsushima
scenario) with the following settings: Anti-aliasing: 4x, Anisotropic Filtering: 2x, 3D
Detail Geometry: Full, Smoke and Wake Quality: Full, High Resolution Effects: On,
Visibility Limiting: Off, Texture Quality: Full, Display Type: Windowed (generally at
1600x1200x32 bit), Adaptive Default View: On, Animated Ocean Surface: Medium,
Distant Guns 76
Lens Flare: On, Trilinear Texture Filtering: On, Water Surface Geometry: Medium, V
Synch: Off, Visible Damage Effects: On, Frame Rate Adaptive Detail: On.
Most players will probably prefer frame rates of 20fps or higher. Some of our testers
surprised us by opting for very high resolutions and detail settings at the expense of
frame rates on modest test systems. The choice is yours. You can check your frame rate
by enabling the frame rate display. Press the F4 Key to toggle the frame rate display
on/off.
Distant Guns 77
75mm L30 Gun JAPAN 500 5 7 6000
76mm L40 Gun JAPAN 647 6 8 8800
120mm L25 Gun JAPAN 500 20 6 7000
120mm L40 Gun JAPAN 655 20 6 9700
150mm L22 Gun JAPAN 450 40 3 6000
150mm L35 Gun JAPAN 550 40 3 8300
152mm L40 Gun JAPAN 677 45 5 14100
152mm L45 Gun JAPAN 762 45 6 16000
170mm L35 Gun JAPAN 600 63 2 9000
203mm L40 Gun JAPAN 786 113 2 13200
203mm L45 Gun JAPAN 867 108 2 19100
210mm L30 Gun JAPAN 569 176 0.33 12100
254mm L45 Gun JAPAN 826 226 1 22000
260mm L22 Gun JAPAN 450 230 0.5 7000
280mm L10 Gun JAPAN 314 217 1 7800
305mm L22 Gun JAPAN 527 328 0.25 9700
305mm L40-1890 Gun JAPAN 732 386 0.25 16900
305mm L40-1891 Gun JAPAN 762 386 0.75 18000
320mm L38 Gun JAPAN 703 449 0.2 13200
356mm Whitehead Torpedo JAPAN 14 41 0.025 600
381mm Whitehead Torpedo JAPAN 14 64 0.025 900
457mm Whitehead Torpedo JAPAN 16 197 0.025 1300
Notes:
Reload time is (1/rate of fire) minutes. Torpedo rate of fire is given for the case of
open mounts on small ships, and translates into 40 minutes reload time. Reload times for
interior mounts on larger ships tend to be much shorter, on the order of 8 minutes.
LP: Low pressure.
Except for torpedoes, accuracy is heavily dependent upon muzzle velocity. At any
given range, it is much easier to hit a target with a shell traveling at 700 meters per
second than with a shell traveling at 500 meters per second. Damage is primarily
dependent upon shell weight, although hits underwater due to mines and torpedoes are
wildly variable. There were destroyers that survived mine strikes, and battleships that
sank immediately upon hitting the same kind of mine.
Distant Guns 78
Imperial Japanese Navy (Nihon Teikoku Kaigun)
The following classes of Imperial Japanese Navy ships are included in Distant
Guns. Some classes are used only in Campaign Games.
Battleship Mikasa
Distant Guns 79
Battleship Asahi
Battleship Shikishima
Distant Guns 80
Dimensions: Length 126 meters, Width 23 meters, Draft 10 meters.
Maximum speed: 18 knots.
Endurance: 9265 kilometers, Coal capacity: 1800 tons.
Conning tower armor: 14.
Hull armor: 6.
Main belt armor: 14 (includes backing slope of deck armor).
Deck armor: 2.5 (sloped at edges to provide additional belt level protection).
Best armor type: Harvey.
Armament:
4 centrally directed 305mm L40-1891 Guns, ammo 240 rounds maximum.
14 centrally directed 152mm L40 Guns, ammo 2800 rounds maximum.
20 locally directed 76mm L40 Guns, ammo 5000 rounds maximum.
6 locally directed 47mm L33 Guns, ammo 2100 rounds maximum.
5 locally directed 457mm Whitehead Torpedoes, ammo 15 rounds maximum.
Battleship Hatsuse
Distant Guns 81
Battleship Fuji
Battleship Yashima
Distant Guns 82
Dimensions: Length 119 meters, Width 22 meters, Draft 10 meters.
Maximum speed: 18 knots.
Endurance: 7412 kilometers, Coal capacity: 1200 tons.
Conning tower armor: 14.
Hull armor: 6.
Main belt armor: 18.
Deck armor: 2.5.
Best armor type: Harvey.
Armament:
4 centrally directed 305mm L40-1890 Guns, ammo 240 rounds maximum.
10 centrally directed 152mm L40 Guns, ammo 2000 rounds maximum.
16 locally directed 76mm L40 Guns, ammo 4000 rounds maximum.
4 locally directed 47mm L33 Guns, ammo 1400 rounds maximum.
5 locally directed 457mm Whitehead Torpedoes, ammo 15 rounds maximum.
Distant Guns 83
Armored Cruiser Idzumo
Distant Guns 84
Dimensions: Length 132 meters, Width 20 meters, Draft 7 meters.
Maximum speed: 20 knots.
Endurance: 9265 kilometers, Coal capacity: 1242 tons.
Conning tower armor: 14.
Hull armor: 5.
Main belt armor: 12 (includes backing slope of deck armor).
Deck armor: 2.5 (sloped at edges to provide additional belt level protection).
Best armor type: Krupp.
Armament:
4 centrally directed 203mm L40 Guns, ammo 320 rounds maximum.
12 centrally directed 152mm L40 Guns, ammo 1800 rounds maximum.
12 locally directed 76mm L40 Guns, ammo 3000 rounds maximum.
8 locally directed 47mm L33 Guns, ammo 2800 rounds maximum.
5 locally directed 457mm Whitehead Torpedoes, ammo 15 rounds maximum.
Distant Guns 85
Armored Cruiser Nisshin
Distant Guns 86
Dimensions: Length 112 meters, Width 19 meters, Draft 7 meters.
Maximum speed: 20 knots.
Endurance: 10192 kilometers, Coal capacity: 1565 tons.
Conning tower armor: 6.
Hull armor: 6.
Main belt armor: 9 (includes backing slope of deck armor).
Deck armor: 1.5 (sloped at edges to provide additional belt level protection).
Best armor type: Krupp.
Armament:
1 centrally directed 254mm L45 Gun, ammo 80 rounds maximum.
2 centrally directed 203mm L45 Guns, ammo 160 rounds maximum.
14 centrally directed 152mm L40 Guns, ammo 2450 rounds maximum.
