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White Bear Red Sun

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A campaign system and tactical rules for pre-dreadnought naval warfare 
By David Manley

A mini campaign covering the Russo Japanese War from the initial surprise attack on Port Arthur through to Tsushima and beyond. Also included is a brief history of the naval campaign and the “Broadside and Salvo” fast play pre-dreadnought rules and a complete set of ship data for the rules allowing the campaign to be fought out over a weekend or a few club nights. 

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Reviews (1)
Discussions (5)
Customer avatar
Myles T April 18, 2020 7:37 pm UTC
A question, with respect to board size.

The rules say that each side deploys 'within 18"' of their board edge. The campaign section says that Disengagement occurs when the ships are 24" apart.

It seems that if one is on a standard 6'x4' mat, the closest the pursuer would be to the pursued is 54", if the fleeing force deploys on the table edge. Therefore, if 24" is the disengagement range, one will never catch anybody.

if the table is 4 x 4, the initial starting distance would be 30", so closer, but still outside disengage range.

what am i missing?
Customer avatar
Warren L July 15, 2018 9:59 pm UTC
The rules state APs are assigned to repairs in Movement Phase but only take affect in the Repair Phase at the end.

Question 2[a] Repair: If you allocate enough AP to deal with your current Silenced status but are Crippled by gunnery before the repair phase, does that mean the allocated APs go unused?

Question 2[b] Repair: Can you allocate more AP to repairs than you have current damage, to simulate good damage control preparation? E.g. allocate 3 AP while undamaged in case you suffer a Silenced result that turn? OR allocate 4 AP while Silenced in case you suffer a Crippled result that turn?
Customer avatar
Warren L July 15, 2018 9:17 pm UTC
Hi, is my understanding of the AP rules correct:
3. Fleet Org: "AP dice are rolled for each squadron"
4. Order of Play: "Larger fleets should be divided into divisions with one additional AP dice roll per division."

Does this mean the number of dice rolled is [1 dice per squadron] + 1 admiral's dice?
But for small engagements with max 1 sqd per side, it is just one dice (e.g. Korsakovsk, August 20th, 1904)?

Customer avatar
James P January 06, 2018 9:46 pm UTC
On page 5 of the Broadside and Salvo rules, paragraph 5, Action Points, states that it takes 3 APs to replace a crippled marker with a silenced marker and 4 APs to replace a silenced marker with a damaged marker. But on page 9, paragraph 7, Gunnery Combat it states just the opposite that it takes 3 APs for a silenced ship to recover to damaged and 4 APs for a crippled ship to recover to silenced. Which is correct?
Customer avatar
David M February 09, 2018 3:40 pm UTC
3 for Silenced to Damaged, 4 for Crippled to Silenced
Customer avatar
Bob B October 08, 2017 3:24 am UTC
I am impressed by ease of getting a game going with very understandable rules and combat tables
Campaign analysis vey good
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File Last Updated:
February 06, 2022
This title was added to our catalog on October 06, 2017.