Banzai - Age of the Country at War

December 24, 2017 | Author: Nick Salmon | Category: Samurai, Military Science, Military, Unrest, Armed Conflict
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Stefan Tanfield (Order #9775914)

Stefan Tanfield (Order #9775914)

Robert Fellows

BANZAI The age of the Country at War Contents

Banzai Age of the Country at War Wargaming feudal Japan Robert Fellows © Robert Fellows 2016 Published by 2D6 Wargaming

typesetting: kavita graphics (tu) [email protected]

Stefan Tanfield (Order #9775914)

1 Page

Introduction

2

1 Basing

3

2 Troops

4

3 Game Setup

9

4 Army Setup

11

5 Groups

12

6 Turn Sequence Basic Overview

14

7 Order Phase/Messenger Move Phase

15

8 Movement

16

9 Ranged Combat

18

10 Melee

21

11 Morale

26

12 Terrain

28

13 Sieges

29

14 Battle Formations

30

15 Clan Creation

31

16 Army Lists

32

17 Tables - For Fast Play

41

18 Glossary of Terms

44

19 Notes & Bibliography

45

Useful ‘Copy & Use’ Files

49

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Robert Fellows

BANZAI The age of the Country at War

Introduction Banzai is a comprehensive, realistic and historically accurate wargame simulation of feudal Japan during “the age of the country at war”, which in Japanese is called the Sengoku Jidai. The Sengoku jidai, circa 1467 to circa 1603, is an age of feudal Japanese history that saw almost constant civil war between the clans of Japan whom all battled, allied and betrayed each other in their mission to expand their own territories, destroy their rivals and capture the seat of the shogunate and to that end - pronounce themselves the military ruler of all Japan, under the divine rule of the Emperor. This period of Japanese history was to see massive social and economic, religious and cultural changes and at long last, the unification of all of Japan. Are you ready to begin your journey to Kyoto and declare yourself shogun? The rules system, army lists and back ground information provided in this book is all the information you need to start wargaming the sengoku jidai period in 6mm scale. With common sense and research you can expand the army lists and generators beyond this and recreate any battle of the period or the idiosyncrasies of your favourite diamyo (clan leader). These rules are written in such a way they remain faithful to the Japanese language whilst being easy to follow. To this end I have included the translated word or term after every Japanese word or phrase. I am not a Japanese speaker and do not expect the players to have to learn it in order to enjoy wargaming this period. Special thanks to all the people who helped play test.

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Necessary equipment All you need to play Banzai is: • A number of ordinary six-sided dice, numbered 1-6, known hereafter as D6. • A measuring device, templates for which are ncluded in this book, marked in base widths (BWs) and depths (BDs). See section below on basing. • Two (or more) armies of miniature figures. • A table to play on and some terrain.

Credit and Thanks Illustrators: Line diagrams, headers, footers and titles including main title and katana – Tamás Mart Cover and persona art: Ákos Mart Proof Readers: Ian Fellows, Benjamin French, Les Hammond, Marc MacDermid, Gus Pollard. Play Testers: Andrew Bruce, Colin Bunting, Stephen Graham, Robert Fellows, Marc McDermid. Layout: [email protected]

Robert Fellows

BANZAI The age of the Country at War

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Basing All troops are placed on a base using the ratio 1:0.5 (for example a 60mm wide by 30mm deep base). Bases maybe of any size in this ratio but your opponent will need to use the same size bases. More suggestions on basing can be found in the troops section. > All troops are placed on a base using the ratio 2:1 (for example a 60mm wide by 30mm deep base). Bases maybe of any size in this ratio but your opponent will need to use the same size bases. More suggestions on basing can be found in the troops section.

Unit Colours:

Troops are placed in two ranks with the first rank depicting the unit type, the second rank maybe the same as the first rank or for certain units of mixed types of another type of troop. This is explained later in greater detail.

Generals represent fire and should be coloured red.

Attendants and retainers for generals maybe any figures you wish and you are invited to research the history, beliefs and character of your diamyo (clan leader) and generals to create them uniquely. Remember, the more important the figure, the more figures and banners!

Tsuki-ban (messengers) heavenly void as above. Be creative.

Messengers may be depicted by a single mounted figure on a small round base and are for use with the command and control rules.

Highlighting base edges for recognition In order to recognise units at a glance the five units should have their base edges highlighted in accordance with the five elements of Godai (the great five), earth, air, fire, wind and void.

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Spearmen, both samurai (noble caste), sohei (fighting monks) and ashigaru (peasant levy) represent water. Use blue with darker shades for samurai (noble caste) bases and the the darkest shades for sohei (fighting monks). Archers represent wind for obvious reasons and should be coloured white or off white. Firearms units represent earth and should be coloured yellow.

Your diamyo (clan leader) represents the heavenly void, black silver or gold maybe used.

Army Colours: Your army colour is really your own personal preference. Be careful to pick a colour that does not clash with the unit colours as it may be disappointing to undo your hard work later. Good colour choices in keeping with the theme of feudal Japan but do not clash are included as a suggestion – Black, Orange, Red. Green or brown may also work well for those that wanted a more subtle look as they will blend with terrain.

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BANZAI The age of the Country at War

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Troops For the purposes of this game, bases contain a number of figures but are composed of different ratios of troops. Each figure represents about ten real men. The number of figures to a base is ultimately up to the player however it should be clear at a glance what the unit is. The suggestions shown with each troop type below are based on bases 60mm wide and 30mm deep. Units should be identifiable and a simple rule might be that the figures in the first rank dictate what it is.

Units of foot Ashigaru Caste As the sengoku jidai period progressed the mere levied peasant militias forced to fight for their lords, the ashigaru, experienced upward social mobility towards the samurai caste. Indeed some ashigaru were given the title samurai for their deeds in combat and thus allowed to wear the two swords denoting their new standing as a samurai. By the end of this period the ashigaru earned their way into the samurai caste, although of course still below the samurai in the feudal system. 1 Ashigaru peasants and farmers that would be called to arms when needed later became standing armies permanently under the colours. 2 Whereas the samurai fought as individuals on the battlefield the ashigaru fought as drilled, cohesive units. All ashigaru units are classed as lightly armoured for the purposes of this game as they did not wear the heavier armour of the Samurai. This is reflected in their hardness rating and other statistics.

Yari Ashigaru

“The skillful soldier does not raise a second levy, neither are his supply-wagons loaded more than twice” Sun Tzu, Art of War

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The yari was a spear used by samurai and ashigaru alike. Spears will form the majority weapon of most armies at this time in the world. Yari ashigaru are a unit for the early part of this period and are only really included for completeness.

Nagae-yari Ashigaru After 1530 the nagae-yari is introduced which is akin to a European pike.3 It quickly becomes the dominant weapon of the ashigaru whereas the samurai continue to use the shorter

Robert Fellows

BANZAI The age of the Country at War yari. However it is important to note that these ashigaru do not follow the same doctrines and use of this longer spear as the Europeans did with pike! The Japanese doctrines are much more about mobility and swiftness and most importantly, attack! These units were much less densely formed and a lot smaller than their European counterparts. There is no evidence of them forming squares, probably due to the kind of horse in feudal Japan which was more akin to a mountain type of steppe horse.

This unit may not attack ballistically and must have line of sight to the target unit.

Teppo Ahigaru (3 rank type) This unit may fire in volley only and may not skirmish. This unit may not attack ballistically and must have line of sight to the target unit.

Ronin

Shashu no Ashigaru (bow ashigaru) Originally the samurai martial focus had been the daikyu, a long bow designed to be used from horse back, however as their martial focus shifted to that of the spear, lesser classes of the caste system were instead used to fire volley of arrows with a slightly smaller bow called the yumi.

The first rank shall be entirely of teppo ashigaru (guns) and the shashu no ashigaru (archers) for the second rank with figures arranged staggered so the rear rank may fire between the first rank.

This unit may fire in volley or act as skirmishers. Volley fire is more powerful but skirmishing units are able to move away from some attacks.

Due to the dangers of premature discharge or unwanted ignition of powder, these archers may not use fire arrows.

This unit may loose arrows ballistically and may fire over friendly units but not obstacles such as hills or high walls.

If used in a damp environment, like rain, roll a separate 1D6 when firing, on a 1 a sufficient number or weapons fail to ignite either from damp powder or fuses going out resulting in a non attack.

Teppo Ashigaru When Portuguese traders came to Japan and traded two arquebus in 1543 with the Shimazu clan, they began to copy and manufacture their own version of the arquebuses called the Teppo. Teppo ashigaru units are actually a composite unit of teppo and yumi (bow), historical ratios vary however for streamlining mid era units are skirmishers and compose of at least 2 teppo for every 1 bow.

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This unit may not fire in volley and only act as skirmishers meaning it requires the skirmish order to engage. Skirmishing units are able to move away from some attacks.

Ronin are master-less samurai. Either by their own actions or circumstances beyond their control they have become disenchanted of honour and or lands and always money. They now wonder the land as swords for hire. Often selling their armour to get by, these once proud samurai pledge allegiance to no man except themselves.

6 “A samurai who does not care much for his reputation tends to be contrary, and good-fornothing. He is inferior to a samurai who craves glory, and is thus completely unusable” Yamoto Tsunetomo, Hagakure

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BANZAI The age of the Country at War To portray the unreliability and dishonour of the ronin If they ever roll any double number on 2D6 during melee combat the ronin change sides to the side that attacked them. Any attack on the either the ronin unit or the unit that attacked it is discarded if in melee. Any morale changes caused by attacks that happened before the roll are kept in play. The ronin unit is rotated 180 degrees and if in contact with a now opposing unit resolves attacks on flanks as necessary.