10 locally directed 76mm L40 Guns, ammo 2500 rounds maximum.
6 locally directed 47mm L33 Guns, ammo 2100 rounds maximum.
4 locally directed 457mm Whitehead Torpedoes, ammo 12 rounds maximum.
Distant Guns 87
Protected Cruiser Chitose
Distant Guns 88
Endurance: 7783 kilometers, Coal capacity: 1000 tons.
Main belt armor: 5 (includes backing slope of deck armor).
Deck armor: 2.5 (sloped at edges to provide additional belt level protection).
Best armor type: Steel.
Armament:
2 centrally directed 203mm L40 Guns, ammo 200 rounds maximum.
10 centrally directed 120mm L40 Guns, ammo 2000 rounds maximum.
12 locally directed 76mm L40 Guns, ammo 3600 rounds maximum.
6 locally directed 47mm L33 Guns, ammo 2100 rounds maximum.
4 locally directed 457mm Whitehead Torpedoes, ammo 20 rounds maximum.
Distant Guns 89
Protected Cruiser Naniwa
Distant Guns 90
Main belt armor: 3.5 (includes backing slope of deck armor).
Deck armor: 1.75 (sloped at edges to provide additional belt level protection).
Best armor type: Steel.
Armament:
4 centrally directed 152mm L40 Guns, ammo 800 rounds maximum.
8 centrally directed 120mm L40 Guns, ammo 1600 rounds maximum.
22 locally directed 47mm L33 Guns, ammo 7700 rounds maximum.
5 locally directed 457mm Whitehead Torpedoes, ammo 25 rounds maximum.
Distant Guns 91
Protected Cruiser Matsushima
Distant Guns 92
Maximum speed: 16 knots.
Endurance: 10192 kilometers, Coal capacity: 680 tons.
Conning tower armor: 5.
Main belt armor: 4 (includes backing slope of deck armor).
Deck armor: 2 (sloped at edges to provide additional belt level protection).
Best armor type: Steel.
Armament:
1 centrally directed 320mm L38 Gun, ammo 60 rounds maximum.
11 centrally directed 120mm L40 Guns, ammo 1320 rounds maximum.
6 locally directed 57mm L43 Guns, ammo 1800 rounds maximum.
12 locally directed 37mm L23 Guns, ammo 6000 rounds maximum.
4 locally directed 356mm Whitehead Torpedoes, ammo 12 rounds maximum.
Cruiser Fuso
Distant Guns 93
Protected Cruiser Otowa
Distant Guns 94
Main belt armor: 7.5 (includes backing slope of deck armor).
Deck armor: 1.5 (sloped at edges to provide additional belt level protection).
Best armor type: Steel.
Armament:
10 centrally directed 120mm L40 Guns, ammo 2000 rounds maximum.
14 locally directed 47mm L40 Guns, ammo 4900 rounds maximum.
3 centrally directed 356mm Whitehead Torpedoes, ammo 6 rounds maximum.
Distant Guns 95
Armored Cruiser Hei Yen
Distant Guns 96
Maximum speed: 19 knots.
Endurance: 4077 kilometers, Coal capacity: 600 tons.
Conning tower armor: 2.
Main belt armor: 1 (includes backing slope of deck armor).
Deck armor: 0.5 (sloped at edges to provide additional belt level protection).
Best armor type: Steel.
Armament:
2 centrally directed 152mm L40 Guns, ammo 350 rounds maximum.
6 centrally directed 120mm L40 Guns, ammo 720 rounds maximum.
2 locally directed 57mm L43 Guns, ammo 600 rounds maximum.
6 locally directed 47mm L33 Guns, ammo 2100 rounds maximum.
3 locally directed 457mm Whitehead Torpedoes, ammo 6 rounds maximum.
Cruiser Takao
Distant Guns 97
Protected Cruiser Sai Yen
Distant Guns 98
Endurance: 5744 kilometers, Coal capacity: 280 tons.
Main belt armor: 3.
Best armor type: Steel.
Armament:
3 centrally directed 170mm L35 Guns, ammo 525 rounds maximum.
6 centrally directed 150mm L22 Guns, ammo 1050 rounds maximum.
2 locally directed 76mm L40 Guns, ammo 500 rounds maximum.
2 locally directed 47mm L33 Guns, ammo 700 rounds maximum.
2 locally directed 356mm Whitehead Torpedoes, ammo 6 rounds maximum.
Corvette Tsukuba
Cruiser Chihaya
Distant Guns 99
Standard Crew: 125.
Displacement: 1238 tons.
Dimensions: Length 88 meters, Width 10 meters, Draft 3 meters.
Maximum speed: 21 knots.
Endurance: 7412 kilometers, Coal capacity: 344 tons.
No armor.
Armament:
2 centrally directed 120mm L40 Guns, ammo 400 rounds maximum.
4 centrally directed 76mm L40 Guns, ammo 1000 rounds maximum.
2 centrally directed 457mm Whitehead Torpedoes, ammo 4 rounds maximum.
Cruiser Tatsuta
Cruiser Yaeyama
Cruiser Miyako
Corvette Tenryu
Destroyer Shirakumo
Destroyer Akatsuki
Destroyer Harusame
Destroyer Murakumo
Destroyer Ikazuchi
Ships in class: Hayabusa, Aotaka, Azura, Chidori, Hashitaki, Hato, Hibari, Kamome,
Kari, Kasasagi, Kiji, Manazuru, Ootori, Sagi, Tsubame.
Gunboat Maya
Ships in class: Kasuga Maru, Hongkong Maru, Nippon Maru, Daichu Maru, Dainan
Maru, Nikko Maru, Miike Maru, Kobe Maru, Kinshu Maru, Koto Maru, Yamaguchi
Maru, Fukuoka Maru, Jinsen Maru, Taro Maru, Hikosan Maru.
Placed in service: 1880.
Relative combat value: 72.
Standard Crew: 150.
Displacement: 1500 tons.
Dimensions: Length 60 meters, Width 11 meters, Draft 5 meters.
Maximum speed: 10 knots.
Endurance: 5744 kilometers, Coal capacity: 256 tons.
No armor.
Armament:
4 centrally directed 47mm L33 Guns, ammo 1400 rounds maximum.
Torpedo Boat 67
Ships in class: 67, 68, 69, 70, 71, 72, 73, 74, 75.
Placed in service: 1903.
Relative combat value: 35.
Standard Crew: 24.
Displacement: 89 tons.
Dimensions: Length 40 meters, Width 5 meters, Draft 1 meters.
Maximum speed: 24 knots.
Endurance: 3891 kilometers, Coal capacity: 26.5 tons.
No armor.
