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DRAFT

LArmee Francaise Vol III

Avancez les tambours!


Battre au pas de charge!
A la bayonette! En avant!
General de Division Pierre Franois Joseph Bosquet
at the Battle of Inkerman, Crimean War, 5th November 1854.

LArmee Francaise Vol III

Age of Valor
Age of Eagles Expansion Module for European Warfare
by Blood and Iron, 1848 thru 1905

Table of Contents
Subject

Page

Introduction

Subject

Page

Franco-Prussian War Imperial Period

TBD

Hungarian Revolution*

TBD

Franco-Prussian War Republican Period*

TBD

1st Italian War of Independence

TBD

Russo-Turkish War

TBD

1st Schleswig War

TBD

Russo-Japanese War (Test Drive!)*

TBD

Crimean War*

TBD

Reduced Scale Rules

TBD

Franco-Austrian War & Resorgimento*

TBD

28 mm Rules & Charts

TBD

2d Schleswig War

TBD

Bibliography

TBD

Austrian Prussian War*

TBD

Age of Eagles Supplement

TBD

3d Italian War of Independence*

TBD

Notes

TBD

* Conflict Sections so marked include one or more complete, ready-to-play scenarios - Isaszeg
(Hungarian Revolution), the Alma (Crimean War), Solferino (Franco-Austrian War), Custoza (3d Italian War
of Independence), Coulmiers (Franco-Prussian War) and Telissu (Russo-Japanese War Test Drive).

Mukden, by German artist Fritz Neuman, 1905, DAML Otto Creutz and in the Public Domain.

LArmee Francaise Vol III

Age of Valor, Fire and Fury for Europe during the Age of Rifles, 1848 thru 1905, published 2014.
Digitally Published.
Original Fire & Fury game mechanics and text, copyright 1990, used in Age of Honor are republished with
permission from Richard W. Hasenauer. All rights reserved.

LArmee Francaise Vol III

The Russo-Japanese War


Introduction. This conflict (8 February
1904 5 September 1905) was called "the
first great war of the 20th century, and
grew out of Russian and Japanese rivalry
over Manchuria and Korea. Russia, in
particular, coveted the area due the location of Port
Arthur, one of its few ports accessible all year round.
Conversely, nearby Vladivostok was frozen over during
the winter. The major theaters of war included
Southern Manchuria, including the area around the
Liaodong Peninsula and Mukden as well as the seas
around Korea, Japan, and the Yellow Sea. While in the
end Japan claimed victory, much that was gained
evaporated via the Treaty of Portsmouth, a deal
brokered by none other than Americas President
Teddy Roosevelt. The war was particularly significant
due to the glimpses of increased battlefield carnage
provided, something to become all too common in
World War I. The greater use of true machineguns,
integrated more fully with the infantry, was but one of
many innovations that matured during the bloodletting.
That few military observers and there were quite a
few on hand recognized this is not surprising. The
campaign area was massive given the number of
troops ultimately involved, so there was always a flank
somewhere to turn. Legitimate victory was still
possible.

Infantry. No significant change from AOE.


Machine Guns. Machine Gun stands are permanently
allocated by scenario, not more than one stand per
Infantry Brigade. They function just as any other
infantry stand in the brigade, except they use the
Machine Gun Fire Point scheme. It may be freely
repositioned within the brigade formation without
movement cost at the beginning of the units
movement phase. Save the command stand, the
Machine Gun stand is always the last stand to be
eliminated.
Skirmishers or Tirailleur. None.
Light Infantry. Russian Border Guard Infantry, and all
Russian Dismounted regular cavalry are Light Infantry.
Per various charts, Light Infantry has special DRMs for
melee and fire, and moves through rough terrain
without penalty.
Cavalry. Russian regular cavalry may dismount and
fight as infantry. The cost to mount or dismount is
total movement, and must be into a formation identical
to that currently held by the unit (Line into Line, etc).
Every four stands of mounted cavalry will yield three
stands of dismounted troops. When dismounted
cavalry issues fire and rolls a raw 8, 9 or 10, it is
permanently Out of Ammo and fires at Fire Points
thereafter.

RULES MODIFICATIONS
General. Per the Introduction, in most cases all
rules changes have been imbedded in the Data
Charts as well as the charts and tables on the
Quick Reference Sheet. All players need to do is
use these new specifications or DRMs, then play.
Changes unique to the Russo- Japanese War are
as follows.

Movement. All infantry use the same movement rate,


with March Table option for Double Time.