Samurai The samurai are the warrior caste in feudal Japan. They are varied in their standing and economic might but each and everyone is a fighter first and an administrator to his lands second. Samurai of foot are on foot for financial reasons. Although they are of the samurai caste they lack the influence

and lands of their mounted counter parts. They are probably not heirs to any holdings being the brothers or uncles of more important samurai. Despite these set backs they are no less ferocious and still have ambitious of glory in battle. Samurai love nothing more than battle. They compete heavily with each other within their own units and unit to unit. To be the first into battle is a huge honour and to be the last is a disgrace. Keeping samurai under control within an army formation can be a hard test for a diamyo. 4 In fact in sieges, the race to be the first into a castle was so great that some samurai pushed each other from the ladders to gain an advantage whilst others threw their sashimono (personal banner) over the walls to be able to claim to be the first to get inside.5

Mounted Yari Samurai Mounted samurai are richer nobles which have greater influence and power. These units lead groups of other units to alleviate the burdens of the diamyo. A mounted unit is lead by a highly trusted, skilled and powerful member of the clan, possible even a family member. The mounted samurai of the sengoku jidai were basically dragoons, highly mobile infantry that rush to locations to change the course of the battle in unexpected circumstances. The Japanese horse was small and unsuited to the cavalry charges used by the mounts of Europe of the same time. The exception being the Takeda cavalry listed later in the army generator. Use these units for charging down skirmishers and and in attacks on the flanks and rear of spear formations. Mounted Samurai may dismount and become a unit of foot by standing idle

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Robert Fellows

BANZAI The age of the Country at War for one turn spending command points as for a move. Their horses are led away from the battle area and they may not then mount. This may be done before battle deployment, effectively converting your mounted in to foot before the battle.

Sohei (warrior monks) Sohei are buddhist monks whose martial dedication, and armour not unlike that of the samurai, makes them a feared force on the battlefield. Although generally looking after their own interests and defending their temples they did sometimes fight for the feudal lords of Japan. The sohei had no qualms about incorporating new ideas and weapons into their armoury. Long before the samurai would embrace firearms themselves, the sohei put them to use. With this in mind sohei units have a minor skirmishing ability. Range is less than that of other teppo units and the attack is much weaker as they contain allot less arquebus and do not benefit from mass volley fire, therefore range is confined to short, 1BW.

Ikko ikki Peasant rabble This unit is the result of some troublesome monk or prominent towns person convincing a village or perhaps part of a town that the current conditions or beliefs are unjustified and that through violent action they can bring about change. Notably the source of this indignity is the beliefs of Jo¯do Shinsho¯ (True Pure Land) sect of Buddhism which taught that all believers are equally saved by Amida Buddha's grace, not just the upper castes of feudal Japan. Although the movement took control of Kaga province for 100 years it also trancended clan borders without violence and was peacefully tolerated in other provinces when peasants built

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their own shrines and temples to this sect whilst not resisting the current paradigm. Although this indignant group is a rag tag mix of farmers and peasants, Buddhist monks and Shinto priests wielding staffs, farming implements and pole arms they are classed as a homogeneous rabble. This base may including ashigaru, sohei and retainers figures. As a general rule Ikko¯-ikki armies should not contain samurai

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BANZAI The age of the Country at War

“The skillful soldier does not raise a second levy, neither are his supply-wagons loaded more than twice” Sun Tzu, Art of War figures but of course, may contain ronin. Plenty of banners full of Japanese script will show their discontent well.

Command Elements Diamyo (clan leader) Your Diamyo (clan leader) is the supreme commander of your forces on the field. He is the leader of your clan and the ruler of your lands, subordinate to no one except the shogun himself and of course the Emperor. Your diamyo (clan leader) maybe mounted on a standard base, perhaps behind his mako screens with his aide de camps informing him of the progress of the battle and giving his orders whilst sipping tea. Perhaps your diamyo (clan leader) is more of lead from the front man, in which case you will want to mount him on a base atop his horse. In either case, you should embellish this stand with all the attendants and retainers, yojimbo (bodyguards) and flags as you think would suit a man of his status. Do your research on the clan your army represents. Was he a Buddhist or a Christian? - add a religious figure. Was he a proponent of firearms, perhaps add some teppo

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ashigaru. If his clan is renowned for their great cavalry, add other mounted samurai. The diamyo (clan leader) represents the Commander in Chief of the force on the table. A diamyo (clan leader) may be attached to other bases and lead a group just like a general. Diamyos (clan leader) can fight and are at risk from combat. If your diamyo (clan leader) is lost in battle, you loose the battle.

Generals Your generals are subordinate to your Diamyo (clan leader) and execute his orders or what they believe, for lack of orders, is in his best interests. Each one typically holds his own lands granted to him by his diamyo (clan leader). They are chosen men, often family members or high status samurai (noble caste), perhaps married into the family or adopted into the clan which they serve. Some are close and trusted and form part of an inner circle and others less so whilst some are on the very fringe of servitude, possibly under the threat of military aggression if they do not serve. Generals command tai (groups), units of bases which can be made up of any number of bases which are connected by physically being in contact with one another's base edge. Your generals should be mounted on a regular base, this base may contain his retainers and lackeys as well as other mounted yari samurai (noble caste) cavalry.

A specified general cannot affect the bases under the command of other generals, although a diamyo (clan leader), who commands the whole army, may affect any base but must be in contact with that tai (group) or base. Generals can fight and are at risk from combat.

Tsukai-ban (messengers, amongst other duties) Elite and most trusted samurai used to transport your diamyos' orders across the battlefield when other methods fail. A single mounted Samurai (noble caste) will suffice for this representation on a small base, a figure sporting a shashimono (personal banner) or horo (arrow catcher) are most historically accurate for this position.6 Tsuki-ban may not affect bases for morale, they only pass orders. They may not be killed or captured. All players have 1 Tsuki-ban (messenger) per 12 bases. Players playing as ikko-ikko also have the same number of messengers per bases.

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Game Setup This is a table top wargame. If you have played one before then skip the next paragraph. For this game you will need a miniature feudal Japanese army available from many fine manufacturers and stockists at affordable prices which often you must then paint and base. Common garden variety square six sided dice which can be obtained from most board games or hobby shops and shall be known here after as D6. Where you need to roll more than die there shall be a number in front of this to tell you. For example, 2D6 means roll two 6 sided dice. You will also need to photocopy the measuring device which is included in the book, cut it out and stick it to some card for rigidity. You will also need to photocopy the measuring device which is included in the book, cut it out and stick it to some

card for rigidity. You will also need a gaming area of about 4 by 6 feet (for example, a standard household dining table) but you can play smaller battles in a 3 by 3 feet space. You will need something to put on the table such as a green table cloth and a few pieces of terrain. Terrain can be made or bought from a variety of materials and places and make your games more interesting. Neglect terrain at your own expense. The game is set up by determining whether it is day or night, the weather and the layout of any terrain. This can be done be agreement between the players before hand and by taking turns in placing terrain. Alternatively you may roll on the tables below to randomly determine these aspects. Take it in turns to roll the terrain and place your piece in the square as you please.

Random Terrain Table: 2D6 Roll Result

“A whole army maybe robbed of its spirit; a commander-inchief may be robbed of his mind” Sun Tzu, Art of War

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Terrain

2

Castle or temple complex.

3

River*. Roll 1D6, 1-4 Straight, 5 bend, 6 fork.

4

Large Hill.

5

Small Hill.

6

Open space.

7

Open Space.

8

Shrine or Temple.

9

Woods.

10

Village.

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River*. Roll 1D6, 1-4 Straight, 5 bend, 6 fork.

12

Mountainous impasse.

* IIf only one river use pond or swamp. Link river sections together and let them flow naturally off the table. Roll 1D6 for each straight river section, on a 6 place a bridge, on a 5 place a ford. Be flexible with river placement and decisions.

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BANZAI The age of the Country at War Time of day:

Divide your table into roughly 1 foot squares. Proceed to roll 2D6 for each square and place terrain from the result using the table below. Common sense and some basic geography knowledge should be used, obviously rivers do not flow uphill, down hill and back uphill! - However they might go around! If you roll for a square but you do not have that terrain piece, use open space. The following tables are included for those wanting more detail in their game set up and for campaign games.

2D6 Roll Result

Effect

1 to 2

Night, all ranged attacks are halved. Flaming arrows are +1 to attack.

3 to 6

Day, no effects.

Season: 2D6 Roll Result

Season

1

Winter

2 to 3

Spring

4

Summer

5 to 6

Autumn

Winter Weather: 2D6 Roll Result

“It is important to brush characters correctly and neatly, but concentrating on this alone will make your writing appear too rigid and lacking in something. Class is a quality that transcends conventional standards for good form. This can be said of all things” Yamoto Tsunetomo, Hagakure

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Weather Effect Snow on the ground contrasts heavily with the blood. -1 to all ranged attacks. All morale and discipline checks are -1.

2 3 to 6

Snowing, -1 to all ranged attacks. Fair weather, no effects.

Spring Weather: 2D6 Roll Result 1

Weather Effect Driving rain, ranged weapons are -1 to attack. Guns may not fire. All morale and discipline checks are -1.

2 3 to 6

Light rain. All morale and discipline checks are -1. Fair weather, no effects.

Summer Weather: 2D6 Roll Result

Weather Effect

1

Heat wave! All morale and discipline checks are -1.

2

Golden rays shine gloriously upon your forces!

3 to 6

Fair weather, no effects.

Autumn Weather: 2D6 Roll Result

Weather Effect

1

Driving rain. Guns cannot fire, bows -1 to attack.

2

Wet. All morale and discipline checks are -1.

3 to 6

Fair weather, no effects.

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“Whoever is first in the field and awaits the coming of the enemy, will be fresh for the fight; whoever is second to the field and has to hasten to battle will arrive exhausted” Sun Tzu, Art of War

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Army Setup You are the diamyo (clan leader) of your clan. To go to war, first you must call your army to muster. When a lord called his army to muster he did not get what he desired, he got what he had. This is a time before standing armies. For this reason we use 2D6 and a set table for each clan to determine our forces.

Once you have established how many bases you have for your side you then need to determine what troops they are. This is done by selecting one of the clan army lists located in the back of this book. Before you do that here is an explanation of things you need to know first.

Armies were rarely of equal size or quality in feudal Japan and we replicate this fact here. Both players must decide how many bases they will have for certain. For example 10. Then each player throws 2D6 and adds this to their number, for example if both players agreed 10. Each player would have between 12 and 22 units with an average of 17. This gives a slight variation in the armies and sizes and makes games more interesting.

Restricted Units

In another example lets start with 20, so each player adds to this 2D6. This gives a range between 22 and 32 with an average of 27. It is not recommended to play above 40 bases unless you have a long time to play. Games above 40 units a side may go on longer than you have time available and give indecisive outcomes which may not be satisfying.