Armament:
2 centrally directed 47mm L40 Guns, ammo 700 rounds maximum.
3 centrally directed 356mm Whitehead Torpedoes, ammo 6 rounds maximum.
Torpedo Boat 31
Ships in class: 31, 32, 33, 34, 35, 36, 37, 38, 44, 45, 46, 47, 48, 49, 60, 61.
Placed in service: 1900.
Relative combat value: 34.
Standard Crew: 20.
Displacement: 89 tons.
Dimensions: Length 39 meters, Width 5 meters, Draft 1 meters.
Maximum speed: 24 knots.
Endurance: 3891 kilometers, Coal capacity: 15 tons.
No armor.
Armament:
Torpedo Boat 39
Ships in class: 39, 40, 41, 42, 43, 62, 63, 64, 65, 66.
Placed in service: 1901.
Relative combat value: 28.
Standard Crew: 20.
Displacement: 110 tons.
Dimensions: Length 46 meters, Width 5 meters, Draft 1 meters.
Maximum speed: 26 knots.
Endurance: 2965 kilometers, Coal capacity: 25 tons.
No armor.
Armament:
2 centrally directed 47mm L40 Guns, ammo 700 rounds maximum.
3 centrally directed 356mm Whitehead Torpedoes, ammo 6 rounds maximum.
Torpedo Boat 50
Ships in class: 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 15.
Placed in service: 1900.
Relative combat value: 21.
Standard Crew: 16.
Displacement: 52 tons.
Dimensions: Length 34 meters, Width 4 meters, Draft 1 meters.
Maximum speed: 20 knots.
Endurance: 2224 kilometers, Coal capacity: 14 tons.
No armor.
Armament:
1 centrally directed 47mm L40 Gun, ammo 350 rounds maximum.
2 centrally directed 356mm Whitehead Torpedoes, ammo 4 rounds maximum.
The following classes of Russian Navy ships are included in Distant Guns. Some classes
are used only in Campaign Games.
Battleship Petropavlovsk
Battleship Retvizan
Battleship Peresvyet
Battleship Navarin
Ships in class: Admiral Ushakov, Admiral Senyavin. Gen. Admiral Apraksin is similar.
Placed in service: 1895.
Relative combat value: 1653.
Standard Crew: 422.
Displacement: 4971 tons.
Dimensions: Length 87 meters, Width 16 meters, Draft 7 meters.
Maximum speed: 16 knots.
Endurance: 6300 kilometers, Coal capacity: 450 tons.
Conning tower armor: 8.
Hull armor: 4.
Main belt armor: 10.
Deck armor: 2.
Best armor type: Harvey.
Armament:
4 centrally directed 254mm L45LP Guns, ammo 320 rounds maximum.
4 centrally directed 120mm L45 Guns, ammo 800 rounds maximum.
6 locally directed 47mm L44 Guns, ammo 2100 rounds maximum.
18 locally directed 37mm L23 Guns, ammo 9000 rounds maximum.
4 locally directed 381mm Whitehead Torpedoes, ammo 12 rounds maximum.
Gen. Admiral Apraksin is the only ship of its class, but Admiral Ushakov and Admiral
Senyavin are similar.
Placed in service: 1899.
Relative combat value: 1565.
Standard Crew: 418.
Gunboat Bobr
Gunboat Koreyets
Minelayer Amur
Gunboat Gilyak
Destroyer Bdityelni
Destroyer Boiki
Ships in class: Boiki, Burni, Buini, Blestyashchi, Bistri, Bezupryechni, Bedovi, Bodri,
Bravi, Gromki, Grozni.
Placed in service: 1902.
Relative combat value: 95.
Standard Crew: 65.
Displacement: 350 tons.
Dimensions: Length 64 meters, Width 6 meters, Draft 2 meters.
Maximum speed: 26 knots.
Endurance: 2135 kilometers, Coal capacity: 80 tons.
No armor.
Armament:
1 centrally directed 75mm L50 Gun, ammo 160 rounds maximum.
5 locally directed 47mm L44 Guns, ammo 1350 rounds maximum.
2 centrally directed 381mm Whitehead Torpedoes, ammo 4 rounds maximum.
Destroyer Boyevoi
Destroyer Vnimatelni
Destroyer Ryeshitelni
Fire
Any weapon hit has the potential to cause or spread fires on a ship. Larger
weapons are more likely to start larger fires. Weapons and propulsion systems can be
directly damaged, and crewmen can be killed by fires. Fires are self perpetuating. Once
begun, even a small fire can flare out of control. Fires are a serious threat to a ship, so a
portion of the crew will drop whatever they are doing to fight fires. Firefighting will
continue until all fires are extinguished. Crew commitments to firefighting can have a
serious impact on other damage control efforts and weapon rates of fire.
Damage Control
When ships are damaged, the crews will try to effect repairs. Damaged weapons
and propulsion systems can be repaired, fires are fought, and flooding is brought under
control. Damage is repaired most rapidly by full strength, high quality crews. Fires,
particularly if they are out of control, and crew losses interfere with repairs.
Appendix – Concepts
Selected Ship – If a ship is selected (by left click or area selection) it is highlighted with
a colored halo. More than one ship can be selected. Only the selected ships, or other ships
in their divisions, are affected by orders given using the flyout control panel.
Formed on division leader – In this period, ships usually maneuvered by division. There
are a number of reasons for this. One reason will immediately become apparent if you
scatter your formations. It is difficult to coordinate the actions of scattered ships. You
will also only be allowed to issue orders to ships that can see their division leader or are
currently formed on the division leader. Once outside the control radius from the division
leader, ships not formed on their division leaders will act independently. In most cases,
they will attempt to sail toward the division leader for orders. The control radius is
usually equal to the scenario visibility distance, but can be reduced by smoke or if the
division leader suffers mast damage. All ships in line astern behind their division leaders
at the beginning of a tactical scenario are considered formed on their division leader.
They will remain formed on their division leader unless battle damage forces them out of
line, a maneuver order other than “Turn by Succession” is issued to them, or they fail a
quality check if a turn by succession order is interrupted before it is complete. (The latter
is what happened to the Russians at Tsushima).
Maintaining formation – You can easily maintain your division formations as long as
you are careful and your ships are not damaged. Use “Turn by Succession” whenever
possible. Do not interrupt maneuvers in progress. Try to use “Immediate Turn” only
outside of effective engagement range from the enemy and return to line astern by use of
“Return to Line” before you get too close. If you start noticing significant damage
accumulations, you are probably too close to safely use immediate turns. Do not use
“Independent Turn” unless you really don‟t care about maintaining formation. Avoid
closing to within 2000 meters from other formations, whether friendly or enemy. Your
This agreement covers all software licenses purchased from Storm Eagle Studios,
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Distant Guns - The Russo-Japanese War at Sea, copyright Albireo Studios L.L.C., 2001-
2006, licensed by Storm Eagle Studios, All Rights Reserved. Distant Guns, Storm Eagle
and Storm Eagle Studios are trademarks of Albireo Studios, L.L.C.
