The Russo-Japanese War (8 February 1904 – 5 September 1905) was fought between the Russian Empire and the Empire of Japan over rival imperial ambitions in Manchuria and Korea. The major land battles of the war were fought on the Liaodong Peninsula and near Mukden in Southern Manchuria, with naval battles taking place in the Yellow Sea and the Sea of Japan.

Estimated Playtime: from 1h to many hours…
Favored Side: none.
Hardest to Play: Japanese.
SGS Russo-Japanese War covers the whole of this war, from the Japanese surprise attack on Port Arthur in February 1904 till the major battle at Mukden a year later and the fateful conclusion, for Russia, at the battle of Tsushima on May 27-28, 1905, and you can play both sides of this war that prefigured the Great War in many aspects.
As the Japanese, you bear the burden of the offensive and must strike decisively, eliminating the Russian fleet at sea (first their Pacific squadron, then the Baltic Fleet when it shows up) and sieging and capturing the major naval-base fortress of Port Arthur, while preventing the enemy relief forces to come to the rescue through Manchuria. Time is playing against you, as your resources are limited and the other great powers may well make their pressure felt and stop the war.
As the Russian commander, you are understrength initially, both at sea and on land, and apart from a few talents, your military leadership is poor. But the Empire has resources and large reserves, and if you know when to make them bear upon the enemy while preserving your assets, you may end up, if not victorious, at least in good shape at the negotiation table.
The SGS Russo-Japanese War game contains many scenarios, covering different periods of the war. Small scenarios cover the famous battle of Mukden or the final siege and assault of Port-Arthur, as well as the naval battles in the Yellow Sea. Medium size campaigns cover the start of the war, in 1904, or its end stages from early 1905. Finally the Grand Campaign scenario will allow you to lead Japanese and Russian forces during the whole duration of the conflict.
Scenario durations last from 4 turns (for the smaller ones) to over 60 turns, each representing a two-weeks period between early February 1904 to late August 1905. One player leads Japanese land and naval forces, while the other commands those of the Russian Empire.
The Russians have very few good quality troops (mostly Siberian and Cossacks) and their navy is inferior to that of their foes, especially if the initial surprise attack succeeds. However, bad weather, rugged terrain and an increasing amount of land reinforcements will permit them to mount a strong defense initially, then a concentrated force for a decisive counter-attack. Involving (or not) the Baltic Fleet will be a crucial decision.
The Japanese have a strong high-moral army and navy. The tool can be used decisively to secure initial victories, but could quickly wear down if the Russians mount a skillful war of defensive attrition . Resources are scarce, and maintaining an uninterrupted flow of supplies from the home islands is decisive, so there is a risk if you lose (even temporarily) the control of the seas.
Be careful also of the mounting international pressure (represented by an appropriate Peace Talks index) as the major powers will do their best to have the conflict ended and that may not be in your best interest, depending on when and how it stops.
Be careful of the deadly weather in winter, and also of the major advantage the premises of Trench Warfare will bring to the defenders.
The game’s event cards allow full replay ability thanks to the numerous various situations that they create on the diplomatic, military, political or economical fields.
Soon on Steam…
GENRE
Historical, Independant, Strategy
PERIOD
XXth century
ESTIMATED PLAYTIME
1h to many hours…
NUMBER OF PLAYERS
1 or 2 (in PBEM)
DEVELOPER – EDITOR
Avalon Digital
LANGUAGES
FR, EN