Basing. All infantry 3 figures (or 2 figures of Light


Infantry) on a stand 1 inch wide by inch deep; all
cavalry has 2 figures on a stand one inch square; all
artillery on a stand 1 1/8 in wide by one inch deep, with
1 gun model and 2 gunners if field or horse, 3 if siege
artillery. All command stands should be spacious
enough, but not less than one inch square with 2
mounted officers/staff for a division command, 3 for a
corps, 4 for a wing and 5 + for Army Command.

Melee. Japanese infantry charging may (not


mandatory as with 1866 Austrians) use the Shock
DRM if so desired.

Fire. Out of Ammo for Dismounted Cavalry on a


natural fire combat die roll of 8, 9 or 10. Shock infantry
using the Shock melee DRM fires at effect for that
specific close combat. Effective Range for Japanese
and Russian small arms is 4 inches.

Reserve Zone. The board area greater than 32


inches away from any enemy unit brigade or battery.
This distance is equal to the maximum range of artillery
on the game board.
Army Cohesion NEW RULE! In general and unless
otherwise specified, 20% stand losses (brigades and
batteries) for the Russians, and 30% for the Japanese.
Specifically, the turn after the Russians lose 20% of
their troop or gun stands, or the Japanese lose 30%, a
permanent -1 DRM is applied to all that armys units on
the March Table. Once this penalty is applied, the
affected army suffers an additional, permanent -2
DRM on the March Table the beginning of any turn
where it is determined its troop and stand losses have

Scale. Each stand represents 360 infantry, 180 horse


or 6 to 8 cannon. Ground scale is 120 yards per inch,
while each turn is 30 minutes real time.
Artillery. No significant change from AOE, two
functions per battery.
Grand Batteries. None.

LArmee Francaise Vol III


Fan-Gou), Schaho-Sandepu, Mukden, Port Arthur
Volume I and Port Arthur Volume II.

exceeded those of the enemy. Additional March Table


-1 DRMs will be suffered by each unit in the army for
the loss of each specific terrain objective on the game
board, as dictated by scenario design.

Commercial Publications. While there are many


excellent general histories on the Russo-Japanese
War, the following books, some available electronically,
were found particularly useful from a wargaming
perspective.

Victory Conditions. Continue to use Table on page


17 (Figure 6) of AOE.
Other. Facing to the Flank and the Urban Combat
rules per the AOE Supplement are now mandatory.

The Russo-Japanese War 1904 05 and Battles of the


Russo-Japanese War 1904 05 (3 volumes), Michael
A Sayce, 2003, published by On Military Matters,
Hopewel, NJ.

RUSSO-JAPANESE WAR WARGAMERS


REFERENCE SHELF

The Russo-Japanese War War 1904 1905 (Osprey


Men at Arms), by by Alexei Ivanov and Andrei
Karachtchouk, 2004 and available from Amazon.com.

Most are hosted on the AOE Webserver, and are


provided at no charge. All are out of copyright and in
the Public Domain unless specified otherwise.

The A to Z of the Russo-Japanese War, by Rotem


Kowner, 2009 and available from Amazon.com.

Battles. The following battles linked to Wikipedia


articles online - were fought and can be replicated as
wargame scenarios.

Yalu River
Nanshan
Te-li-Ssu
Motien Pass
Tashihchiao
2nd Port Arthur

Maps. The War in the Far East, 1904 1905, by the


Military Correspondent of the Times (1905). This book
is unique in that the digitizing college actually folded
out all the maps and scanned those as well. Lots of
detailed maps useful for scenario creation can be
found in this tome. Three of the maps, to include the
Battle of Shao, the Battle of Liao-Yang and Port
Arthur, are also available as separate files.

Hsimucheng
Liaoyang
Shaho
Sandepu
Mukden

Flags. Very difficult to find, so AOE is hosting a sheet


of Japanese and Russian flags on its Webserver.

Official Histories. These books often contain detailed


Orders of Battle, allowing many engagements of this
conflict to be played. They include:

Uniforms.
Also very difficult to find, especially
Russian. Period prints from the French magazine Le
Petite Journal 24 January 1904 and Nouveau
Larousse Illustre, 1902 edition (mistinted, the grey
should be midnight blue) do cover the Japanese. Also,
the Brown University Anne S. K. Brown Military
Collection has a section on this war, to include the
colorful paintings of Fritz Neumann.

Official History of the Russo-Japanese War, compiled


by the Historical Section of the Committee on Imperial
Defense (1910). The United Kingdoms official history,
Volume I, Volume II and Volume III are available.
Reports from British Officers Attached to the Japanese
and Russian Forces in the Field, War Office (1908).
Very detailed with Volume II and Volume III available.