Distant Guns: The Russo-Japanese War at Sea (the "Product") is intended solely for your
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licensors or assigns retain all right, title and interest in the Product, including all
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Credits
Game Design – Norm Koger, Jim Rose
Programming, 2d and 3d Art – Norm Koger
3d Ship Models, Building Textures – Steve Estes
Historical Research, Battle Scenarios – Norm Koger, Bill Madison
Playtest – Norm Koger, Jim Rose, Bill Madison, Ian Thompson, David Manley
- History -
During the evening of 8 February Admiral Togo summoned his destroyer captains
to his flagship. The group crowded around the large table in Togo's cabin. Spread out
before the Admiral, were two charts, one of the Yellow Sea and a large scale one of the
Port Arthur approaches. Copies of the Port Arthur chart were distributed among the
officers of the First Flotilla, whose attention was directed to the marks indicating the
reputed anchorage of each Russian warship outside of the entrance.
Togo stated that the Flotillas were to attack the Russians that very night at Port
Arthur. He reminded them of the absolute necessity of self-concealment and to screen
their faint stern lights, prevent telltale funnel sparks and to attain maximum speed only at
the moment of attack. Details of the execution of the attack were expressly left to the
division commanders.
Rarely have two adversaries presented a bigger contrast at the beginning of a war.
While the Japanese were fully prepared, the Russians, confident in their strength, had
scarcely moved a ship or a company of troops to a war footing. Doubtless the Tsar's most
recent instruction, that if war came it would be for the Japanese, not the Russians to fire
the first shot, weighed heavily upon his commanders.
- Missions -
The Japanese Player should engage the Russian force and damage or destroy as
much of it as possible. The Russian Player should attempt to limit damage to his force,
sending damaged ships into Port Arthur to prevent their loss.
ORDER OF BATTLE
[Center Roadstead ]
Battleship Tsesarevitch
Battleship Retvizan
[Outer Roadstead]
Protected Cruiser Pallada
Protected Cruiser Novik
Protected Cruiser Boyarin
Protected Cruiser Askold
[Independent Command]
Auxiliary Cruiser Angara
[Duty Force]
Destroyer Rastoropni
Destroyer Byestrashni
Force Strength:31283.
[Destroyer Oboro]
Destroyer Oboro
Force Strength:1678.
- History -
Despite all the attention it has received from historians, the attack on Port Arthur
was just a covering operation for the real target of Japan's opening move of the war, the
invasion of Korea at Chemulpo. This critical operation was given to Rear Admiral Uriu
Sotokichi.
The approach to the port lies between two islands, Richy to the north and Yung-
hung-do to the south. Off the south coast of Richy lies the small Philip Island, and north
of Yung-hung-do are reefs ending in the Pender Rock. Between this rock and Philip
Island is a fairway nearly four miles wide. About three miles inside this line lays the
Island of Yodolmi, and here begins the real entrance to the port, a channel nearly ten
miles long running roughly northeast up to the place where Rear Admiral Uriu intended
to land his troops.
About seven miles up the channel from Yodolmi the Russian cruiser Varyag and
gunboat Korietz were anchored. Just to make matters more interesting four neutral
vessels were also present in the anchorage, Talbot (Great Britain), Pascal (France), Elba
(Italy) and Vicksburg (United States). Uriu reasoned that if the Russians remained where
they were, in the midst of the neutral ships, they could not possibly attack his transports
and if they came out to do battle he had ample force to destroy them.
Uriu ordered the Chiyoda, Takachiho, Asama and the torpedo-boats to proceed up
the channel with the troop-ships to commence the debarkation at once while the Naniwa,
Niitaka and Akashi lay to the westward of Yodolmi Island.
The Japanese advance detachment entered Chemulpo and moored near the
Russians, while the soldiers streamed ashore in disembarkation operations that continued
through that night in which Togo's assault was being delivered at Port Arthur. To the
amazement of the tense Japanese, the crews of Varyag and Korietz seemed as phlegmatic
and casual as usual, airing out bunting and leaving out booms as though all were well in
the affairs of nations. By the next morning the transports had discharged their passengers
and withdrawn from the harbor, along with all of the Japanese men-of-war except
Chiyoda. The latter delivered to Captain Rudneff of Varyag an ultimatum from Admiral
Uriu to vacate the harbor by noon and to the commanding officers of the neutral warships
a request that they shift their berths to a safe corner. Talbot's skipper was the future
Admiral Sir Lewis Bayly and, despite the Anglo-Japanese Alliance and its unwritten
implications, he protested as senior officer present against any violation of Korean
neutrality, a measure in which the American captain refused to join. Rudneff spared Uriu
- Missions -
The Japanese Player should intercept the Russian force and damage or destroy as
much of it as possible. The Russian Player should attempt to slip past the Japanese force
and move toward Port Arthur.
ORDER OF BATTLE
Force Strength:1477.
[Second Division]
(Rear Admiral Uryu S.)
Armored Cruiser Asama
Armored Cruiser Chiyoda
Protected Cruiser Naniwa
Protected Cruiser Niitaka
Protected Cruiser Takachiho
Protected Cruiser Akashi
Force Strength:10686.
- History -
At midnight, March 10th, 1904, a force of Japanese torpedo boats was spotted and
fired upon by shore batteries protecting Port Arthur. Newly arrived Russian Admiral
Makarov decided to send two divisions of destroyers on separate missions to attack and
disperse Japanese light forces that might be preparing yet another of their frequent night
torpedo attacks. One division, under Captain N.A. Matusyevich, sailed from Port Arthur
at 2:40 A.M. with orders to patrol west toward the Liau-ti-shan lighthouse. There, at 4:00
A.M., they encountered the Japanese First Destroyer Division (Captain S. Asai),
supported by the cruiser Tatsuta, which was operating under orders to destroy any
Russian forces operating outside of Port Arthur to guard against torpedo attacks. The
short, sharp action which followed inflicted considerable damage on both forces, though
no ships were lost.
At the beginning of this scenario, the Japanese force has not yet spotted the
Russian force and is not yet at general quarters. Depending upon how long it takes for the
Japanese to spot the Russian force, this may give the Russian player an early advantage.
- Missions -
The Japanese Player should attack any Russian forces encountered and damage or
destroy as much of them as possible. The Russian Player should attack any Japanese
forces encountered and damage or destroy as much of them as possible.
