Osprey Rules for skirmish games in the Sengoku Jidai
The first mini campaign will consist of a feud between a powerful Daimyo and the Sohei Monks of a nearby Temple.
This year the Sohei have refused to pay their usual tribute of the Sacred Sake! Incensed the Daimyo has gathered his trusted retainers to take the rice wine for himself but finds it guarded by the new Grandmaster. Battle will ensue: Capture the Sake.
The result will determine the next scenario. The Buntai will be re-inforced to full strength.
Should the Daimyo be defeated his Clan will return and attack the local village who rely on the protection of the Temple and supply the labour to grow the rice which makes the Sacred Sake! Defend the Village: Sohei defenders.
Should the Daimyo be victorious the Sohei attack the Daimyo’s summer residence where he had planned to celebrate his victory and drink the Sacred Sake. Donning his armour he and his retainers will face the Sohei in open battle. Skirmish.
The side with the most VP after both scenarios will be determined the Victor and have the honour of imbibing the Sacred Sake for years to come!
AAR
Below you can find the images from our game and the forces used.
Bushi | ||||||||||
Rank | CP | Initiative | Fight | Shoot | Armour | Weapons | Attributes | Options | Points | |
Ashigaru | 1 | 2 | 2 | 2 | 1 | 2 | Katana Yari | None | None | 18 |
Ashigaru | 1 | 2 | 2 | 2 | 1 | 2 | Katana Yari | None | None | 18 |
Ashigaru | 1 | 2 | 2 | 2 | 1 | 2 | Katana Nobori | None | None | 15 |
Ashigaru | 1 | 2 | 2 | 2 | 1 | 2 | Katana Yumi | None | None | 18 |
Ashigaru | 1 | 2 | 2 | 2 | 1 | 2 | Katana Teppo | None | None | 18 |
Ashigaru | 1 | 2 | 2 | 2 | 1 | 2 | Katana Teppo | None | None | 18 |
Samurai | 3 | 3 | 3 | 3 | 2 | 3 | Katana wakizashi | Commander Yojimbo | None | 27 |
Samurai | 3 | 3 | 3 | 3 | 2 | 3 | Katana wakizashi | Commander Kenjutsu | None | 27 |
Bushou | 5 | 5 | 4 | 5 | 3 | 3 | Katana wakizashi | Commander Senjo-jutsu Powerful | None | 40 |
Total | 199 | |||||||||
Morale 9 | ||||||||||
Special Rules | ||||||||||
Banner p23 | Re-Roll Morale tests | |||||||||
Commander | Minus 1 Morale check modifier for Buntai | |||||||||
Yojimbo | Swap with leader and re-directshooting 3″ | |||||||||
Senjo-jutsu | Re-Roll Priority | |||||||||
Powerful | Plus 1 to Attack rolls | |||||||||
Kenjutsu | Re-roll one Attack or Defence Roll using Katana |
Sohei | ||||||||||
Rank | CP | Initiative | Fight | Shoot | Armour | Weapons | Attributes | Options | Points | |
Initiate | 2 | 2 | 2 | 3 | 1 | 2 | Katana Teppo | Fearless | None | 19 |
Initiate | 2 | 2 | 2 | 3 | 1 | 2 | Katana Teppo | Fearless | None | 19 |
Initiate | 2 | 2 | 2 | 3 | 1 | 2 | Katana Teppo | Fearless | None | 19 |
Initiate | 2 | 2 | 2 | 3 | 1 | 2 | Katana Naginata | Fearless | None | 19 |
Initiate | 2 | 2 | 2 | 3 | 1 | 2 | Katana Naginata | Fearless | None | 19 |
Sohei | 3 | 3 | 3 | 3 | 2 | 2 | Katana Naginata | Fearless Acrobatic | None | 29 |
Sohei | 3 | 3 | 3 | 3 | 2 | 3 | Katana Naginata | Fearless Tough | None | 29 |
Grandmaster | 5 | 5 | 4 | 5 | 3 | 2 | Katana Naginata | Fearless Naginatatjutsu Intuition Fast | None | 45 |
Total | 198 | |||||||||
Morale: Fearless | ||||||||||
Special Rules | ||||||||||
Fearless | Ignores Morale tests | |||||||||
Acrobatic | Ignores Difficult terrain, free withdraw, pass through friends. | |||||||||
Tough | Ignores Light Wounds (partially) | |||||||||
Senjo-jutsu | Re-Roll Priority | |||||||||
Powerful | Plus 1 to Attack rolls | |||||||||
Naginatatjutsu | Re-roll one Attack or Defence Roll using Naginata |
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