George Nafziger Russo-Japanese War Orders of


Battle. The OBs from this famous collection that
pertain to the Russo-Japanese war have been
compiled
and
links
provided
below:

Der Russisch-Japanische Krieg, Freiherr von Tettau,


1911. This is the German General Staffs translation of
the Russian official history of the Russo-Japanese
War. The volumes available cover Telissu (or Wang-

George Nafziger Collection, Russo-Japanese War


Russian Manchurian Army 14 February
1904
Russian Army of Manchuria 20 July
1904
Russian Army of Manchuria Battle of
Shakhe River 5-17 October 1904
Russian Army of Manchuria 14 January
1905
Russian Army of Manchuria Battle of
Sandepu 25-28 January 1905

http://usacac.army.mil/cac2/CGSC/CARL/nafziger/904RBAB.pdf
http://usacac.army.mil/cac2/CGSC/CARL/nafziger/904RGAA.pdf
http://usacac.army.mil/cac2/CGSC/CARL/nafziger/904RJAA.pdf
http://usacac.army.mil/cac2/CGSC/CARL/nafziger/905RAAA.pdf
http://usacac.army.mil/cac2/CGSC/CARL/nafziger/905RAAB.pdf

LArmee Francaise Vol III

Leader & Unit Data Charts


Russo-Japanese War. The list below is provided to aid players in scenario creation. It is not all-inclusive and,
though complete as possible, should not be necessarily taken as definitive. If players believe the rating of a unit to
be inaccurate, please change it. It is doubtful that any military formation could boast a totally consistent record of
service. The data should thus be digested with more than just a pinch of salt.
The Chart lists the formation on the left, and on the right specific data about the unit beginning with Troop Rating
(Conscript, Regular or Elite). Following this will be information indicating primary weapon type, whether the unit is
Armored, is Irregular, and so on. Also included for historical information only is the designation of the
actual, historical weapon normally carried by the formation in question.

IMPERIAL JAPAN:
Leaders.
Initiative

Charismatic? Other

+2
+3
+2
+1
0

No
No
No
No
No

Theater Commander
Oyamas Chief of Staff
Besieged Port Arthur
2d Army Commander
NA

Troop Rating

Primary
Weapon

Special
Attributes

Guard Artillery
Guard Kobi (Reserve) Artillery
Line Artillery
Kobi Line Artillery

Elite
Regular
Regular
Conscript

Rifled
Rifled
Rifled
Rifled

Arisaka M31 75 mm
Arisaka M31 75 mm
Arisaka M31 75 mm
Arisaka M31 75 mm

Guard Cavalry
Guard Kobi Cavalry
Line Cavalry
Dismounted Cavalry

Elite
Regular
Conscript
Conscript

Sabre
Sabre
Sabre
Rifle

Light, may dismount


Light, may dismount
Light, may dismount
Light Infantry, Out of
Ammo Rule

Guard Infantry
Guard Kobi Infantry
Line Infantry
Line Kobi Infantry
Machine Gun Stand

Elite
Regular
Regular
Conscript
Integrated Stand

Rifle
Rifle
Rifle
Rifle
Machine Gun

Shock, Arisaka M30 6.5 mm


Shock, Arisaka M30 6.5 mm
Shock, Arisaka M30 6.5 mm
Shock, Arisaka M30 6.5 mm
Uses Infantry ratings,
Hotchkiss M1900 6.5 mm

Initiative

Charismatic? Other

-2
0
-2
-1

No
No
No
No

Field Marshal Iwao Oyama


Viscount Gentaro Kodama
General Maresuki Nogi
General Yasukata Oku
All other commanders
Units.

IMPERIAL RUSSIA:
Leaders.

Viceroy Yevgeni Alekseyev


General Alexei Kruopatkin
General Anatoley Stoessel
All other commanders

Governor Kwatung Territory


Theater Military Commander
Defended Port Arthur
NA

LArmee Francaise Vol III

Units.
Troop Rating

Primary
Weapon

Special
Attributes

Guard Artillery
Line Artillery
Border Guard Artillery
Naval Artillery
Cossack Artillery

Elite
Regular
Elite
Regular
Conscript

Rifled
Rifled
Rifled
Rifled
Rifled

Not in theater
Putilov M1902 76.2 mm
Putilov M1902 76.2 mm
Various
Horse Artillery

Chevalier Guards
Guard Kurassiers
Guard and Line Dragoons

Elite
Regular
Regular

Sabre
Sabre
Sabre

Guard Uhlans
Guard Hussars
Guard Cossacks
Other Cossacks
Mounted Border Guards
Dismounted Cavalry