ORDER OF BATTLE
[3rd Division]
(Captain N.A. Matusyevich)
Destroyer Vnimatelni
Destroyer Vinoslivi
Destroyer Vlastni
Destroyer Byestrashni
[Cruiser Tatsuta]
Cruiser Tatsuta
Force Strength:932.
- History -
For much of the Russo-Japanese War, the primary mission of the Imperial
Japanese Navy was to keep the Russian 1st Pacific Squadron bottled up in Port Arthur
and away from the Imperial Army's vulnerable naval supply line. This was a difficult and
dangerous task. It required that sufficient heavy forces remain nearby to engage the
Russians should they sortie, but far enough out to avoid attacks by destroyers that slipped
out of port under cover of darkness. Nighttime blockade, such as it was, was maintained
by destroyers and torpedo boats.
At 6:30 P.M., April 12th, 1904, two divisions of Russian destroyers sailed from
Port Arthur with orders to attack any enemy forces encountered. They were to sail east,
toward the Japanese anchorage in the Elliott Islands, then reverse around midnight to
return to the safety of Port Arthur the next morning. Intermittent rain and mist meant
visibility was poor. Forces might pass quite close without spotting each other, and any
encounters would be at very close quarters.
Japanese naval forces were also on the move near Port Arthur on the night of
April 12th. Dewa's protected cruisers sailed south before returning to the vicinity of Port
Arthur by morning. The Armored cruisers under Kamimura moved to rendezvous with
Togo near round Island, east of Port Arthur. A force of minelayers, destroyers, and
torpedo boats took advantage of the poor visibility to lay mines near the entrance of Port
Arthur.
Historically, the visibility became so poor that destroyer divisions on both sides
dispersed, unable to maintain formation. Finding other ships in the rain and darkness,
one Japanese and two Russian destroyers actually took station in enemy formations until
dawn. It was an attempt to rescue one of these destroyers, the Strashni, that lead to
Admiral Makarov's fateful sortie the next morning.
At about the same time that Strashni and Smyeli became separated from their
division, the Russian destroyers were near two of Kamimura's armored cruisers. Only a
few meters difference, or a brief lifting of the rain, and Captain Bubnoff's destroyers
would probably have spotted the Japanese armored cruisers under almost ideal conditions
for a torpedo attack.
- Missions -
The Japanese Player should attempt to disengage from Russian light forces. The
Russian Player should attack any Japanese force it encounters and return to Port Arthur.
Damaging Japanese heavy units is more important than preserving your force.
ORDER OF BATTLE
[2nd Division]
(Commander E.P. Eliseyev)
Destroyer Storozhevoi
Destroyer Silni
Destroyer Smyeli
Destroyer Strashni
[1st Division]
(Captain M.V. Bubnov)
Destroyer Razyashchi
Destroyer Rastoropni
Destroyer Ryeshitelni
Destroyer Syerditi
Force Strength:616.
[2nd Division]
(Vice Admiral H. Kamimura)
Armored Cruiser Asama
Armored Cruiser Tokiwa
Force Strength:8418.
- History -
With no accurate means available to the Japanese to adjust their fall of shot during
indirect bombardments of Port Arthur, Togo came to the conclusion that these
bombardments were wholly ineffective. It was equally obvious that nothing could induce
the Russians to leave the shelter of their batteries and risk an engagement at sea. There
remained the mine. Since the Russians were not entirely inactive and did venture to sea
when the Japanese were not off the port, there was the chance of laying a minefield
secretly in the waters they were accustomed to traverse, and if the main Japanese Fleet
was kept out of sight and a weak squadron was exposed as a decoy the Russians might be
enticed into the mined area.
On the evening of 12 April, the Japanese mining detachment departed Thornton
Haven from which the operation was to begin. The other Japanese squadrons proceeded
to carry out the established movements of their nightly blockade of Port Arthur. Admiral
Dewa, with his decoy division, first moved to the southward toward Shantung
Promontory and then back again toward Port Arthur, while the battleships headed
westward for a position south of Round Island, where they were to be joined by the
armored cruisers.
In the early hours of the 13th April the Japanese mining party had carried out their work
without interruption, and according to their detailed instructions they had received, two
fields, disposed at either limit of the outer roadstead, where the Russians had always been
observed to move in the shelter of their batteries. One field was laid just south of Lutin
Rock to catch them if they moved to the eastward, the other just east of White Wolf Hill
to serve if they made round Liau-ti-shan. By midnight it was all done and the mining
party made off to Admiral Togo's rendezvous south of Round Island.
The following account is by Commander Vladimir Semenoff, taken from his book
"RASPLATA" ("The Reckoning"):
"Apart from the short apparition of the "Greyhounds" on April 6 (note: the
'Greyhounds' were Admiral Dewa's Third Division), and even that was not fully
authenticated, two weeks had now passed, during which the enemy had given no sign of
life. That was certainly suspicious, and therefore all destroyers ready for sea were sent
out in a body during the night of April 12-13. The boats were this time to go a long way.
They were given the task of searching the Elliot Islands. These islands are about 60 to 70
miles from Port Arthur, and it seemed very probable that the Japanese occasionally used
them as a base. Theoretically, the dark period of one night sufficed completely for the
- Missions -
The Japanese Player should intercept the Russian force and damage or destroy as
much of it as possible. The Russian Player should attempt to return to Port Arthur.
ORDER OF BATTLE
[1st Division]
(Vice Admiral S.O. Makarov)
Armored Cruiser Bayan
Battleship Petropavlovsk
Battleship Poltava
Protected Cruiser Askold
[2nd Division]
(Rear Admiral P.P. Ukhtomski)
Battleship Peresvyet
Battleship Pobyeda
[3rd Division]
Destroyer Boiki
Destroyer Burni
Destroyer Vinoslivi
Destroyer Vlastni
Destroyer Grozovoi
Destroyer Byestrashni
Destroyer Byeszhumni
Destroyer Byesposhchadni
[1st Division]
(Vice Admiral H. Togo)
Battleship Mikasa
Battleship Asahi
Battleship Fuji
Battleship Yashima
[2nd Division]
(Vice Admiral H. Kamimura)
Armored Cruiser Asama
Armored Cruiser Tokiwa
[3rd Division]
(Vice Admiral S. Dewa)
Protected Cruiser Chitose
Protected Cruiser Takasago
Protected Cruiser Kasagi
Protected Cruiser Yoshino
Force Strength:51293.
- History -
Throughout late July and early August, as Japanese troops had closed in on Port
Arthur and as shells had started falling in the town, the correspondence between Viceroy
Alexieff (commander of Port Arthur) and Admiral Vitgeft (Makaroff's replacement) had
become more and more acrimonious. What was to become of the fleet? Alexieff favored
a sortie so that the Port Arthur ships could link up with the Vladivostok Squadron, and
create a force powerful enough to challenge the Japanese.
