This post is about a Samurai game using the "Take the High Ground" scenario from the One-Hour Wargame (OHW). In the game I am testing a rule mechanism aimed at introducing the occasional unit reaction into the game.
I have been trying out a couple of reaction rules over the last week or so, one which I posted last week where a player rolls the dice for every unit they activate. On a roll of 1 or 2, their opponent has the chance to react with one unit providing they in turn roll a 3 or higher. If successful, they can take the opportunity to, for instance, shoot, move a unit to safety, head off a flanking manoeuvre by advancing their own unit, or initiate a counter charge. (More detail is provided in my previous post.)
A close up of an earlier test game. |
- At the commencement of a player's turn, place one die for each active unit on the tabletop and any reserves arriving that turn into a dice bag or tin, ensuring they are all of the same colour. Add one extra die of a different colour to the bag.
- Shake the bag and draw a die. If it's not the differently colored die, the player can move or shoot with one of their units. If it is the distinct die, the opposing player can react by moving, charging, engaging in combat, or shooting with one of their units.
- Continue drawing dice until the player has finished activating the units that want to, or there are no more dice.
- Repeat step 1 for the other player.
Preparing the dice bag - 6 green dice one for each available unit and 1 black die for the reaction by the opposing army. |
Background…
Set in the midst of the Sengoku period, the Aoi-kage clan launches an unexpected morning assault, shrouded by the early morning mist, aiming to capture a crucial hill to safeguard a vital road. The Raitetsu clan, anticipating the threat, have strategically stationed a third of their forces to defend the hill and have established a camp in a nearby town.
Notes on the rules used…
I have used the Pike and Shot rules from OHW where:
- Ashigaru are treated as infantry but can only move or shoot,
- foot Samurai are treated as swordsmen, and
- mounted Samurai as cavalry but with only a D6 in combat.
One foot or mounted Samurai unit can have an assigned Daimyo (commander) and are treated as his personal bodyguard of samurai (Hatamoto) and in combat always roll two D6 selecting the highest scoring D6.
A limited number of Ashigaru units can have addition ammunition supplies that allow them to ignore the first time they are out of ammunition. Also one Ashigaru unit can have cannon which allow them to roll two D6 when shooting and select the highest scoring D6. However, the cannon are lost should the unit move, run out of ammunition, or be engaged in hand-to-hand combat.
Order of Battle
Aoi-kage clan
- 4 x Ashigaru (2 of the units have additional ammunition supplies)
- 2 x Foot Samurai (1 of the Samurai are the Daimyo’s Hatamoto)
Raitetsu Clan
- 4 x Ashigaru (1 of the units have additional ammunition supplies and have a cannon)
- 1 x Foot Samurai (the Samurai are the Daimyo’s Hatamoto)
- 1 x Mounted Samurai
Tabletop Setup…
The tabletop used measures 6 by 4 feet and is oriented lengthwise, enabling all the units to be deployed on the tabletop at the start of the game. The Aoi-kage clan are positioned behind their starting line, ready to launch their assault in the first turn. Positioned on the ridge to the left of the road, two Ashigaru units from the Raitetsu clan remain unaware of the impending threat. The remaining Raitetsu force is encamped in a nearby town and is set to provide support starting from turn 2 when messengers arrive sounding the alarm.
A view of the tabletop from the Aoi-kage starting position. The Raitetsu can be seen positioned on the hill and their camp in the background at the other end of the tabletop. |
Two Raitetsu Ashigaru units defending the hills and road. One of them has cannon. |
Game report - Opening turns…
Advancing with determination, the Aoi-kage forces pushed towards the ridge, aiming to oust the Raitetsu defenders before any reinforcements could arrive. While they managed to catch the defenders off guard, their hopes were soured by poor shooting and they soon needed their additional ammunition supplies. In contrast, the defender’s shooting was proving to be for more accurate from their elevated vantage point, and the presence of supporting cannon posed a formidable challenge for the attacking forces.
Aoi-kage units advance on the defended hill. |
The attacking Aoi-kage forces used a reactions to shoot at the defenders on the hill. Whilst, the defenders used their reactions to quickly move up their reserves once the alarm was sounded. |
The defending units are still hanging on and their reserves can be seen not far away. |
Gaming notes:
- On the opening turn and after drawing 5 green dice, the attacking Aoi-kage opted to stop drawing any further dice ending their turn so there was no reaction by Raitetsu units. After the game I was thinking I should not have added the reaction die into the bag to reflect surprise, even though it was not drawn in this occasion.
- The attackers used their reactions to shoot to compensate for poor shooting rolls and the defenders used any reactions to move up their reserves as quickly as possible.
- The attackers had used up all their ammunition supplies to offset the out of ammunition rolls.
Middle game turns…
The Aoi-kage clan achieved a breakthrough by successfully routing one of the Raitetsu units defending the hill, establishing a foothold on the right side. However, their momentary joy was quickly extinguished when they saw the Raitetsu reserves arriving and thwarting any ideas they had to outflank the remaining unit defending the hill. In a last-ditch effort to regain momentum at this critical point of the battle, the Aoi-kage Daimyo ordered a unit of samurai to charge up the hill and dislodge the remaining Raitetsu defenders.