Regular
Regular
Regular
Conscript
Elite
Regular

Lance
Sabre
Lance
Sabre
Sabre
Rifle

Heavy, not in theater


Heavy, not in theater
Heavy, Guard not in theater,
Line may dismount
Light, not in theater
Light, not in theater
Light, not in theater
Light, Irregular
Light, may dismount
Light Infantry, Out of Ammo
Rule

Guard & Grenadier Infantry


Line Infantry or Rifle Regiments
Eastern Siberian Rifle Regiments
Border Guard Infantry
Marine or Naval Infantry
Militia or Reserve Infantry
Machine Gun Stand

Elite
Regular
Conscript
Elite
Conscript
Conscript
Integrated Stand

Rifle
Rifle
Rifle
Rifle
Rifle
Rifle
Machine Gun

Not in theater
Mosen M1902 7.62 mm
Mosen M1902 7.62 mm
Light Infantry, Mosen M1902
Mosen M1902 7.62mm
Irregular, in Port Arthur
Use Infantry ratings, Maxim
7.62 mm

NOTES.
Viscount Kodama. According to many historians, Kodama was the real soldier who won the war for Japan,
working behind the scenes and making the critical decisions that brought victory. He also shunned the limelight,
rarely accepting any credit for his unquestioned genius.
Not in Theater. These Russian units were actually part of the active field army, but were not deployed east to
fight the Japanese. They are included for completeness because, theoretically at least, had the war gone on they
might well have seen themselves riding the Trans-Siberian Railway into the combat zone. The possibilities for
semi-historical wargame scenarios are fascinating.
Russian Rifle Regiments. By this time Russian units with the Rifle designation were no different than the
regular infantry, keeping the title only as an honorific.
Russian Cavalry. Line Kurassiers, Hussars and Uhlans were converted to Dragoons in 1882 and would not
regain their previous titles and functionality until 1910.
Putilov M1902. This field artillery piece should have given the Russians a significant advantage due to its recoil
mechanism, which slid the only barrel to the rear, and not the entire carriage. Thus there was no need to relay the
gun, making rate of fire quicker. Unfortunately, the weapon was new and Russian gunners ill trained in its use.
Kobi. Units marked as Kobi were Japanese reserve formations.

LArmee Francaise Vol III

Battle of Telissu
15 June 1904
Russo-Japanese War. The battle of
Telissu was the result of a half hearted
attempt by the Russian Manchurian Army
to relieve the siege of Port Arthur. Bullied
by both the Czar and Admiral Viceroy Yevgeni I
Alekseyev (the local governor and, yes, a naval officer)
into action, the competent General Alexei N Kuropatkin
reluctantly sent Baron Georgii Stackelbergs I Siberian
Army Corps southward to break the investment. In
response Baron General Yasukata Okus 2d Army
moved north to intercept. The two forces, each
between 35,000 and 45,000 strong, ran into each other
th
near the town of Telissu on the 14 of June, with the
holy warriors of Russia entrenching for an evening of
skirmishing. Festivities began in ernest at 7:00 am the
next morning with the Russians launching a major
st
attack on the Japanese right with the 1 Eastern
Siberian Rifle Division, reinforced with Stackelbergs
entire reserve. The attack caught the advancing
Japanese 3d Division off guard, but massed artillery
eventually stopped the Russians cold. Meanwhile, the
th
Japanese 5 Division engaged the rest of the Russian
th
battleline, while the 4 Division sprinted left to
completely encircle the Russian right flank. For
reasons that continue to defy explanation (outside the
authors somewhat uncharitable guess of too much
vodka), Russias vaunted Cossacks failed to detect this
movement until Japanese bullets began whistling
about their ears. Tough fighting followed, so nasty in
fact that when the two sides depleted their rifle
ammunition, they were so close they threw stones at
each other. Nevertheless, Stakelberg recognized the
game was up and by 3 pm the Russian army was in
complete retreat. The Japanese admitted to 1167
casualties, the Russians 3772, but the Japanese also
reported burying several thousand Russian dead left
behind in addition. The siege of Port Arthur continued.

hashed areas represent Indian corn (gaoljeng) and


degrade movement by 1/3 (vice as normal rough
terrain), but have no effect on fire or melee. Slopes
afford the defender a +1 melee DRM if attacked
entirely uphill. Villages and infantry entrenchments
convey a -1/+1 DRM advantage to the defender for
fire/melee respectively, artillery redoubts likewise a 2/+2. Cavalry is automatically Disordered attacking
across water or into villages or fortifications. Each
building symbol on the map can hold two stands. Tree
sprites are visual only; there are no forests. The
railroad likewise has no impact on the game. There is
no Road Movement, but travel along a road in Road
Column does negate other terrain effects such as
slopes. Weather is clear.