Some units are rare, others are restricted, both of these types have army maximums, these are expressed as an improper fraction, for example if you need to have 5 units of any other type to have 1 unit of a restricted type you will see this 5/1. Further ratios will be given afterwards, for example 5/1, 12/2, 18/3 etc. If you already have the maximum of that troop type and your roll lands again on that selection, you do not get a unit. When building your armies you should keep in mind the average chance of what an army generator will produce. It is no good having too many restricted or rare units in your arsenal whilst neglecting the humble nagaeyari ashigaru (levy pikemen) that will make up most of your army. Forewarned is forearmed and to that end if you roll for a unit and generate a

Number of bases expected in a 20 base game: Units

Number of bases

Sohei (fighting monks)

1

General Yari samurai mounted

3

Ronin

1

Shashu no ashigaru (archers)

2

Nagae-yari Ashigaru (pike levy)

8

Teppo ashigaru

3

Yari samurai foot

2

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legitimate unit you could take but do not have the base ready for battle you loose that unit reasoning they deserted, got lost, were ambushed, were delayed etc. This prevents players from exploiting the rules to dictate their armies. Do not forget your diamyo (clan leader) is a base and all armies have a further two starting units, so if you need 20 units you need to make 17 rolls. If it is your first game or you are demonstrating how to play it is best to refer to the scenarios in this book.

Creating your own Clan Each faction has its own army generator table and special notes about its units. Players are encouraged to research and make their own clans based on their findings. Custom clans should always be discussed before a battle and the other player should in agreement about the talents and or flaws as well as the composition and percentile make up of any player created army.

Starting Table Edge The side with the most units is the attacker and the side with the least is the defender. After the terrain is established the defender gets to choose his starting edge, the opposite edge is the attackers starting position. The attacker may choose the time of day as well as the season.

Deployment Players roll 2D6 to establish the order they will place units. Players then take it in turns to place one unit at a time until all units are placed.

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Tai (Groups) Your generals create tai (groups). This puts several units under his command and levitates the burden of command from your Diamyo clan leader. The benefit of tai (groups) led by a general is a bonus to their morale rolls. Groups maybe created without a general to lead them but gain none of the benefits of morale modifiers. However it does still allow you to command a greater number of units for one order. There is no maximum number of bases in a tai (group). Using less bases in a tai (group) makes you more mobile but you loose initiative. Using a large number of bases in a tai (group) allows you to commit more troops to action at once but is less manoeuvrable especially when wheeling. Groups may be composed of any combination of bases. Groups are formed when the bases of all the units touch physically. Corners do not count as contact. Contact must be made through the front, rear or flanks of a base. It is not recommended that bases overlap on their shortest side nor on the front. The tai (group) general must be in base to base contact with at least one unit for it to receive tai (group) orders. Single units that detach from a tai (group) and are no longer in base to base contact with other units are considered lone units. Friendly units that come into base to base contact join that group if the commander wishes and may use bonuses and take commands as part of the tai (group)

Robert Fellows

BANZAI The age of the Country at War Missile units that detach to skirmish are no longer treated as part of the tai (group) and become lone units even if still in bases to base contact.

Reorganisation manoeuvres require the player to imagine a squared grid in orientation with his tai (group) made up of half base squares.

Missile units that are ordered to skirmish can not form groups and always operate as single units. Units can not form groups through their base to base contact.

A tai (group) which is reorganising may not move as a unit.

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However the units in the tai (group) may move to any adjacent set of squares providing there is room at the end of the reorganisation manoeuvre to do so. Group movement is explained in detail in the movement section.

Starting Positions

Skirmishers have their own special rules for movement once skirmishing and are treated as independent autonomous units but only when ordered to skirmish.

Reorganise manoeuvre Tai (group) can execute a reorganisation manoeuvre during the movement phase providing a reorganisation order was issued during the command phase. The tai (group) must have a general or diamyo attached to reorganise.

Final Positions

“Therefore the clever combatant imposes his will on the enemy, but does not allow the enemy's will imposed on him” Sun Tzu, Art of War

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Turn Sequence Basic Overview Order Phase / Messenger Move Phase All players roll 2D6 to determine the initiative for the turn. This is the order that play is conducted for one turn. At the start of a new turn players roll off again and determine a new order. Highest roll goes first, players who rolled the same number are pegged at that position of play but must roll off between themselves to determine whom will go first. Orders are given alternatively by each player to a single unit or group until all players stop issuing orders. At this point the phase ends and no further orders maybe given until the next turn.

Movement Units move in the order that the commands were given, for example player 1's first order is executed first, then player 2's first order and so on. Order tokens are numbered to facilitate the correct order. Order tokens are placed for each block of movement so that all players can see the intended order. This system creates a kind of wind up and go mechanics system and can be challenging to even experienced players as to the prediction of outcome of the movement phase. Movement is explained in greater detail in its own section.

Ranged combat Ranged combat effectively happens during the movement phase although it happens in its own phase, target and missile units are affected by movement.

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All ranged units may fire once. If the missile unit has not moved it may fire twice. All ranged units attack one unit in a turn maximum. The target unit must be in the zone projected from the two shortest sides of the base in a straight line at the front. A unit only has to be partially in this zone to be targeted but the missile unit may suffer penalties to the ranged attack. The player doing the ranged attack nominates the unit attacking and the target. Range is then measured. If the target is in range the attacking player rolls 2D6 and adds the ranged offensive factor to his roll and adds the range modifier. If the roll is equal to or over the hardness rating of the target unit, checked using the universal table, then sufficient casualties and alarm are inflicted to cause a morale check and or self discipline check as dictated by the ranged combat outcome table. Ranged combat is explained in greater detail in the ranged section.

Melee Phase Any opposing units that end the movement phase in base to base contact are in melee with the exception of skirmishers which have special rules. Both the attacker and the defender roll 2D6 and add the appropriate modifiers. Their scores are cross referenced on a table which dictates who won and by how much. That result is then used on the melee outcome table to determine the effects. Morale and or discipline is checked if necessary and morale effect and or rout tokens are placed. See the morale section for more information and effects on morale.

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Order Phase / Messenger Move Phase Players roll 2D6 at the beginning of each turn for initiative. The player that rolled highest has the option to begin issuing orders first. Players alternate giving orders so essentially the turn is shared but nothing is done out of phase. Bases in groups maybe given commands separately which will likely see them leave the (tai) group, or the group maybe given an order. Each tai (group) or unit may have only one order.

Players may skip placing orders if they wish but risk having the next player end the turn. The order issuing phase ends when two players skip issuing orders consecutively regardless of the commands given or not. When all orders are placed roll 1D6 in the next phase to activate them and on the roll of a 1 on a 1D6 the order has been misinterpreted, roll 2D6 and consult the misinterpreted orders table and act accordingly:

Misinterpreted orders Table: 2D6 Roll Result 2 to 4

Effect Charge! Unit or Group advances its full movement and fights if makes contact. Missile units advance but do not charge into melee.

5 to 8

Confusion. Units holds ground and does nothing. Fights if charged or contacted by melee.

9

Advance. Unit or group advances 1 BW in a straight line.

10

Wheel! Throw 1D6, 1-3 wheel left, 4-6 wheel right.

11

Fall back. Unit or group falls back 1 BW.

12

Retire from field. Unit moves towards players starting edge at full move until successful discipline check is made. Any units which make it to the edge are removed from play.

(Units attached directly, in base to base contact, with the Daimyo (clan leader) never test to receive orders, they automatically pass.)

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8 A player may have a Tsuki-ban (high ranking Samurai acting as messengers) which he may use to guarantee the issue of an order. Messenger issued orders are delivered in the same phase as regular orders in the same way but a messenger figure is placed into base to base contact with that unit or group receiving the order. Orders transmitted by messenger always succeed and do not roll for miscommunication. Messengers are abstract units and cannot be targeted by enemy units for ranged or melee combat. They are stored next to the diamyo (clan leader) and return when the order tokens are removed. Orders are enacted in the order they were given, this is easily achieved by using the arrow tokens that come with this book. Player 1's order 1, then player 2's order 1 and so on. Some movement orders that result in bases to base contact and therefore melee will cancel other moves so players should take care! If a unit issued an order can not complete its order due to not being able to pass through friendly units it will stop at the point it is blocked. Units or groups may not move further than their allowance.

Movement

Maximum movement allowances: Troop Type

Move

Skirmisher

2BW or 4BD

Units of foot

2BW

Mounted units

3BW

Troops that can Skirmish:

“If it is to your advantage, make a forward move; if not, stay where you are” Sun Tzu, Art of War

Susha no ashigaru (archers), teppo ashigaru (arquebus and bow).

Units of Foot: Nagae-yari ashigaru (pesant levy spearmen), yari samurai (samurai spearmen) and sohei (fighting monks). Teppo ashigaru (3 rank type). Susha no ashigaru (archers). Teppo ashigaru (arquebus and bow).

Mounted units: Mounted yari samurai (Generals) and diamyo (clan leader) bases.

Movement Allowance Basic Theory 1BW of movement is one unit of movement. It can be spent doing a manoeuvre or a movement. Not both. This does not mean you can not manoeuvre and move or move and manoeuvre. It just means that there is a unit cost for doing one or the other. Generally manoeuvre changes the orientation of the unit whereas movement changes the units position in the x and or y dimensions on the table Therefore using the movement allowances noted above in the table we can see that mounted units may perform 3 movements or three manoeuvre or a combination of manoeuvre and movements but not

Stefan Tanfield (Order #9775914)

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BANZAI The age of the Country at War more of three total of any combination. Part movements or manoeuvre do not leave remainder movement and are discarded. Only integer (whole numbers) blocks of movement are counted. Note that skirmishers movement is displayed in BW and BD units. BW is for when the unit is not skirmishing and this reflects their more compact and rigid formation and BD is for when the unit is skirmishing. This gives skirmishers high manoeuvrability and movement due to their loose formations and smaller unit size.

Allowed Movements: Single unit movement • Any troops may about face during the movement phase without moving as a manoeuvre costing 1BW. • Any troops may rotate on the spot as a manoeuvre to face left or right, this constitutes a manoeuvre of 1BW, the unit must turn up to 90 degrees for each BW spent. If friendly units or impassable terrain do not allow the unit to complete the move without over lapping then it is not possible. • Any troops may wheel on the spot and turn to face left or right, this constitutes a manoeuvre of 1BW, the unit may wheel up to a maximum of 90 degrees for each BW spent. • Any troops may wheel up to 90 degrees whilst keeping the front corner of the base stationary. This constitutes a move of 1BW.

Tai (group) Movement • Groups ordered to move do so at the slowest unit’s speed. • Groups may wheel up to 1BW on their outer radius, this constitutes a move. They may do this again if they have sufficient movement left in the same movement turn.

