...Japanese unification wars - sengoku jidai 1467 – 1616...
The Japanese 100 Years' War requires some rule changes, but can also be very exciting. It wasn't just about dominance in the island kingdom. At the same time there were widespread peasant uprisings, which the clergy also joined. Ultimately, all revolts failed and Japal became a feudal state that was able to resist all innovations for another 300 years. More information about this in my pdf, but in german.
The previous horse archers of the Mongol invasion were gone to be replaced by yari cavalry. Most foot troops were ashigaru with long spikes. After about 1548 bows were successive replaced by arquebuses. Skirmishers (Ps) can shot as snipers and use the +2/+2 factor. In order to fight a big battle you have to set up 36 elements, i.e. BBDBA and the commanders. Either a Clans army against the Ikko-Ikki rebels with battle monks or 2 opposing Clans armies with or without battle monks. But you can also use the list below to select a 12 element army.
Troop types - Factors - Move distances - Fire ranges | Terrain | |
against | Foot | Mounted | GG | RG | DG | Ranges |
Art | Artilery | +3/+4 | +3/+4 | 200 | 100 | - | 1000 |
Bd | Samurai foot, Yamabushi until 1575 | +4 | +3 | 300 | 200 | 200 |
Camp guard, may not leave the camp | +2 | +4 | Archers | 200 |
Cv | Samurai cavalry with Yari | +3 | +3 | 400 | 200 | 200 | - |
Commanding Range: 600 - 1200 | +3 | +3 | 400 | 200 | 200 | - |
Ni | Ninjas | +4 | +2 | 300 | 300 | 300 | - |
Pk | Ashigaru mit Yari | +3 | +4 | 300 | 200 | 200 | - |
Ps | Psiloi | +2 | +2 | 300 | 300 | 300 | 200 |
Te | Tepposchützen vor 1575 | +2/+3 | +3/+3 | 300 | 200 | 200 | 200 |
Te | Tepposchützen ab 1575 | +2/+4 | +3/+4 | 300 | 200 | 200 | 200 |
Wb | Warband | +3 | +2 | 300 | 200 | 200 | - |
sengoku jidai Samurai 1467 - 1616 |
Samurai cavalry with Yari (Cv) | 1-2 |
- Takeda cavalry only until 1574 | 1-3 |
- Ikko Ikki only until 1580 | 1 |
Samurai foot or Hatamoto with Yari/Naginata (Bd) | 1-2 |
- Ikko Ikki only until 1580; Yamabushi until 1575 | 2-3 |
Ashigaru with Yari (Pk) | 2-6 |
Clans warriors Yari/Naginata (Wb) until 1598 | 0-5
| - Ikko Ikki only until 1580 | 3-6 |
Ashigaru Bowmen (Bw) until 1574 | 1-3 |
- later | 0-3 |
after 1548 Tepposhooters (Te) | 2-4 |
- after 1574 | 3-4 |
Ikko Ikki only until 1580 | 3-5 |
skirmishing Bowmen(Ps) until 1547 only | 0-2 |
chinese fire pots (Ps) until 1547 only | 0-2 |
If the total is less then that of its opponent but more then half |
Cavalry | Recoil |
Samurai foot, Ashigaru with Yari | Destroyed by cavalry in good going, or by tribal warriors, otherwise recoil |
Shooters | Destroyed by cavalry, or by tribal warriors, otherwise recoil |
Skirmishers, Ninjas, Tribal Warriors | Destroyed by cavalry in good terrain, otherwise recoil |
Artilery | Destroyed in close combat, otherwise no effect |
Camp Defenders | Destroyed by shooting or melee and camp capture |
If the total is half or less of it s opponent |
Cavalry | Flee from Ashigaru with Yari in good going, or by artillery in close combat, otherwise destroyed |
Skirmishers | Destroyed by archers or skirmishers, otherwise flee 300p |
All others | Recoil troim artillery in close combat, otherwise destroyed | |
Camp; min:4x4cm-max:6x8cm Behind the maku screen, within the deployment area, along his own base edge, the non-combatant general awaits the outcome of the battle. In addition, a camp can be secured with cavalry barriers made of rammed, interconnected bamboo poles, which are manned by riflemen behind them. These shooters do not leave these fortifications and shoot all around like shooters corresponding to 1 element for 200s.
Ninja rules Each army can field a maximum of 2 Element Ninjas. For this purpose, before the battle, 2 certain, verifiably recorded elements of Ashigaru are infiltrated with these shadow fighters, i.e. additionally documented.
Ninjas can leave their host element at any time, except in close combat. Ninjas do not slow down in difficult terrain, are allowed to move twice in the same round if this second movement results in close combat with the opponent, provided there are enough movement points, but can then no longer dive as Ashigaru. In such a surprise attack, the attacked enemy element fights without the support of those next to it or behind it, so the ninjas cannot be overlapped and fight against 1 enemy element. If this attack fails, the Ninjas avoid a counterattack by retreating 1 BW, but only if they were able to initiate their previous attack in 1 move. If close combat can only be achieved through the second movement, the ninjas must first survive the counterattack in order to break off the close combat and retreat. Ninjas can also lie hidden in ambush on their own half of the field during the deployment phase in exchange for corresponding Ashigaru elements. The position must be recorded on a map beforehand. An ambush can only be set in suitable terrain.
The conflicts between: Takeda Shingen and Uesugi Kenshin in the numerous battles of Kawa-Naka-Shima are almost epic: Uesugi clan: 2xCv, 2xBd, 5xPk, 3xBw, as an example, or with 3 command groups...
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