Scale. Each stand represents 360 infantry, 180 horse


or 6 to 8 cannon. Ground scale is 120 yards per inch,
while each turn is 30 minutes real time.

Army Cohesion. The turn after the Japanese lose


30% (45 stands) of their troop or gun stands, or the
Russians lose 20% (27 stands), a permanent -1 DRM
is applied to all that armys units on the March Table.
Once this penalty is applied, the affected army suffers
an additional, permanent -2 DRM on the March Table
the beginning of any turn where it is determined its
troop and stand losses have exceeded those of the
enemy. The Russian army suffers an additional
permanent -1 DRM on the March Table if Telissu ever
falls to the Japanese.

Playing Time. The game begins at 7:30 am and ends


with the 2:30 pm turn, a total of 15 turns
Deployment. Units set up per following map in Line,
Supported Line or Masse. Leaders deploy within 12
inches of any unit they command.
Leaders. Baron Oku is rated +1 for Initiative,
Stackelberg -1. There are no Charismatic leaders, and
the Russians have the Initiative for the first turn only.
Infantry. All infantry carry repeating magazine fed
rifles and Japanese infantry are rated Shock. There is
no Light Infantry.
Cavalry. May not dismount but may fire mounted.
Artillery. All guns are rifled, have two functions and
may be set up limbered or unlimbered.
Reinforcements. None.

Players. The games is small enough for two players,


but otherwise assign a player to each division, with one
doubling as that sides army commander.
Terrain and Weather. The gaming table is 8 feet wide
and 6 feet deep, laid out as given. Each square on the
map is 12 by 12 inches. All rivers are fordable and
afford a defender a +1 melee DRM if attacked entirely
across water. Villages and slopes are rough terrain for
movement. Upslope is away from the river. The green

Victory Conditions. Determine victory using the


Casualty Point Chart (Figure 6) on page 17 of AOE.

LArmee Francaise Vol III


th

4 Division

Ma-Tu-Fang-Shen
Wie-Chai-Tun

9 ESRD (part)

st

Baron Oku, 2d Army

th

Weng-Chia-Tun

Baron Stackelberg, 1 Corps

9 ESRD (part)

th

5 Division

Ta-Fang-Shen

Pang-Chai-Tun

th

st

1 Arty Brigade

Lung-Wung-Mao
th

9 ESRD (part)

Fou-Chou River

th

35 Rifle
Division

3d Division

st

1 ESRD (part)

TELISSU

st
st

1 Cav Brigade

North

1 ESRD (part)

st

1 ESRD
(part)

LArmee Francaise Vol III

LArmee Francaise Vol III

Battle of Telissu, Russo-Japanese War


Order of Battle Labels and Order of Appearance

JAPANESE
Starting Forces _____________________________________________________________
Japan

Oku

Oku

Oku

Oshima

Oku
+1

Saisho
Artillery

Abe
Genie

Oshima
3d Div

2d Army

XXXX

XXXX

XX

Oshima

Oshima

R
75mm

Oshima

R
75mm

R
75mm

Oshima

th

6 Regt
R 8/6/4 S *

Oku

R
75mm

Oshima

th

35 Regt
R 8/6/4 S*

Ogawa

Ogawa

th

Ogawa
4th Div

th

8 Regt
R 8/6/4 S *

37 Regt
R 8/6/4 S*

Oshima
th

18 Regt
R 8/6/4 S

Oshima
th

24 Regt
R 8/6/4 S

Oshima
R
75mm

Ogawa
9th Regt
R 7/5/4 S

XX

Ogawa
th

38 Regt
R 7/5/4 S

Ogawa

Ogawa

Ogawa

Ogawa

Ogawa

Ogawa

Oku

Ueda

R
75mm

R
75mm

R
75mm

R
75mm

R
75mm

R
75mm

Ueda
5th Div

11th Regt
R 8/6/4 S*

XX
Ueda

Ueda

Ueda

Ueda

Ueda

Ueda

Ueda

Ueda

41st Regt
R 8/6/4 S*

21st Regt
R 7/5/4 S

42d Regt
R 7/5/4 S

R
75mm

R
75mm

R
75mm

R
75mm

R
75mm

Oku

Uchiyama

Uchiyama

Uchiyama

Uchiyama

Uchiyama

Uchiyama

Uchiyama

Uchiyama

Uchiyama
1st Arty X

R
75mm

R
75mm

R
75mm

R
75mm

R
75mm

R
75mm

R
75mm

R
75mm

Uchiyama

Uchiyama

Uchiyama

Uchiyama

Uchiyama

Uchiyama

Uchiyama

Uchiyama

Uchiyama

R
75mm

R
75mm

R
75mm

R
75mm

R
75mm

R
75mm

R
75mm

R
75mm

R
75mm

XXXX

Uchiyama

Oku

Akiyama

Akiyama

Akiyama

Akiyama

R
75mm

Akiyama
1st Cavalry

Regular
C 12/10/7 Lt

Divisional
C 12/10/7 Lt

R
75mm

R
75mm

X+

Notes:

Units marked with an * include one Machine Gun stand.


th
th
The Regular cavalry brigade consists of the 14 and 15 Regiments. The Divisional brigade is a
th
th
converged unit consisting of the 3d, 4 and 5 Regiments, pulled from their assigned infantry
divisions.

10

LArmee Francaise Vol III

Battle of Telissu (continued)


RUSSIAN
Starting Forces ____________________________________________________________
Russia

Staklbrg

Staklbrg

Gerngros
st

1 ESRR
C 9/7/5

Gerngros
2d ESRR
C 9/7/5

Gerngros
3d ESRR
C 9/7/5

Gerngros

Gerngros

Gerngros

R
76.2 QF

R
76.2 QF

th

Staklbrg
-1

Cdr
Artillery

Gerngros
1st Div

4 ESRR
C 9/7/5

I Corps +

XXX +

XX

Gerngros

Gerngros

Staklbrg

Kondrvch

Kondrvch

Kondrvch

Kondrvch

Kondrvch

Kondrvch

Kondrvch

R
76.2 QF

R
76.2 QF

Kondrvch
9th Div

33d ESRR
C 9/7/5

34th ESRR
C 9/7/5

35th ESRR
C 9/7/5

36th ESRR
C 9/7/5

R
76.2 QF

R
76.2 QF

R
76.2 QF

XX

Staklbrg

Dobrashki

Dobrashki

Dobrashki

Dobrashki

Dobrashki

Dobrashki

Staklbrg

Simonov

Dobrashki
35th Div

Tobolsk
R 10/8/5

Marshansk
R 10/8/5

Zaraisk
R 9/7/5

R
76.2 QF

R
76.2 QF

E
76.2mm

Simonov
Cavalry

Cossacks
C12/10/7 LI

XX

XX

Simonov

Simonov

Simonov

Samsonov
R 12/9/6 H

C
76.2mm

C
76.2mm

Notes:

ESRR is an abbreviation for Eastern Siberian Rifle Regiment. Note that although these units are rated
C for Conscript, they use Regular Fresh/Worn/Spent Brigade Effectiveness numbers.
QF is an abbreviation for Quick Fire, referring to the Putilov M1902 76.2 mm artillery piece. The guns
barrel recoiled rather than the entire field piece, negating the need to relay the weapon every time it
fired. Telissu saw its first use by the Russians, who were not adequately trained to properly use this
their new equipment.
st
The Cossack unit technically on paper consisted of the 1 Brigade under Colonel Erkovski with
th
th
th
th
the 4 and 7 Siberian Cossack Regiments, and the 2d Brigade under MG Chirikov with the 5 and 8
Regiments,
Samsonovs unit included the Primorsk Dragoons, Mounted Border Guards (very distinguished) and
possibly the Ussuri Cossack Regiment.
The two horse batteries are Trans-Baikal Horse Artillery batteries. The Elite 76.2 mm artillery battery is
a Border Guard unit.
The regiments and artillery near Telissu on the map actually did not arrive on station until nearer the
end of the battle, but are included here for play balance. Otherwise and for a more historical scenario,
have them arrive at vicinity Telissu on Turn 9 (and be ready to duck when the Russian player throws
his dice at your head).
ABBREVIATIONS: Lt Light, H Heavy, LI Light Irregular, SShock, CConscript, RRegular, EElite, (C)
Charismatic, XBrigade or oversized Regiment, XXDivision, XXXCorps, XXXXArmy. Numbers represent
Fresh/Worn/Spent status.
LABELS: Use Avery White Full-Sheet Shipping Labels for Laser Printers 5265, 8-1/2" x 11", Pack of 25. Print with color
laser, cut out labels for use, peel off back and stick on bottom of stands.

11

LArmee Francaise Vol III

The Russo-Japanese War in Miniature based on Fire and Fury


15 mm Tables and Charts - Version 1.5
Play Sequence
Initiative Inter-Phase
Players roll-off modified die to determine who has
the option of proceeding first. Automatic if enemy
army commander attached or dead, or high die roll
off if both commanders attached or dead.
1st Player Turn
March (1st) Phase
a. Replace, attach & detach leaders
b. Reserve movement*
c. Tactical movement
d. Move detached leaders

Bayonet & Sabre (3rd) Phase


Both sides simultaneously resolve all charges,
countercharges and breakthroughs applying results
immediately.
2nd Player Turn
Resolve in same order as in first player turn.
*Reserve Zone - greater than 32 inches from enemy.