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• Groups manoeuvre in formation who contact the enemy do not receive a charge bonus. • Groups wishing to alter their formation may do so as if all units are lone units in accordance with the slowest units movement allowance but once finished using the least allowance left to move as a tai (group).

benefit but may still gain other modifiers and is considered to be in combat with the enemy unit.

Cavalry Movements

Units that move into base to base contact gain the charge bonus.

Mounted units are much more mobile than their battlefield counterparts, they are also much more adept at crossing rough ground. Mounted units may: • Move in the oblique up to 45 degrees of their front. • Finish their move with a rotation of up to 90 degrees at the cost of one block of movement. • May benefit from the charge bonus despite having used manoeuvre to enter melee.

Moving Around Terrain Units moving around terrain and friendly units may pass through corners of up to one base depth with out penalty as long as they have enough movement to clear the impasse. This allows units to move a little more naturally in the game.

Movement into combat Units that move into base to base contact with any unit except skirmishers but still have movement left halt and are considered in combat. If a unit moves into base to base contact with a skirmishing unit see below under the heading skirmishers movement. If the units came into base to base contact through a manoeuvre such as wheeling then it gains no charge

If both players ordered a move and through any combination of movements the units touch, both units are considered to have charged simultaneously and gain the charge bonus.

Skirmishers Movement Units that are skirmishing have special movement abilities. This represents the fact they are small units not operating in rigid formations and have more freedom of movement than regular units. They are generally smaller than their pole arm wielding counter parts and are chosen for their fitness and speed at moving over rough terrain. Units that move into base to base contact with skirmishers push the skirmishers back and complete their full move as far as they wish. The Skirmishers are moved back in the same direction a further 1BD but only once per turn, this is considered a free move and does not effect the skirmishers ability to fire twice if they have not moved in the movement phase. If skirmishers can not move back because of an obstacle they are in melee. If moving the skirmisher base back means moving it into base to base contact with an enemy unit they do not move back. Routing skirmishers do not benefit from their normal free move back. Skirmishers that, as the result of movement, end up touching bases with other skirmishers then both units move backwards in relation to their

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own orientation 1BW. Skirmishers pushed off table are removed and are treated as routed. Skirmishers can not outrun cavalry. The cavalry are moved as normal and the skirmishers are treated as a regular unit when they come into base to base contact. Skirmishers do not benefit from the move back free move as they are caught by the faster cavalry before this happens. Skirmishers can be pushed into woods. If the unit is a skirmisher unit but not ordered to skirmish, treat the skirmishers as a normal unit. The skirmisher unit may still used ranged attack in the ranged phase but must also fight in melee if applicable, for example if they do not rout a unit that charged them in the ranged phase. They do not benefit from the Skirmisher move back free move. Skirmishers do not count as being in base to base contact with friendly units and can not convey tai (group) to units through them. They are acting as independent units under their own command and do not pass tai (group) orders.

Moving into a group Several units in close proximity may move into a group. This requires commands just like any other movement, the order of these commands is not important. What is important is that no unit moves farther than its allowance! All units should move as best they can into base to base contact, any tidying up should be done in the reorganization phase. If enemy units or terrain block the units trying to form a group, then it is not possible for those units.

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Ranged combat Ranged combat effectively happens during the movement phase but is resolved after in the ranged phase. All ranged units may fire once. If the ranged unit has not moved or manoeuvred it may fire twice. When firing twice, if the target of a ranged unit has moved from long range to short, resolve one attack at short and one at long range. If the target remained at one of the ranges use two attacks at the same range. If the target unit moved out of range in the movement phase they may not be fired upon. When firing once, if the target of a ranged unit has moved from long range to short, resolve one attack at short range. Units that may attack ballistically, for example archers, may attack over friendly units but may not attack without line of sight. A single unit of infantry does not block line of sight. Units of cavalry block line of sight. Units that attack at range select their own targets and do not require orders in the command phase, this represents the authority of the unit commander to engage on his own initiative. All ranged units may only target one unit in a turn. The target unit must be in the zone projected from the two shortest sides of the base in a straight line at the front. A unit only has to be partially in this zone to be targeted. See illustrations for further examples and details of obscured line of sight and cover. The player doing the ranged attack nominates the unit attacking and the target. Range is then measured if the target base is not in range the player may

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BANZAI The age of the Country at War not select a new target and looses his chance to attack. If the target is in range the attacking player rolls 2D6 and adds the ranged offensive value according to that unit from the table below:

hardness rating of the target unit sufficient casualties and panic is inflicted and the ranged outcome table is consulted using the value that surpassed the hardness rating.

If the roll is equal to or over the

Hardness ratings are shown here:

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Combined Ranged Offensive and Modifiers Table: Troop Type

Ranged Attack Short

Ranged Attack Long

Ranged Hardness Rating

Yari Ashigaru (Spear Peasant Levy)*

N/A

N/A

6

Nagae-yari Ashigaru (Pike Peasant Levy)

N/A

N/A

7

Date Clan Nagae-Yari Ashigaru

N/A

N/A

8

Shashu no Ashigaru (Archers) – In volley

+3

+2

6

Shashu no Ashigaru (Archers) – In skirmish

+2

+1

6

Teppo Ashigaru (Guns) – Only in skirmish

+4

+1

6

Oda Teppo Ashigaru (3 rank type) – Only in volley

+6

+2

6

Yari Samurai (Spear Nobles)

N/A

N/A

9

Ronin (Ex noble Mercenary)

N/A

N/A

5

Mounted Yari Samurai (Mounted Spear Nobles)

N/A

N/A

6

Takeda Mounted Yari Samural (Superior Mounted Spear Nobles)

N/A

N/A

6

Sohei (Fighting Monks)

+2

+2

9

Ikki Ikko Rabble (Peasant Mobs)

+1

+1

5

For example if the targets hardness rating was 9 and the ranged units total

result was 12, consult the table at 3 and follows the instructions.

“An old-timer said that in battle, when you are recklessly determined to ‘not be outdone by others’ and aim to ‘charge the enemy line,’ you will not fall behind, your spirit will be intrepid, and you will exhibit fearlessness. What's more, if you are killed in the fray, be sure that your corpse falls in the direction of the enemy” Yamoto Tsunetomo, Hagakure

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BANZAI The age of the Country at War

Ranged outcome Table: Over Target Number by 0

Pavise Shields

Effect Impressive display! Attack lands at the enemies feet! Target unit must make a discipline check, if successful no effect. If failed, target unit does not advance next turn and is halted. Place a halted marker.

1 to 3

Mostly on target. Target unit must test for morale.

4 to 5

Withering volly! Men are stuck down left and right! Target unit must make a

All missile units are equipped with pavise although any units may pick up and use them. To deploy them costs the unit 1BW of movement. Similarly picking them up again also requires 1BW of movement. Pavise are deployed and picked up only in the movement phase.

morale check, if failed the unit must also test for discipline. 6 to 7

Deadly volly! Target unit automatically fails a morale test and must test

Pavise give a light cover bonus of -2 to the attackers result.

for discipline. 8+

The divine wind strikes down all those who are unworthy. Unit automatically fails a morale test and a self discipline test and routs.

Halted Units Units that are halted may not advance towards the unit that halted them in

Ranged Attack – Example 1:

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the next turn. Halted tokens are used to remind players of this and are removed in the next turn.

Pavise do not give any bonus to melee nor negate charge bonuses. Skirmishers with pavise deployed that are charged and use their free movement ability do not take their pavise with them.

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Ranged Attack – Example 2:

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Melee Combat The base as a fighting unit. Each base has a clearly defined front, rear and flank. Units fight at full strength to the front, half their total on flanks and can not fight to the rear. For example to calculate fighting total for flank, take the normal factor for that unit and add 2D6 to it then half it. In the event of an odd number round up. Units attacked from the rear do not fight back and are considered to have a melee result of zero and no die are thrown.

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Corners do not count as base to base contact diagonally but do count as contact when a unit charges and ends up in contact with the front of his unit and the opposing units corner. See the illustrations on determining front or flank for more clarification.

Resolving Melee Every unit has a hardness rating for ranged and another for melee. Both the attacker and the defender roll 2D6 and consult the universal table shown overleaf:

22 Moving into Melee:

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BANZAI The age of the Country at War Defence / Attack universal Table:

-5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17

-5 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22

-4 1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21

-3 2 1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

-2 3 2 1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19

-1 4 3 2 1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

0 5 4 3 2 1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17

1 6 5 4 3 2 1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16

Unit skill and any other modifiers are applied and where the two sides of the table meet that value is looked up on the melee outcome table. Morale and or discipline is checked if necessary and morale effect and or rout tokens are placed. See the morale section for more information and effects on morale. For example: A unit of Samurai on foot charges a unit is pike levy in a head to head meeting. Both sides roll 2D6 and score 7 each. The samurai unit elects to use the top side (red) of the table and the pike levy uses the left side (blue) of the table. Now are starting positions look like this:

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2 7 6 5 4 3 2 1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

3 8 7 6 5 4 3 2 1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14

-5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12

-5 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17

4 9 8 7 6 5 4 3 2 1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 -4 1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16

5 10 9 8 7 6 5 4 3 2 1 0 1 2 3 4 5 6 7 8 9 10 11 12 -3 2 1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

-2 3 2 1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14

6 11 10 9 8 7 6 5 4 3 2 1 0 1 2 3 4 5 6 7 8 9 10 11 -1 4 3 2 1 0 1 2 3 4 5 6 7 8 9 10 11 12 13

7 12 11 10 9 8 7 6 5 4 3 2 1 0 1 2 3 4 5 6 7 8 9 10 0 5 4 3 2 1 0 1 2 3 4 5 6 7 8 9 10 11 12

8 13 12 11 10 9 8 7 6 5 4 3 2 1 0 1 2 3 4 5 6 7 8 9 1 6 5 4 3 2 1 0 1 2 3 4 5 6 7 8 9 10 11

9 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 1 2 3 4 5 6 7 8 2 7 6 5 4 3 2 1 0 1 2 3 4 5 6 7 8 9 10

10 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 1 2 3 4 5 6 7 3 8 7 6 5 4 3 2 1 0 1 2 3 4 5 6 7 8 9

11 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 1 2 3 4 5 6 4 9 8 7 6 5 4 3 2 1 0 1 2 3 4 5 6 7 8