Admiral Vitgeft felt that just staying at anchor and contributing some of his
armament to the land battle was the safest course to follow, and that's exactly what he
proposed backed up by his flag officers and captains. In their view the risks of a sortie
were too great to be hazarded.
Alexieff faced with what amounted to almost direct disobedience to his orders,
appealed to St. Petersburg and the authority of the Tsar. Nicholas replied to the Viceroy
as follows, 'I fully share your opinion concerning the importance of the squadron making
a speedy sortie from Port Arthur, and breaking through to Vladivostok.'
Alexieff, reinforced by the Imperial will, would have no more of Vitgeft's
attempts to avoid battle and telegraphed on 7th August as follows:
"I again reiterate my inflexible determination that you are to take the squadron
out of Port Arthur. I must recall to you and all serious officers the exploit of the Varyag.
The failure of the squadron to proceed to sea regardless of the Imperial will, and of my
command, and it's extinction in the harbor in the event of the fall of the fortress will, in
addition to the heavy legal responsibility, leave an indelible spot on the flag of St.
Andrew and on the honor of the fleet. You are to make known this telegram to all
admirals and commanding officers and are to report its receipt."
Faced with an order couched in these terms even Vitgeft could not hesitate any
longer.
With the Japanese Army tightening it's grip on Port Arthur Admiral Togo
expected an attempted breakout by the Russian squadron and positioned his divisions
accordingly. He wanted no mere transfer of the situation to Vladivostok, with a fleet-in-
being up there and thus another stronghold to besiege. The Siberian port was less
protected than Port Arthur and had no coal for the ships, but from the existent military
aspect a new campaign in that area would have overtaxed the resources of Field Marshal
Oyama. Togo wanted to grab Vitgeft by the nape of the neck and drown him in the
Yellow Sea.
- Missions -
The Japanese Player should intercept the Russian force and damage or destroy as
much of it as possible. The Russian Player should attempt to slip past the Japanese force
and move toward Vladivostok.
ORDER OF BATTLE
[Vitgeft's Division]
(Rear Admiral V. Vitgeft)
Battleship Tsesarevitch
Battleship Retvizan
Battleship Pobyeda
Battleship Peresvyet
Battleship Poltava
Battleship Sevastopol
[Scout Division]
(Rear Admiral N. Reytsyenshteyn)
Protected Cruiser Askold
Protected Cruiser Pallada
Protected Cruiser Diana
[Destroyer Division]
Destroyer Boiki
Destroyer Burni
Destroyer Vinoslivi
Destroyer Vlastni
Destroyer Grozovoi
Destroyer Byestrashni
Destroyer Byeszhumni
Destroyer Byesposhchadni
[First Division]
(Vice Admiral H. Togo)
Battleship Mikasa
Battleship Asahi
Battleship Fuji
Battleship Shikishima
Armored Cruiser Nisshin
Armored Cruiser Kasuga
[3rd Division]
(Vice Admiral S. Dewa)
Armored Cruiser Yakumo
Protected Cruiser Kasagi
Protected Cruiser Chitose
Protected Cruiser Takasago
[5th Division]
(Vice Admiral H. Yamada)
Protected Cruiser Itsukushima
Protected Cruiser Matsushima
Protected Cruiser Hashidate
[6th Division]
(Vice Admiral M. Togo)
Protected Cruiser Akashi
Protected Cruiser Suma
Protected Cruiser Akitsushima
[Cruiser Yaeyama]
Cruiser Yaeyama
Force Strength:47939.
- History -
Throughout late July and early August, as Japanese troops had closed in on Port
Arthur and as shells had started falling in the town, the correspondence between Viceroy
Alexieff (commander of Port Arthur) and Admiral Vitgeft (Makaroff's replacement) had
become more and more acrimonious. What was to become of the fleet? Alexieff favored
a sortie so that the Port Arthur ships could link up with the Vladivostok Squadron, and
create a force powerful enough to challenge the Japanese.
Admiral Vitgeft felt that just staying at anchor and contributing some of his
armament to the land battle was the safest course to follow, and that's exactly what he
proposed backed up by his flag officers and captains. In their view the risks of a sortie
were too great to be hazarded.
Alexieff faced with what amounted to almost direct disobedience to his orders,
appealed to St. Petersburg and the authority of the Tsar. Nicholas replied to the Viceroy
as follows, 'I fully share your opinion concerning the importance of the squadron making
a speedy sortie from Port Arthur, and breaking through to Vladivostok.'
Alexieff, reinforced by the Imperial will, would have no more of Vitgeft's
attempts to avoid battle and telegraphed on 7th August as follows:
"I again reiterate my inflexible determination that you are to take the squadron
out of Port Arthur. I must recall to you and all serious officers the exploit of the Varyag.
The failure of the squadron to proceed to sea regardless of the Imperial will, and of my
command, and it's extinction in the harbor in the event of the fall of the fortress will, in
addition to the heavy legal responsibility, leave an indelible spot on the flag of St.
Andrew and on the honor of the fleet. You are to make known this telegram to all
admirals and commanding officers and are to report its receipt."
Faced with an order couched in these terms even Vitgeft could not hesitate any
longer.
With the Japanese Army tightening it's grip on Port Arthur Admiral Togo
expected an attempted breakout by the Russian squadron and positioned his divisions
accordingly. He wanted no mere transfer of the situation to Vladivostok, with a fleet-in-
being up there and thus another stronghold to besiege. The Siberian port was less
protected than Port Arthur and had no coal for the ships, but from the existent military
aspect a new campaign in that area would have overtaxed the resources of Field Marshal
Oyama. Togo wanted to grab Vitgeft by the nape of the neck and drown him in the
Yellow Sea.
- Missions -
The Japanese Player should intercept the Russian force and damage or destroy as
much of it as possible. The Russian Player should attempt to slip past the Japanese force
and move toward Vladivostok.
ORDER OF BATTLE
[Vitgeft's Division]
(Rear Admiral V. Vitgeft)
Battleship Tsesarevitch
Battleship Retvizan
Battleship Pobyeda
Battleship Peresvyet
Battleship Poltava
Battleship Sevastopol
[Scout Division]
(Rear Admiral N. Reytsyenshteyn)
Protected Cruiser Askold
[Destroyer Division]
Destroyer Boiki
Destroyer Burni
Destroyer Vinoslivi
Destroyer Vlastni
Destroyer Grozovoi
Destroyer Byestrashni
Destroyer Byeszhumni
Destroyer Byesposhchadni
Force Strength:34047.