Movement Rates Chart

Basic
9

Road
12

Rough Fording
x 1/2
-2

12

15

x 1/2

-2

12

NA

-2

12

15

x 1/3

-2

10

x 1/4

-3

10

12

x 1/4

-3

12

15

x 1/3

-2

Minus 3 inches per unit crossed for Passage of Lines.


Minus full move to deploy into Line/Supported Line.
Minus half move to deploy into Masse, into March
or Assault Column, into or out of an Urban Area, to
Move by the Flank, About Face or to Face to the Flank.
Light Infantry is NOT penalized when moving
thru Rough Terrain.

Good Order

EFFECTS
Disorder

Reserve Movement

10 or more

Pas de Charge!

En Avant!

Success

7, 8, 9
5, 6
3, 4

En Avant!
Cautious
Stalled

Cautious
Stalled
Retire

Success
Partial Success
Partial Success

1, 2
0 or less

Retire
Retreat

Retreat
Broken

Failure
Failure

Pas de Charge unit moves normally and may voluntarily Double


Time if desired.
En Avant unit rallies if Disordered, may move normally.
Cautious unit rallies if Disordered, may move half but cannot
change formation.
Stalled unit rallies if Disordered, but may not move or change
formation.
Retire unit does not rally if Disordered, retreats one half move.
Good Order units retreat one half move and remain in Good order.
Retreat the same as Retire but unit must retreat full move.
Broken unit does not rally, retreats full moves and loses 1 stand
Success (RM) - non-irregular units rally, unit moves normally and
may Double Time if desired.
Partial Success (RM) non-irregular units rally, unit moves half.
Failure (RM) no change in unit status.

Volley & Cannonade (2d) Phase


a. Resolve all enemy unit fire
b. Resolve all friendly unit fire

Unit
Infantry
Infantry
Double Time
Light
Infantry
Cavalry
Foot
Artillery
Horse
Artillery
Leaders and
Staff

DIE RESULT

March Table

TACTICAL MOVEMENT
MODIFIERS
Each detached chain of
command Leader/Charismatic
+1/ +2
Leader within Command
Radius (12 inches). Max 4 pts.
Each Attached chain of
+2/ +3 command Leader/ Charismatic
Leader. Max 4 pts.
+1

Unit in March or Road Column.

+2/-2 Unit is Fresh/Spent.


Unit Suppressed by fire during
-2 immediate, previous Volley &
Cannonade fire phase.
-2

Unit Disengaging (moving into


Reserve Zone).

-3

Disordered Cavalry charging.

Also use first six Reserve


Movement Modifiers for the
Initiative Inter-phase.

RESERVE MOVEMENT
MODIFIERS
+3 Viscount Kodama
+2 Generals Oyama and Nogi
+1 General Oku
+0 Kuropatkin, other Japanese leaders
- 1 All other Russian commanders
Admiral Alexiev, or Army
- 2 Commander committed elsewhere
or dead
+2

If Army Commander Attached to


Brigade or Superseding Command

+4 First Turn of Game


+4

Successful Reserve Movement


Previous Turn

Reserve Movement Failure on:


+1 Previous Turn
+2 Two Previous Turns Ago
+4 Three or More Previous Turns Ago
-1 Unit Disordered.

LArmee Francaise Vol III, Age of Valor, published 2014


Original Fire & Fury game mechanics copyright 1990, republished with permission from Richard W. Hasenauer.

Volley & Cannonade

RANGE

EFFECTS
3 or less
DIE RESULTS

Fire Points

2 4 8 16 32
Japanese Field Artillery 9
7
6
5
4
Russian Field Artillery 10 8
7
6
5
Siege Artillery
12 10 9
8
7
Japanese Machineguns 8
5
4
Russian Machineguns
7
4
3
Japanese Rifles
5
2
1
Russian Rifles
5
3
2
Mounted Fire
1
1 1/2

FIRE POINT MODIFIERS


Firing from Enfilade, at Masse or March
x2
Column.
Firing Unit is Shock Infantry charging, Damaged
x 1/2
Artillery, Disordered, Masse or March Column.

DIE ROLL MODIFIERS


+1

Target is limbered, has changed Formation or


Movement Mode, or About Facing.

+ 3 Target is Mounted Cavalry charging.