5 10 9 8 7 6 5 4 3 2 1 0 1 2 3 4 5 6 7

12 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 1 2 3 4 5

13 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 1 2 3 4

6 11 10 9 8 7 6 5 4 3 2 1 0 1 2 3 4 5 6

7 12 11 10 9 8 7 6 5 4 3 2 1 0 1 2 3 4 5

14 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 1 2 3 8 13 12 11 10 9 8 7 6 5 4 3 2 1 0 1 2 3 4

15 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 1 2 9 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 1 2 3

10 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 1 2

16 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 1 11 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 1

17 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 12 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0

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This result looks like a draw at first but we must apply the units skill values to their rolls. The pike levy receive a plus

-5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12

-5 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17

-4 1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16

-3 2 1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

-2 3 2 1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14

-1 4 3 2 1 0 1 2 3 4 5 6 7 8 9 10 11 12 13

0 5 4 3 2 1 0 1 2 3 4 5 6 7 8 9 10 11 12

1 6 5 4 3 2 1 0 1 2 3 4 5 6 7 8 9 10 11

2 7 6 5 4 3 2 1 0 1 2 3 4 5 6 7 8 9 10

1 and the samurai a plus 2. So now the table looks like this:

3 8 7 6 5 4 3 2 1 0 1 2 3 4 5 6 7 8 9

Note that the value is inside the red shaded area, this helps you determine which side won the encounter. Now the result looks like a 1 in favour of the

-5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12

-5 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17

-4 1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16

-3 2 1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

-2 3 2 1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14

-1 4 3 2 1 0 1 2 3 4 5 6 7 8 9 10 11 12 13

0 5 4 3 2 1 0 1 2 3 4 5 6 7 8 9 10 11 12

1 6 5 4 3 2 1 0 1 2 3 4 5 6 7 8 9 10 11

2 7 6 5 4 3 2 1 0 1 2 3 4 5 6 7 8 9 10

So with all modifiers finally applied we see that the samurai have scored a very

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4 9 8 7 6 5 4 3 2 1 0 1 2 3 4 5 6 7 8

5 10 9 8 7 6 5 4 3 2 1 0 1 2 3 4 5 6 7

6 11 10 9 8 7 6 5 4 3 2 1 0 1 2 3 4 5 6

7 12 11 10 9 8 7 6 5 4 3 2 1 0 1 2 3 4 5

8 13 12 11 10 9 8 7 6 5 4 3 2 1 0 1 2 3 4

9 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 1 2 3

10 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 1 2

11 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 1

12 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0

Samurai. However we need to also add their charge bonus of plus 3. So now with all modifiers applied the real outcome looks like this: 3 8 7 6 5 4 3 2 1 0 1 2 3 4 5 6 7 8 9

4 9 8 7 6 5 4 3 2 1 0 1 2 3 4 5 6 7 8

5 10 9 8 7 6 5 4 3 2 1 0 1 2 3 4 5 6 7

6 11 10 9 8 7 6 5 4 3 2 1 0 1 2 3 4 5 6

7 12 11 10 9 8 7 6 5 4 3 2 1 0 1 2 3 4 5

8 13 12 11 10 9 8 7 6 5 4 3 2 1 0 1 2 3 4

9 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 1 2 3

10 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 1 2

11 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 1

12 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0

good result of 4 against the pike levy. So we consult the melee outcome table for a result of 4 overleaf...

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Melee Outcome Table: Loss by

Effect

1 to 3

Loser must test for morale.

4 to 5

Loser must test for morale, if passes no further action. If they fail reduce morale level by one and also test for discipline. If discipline check is failed unit will rout.

6 to 7

Loser makes a morale test and automatically fails and must make a successful discipline check test or rout.

8 Plus

Loser makes a morale test which is automatically failed and routs.

As you can see, the pike levy took some serious damage, however they have a chance to make a come back. This example will be continued in the morale section. Obviously if if the result is a zero then battle simply continues next round.

Routing units move at full movement towards the edge of the table. They may test at the beginning of each turn in the orders phase to rally by taking a moral check. If they fail they continue to rout but this does not degrade their morale. If they pass they are brought back under normal control.

Chasing down routing units

Units fighting multiple bases

Units that rout their opponent must make a self discipline check which is the performed in the same way to a morale check just using the discipline rating instead, you must roll equal to or more than the rating to succeed. If a player wishes he may forfeit the roll and chase the routing unit. The pursuing unit may regain control by making a successful discipline check after its first movement. Failing this check has no further effects on morale status it simply means the unit keeps routing.

When a unit is in melee through base to base contact on two or more sides that unit fights all of the units in contact and receives a -1 for each enemy base in contact. This is cumulative and is added to all melee rolls. For example if a base is in contact with three enemy bases, the first base takes a -3 to each roll and fights all three units.

Units that rout and units that pursue are moved in the following movement phase before any movement orders that are issued. Essentially they all move simultaneously on order issue 0. Routing units are moved first, then pursuers.

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The maximum number of units that can engage in melee against one unit is five. Flanks can only have one attacker. Front or rear may have two maximum.

Disengaging from Melee If a unit wishes it may disengage from a melee but only after that turns combat is resolved. To do so the unit must make a morale check at its current state including all usual modifiers.

If the unit passes it may move as normal with the normal allowance in the movement phase. If the unit fails the unit routs. Routing units move at full movement towards the edge of the table. They may test at the beginning of each turn in the orders phase to rally by taking a moral check. If they fail they continue to rout but this does not degrade their morale. If they pass they are brought back under normal control. Disengaging takes place in the movement phase.

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Morale Morale is a combination of the units mental and physical toughness, the amount of casualties they are willing to accept and ultimately their will to fight. Because part of morale reflects casualties, morale may never recover, morale only degrades. All units begin the battle with their full morale which can only go down. In battles of this era, armies and their units rarely fought to the last man. This only happened when there was no escape from their enemies and their

enemies would not take them prisoner. So when a units fighting spirit, its morale, is deteriorated to such a point it has had enough the men of that unit will flee the battlefield. To test for morale roll 2D6 and apply the modifiers on the morale modifier table, on the result of equal to or more than their morale rating they have passed their morale check. If a unit rolls under their target number they have failed their morale check.

Morale Modifier Table: Effect

Modifier

-1

Shaken

-2

Wavering

-1

For Each unit in base to base contact routed this turn

-1

Under missile attack (arrows only)

-2

Attacked by firearms

+1

General within 2 base widths

+2

Daimyo (clan leader) within 2 base widths

(Remember, some weather affects morale.)

Shaken When a unit fails its first morale check it is said to be “shaken”. Place a shaken token on or next to the unit. Shaken units suffer a penalty of -1 to their fighting abilities .

Wavering When a unit fails its second moral check it is said to be “wavering”. Place a wavering token on or next to the unit. Wavering units suffer a penalty of -2 to their fighting abilities.

Devastated When a unit fails its third morale check it is devastated. These men have had

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all they can take, they abandon any equipment that slows them down, break ranks and flee the battlefield. These units are removed from play.

Routing units Units which rout move away from any enemy units as a priority and towards the edge of the table. They may check for self discipline once per turn in the move phase by rolling equal to or over their discipline rating. If they fail the check they continue to rout but do not lose anymore morale. If a routing unit passes its discipline check it may be issued orders as usual. Routing units have no combat ability and roll no die.

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Routing Units Table: Morale Rating

Discipline Rating

Unit Type

10

8

Rabble

8

7

Ashigaru

6

6

Samurai

7

7

Ronin

4

3

Sohei

(All rolls are equal to or above the value to pass.)

Effects of morale on neighbouring units Units within 1BW of a unit that routs or a unit that is devastated must make a discipline check. If they pass they can carry on as normal, those that fail begin to rout. Checks should start from the closest units to the original routing or destroyed units location and work outwards. For each unit that routs that turn as a result deduct a further cumulative +1 to all further die results for this instance.

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Surrounded units Units that are surrounded on the front, and both flanks, and the rear, can not rout and their status can not be devastated. They do not go lower than wavering. Broken units need to be able to escape their opponents and if they can not do so, they must fight to the death. Apply a further wavering morale token to indicate the unit is devastated but no

further negative modifiers to its fighting ability. Mounted units that are surrounded may dismount even though they are in melee in the movement phase. If an opening becomes available a unit that is devastated but still fighting because it was surrounded can now escape and is removed.

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12

Terrain Terrain features are considered to be either linear or area. Linear terrain are either impassable or cause units to move slower. Examples of which are walls, rivers and contour hills. Area terrain best describes woods, swamps or the continuous slope of a hill.

Linear Terrain Hills contoured Reduce movement by 1BW to cross the contour. Units most central are considered higher and those nearest the edge fight with the uphill penalty.

Castle or Temple Walls Japanese defensive walls are unlike their European counter parts in that they are generally tapered rather than square. This makes it possible, although still quite hazardous, to climb them. Units may attempt to climb defensive walls and roll 2D6, on any double number the unit takes a melee attack of strength 0 using 2D6 with no opposition roll. Units must spend one full turn of movement to reach the top of a wall. Mounted units must dismount to climb. If an enemy unit is atop of the wall when the climbing unit reaches the top, the climbing unit fights as if a flank resolution, the unit guarding the top of the wall fights as if a usual front attack.

Rivers Rivers may only be crossed safely at a ford or by using bridges. These crossing points, except in rare circumstances on bridges that are wide enough for a unit to cross with its full frontage, means units attacked on their fronts before they are clear of the crossing point, resolve any frontal

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melee attacks as for flank. The attacking unit uses the usual front attack.

Area Terrain Forests Cavalry may not enter forests but may dismount to enter them. Skirmishers that are skirmishing may move in woods as if in the open, with no penalties. Movement is reduced by 1BD per move or maneauver. Forests give +2 Hardness rating against ranged. Forests give -2 to melee totals by units using long polearms. For Banzai this means all units except ronin, Ikko¯-ikki rabble and missile units.

Hills sloped Much like contoured hills except physically obvious as to who is higher. Units advancing up hill reduce their moment blocks from base width to base depths.

Swamps/Rice paddies/ River fords Movement reduced to half. Units advancing through these areas reduce their moment blocks from base width to base depths.

Robert Fellows

BANZAI The age of the Country at War

13

Sieges Sieges often lasted days, weeks, even months or years. Often they were resolved without much fighting as one side gave up. The siege engines used to attack fortified positions in feudal Japan included mangonel type catapults hurling bombs and later European style culverin as well as undermining and wheeled tortoise like devices to protect sappers demolishing walls. Sieges should be done with the defender in a position that hampers the attacker, for example behind a castle wall or perhaps in an urban area.