[First Division]
(Vice Admiral H. Togo)
Battleship Mikasa
Battleship Asahi
Battleship Fuji
Battleship Shikishima
Armored Cruiser Nisshin
Armored Cruiser Kasuga
[Second Division]
(Vice Admiral H. Kamimura)
Armored Cruiser Idzumo
Armored Cruiser Adzuma
Armored Cruiser Tokiwa
Armored Cruiser Iwate
[3rd Division]
(Vice Admiral S. Dewa)
Armored Cruiser Yakumo
Protected Cruiser Kasagi
Protected Cruiser Chitose
Protected Cruiser Takasago
[Cruiser Yaeyama]
Cruiser Yaeyama
Force Strength:55061.
- History -
The news that the Port Arthur Squadron had sailed reached Vladivostok in the
afternoon of 11 August. But the Vladivostok cruisers were not ready for action. It had
been understood that they would receive ample warning when the Port Arthur Squadron
was ready to sortie. No such warning had been given, and there was every reason to
believe that Admiral Vitgeft was immovable. The last word received from him was in a
telegram received on 5 August, in which he announced that "after prayer and full
consideration" his final decision was to perish with the fortress. Consequently, the
Vladivostok Squadron was leisurely coaling when the news of the sortie arrived.
Owing to the delay in sailing there was little hope of being able to assist Admiral
Vitgeft's squadron at the critical passage of the Tsushima Straits. It was calculated that if
Vitgeft was successful, and the Port Arthur Squadron was able to break through, it would
already be coming up the Sea of Japan. Admiral Iessen, therefore, formed his ships in line
abreast at intervals of four nautical miles and headed southward at 14 knots, in hourly
expectation of sighting the Port Arthur Squadron.
That night the Vladivostok Squadron closed up into line ahead and continued on
to the southward at a reduced speed throughout the next day. It was a serious
disappointment that nothing had been seen of the Port Arthur Squadron and the hope that
it might yet be met within the straits was still clung to. Admiral Iessen informed his
captains that at dawn they would be approaching Tsushima, and that it was his intention
not to enter the straits but to cruise all day on the parallel of Fusan. Before dark they
sighted the Korean coast, and closed with Fusan.
At this time Admiral Kamimura was to the eastward of them heading for a
position 30 nautical miles northeast of Ulsan where he was to patrol in the hope of
intercepting the Russians. The two squadrons had passed very close to one another in the
dark on opposite courses but neither was aware of the other. At dawn, Admiral Iessen
succeeded in reaching Fusan unobserved and with the straits wide open. Had it been his
intention to pass them he could have run through the Western Channel without anything
but torpedo-boats in his way. But this was not his plan, so at 0500 hours, in accordance
with his decision to await the coming of the Port Arthur Squadron in the northern
approaches to the straits, he began to turn west towards the Korean coast.
Ever since 0130 hours, Admiral Kamimura had been heading back from his night
patrol area on a course that took him directly to where the Russians were. No sooner had
Admiral Iessen put his helm over than he sighted the four Japanese armored cruisers.
Rurik dropped behind. The other two Russian cruisers, themselves heavily attacked,
swerved away from the enemy and then reversed course to enable Rurik to regain her
station as they passed.
On the easterly run Kamimura took some punishment himself but nothing
comparable to what he inflicted. It would be assumed that when the Russians sheered
away from the Japanese muzzles, Kamimura would have pressed in closer. This did not
happen. Kamimura oddly held his course during Iessen's sixteen-point turn and then,
when a few minutes later Kamimura came about himself, it was by an exterior swing to
port onto a new track that lengthened rather than shortened the range.
Rurik, under further shelling, was unable to proceed in column, and a shell in her
steering-engine-room caused her to circle out of control. Obviously she was a lost ship
and the gallant efforts of Admiral Iessen to save her by maneuvering in the vicinity
should have caused his ruin. Kamimura followed Iessen's weaving in and out, the two
squadrons banging away at each other and scoring numerous hits with shells that
expended most of their fury outside the armored walls.
Iessen realized at last that Rurik was a wreck and that he would be unable to
rescue the survivors, so at 0830 hours he turned and made for Vladivostok. The
remarkable thing is that he got there. The Japanese and Russian cruisers now steaming
northward were firing vigorously at each other. The hitting continued, particularly by the
Japanese, and Iessen's vessels gave forth clouds of smoke, sheets of flame and other
indications of serious damage. But they pushed ahead and occasionally landed a
staggering blow on one of the enemy.
All was not entirely well in Kamimura's squadron. Iwate at the rear of the line had
been roughly treated in the early stage of the action prior to the Russian dash for home
and Admiral Misu's flagship started to show the effects. The French built Adzuma began
to fall back as the stiff chase strained her engines. The terrific demands on the ships
personnel began to cause physical and mental exhaustion. Their salvos came at increased
intervals. The Russians, however, were in far worse condition than the Japanese. The
- Missions -
The Japanese Player should intercept the Russian force and damage or destroy as
much of it as possible. The Russian Player should attempt to slip past the Japanese force
and move toward Vladivostok.
ORDER OF BATTLE
Force Strength:8484.
[Second Division]
(Vice Admiral H. Kamimura)
Armored Cruiser Idzumo
Armored Cruiser Adzuma
Armored Cruiser Tokiwa
Armored Cruiser Iwate
Force Strength:16127.
- History -
- Missions -
The Japanese Player should intercept the Russian force and damage or destroy as
much of it as possible. The Russian Player should attempt to slip past the Japanese force
and move toward Vladivostok.
ORDER OF BATTLE
Force Strength:9650.
[Second Division]
(Vice Admiral H. Kamimura)
Armored Cruiser Idzumo
Armored Cruiser Adzuma
Armored Cruiser Tokiwa
- History -
After surviving The Battle of the Yellow Sea, the captain of Novik believed that
his crew and vessel could better serve the Tsar and Mother Russia by joining the
Vladivostok squadron, rather than sitting out the war interned in some neutral port.
Believing that the Japanese would have the Tsushima Straits closely guarded, he decided
to take the long route around Japan in his attempt to reach Vladivostok.
As Novik rounded Yakushima, south of the Van Diemen Strait on 19 August, she
was spotted by a Japanese merchant vessel. Admiral Togo received this information after
some delay, allowing Novik to escape well to the north before he was able to get Chitose
and Tsushima to join the hunt.
Next morning Chitose and Tsushima were together in La Perouse Strait. Chitose
had been searching the strait for two hours by the time Tsushima arrived and as Novik
had not been seen, Tsushima was ordered to look into Korsakovsk, a Russian port on
Sakhalin Island, just north of the strait. By 1600 hours she was in sight of the place and
could see smoke rising from the anchorage. As the Japanese had expected, Novik was
there. In spite of using economical speed, her wide detour around Japan had forced her to
put in for coal and water, and at sunrise she had begun to take in the necessary supplies.