- 1 Target is Light Infantry or Suppressed.
-1 to -3 Target in or behind Cover (per Scenario).

DIE
ROLL

FALLEN LEADER TABLE


6+

EFFECTS
Leader Survives.

5 or less Leader killed, replaced after one full turn.


DIE ROLL MODIFIER -2 Charismatic Leader

Desultory Fire no effect.


Lively Fire unit Disordered or 1 battery Silenced.

4, 5
6, 7, 8

Telling Fire unit Disordered plus 1 stand lost or 1 battery


Damaged.

9, 10

Deadly Fire unit Disordered plus 2 stands lost or 1 battery


Damaged and Silenced.

Suppression unit Disordered and immediately halts at either


point where fire received or not closer than 2.1 inches from
11 or more
intended target if charging. Unit will not complete charge and if
attacking, no melee ensues. Lose 2 stands or 1 battery Wrecked.

FIRE POINT DIE ROLL MODIFIERS


1 5 Fire Points
-5
31 - 40 points
6 - 10 points
-3
41 - 50 points
11 - 15 points
-2
51 - 60 points
16 - 20 points
-1
61 - 80 points
21 - 30 points
+0
81 + points
GENERAL GAME NOTES:

Shock Infantry Japanese infantry are designated Shock Infantry and may
voluntarily use the +1 Melee DRM for Shock Infantry with Fire.
Light Infantry Russian dismounted regular cavalry and Border Guard infantry.
Changing Movement Mode - Limbering, Unlimbering, Mounting or Dismounting.
Irregular Troops permanently Disordered for Movement, Fire and Melee.
Cavalry Russian horse mounts/dismounts for a cost of move. Out of Ammo
on a raw die roll of 8, 9 or 10 when firing dismounted, 50% Fire Points thereafter.
Canister 4 inch range, use 8 inch FPs if Field of Fire blocked by friendly units. If
an artillery unit has a legitimate target within canister range, it must engage that
target if it decides to fire.

Bayonet & Sabre

EFFECTS

DIE ROLL MODIFIERS

7+

+1/+2 Leader/Charismatic Leader Attached


-1/-2 Outnumbered by the enemy 3:2 or 2:1 in Stands
-3/-4 Outnumbered by the enemy 3:1 or 4:1 + in Stands
One or more Units are Lance Armed Cavalry
One or more Units are Heavy Cavalry
One of more Units are Armored Heavy Cavalry
One or more Units are Shock Infantry charging
with Fire (1/2 x Fire Points)

+1

Breakthrough Charge and/or Supported


Formation

-2

Half or more participating stands are Disordered,


Silenced, unattached artillery or Noncountercharging Cavalry (not cumulative)

-1

Each Stand lost during Current Fire Phase

+1
Defending in or behind Cover
to +3
-3

To Defender when Outflanked or hit in Rear

+2/-2 Half or more participating stands are Fresh/Spent


+1/+2 Half or more participating stands are Regular/Elite
Rifle Effective Range 4 inches for Japanese and Russian
rifles, as well as any mounted small arms fire.

Shattered!
DEFENDER: Retreat full move Disordered/Silenced. Lose 2 troop stands
plus 1 leader captured and 1 battery Wrecked.
ATTACKER: Mandatory Breakthrough 1/2 move towards closest enemy.

Driven Back!
DEFENDER: Retreat Disordered/Silenced 1/2 move or beyond enemy
4 5 6 rifle Effective Range if greater. Lose 1 troop stand plus 1 battery Damaged.
ATTACKER: Carry enemy position with optional Breakthrough 1/2 move
towards closest enemy.

1 2 3
DIE ROLL

+1
+1
+2
+1

+1
+2
+3
+4
+5

Withdrawal!
DEFENDER: Retreat Disordered 2.1 inches from the enemy. Batteries
retreat Silenced 1/2 move or beyond enemy rifle Effective Range if greater.
ATTACKER: Carry enemy position.
Locked in Combat!
DEFENDER & ATTACKER: Both sides are Disordered/Silenced, each
lose 1 troop stand or 1 battery Wrecked. Recalculate DRMs, fight again.
Withdrawal!

-1 -2 -3 ATTACKER: Retreat Disordered until 2.1 inches from the enemy.


DEFENDER: Hold position.
Driven Back!
ATTACKER: Retreat Disordered beyond enemy Rifle Effective Range or

-4 -5 -6 1/2 move, whichever is greater. Lose 1 troop stand.


DEFENDER: Hold position.
Shattered!

-7 or ATTACKER: Retreat a full move Disordered/Silenced with 2 troop stands


less lost and one attached leader captured. DEFENDER: Hold position.

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