Siege Engines Although it is true that cannon were often purchased from nanban (barbarian) trader ships they were often not very portable as they were fitted to the ship and not on a carriage, consisting of only the barrel. It is also important to note that the wheel was not used for the long distance of transportation of anything in Japan until the arrival of the steam locomotive because of the rocky, mountainous and volcanic geography. Often these cannons and large arquebuses were used in castles and forts to strike back at the enemy during the siege itself. Therefore, with this in mind siege battles are included but only as decisive actions where the attackers have already breached the walls. Sieges are played as the assault!

Walls For each wall section roll 1D6. On a roll of 5 or 6, that wall section is breached.

Stefan Tanfield (Order #9775914)

29

Flaming arrows The defenders may use flaming arrows from the walls. Resolve the attack with a +1 to the die roll and any morale checks resolve as if attacked by firearms.

Starting Forces Attacking forces should be in the ratio of 3:1 against the defenders.

30

Robert Fellows

BANZAI The age of the Country at War

14

Battle Formations The battlefield tactics of the Sengoku Jidai (age of the country at war) era where much different to those in the western world. There was much parity between the arms and armour. This meant that neither side could afford to win by attrition and so long lines opposing each other where not utilised. Rather, formations that were adaptive, could easily react, and that either penetrated or flanked the enemy

formation were considered best. Of course, to each formation, there was a counter. When deploying forces it is best to remember that you must make your opponent play your game, not his! In the following images, forces are deployed with large rear guards. In feudal Japan even an army operating in its own territory could be surprised by a third army trying to take advantage of a conflict between two neighbours. All of the clans were eager to take advantage of any situation even if that was dishonourable, after all if the only party that can make a claim upon your honour lies headless upon the field of battle then the validity of the act is irrelevant. In our table top wargames we have a table limit and know our rear area is safe. Therefore these forces can be used elsewhere in your formation and the front half of the images is what you should focus on the most although the drawings are shown in their entirety for completeness. The images to the left are approximations and players should adapt them to what troops they have available and the terrain they face. They are not to scale and players should make their formation wider or narrower than their opponents to suit their formations strengths.

A Ganko (birds in flight) This is a good all round formation with the ability to change somewhat to adapt. Skirmishers up front with rows of spears ready to expand to flank or penetrate wider formations and expand the gap. This is a reactionary formation that could potentially be slower to gain advantage, However it has the advantage of telegraphing its intention.

Stefan Tanfield (Order #9775914)

Robert Fellows

BANZAI The age of the Country at War B Hoshi (arrowhead) This classic Japanese formation promotes the ethos, “Attack! Attack! Attack!”.A screen of arquebus are used to create holes in the opponents lines which are exploited by elite units. Less potent melee units make up the flanks. Fortune favours the bold and this formation can send your opponents army reeling against the strain however if the formation fails to penetrate it could easily become flanked and enveloped.

15

C Saku (keyhole) This counter to the arrowhead tries to output as much missile fire as possible on the enemy centre formation. The formation is designed to let the arrowhead in at which point the enemy units inside are surrounded and systematically destroyed in flank and rear attacks.

D Kakuyoku (cranes wing)

F Gyorin (fish scales)

Just like the arrowhead, skirmishers soften up the enemy formation. Behind them a strong core of elite troops stand ready to brave the storm and once they are engaged the curved lines behind them can begin to wheel on their centre points to flank the opposing formation. This formation seems quite inert as most of the force seems out of reach to influence the battle.

This blunted arrowhead is a way of using an arrowhead against an opponent with superior numbers. It is resistant to flanking by using space to give the centre more time to grind down the enemy front ranks. Effectively it forces the enemy line to envelop you evening out their numerical advantage by being on the inside of a curve.

E Koyaku (yoke)

G Engetsu (half moon)

A cross between crane wing and arrowhead this flexible defence must take care to avoid being flanked and keep relief forces in reach to stop such enemy actions.

This desperate formation can be either left or right handed and serves to take some form from fish scales by neutralise some of the enemies numerical advantage. It also threatens attack with its open side in a flanking manoeuvre or envelope any forces that penetrate it.

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31

Clan Creation Creating your own clan can be very rewarding. You may want to research a clan you are fond of or even build your own fictional clan. This section attempts to arm you with the knowledge to create such a thing without disrupting the historical and cultural setting of the era. It also provides a frame work to keep the creation process grounded and not overly fantastic. You might want a powerful super army but if you go to far you may soon find you have no one to play with! Each clan has bonuses and penalties. Each clan may have one bonus. However for every bonus after the free first one you must take a penalty. You may if you wish take as many penalties as you wish. However a clan may only have two bonuses maximum.

Robert Fellows

32

BANZAI The age of the Country at War

16

Army Lists Cho ¯sokabe

Starting units:

The Cho ¯sokabe were renowned proponents of hit and run tactics with missile troops. In the deployment phase, retain all missile units until all players have finished deployment. The player then may deploy his missile units on any hill or forested area.

• 1 Command unit • 1 General Yari Samurai Mounted Unit • 1 Sashu no ashigaru (archers) To generate your army roll on the table below.

Cho¯sokabe Army Generator: 2D6 Roll

Unit generated

Notes

2

Sohei (fighting monks)

Rare 5/1, 12/2, 18/3, 22/4. 4 Units MAX.

3

General Yari samurai mounted

4

Yari foot

Roll 1D6. 1-2 is Ronin, 3-6 is Yari samurai foot.

5

Missle ashigaru

Roll 1D6. 1-4 is Sashu no ashigaru (archers), 5-6 is Teppo ashigaru.

6

Nagae-yari Ashigaru (pike levy)

Unlimited.

7

Nagae-yari Ashigaru (pike levy)

Unlimited.

8

Nagae-yari Ashigaru (pike levy)

Unlimited.

9

Missle ashigaru

Roll 1D6. 1-4 is Sashu no ashigaru (archers), 5-6 is Teppo ashigaru.

10

Yari foot

Roll 1D6. 1-2 is Ronin, 3-6 is Yari samurai foot.

11

General Yari samurai mounted

12

Sohei (fighting monks)

Stefan Tanfield (Order #9775914)

Rare 5/1, 12/2, 18/3, 22/4. 4 Units MAX.

Robert Fellows

BANZAI The age of the Country at War

33

Date Army Clan advantages: Date Masamune (1567 - 1636) ordered that his ashigaru warriors should have better protection. In recognition of this the Date clans' nagae-yari ashigaru have a Harness rating of 8 rather than 7.7

Date Army Generator: 2D6 Roll

Unit generated

Notes

2

Sohei (fighting monks)

Rare 5/1, 12/2, 18/3, 22/4. 4 Units MAX.

3

General Yari samurai mounted

4

Yari foot

Roll 1D6. 1-2 is Ronin, 3-6 is Yari samurai foot.

5

Missle ashigaru

Roll 1D6. 1-2 is Sashu no ashigaru (archers), 3-6 is Teppo ashigaru.

6

Nagae-yari Ashigaru (pike levy)

Unlimited.

7

Nagae-yari Ashigaru (pike levy)

Unlimited.

8

Nagae-yari Ashigaru (pike levy)

Unlimited.

9

Missle ashigaru

Roll 1D6. 1-2 is Sashu no ashigaru (archers), 3-6 is Teppo ashigaru.

10

Yari foot

Roll 1D6. 1-2 is Ronin, 3-6 is Yari samurai foot.

11

General Yari samurai mounted

12

Sohei (fighting monks)

Starting units; • 1 Command unit • 1 General Yari Samurai Mounted Unit • 1 Nagae-yari Ashigaru To generate your army roll on the table above.

Stefan Tanfield (Order #9775914)

Rare 5/1, 12/2, 18/3, 22/4. 4 Units MAX.

Robert Fellows

34

BANZAI The age of the Country at War

Ikko¯-ikki Army The Ikko¯-ikki was more of a religious movement than an actual form of governance. Although an indignant population with the aid of fighting monks did overthrow a samurai clan in the Kaga province in the year 1488 and it remained successfully under their control for around a century. However, it is important to note that the Pure land (also known as Pure Land traditions or Pure Land teachings) Sect form of Buddhism was quite popular and transcended borders without much tension across Japan and was tolerated by the Samurai of many clans although this is not to say they liked it. Therefore an ikko¯-ikki uprising could theoretically have occurred anywhere in Japan!

Clan advantages: The Ikko¯-ikki uprising never really had a leader in the same fashion that the samurai clans did. The leader of an army could be a Buddhist priest, an indignant community leader or other suitable person with the charisma to whip up a raging fire of discontent from the smouldering embers of a political of local financial event. Ikko¯-ikki field a higher number of fighting monks. However the bulk of their forces are made up of angry peasant farmers and other lower classes of feudal Japanese life but they make up for in zeal what they lack in arms or armour!

The Ikko¯-ikki gain benefits to their discipline when within 2 base widths of a shrine or temple. The Ikko¯-ikki some times also bring a portable shrine with them which gives the same effect!

Starting units; • 1 Command unit containing the army leader and mounted fighting monks • 1 Mounted fighting monk unit (Counts as general) • 1 Skirmish unit, roll 1D6, 1-3 bows, 4-6 guns. To generate your army roll on the table below.

Ikko¯-ikki Army Generator: 2D6 Roll

Unit generated

Notes

2

Mounted sohei (fighting monks)

3

Sohei (fighting monks)

4

Ronin

5

Skirmishers

Roll 1D6. 1-3 is Sashu no ashigaru (archers), 4-6 is Teppo ashigaru.

6

Rabble

Unlimited.

7

Rabble

Unlimited.

8

Rabble

Unlimited.

9

Skirmishers

Roll 1D6. 1-3 is Sashu no ashigaru (archers), 4-6 is Teppo ashigaru.

10

Ronin

11

Sohei (fighting monks)

12

Shrine

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Robert Fellows

BANZAI The age of the Country at War

35

Mo¯ri clan The Mo¯ri clan has a long history throughout the Sengoku Jidai. They were tolerant of the Ikko¯-ikki and traded with them extensively when at war with the Oda. The large sum of acheivements for the Mo¯ri are through sea faring and political matters. As such the Mo¯ri army represents a generic Samurai list suitable for building your own clans and included for completeness of the larger clans.

Mo ¯ri clan Generator: 2D6 Roll

Unit generated

Notes

2

Sohei (fighting monks)

Rare 5/1, 12/2, 18/3, 22/4. 4 Units MAX.