Novik‟s crew had picked up the Japanese wireless transmissions as they searched for her,
and funnel smoke from Tsushima could be seen as she approached. Her captain, who had
intended to run La Perouse Strait at night, decided to put to sea at once for fear of being
trapped in harbor.
As Tsushima closed on Korsakovsk her captain spotted Novik steaming south for
La Perouse Strait. Signaling her sighting to Chitose, she put on full speed and headed to
cut off the enemy. At 1630 hours Tsushima opened fire, Novik replied with spirit, and a
sharp action ensued. The battle was, however, unequal. Tsushima was larger and better
protected, and against Novik‟s six 4.7in. guns she carried an armament of six 6in. and ten
12-pounders. She was, moreover, fresh and undamaged, and the advantage told quickly.
In a little over half an hour Novik was forced to turn back and head for Korsakovsk.
Tsushima‟s shooting was good; she had knocked out half of Novik‟s boilers as well as
inflicting five hits on the waterline that flooded Novik‟s steering compartment. As Novik
turned away Tsushima gave chase, but not for long. Novik was not yet defeated. She
returned fire, and at 1740 hours struck Tsushima with two hits on the waterline that
flooded two compartments and caused such a list that Tsushima was forced to give up the
chase and stop for emergency repairs.
- Missions -
The Japanese Player should intercept the Novik and damage or destroy as much
of it as possible. The Russian Player should attempt to slip past the Japanese force and
move toward Vladivostok.
ORDER OF BATTLE
Force Strength:395.
Force Strength:1318.
- History -
In October 1904, Russia's Baltic Fleet, now renamed the Second Pacific
Squadron, was preparing to set out on its long and difficult journey to reinforce the
embattled Russian naval forces at Port Arthur.
The difficulties facing Rear Admiral Zinovi Petrovitch Rozhdestvenski were
unprecedented. Coal-fired warships were not designed for 18,000-mile journeys without
the benefit of extensive dockyard facilities along the way. Their reciprocating engines
pounded themselves to pieces over long periods of time, unless run at their slowest
speeds, and were prone to breakdowns. Their steam boilers needed frequent cleaning that
made the heat of the tropics, especially for the Russian crewman, an unbearable hell.
Raw crews, many of whom had never sailed before and who felt that the war was
already lost, manned the ships. Others were plotting revolution. There was a shortage of
engineers forcing the commandeering of many from private shipping firms. Most of the
Baltic Fleet was made up of men whose love of home was stronger than their sense of
duty. Gunnery and ship handling were things of mystery. Nothing went right during two
weeks of practice. Ships collided with each other, and the gunners seemed hopeless.
Rozhdestvenski's optimism was fading.
Coaling for the long voyage would be another problem. Coal had been declared
contraband, something the Japanese government had foreseen and prepared for before the
war. For years the Japanese had been purchasing large quantities of the practically
smokeless Cardiff Coal. The Russians had not.
Japan's ally, Britain, would not sell Russia even a pound of her fine Welsh coal.
Anxious to keep Russia in the war for as long as possible, Kaiser Wilhelm II eventually
agreed to help. With German bases few and far between on the route to the Far East, he
arranged for a fleet of sixty colliers of the Hamburg-Amerika Line to supply coal
between Libau in the Baltic and Port Arthur. Where there were no friendly or neutral
ports, the coal would be loaded at sea directly from the colliers.
On 15 October 1904, the Second Pacific Squadron finally set sail from the Baltic
and headed toward their comrades at Port Arthur, it would be May 1905 before they
finally arrived.
After nearly superhuman effort and an unprecedented voyage of 18,000 miles
around the world from the Baltic, now Vice Admiral Zinovi Petrovitch Rozhdestvenski
by May 1905 was steaming through the South China Sea. The Third Pacific Squadron,
- Missions -
The Japanese Player should intercept the Russian force and damage or destroy as
much of it as possible. The Russian Player should attempt to slip past the Japanese force
and move toward Vladivostok.
ORDER OF BATTLE
[1st Division]
(Vice Admiral Z. Rozhyestvyenski)
Battleship Knyaz Suvorov
Battleship Imperator Aleksander III
Battleship Borodino
Battleship Oryel
[2nd Division]
(Rear Admiral D. Fyelkyerzam)
Battleship Oslyabya
Battleship Sisoi Vyeliki
Battleship Navarin
[3rd Division]
(Rear Admiral N. Nyebogatov)
Battleship Imperator Nikolai I
Coastal Battleship Gen. Admiral Apraksin
Coastal Battleship Admiral Senyavin
Coastal Battleship Admiral Ushakov
[Cruiser Division]
(Rear Admiral O. Enkvist)
Protected Cruiser Oleg
Protected Cruiser Avrora
Armored Cruiser Dmitri Donskoi
[Scouts]
Protected Cruiser Svyetlana
Auxiliary Cruiser Almaz
Auxiliary Cruiser Ural
[Independent Command]
Armored Cruiser Vladimir Monomakh
[Support Division]
Transport Anadyr
Transport Irtysh
Repair Ship Kamchatka
Transport Koreya
Auxiliary Ship Rus
Auxiliary Ship Svir
[Support Division]
Hospital Ship Oryel
Transport Kostroma
Force Strength:41526.
[1st Division]
(Admiral H. Togo)
Battleship Mikasa
Battleship Shikishima
Battleship Fuji
Battleship Asahi
Armored Cruiser Kasuga
Armored Cruiser Nisshin
[2nd Division]
(Vice Admiral H. Kamimura)
Armored Cruiser Idzumo
Armored Cruiser Adzuma
Armored Cruiser Tokiwa
Armored Cruiser Yakumo
Armored Cruiser Iwate
Armored Cruiser Asama
[5th Division]
(Vice Admiral S. Kataoka)
Protected Cruiser Itsukushima
Battleship Chin Yen
Protected Cruiser Matsushima
Protected Cruiser Hashidate
Cruiser Yaeyama
[3rd Division]
(Vice Admiral S. Dewa)
Protected Cruiser Kasagi
Protected Cruiser Chitose
Protected Cruiser Otowa
Protected Cruiser Niitaka
[Fourth Division]
(Rear Admiral Uriu)
Protected Cruiser Naniwa
[6th Division]
(Rear Admiral M. Togo)
Protected Cruiser Suma
Armored Cruiser Chiyoda
Protected Cruiser Akitsushima
[Cruiser Chihaya]
Cruiser Chihaya
[Cruiser Tatsuta]
Cruiser Tatsuta
Force Strength:74725.