The Japanese Military machine had changed greatly following the Meiju Restoration a conscript army had been formed but the sense of self discipline and the spirit of sacrifice for the emperor remained their skills had been honed in the Civil War of 1877, a war with Chinese and the Boxer Rebellion, based on the German military doctrine Foreign observers rated the quality of the Japanese infantry close to European standard.
All Japanese Infantry are Aggressive in close combat.
The RJW was the first war were modern machine guns were widely used, the Japanese had adopted the light Hotchkiss machine gun.
This was easier to move than the Russian equivalent to represent this, the Japanese HMG team my deploy on a single action before being able to fire.
Given the early use of the Machine Gun, HMG's unjam on 6 rather than a 5 and a 6 as stated in the rules.
Command Initiative Cards
To represent the endurance, self-discipline of the average Japanese Soldier each Japanese field force will include a rally card in the deck. On it being dealt the relevant player may remove one point of Shock from a single unit.
The Japanese recruited units of Honghuzi or Chinese bandits to harass the Russian Army, this card represents lower quality units that are inclined to sit tight and fire rather than take the battle to their opponent. once this card is dealt it is noted and if the next card is a Japanese Big Man in control of a Honghuzi unit he may not use his initiative to move any Groups; they may only fire, spot or take cover.
One Big Man may attempt something absurdly heroic, with his chances of success being agreed upon by the players or assessed by the umpire. Once this card has been used it will be removed from the deck.
A Big Man of the player’s choice may personally take a bonus move, whether he has already moved or not. This is restricted to his figure moving using two Action Dice. He may not be accompanied by any troops, and he is restricted to moving only.
This may be included in the deck for any force that is running short of ammunition. It may be in the deck from the start, or be added at a point during the game as specified by the scenario. If this card is dealt immediately after a Group or Groups of that nation have fired, then they are declared to be running short of ammunition. They may then only fire at close range for the rest of the game or until resupplied.
In our games we will often include a Supply wagon or Pack Mule to each opposing force, once a unit reaches the supply unit they are deemed as resupplied, alternatively a unit may send a runner who must reach the supply unit and return to his unit, before the unit can be deemed as resupplied.
Ideally only the player affected by this will be informed of this ruling.
National Characteristic Cards
These cards will be included in the deck to represent the strengths and weaknesses of a force. For every 2 units fielded one of the following cards can be selected to maximum of three cards in any game.
Should the majority of the Japanese Force be of Veteran status then an additional card my be taken, should the majority of the force be of poor quality then one card is removed.
A single group or Blind of the player’s choice may take a bonus move, over an above their normal activation in the turn. They may only move. They may not fire, take cover or spot, however they may enter close combat with enemy infantry or physically attack a bunker.
For the Emperor