3

General Yari samurai mounted

4

Yari foot

Roll 1D6. 1-2 is Ronin, 3-6 is Yari samurai foot.

5

Missle ashigaru

Roll 1D6. 1-2 is Sashu no ashigaru (archers), 3-6 is Teppo ashigaru.

6

Nagae-yari Ashigaru (pike levy)

Unlimited.

7

Nagae-yari Ashigaru (pike levy)

Unlimited.

8

Nagae-yari Ashigaru (pike levy)

Unlimited.

9

Missle ashigaru

Roll 1D6. 1-2 is Sashu no ashigaru (archers), 3-6 is Teppo ashigaru.

10

Yari foot

Roll 1D6. 1-2 is Ronin, 3-6 is Yari samurai foot.

11

General Yari samurai mounted

12

Sohei (fighting monks)

Clan advantages: As a special ability, when fighting the Oda, the Mo¯ri may roll one unit from the Ikko¯-ikki army list for every five units of their own.

Starting units: • 1 Command unit • 1 General Yari Samurai Mounted Unit • 1 Nagae-yari Ashigaru To generate your army roll on the table below.

Stefan Tanfield (Order #9775914)

Rare 5/1, 12/2, 18/3, 22/4. 4 Units MAX.

Robert Fellows

36

BANZAI The age of the Country at War

Oda Army Clan advantages: Oda Nobunaga (1534 - 1582) devised a system of two loaders to every gunner in a three rank deep formation of teppo ashigaru to keep up volly fire when faced with the notoriously deadly Takeda cavalry, led by Katsuyori

(Takeda Shingen's son), at the battle of Nagashino. In recogniton of this the Oda clan can field the (3 rank type) teppo ashigaru units instead of the mixed unit of gun and bow. This unit can not skirmish.

Starting units; • 1 Command unit • 1 General Yari Samurai Mounted Unit • 1 Teppo Ashigaru unit (3 rank type) To generate your army roll on the table below.

Oda Army Generator: 2D6 Roll

Unit generated

Notes

2

Sohei (fighting monks)

Rare 5/1, 12/2, 18/3, 22/4. 4 Units MAX.

3

General Yari samurai mounted

4

Yari foot

Roll 1D6. 1-2 is Ronin, 3-6 is Yari samurai foot.

5

Missle ashigaru

Roll 1D6. 1-2 is Sashu no ashigaru (archers), 3-6 is Teppo ashigaru.

6

Nagae-yari Ashigaru (pike levy)

Unlimited.

7

Nagae-yari Ashigaru (pike levy)

Unlimited.

8

Nagae-yari Ashigaru (pike levy)

Unlimited.

9

Missle ashigaru

Roll 1D6. 1-2 is Sashu no ashigaru (archers), 3-6 is Teppo ashigaru.

10

Yari foot

Roll 1D6. 1-2 is Ronin, 3-6 is Yari samurai foot.

11

General Yari samurai mounted

12

Sohei (fighting monks)

Stefan Tanfield (Order #9775914)

Rare 5/1, 12/2, 18/3, 22/4. 4 Units MAX.

Robert Fellows

BANZAI The age of the Country at War

37

Shimazu Army Clan advantages: Shimazu Yoshihiro (1535 – 1619). The Shimazu clan were the pioneers in the use of firearms and their production in feudal Japan. In recognition of this there is a greater chance that their missile units will be firearms.

Shimazu Army Generator: 2D6 Roll

Unit generated

Notes

2

Sohei (fighting monks)

Rare 5/1, 12/2, 18/3, 22/4. 4 Units MAX.

3

General Yari samurai mounted

4

Yari foot

Roll 1D6. 1-2 is Ronin, 3-6 is Yari samurai foot.

5

Missle ashigaru

Roll 1D6. 1 is Sashu no ashigaru (archers), 2-6 is Teppo ashigaru.

6

Nagae-yari Ashigaru (pike levy)

Unlimited.

7

Nagae-yari Ashigaru (pike levy)

Unlimited.

8

Nagae-yari Ashigaru (pike levy)

Unlimited.

9

Missle ashigaru

Roll 1D6. 1 is Sashu no ashigaru (archers), 2-6 is Teppo ashigaru.

10

Yari foot

Roll 1D6. 1-2 is Ronin, 3-6 is Yari samurai foot.

11

General Yari samurai mounted

12

Sohei (fighting monks)

Starting units; • 1 Command unit • 1 General Yari Samurai Mounted Unit • 1 Teppo Ashigaru unit To generate your army roll on the table above.

Stefan Tanfield (Order #9775914)

Rare 5/1, 12/2, 18/3, 22/4. 4 Units MAX.

Robert Fellows

38

BANZAI The age of the Country at War

Takeda Army Clan advantages: The Takeda clan imported larger horses and successfully bread them with the smaller Japanese horse, this combined with other tactics and strategies give the Takeda clan superior and heavier horses. The Takeda clan were the pioneers of the cavalry charge in the sengoku jidai period. In recognition of this the Tekada cavalry are classed as regular cavalry whereas other clans are classed as light. Most notable leader for this clan is Takeda Shingen (1521 – 1573) also known as “Tiger of Kai” he was the mortal enemy of Uesugi Kenshin and

they fought many campaigns and battles against each other. However the two actually had a deep respect forged in many years of fighting each other and respected each other highly as skilled commanders and men of honour. Kenshin and Shingen helped each other in different ways when under pressure from other clans.

Alternative Diamyo: After the Death of Takeda Shingen, his son, Takeda Katsuyori (1546 - 1582) took over as diamyo. On Shingens deathbed he insisted that Katsuyori rely upon

Useugi Kenshin as an ally. The two clans who had a deep respect for one another became allies and the Takeda clans new nemesis became Oda Nobunaga. See also the battle of Nagashino.

Starting units; • 1 Command unit • 1 General Yari Samurai Mounted Unit • 1 Nagae-yari ashigaru To generate your army roll on the table below.

Takeda Army Generator: 2D6 Roll

Unit generated

Notes

2

Sohei (fighting monks)

Rare 5/1, 12/2, 18/3, 22/4. 4 Units MAX.

3

General Yari samurai mounted

4

Yari foot

Roll 1D6. 1-2 is Ronin, 3-6 is Yari samurai foot.

5

Missle ashigaru

Roll 1D6. 1-2 is Sashu no ashigaru (archers), 3-6 is Teppo ashigaru.

6

Nagae-yari Ashigaru (pike levy)

Unlimited.

7

Nagae-yari Ashigaru (pike levy)

Unlimited.

8

Nagae-yari Ashigaru (pike levy)

Unlimited.

9

Missle ashigaru

Roll 1D6. 1-2 is Sashu no ashigaru (archers), 3-6 is Teppo ashigaru.

10

Yari foot

Roll 1D6. 1-2 is Ronin, 3-6 is Yari samurai foot.

11

General Yari samurai mounted

12

Sohei (fighting monks)

Stefan Tanfield (Order #9775914)

Rare 5/1, 12/2, 18/3, 22/4. 4 Units MAX.

Robert Fellows

BANZAI The age of the Country at War

39

Tokugawa Army Clan advantages: Tokugawa Ieyasu (1543 - 1616) ultimately united all of Japan as shogun. He could never have achieved this if it were not for his allies. In recognition of this the Tokugawa clan may field an additional number of bases above the number of bases set. These additional forces are generic and do not confer the bonuses of other clans.

Tokugawa Army Generator: 2D6 Roll

Unit generated

Notes

2

Sohei (fighting monks)

Rare 5/1, 12/2, 18/3, 22/4. 4 Units MAX.

3

General Yari samurai mounted

4

Yari foot

Roll 1D6. 1-2 is Ronin, 3-6 is Yari samurai foot.

5

Missle ashigaru

Roll 1D6. 1-2 is Sashu no ashigaru (archers), 3-6 is Teppo ashigaru.

6

Nagae-yari Ashigaru (pike levy)

Unlimited.

7

Nagae-yari Ashigaru (pike levy)

Unlimited.

8

Nagae-yari Ashigaru (pike levy)

Unlimited.

9

Missle ashigaru

Roll 1D6. 1-2 is Sashu no ashigaru (archers), 3-6 is Teppo ashigaru.

10

Yari foot

Roll 1D6. 1-2 is Ronin, 3-6 is Yari samurai foot.

11

General Yari samurai mounted

12

Sohei (fighting monks)

These units are rolled for within the army generation and are assigned as allies after the tao are formed. The number of additional bases is none for the first 5 and then 1 for every five after that. For example, in a 10 base game the number is an additional 1 base. For a 20 base game the addition is 3 bases.

Stefan Tanfield (Order #9775914)

Rare 5/1, 12/2, 18/3, 22/4. 4 Units MAX.

Starting units; • 1 Command unit • 1 General Yari Samurai Mounted Unit • 1 Nagae-yari ashigaru To generate your army roll on the table above.

Robert Fellows

40

BANZAI The age of the Country at War

Uesugi Army Clan advantages: Uesugi Kenshin (1530 – 1578) also know as “Dragon of Echigo”, “God of War”, “Tiger of Echigo” and “Guardian of the North”. Kenshin was a samurai and a very pious man. It was very unlikely that he would ever wield any power and so he was a Buddhist monk from age 7 to 14. It was only a long string of coincidences – of deaths and other political intrigue – that he – in all unlikeliness – became the diamyo of his clan.

Uesugi Army Generator: 2D6 Roll

Unit generated

Notes

2

Sohei (fighting monks)

Rare 5/2, 12/3, 18/4, 22/5. 5 Units MAX.

3

General Yari samurai mounted

4

Yari foot

Roll 1D6. 1-2 is Ronin, 3-6 is Yari samurai foot.

5

Missle ashigaru

Roll 1D6. 1-2 is Sashu no ashigaru (archers), 3-6 is Teppo ashigaru.

6

Nagae-yari Ashigaru (pike levy)

Unlimited.

7

Nagae-yari Ashigaru (pike levy)

Unlimited.

8

Nagae-yari Ashigaru (pike levy)

Unlimited.

9

Missle ashigaru

Roll 1D6. 1-2 is Sashu no ashigaru (archers), 3-6 is Teppo ashigaru.

10

Yari foot

Roll 1D6. 1-2 is Ronin, 3-6 is Yari samurai foot.