The Aoi-kage forces have gained control of the right of the hill and are now faced by the arrival of Raitetsu reserves. |
The battle is fierce in the centre. |
Aoi-kage samurai about to charge up the hill and in the centre they suffer a loss of a unit. |
Gaming notes:
- The Aoi-kage used some of their reactions to swiftly move their Samurai into position to attack the hill.
- The Raitetsu reactions were used for shooting which allowed them to gradually get the upper had in the centre.
- The dice being put into the dice bag are reduced to 4 for the Aoi-kage forces which are down to 4 units.
End game turns…
As losses mount the dice for Aoi-kage’s turn are down to 4 dice. |
Raitetsu forces regain part of the hill. In the centre the Aoi-kage Hatamoto charge the enemy centre. |
The remaining Aoi-kage unit retires after the loss of their Daimyo. |
A poem of the battle described it as so…
As Aoi-kage's fortunes waned upon the hill,
Samurai, though weary, reclaimed with skill.
Yet ill-prepared for Raitetsu's swift reply,
Daimyo charged, but glory met an arquebus sigh.
Gaming notes:
- As units were lost on both sides and the number of dice in the bag decreased, the probability of drawing a reaction dice became higher.
Summary
The bag of dice activation mechanism worked well for me, especially with smaller OHW games consisting of six units. The dice are placed by the activated unit to track activations and is quick with less dice rolling that the previous method to test for a reaction. As the game progressed with unit losses, the chances of reactions increased. This does encourage players to retire units before they are eliminated, so they don’t reduce the number of dice in the bag.
In the game the option of not activating all units, especially after activating 3 to 4 units without interruption, is very tempting.
Nice looking game!
ReplyDeleteNeil
Thank you. All the banners that come with the samurai armies do help make them standout on the tabletop.
DeletePeter, this is really interesting to see your switch from smaller, homogenous weapon units to mixed weapon retinues. These larger retinues appear to carry one hit marker just as in the "old" days. Has played changed in your mind from switching from one method to the other?
ReplyDeleteOvertime I have gradually painted a few more bases which allows me to have 8 bases for a unit when gaming with just 6 units per side. The single base at the back of a mounted samurai was added just because it looked nice. The types of units I use in the samurai games is still in a bit of a flux.
DeleteLovely table. I have used dice draw with Sword & Spear, but the reaction dice is a superb addition to that mechanic.
ReplyDeleteThanks Norm. Using a dice bag draw, not just for this approach, but other variants as well I a fun mechanic that adds a bit of suspense to a game.
DeleteThis was a great looking game with an exciting ebb and flo of fortune, but with what seemed like a realistic ending Peter - and the activation method using the dice in a bag worked very well too by the look of things!
ReplyDeleteIt is an enjoyable OHW scenario. The activation provided those interruptions to a sides actions which I look for as a solo player, and seem suitable for this period.
DeleteThe activation and reaction system seemed to work well. Just one thought struck me concerning the reserves being brought up as a reaction; should reacting units be able to see what they are reacting to? I think that's one of the bits I liked about the 'Light Brigade' rules.
ReplyDeleteSomething to consider, at the moment the reacting player can react with any unit, rather than to the last action by the opposing player. This is partly because the reaction represents an opportunity to directly react (eg, shooting and counter charging) or reposition some of their forces during a lull in enemy actions. Interruption maybe a better name for this rule. Thanks.
Deletei'll admit I don't really understand the reaction mechanic, but it's probably evident in action. Game looks good though. Games set in this period have certain expected appearance and this fulfills it. 😁
ReplyDeleteHi Stew, while I like the IGO-UGO turn method, I was looking to keep the IGO-UGO and add a little bit of friction into a player’s turn where the opposition get to interrupt with one action per turn in most situations. This more so from a solo gaming perspective to mix things up a little bit and keep the IGO-UGO feel to the game.
DeleteGreat looking game Peter. The reaction dice mechanism seemed to work well, with the bonus of provoking thought about husbanding ones units. Nice one.
ReplyDeleteThanks. In this game, the retirement of units to keep them on the tabletop (and keep the dice) occurred once for the defenders when they rushed up their mounted samurai and after harassing the enemy retired quickly.
DeleteHi Peter I'm a little late to the party here but let me say that table looks beautiful!!! The poem at the end seals the deal for me also. :-)
ReplyDeleteThank you. The poem was a last minute idea and I used ChatGPT to create it from the end game details.
DeleteInteresting mechanic for the activation and reaction Peter. Adds some suspense and the chance of a "Hollywood" style intervention in the flow of the game.
ReplyDeleteFigures and table look great and the battle ode is awesome!
"glory met an arquebus sigh" very Haiku!
I need to play a few more games with the reaction mechanism, but I like it with the samurai games. The poem or ode was a last minute addition with help from ChatGPT.
DeleteA table full of Samurai- always looks great!
ReplyDeleteThey certainly add lots of colour to the tabletop. Thanks.
ReplyDelete