11

General Yari samurai mounted

12

Sohei (fighting monks)

In recognition of the ties of the monasteries the Uesugi clan may field an additional Sohei (warrior monk) unit (maximum 5) than other clans.

Starting units; • 1 Command unit • 1 General Yari Samurai Mounted Unit

Stefan Tanfield (Order #9775914)

Rare 5/2, 12/3, 18/4, 22/5. 5 Units MAX.

• 1 Sohei (warrior monks) (restricted unit, max 5 units per army) To generate your army roll on the table above.

Robert Fellows

41

BANZAI The age of the Country at War Tables for Fast Play

4. Ranged

1. Initiative – Roll opposing 2D6

Combined Ranged Offensive and Modifiers Table: Troop Type

Ranged Ranged Ranged Attack Attack Hardness Short Long Rating

Yari Ashigaru (Spear Peasant Levy)*

N/A

N/A

6

Nagae-Yari Ashigaru (Pike Peasant Levy)

N/A

N/A

7

Date Clan Nagae-Yari Ashigaru

N/A

N/A

8

Effect

Shashu no Ashigaru (Archers) – In volley

+3

+2

6

Charge! Unit or Group advances its full movement and fights if makes contact. Missile units advance but do not charge into melee.

Shashu no Ashigaru (Archers) –

+2

+1

6

+4

+1

6

Confusion. Units holds ground and does nothing. Fights if charged or contacted by melee.

Only in skirmish +6

+2

6

Advance. Unit or group advances 1 BW in a straight line.

Only in volley Yari Samurai (Spear Nobles)

N/A

N/A

9

Ronin (Ex noble Mercenary)

N/A

N/A

5

Mounted Yari Samurai

N/A

N/A

6

N/A

N/A

6

Sohei (Fighting Monks)

+2

+2

9

Ikki Ikko Rabble (Peasant Mobs)

+1

+1

5

2. Orders – 2. Place alternating orders In the next phase, roll 1D6 for each order as it is enacted, on a roll of 1, throw 2D6 and consult the table below. Remember orders delivered by messenger never check to fail.

Misinterpreted orders Table: 2D6 Result 2 to 4

5 to 8

9

10

Wheel! Throw 1D6, 1-3 wheel left, 4-6 wheel right.

11

Fall back. Unit or group falls back 1 BW.

12

Retire from field. Unit moves towards players starting edge at full move until successful discipline check is made. Any units which make it to the edge are removed from play.

(Units attached directly, in base to base contact, with the Daimyo (clan leader) never test to receive orders, they automatically pass.)

3. Movement – Enact the orders in sequence Maximum movement allowances: Troop Type

Move

Skirmisher

2BW or 4BD

Units of foot

2BW

Mounted units

3BW

In skirmish Teppo Ashigaru (Guns) –

Oda Teppo Ashigaru (3 rank type) –

(Mounted Spear Nobles) Takeda Mounted Yari Samural (Superior Mounted Spear Nobles)

Ranged outcome Table: Over Target Number by 0

Impressive display! Attack lands at the enemies feet! Target unit must make a discipline check, if successful no effect. If failed, target unit does not advance next turn and is halted. Place a halted marker.

1 to 3

Mostly on target. Target unit must test for morale.

4 to 5

Withering volly! Men are stuck down left and right! Target unit must make a morale check, if failed the unit must also test for discipline.

6 to 7

Deadly volly! Target unit automatically fails a morale test and must test for discipline.

8+

Stefan Tanfield (Order #9775914)

Effect

The divine wind strikes down all those who are unworthy. Unit automatically fails a morale test and a self discipline test and routs.

Robert Fellows

42

BANZAI The age of the Country at War

5. Melee Melee Table:

Melee Outcome Table:

Troop Type

Versus Foot

Versus Mounted

Yari Ashigaru (Spear Peasant Levy)*

0

+1

Nagae-yari Ashigaru (Pike Peasant Levy)

+1

+2

Date Nagae-Yari Ashigaru

+2

+3

Shashu no Ashigaru (Levy Archers)

-3

-4

Teppo Ashigaru (Levy Fireams)

-3

-4

Oda Teppo Ashigaru (3 rank Levy Firearms)

-3

-4

Yari Samurai (Spear Nobles)

+2

+3

Ronin (Ex noble Mercenary)

0

0

Mounted Yari Samurai

-1

0

0

+1

Sohei (Fighting Monks)

+2

+3

Rabble (Ikki Ikko peasant mobs)

-2

-2

(Mounted Spear Nobles) Takeda Mounted Yari Samurai (Superior Mounted Spear Nobles)

Units in bold are common samurai army units. Units in italics are clan specific. * included for early period and completeness.

Melee Modifier Table:

Loss by

Effect

1 to 3

Loser must test for morale.

4 to 5

Loser must test for morale, if passes no further action. If they fail reduce morale level by one and also test for discipline. If discipline check is failed unit will rout.

6 to 7

Loser makes a morale test and automatically fails and must make a successful discipline check test or rout.

8 Plus

Loser makes a morale test which is automatically failed and routs.

Discipline Modifier Table: Modifier

Reason

-2

Shaken

-4

Wavering

-1

Under missile attack (arrows only)

-2

Attacked by firearms

-2

Pursued by enemy unit within 1BW

Routing Units Table:

Effect

Reason

Morale Rating

Discipline Rating

-2

Shaken

10

8

Rabble

-3

Wavering

8

7

Ashigaru

-2

Fighting uphill

6

6

Samurai

7

7

Ronin

4

3

Sohei

Morale Modifier Table: Effect

Modifier

-1

Shaken

-2

Wavering

-1

For Each unit in base to base contact routed this turn

-1

Under missile attack (arrows only)

-2

Attacked by firearms

+1

General within 2 base widths

+2

Daimyo (clan leader) within 2 base widths

(Remember, some weather affects morale.)

Stefan Tanfield (Order #9775914)

Unit Type

(All rolls are equal to or above the value to pass.)

Robert Fellows

43

BANZAI The age of the Country at War Defence / Attack universal Table:

-5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17

-5 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22

-4 1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21

-3 2 1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Stefan Tanfield (Order #9775914)

-2 3 2 1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19

-1 4 3 2 1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

0 5 4 3 2 1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17

1 6 5 4 3 2 1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16

2 7 6 5 4 3 2 1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

3 8 7 6 5 4 3 2 1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14

4 9 8 7 6 5 4 3 2 1 0 1 2 3 4 5 6 7 8 9 10 11 12 13

5 10 9 8 7 6 5 4 3 2 1 0 1 2 3 4 5 6 7 8 9 10 11 12

6 11 10 9 8 7 6 5 4 3 2 1 0 1 2 3 4 5 6 7 8 9 10 11

7 12 11 10 9 8 7 6 5 4 3 2 1 0 1 2 3 4 5 6 7 8 9 10

8 13 12 11 10 9 8 7 6 5 4 3 2 1 0 1 2 3 4 5 6 7 8 9

9 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 1 2 3 4 5 6 7 8

10 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 1 2 3 4 5 6 7

11 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 1 2 3 4 5 6

12 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 1 2 3 4 5

13 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 1 2 3 4

14 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 1 2 3

15 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 1 2

16 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 1

17 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0

44

Robert Fellows

BANZAI The age of the Country at War

18

Stefan Tanfield (Order #9775914)

Glossary of Terms Ashigaru –

peasant levy soldiers who would through there necessity in providing large numbers of soldiers to samurai (noble caste) armies would see social mobility into the bottom of the samurai caste system. Diamyo – a warlord of a particular province. Mon – device used to identify a clan, typically an icon on a flag or on the front and back of the ashigaru armour. Koku – The amount of rice needed to feed one man for one year. Used as a calculation of wealth from arable land. Nagae-yari – Long Japanese spear, akin to a European pike. Retainer – one retained in service. A man trusted greatly by the man who retains him. A samurai is a retainer of his lord, a samurai may have one or several retainers himself. This is a very general term. Shashu no ashigaru – a unit of bow armed ashigaru who fire arrows in volley. Sohei – Fighting monks, warrior monks. Sumi – a bow used by the ashigaru, not to be confused with the samurai bow the diakyu. Yari – Japanese spear, see also nagae-yari. Tai – several units under one command. A division of the army. Teppo – Feudal Japanese version of an arquebus.

Robert Fellows

BANZAI The age of the Country at War

19

45

Notes 1 Osprey Military Warrior Ashigaru 1467-1649, p.55. 2 Osprey Military Warrior Ashigaru 1467-1649, p.15. 3 Osprey Military Warrior Ashigaru 1467-1649, p.18.

4 Osprey Men-at-arms series Samurai Armies 1550-1615, p.10. 5 Osprey Elite Samurai Heraldry, p.32. 6 Osprey Elite Samurai Heraldry, p.58. 7 Osprey Men-at-arms series Samurai Armies 1550-1615, p.32.

Bibliography • Hagakure, Yamamoto Tsunetomo • The Art of War, Sun Tzu • Samurai Warfare, Dr Stephen Turnbull • Men at Arms, Samurai Armies 1550-1615

Stefan Tanfield (Order #9775914)

• Warrior, Ashigaru 1467-1649 • Battle Orders, Samurai Armies 1467-1649 • Elite, Samurai Heraldry • The Samurai Archives, Japanese History Page – online resource

46

Stefan Tanfield (Order #9775914)

Robert Fellows

BANZAI

Robert Fellows

BANZAI The age of the Country at War Notes

Stefan Tanfield (Order #9775914)

47

48 Notes

Stefan Tanfield (Order #9775914)

Robert Fellows

BANZAI The age of the Country at War

Robert Fellows

BANZAI The age of the Country at War Ruler:

Stefan Tanfield (Order #9775914)

49

Stefan Tanfield (Order #9775914)

Stefan Tanfield (Order #9775914)

Stefan Tanfield (Order #9775914)

Stefan Tanfield (Order #9775914)

An elegant system focused on the feudal Japanese era (Sengoku Jidai) for the 6mm size of wargaming. This rules system is a tour de force and utilises unique features only found in 2D6 products! Like a "wind up and go" command system which brings feudal command and control to realistic expectations, stunning artwork layout and more! Features: • • • • •

Incredible period style artwork Authentic period tactics explained Realistic command and control Fast and detailed system 8 unique clans, 1 rebellious religious movement or make your own clan • Supports 3, 6 and 10mm size miniatures Charge your samurai head long into your opponents formation and carve your path to Kyoto to proclaim yourself shogun!

Stefan Tanfield (Order #9775914)

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