Rules

Friday, 16 February 2024

Remote Samurai game report

Today I had the opportunity to host a remote gaming session with Jon from Palouse Wargaming Journal using One-Hour Wargames scenario 4 - “take the high ground”. The scenario is set in the Sengoku period, where the Raitetsu clan plan to launch a surprise morning assault aiming to seize a crucial hill to ensure the protection of a vital road. In response to the anticipated threat, the Aoi-kage clan have deployed a third of their forces to safeguard the hill and set up camp with their remaining forces to the east of a nearby town.

We used rules heavily inspired by the pike and shot rules from One-Hour Wargames (OHW), with a modification of using D3 dice instead of D6 for combat. Additionally, a different activation system was employed, allowing for interruptions by the opposing player. The activation procedure is:

  1. At the start of a player’s turn place one dice for each unit in play and any reserves due that turn into a dice bag (or tin). Make sure they are all the same colour. Then add one additional die of a different colour to the dice bag or tin.
  2. Shake bag and draw one die. If it is not the odd colour, the player can move or shoot with one of their units. If it is the odd die, then the other player can react by moving, charging, combat, or shooting with one of their units.
  3. The player continues drawing dice until they have activated all the units they want, or until there are no more dice.
  4. Repeat step 1 for the other player.
When using this activation method, if you have successfully activated half of your units without any interruptions, a common dilemma arises regarding whether to conclude your player turn or push your luck. As the chances of drawing an interruption dice increase. Then in the later stages of the game, as armies dwindle in size due to unit losses, the probability of drawing an interruption increases since fewer dice are placed in the bag. This may prompt a player to choose not to draw any dice in specific situations, skipping a turn, and instead rely on interruptions during the opposing player's turn.

The opposing armies clash.

Order of Battle

Aoi-kage clan

  • 4 x Ashigaru
  • 2 x Foot Samurai (1 of the Samurai are the Daimyo’s Hatamoto)

Raitetsu Clan

  • 4 x Ashigaru
  • 1 x Foot Samurai (the Samurai are the Daimyo’s Hatamoto)
  • 1 x Mounted Samurai

Each player was allowed to select 3 stratagems, eg supplies, cannon, extra move, etc.

Deployment

The Raitetsu clan begin the game deployed south of the hill behind the red line.

The Aoi-kage clan may place 2 units on the hill. The remaining forces must be placed east of the town and behind the blue line.

Reinforcements

The Raitetsu clan move on turn 1.

The Aoi-kage clan can move on turn 2 when the alarm is raised.

Game length and turn order

The game length is 15 turns and the Raitetsu clan move first.

A map of the tabletop. I basically stretched the OHW scenario length-wise so all the units begin on the tabletop

Battle Report

The Raitetsu clan arranged their forces in three columns, with the quicker Samurai tactically positioned on the right flank, prepared to swiftly advance down the road, flanking the hill and blocking any advancing Aoi-kage clan reserves. On the other hand, the Aoi-kage clan had placed two Ashigaru units on the hill, each equipped with a cannon.

Initial deployments.

The Raitetsu clan quickly manoeuvred their units down the road, carefully placing their Ashigaru to engage in arquebus fire, specifically with the Ashigaru positioned at the eastern end of the hill. As the defending Ashigaru depleted their ammunition, they were compelled to descend the hill and charge their assailants. The Raitetsu cavalry, having charged ahead, were effectively impeding any swift movement by Aoi-kage clan units along the road.

The Raitetsu forces launch their attack.

Only one of the defending Ashigaru units could engage the carefully positioned attackers.

Out of ammunition the defending Ashigaru charge down the hill, rather than just stay put and be shot at.

As the battle unfolded, momentum started favouring the Aoi-kage clan. A unit of foot samurai successfully reinforced the hilltop position and initiated an assault on the Raitetsu clan centre. Recognising the imperative to regain momentum, the Raitetsu clan Daimyo and his Hatamoto made a formidable attack against the Aoi-kage Daimyo. Realising the threat to their leader, two Aoi-kage clan units hurried to support their Daimyo, but their arrival was too late and their leader was routed. Consequently, all Aoi-kage clan units were demoralised by this turn of events, incurring additional hits.

The hilltop is reinforced by a unit of foot samurai who immediately charge to engage the Raitetsu centre.

The Raitetsu Hatamoto charge. 

With help arriving too late the Aoi-kage Daimyo is routed.

At this juncture in the battle, momentum had indeed shifted back to the Raitetsu clan, but the question remained: was it enough? Despite this shift, the Aoi-kage clan maintained control of the hill, and the Raitetsu Daimyo had made a tactical withdraw. Fate favored the Aoi-kage clan when an interruption allowed them to launch an attack on the Raitetsu Daimyo, transforming his withdrawal into a rout. Similar to the Aoi-kage, losing a Daimyo resulted in hits to their remaining unit. With few game turns left, the remaining Raitetsu units advanced towards the hill. However, the battered Aoi-kage units successfully held the hilltop, securing a victory as they retained control over the crucial hill.

The Raitetsu clan make a tactical retreat to refocus their attack on the hill.

Fate favoured the Aoi-kage clan and they are able to rout the Raitetsu Hatamoto.

The desperate defence of the hill in the final game turns.

The hilltop is held - victory to the Aoi-kage clan.

Summary

The activation method certainly provided a few “do I draw another die” decisions from both Jon and myself. In the final few game turns I actually declined to draw and make any activations, but that was only an option for me due to time running out.

The stratagems added an enjoyable dimension to the game. Each of us had three, enabling our armies to resupply a unit when out of ammunition, have an extra free move at the beginning of a player's turn, and, in my case, providing a couple of cannons that enhanced the shooting capabilities of units. Jon proposed an extra stratagem, which I have tentatively named "feint," which would involve adding another interruption die to the bag on one turn.

Thank to Jon for a most enjoyable game.

18 comments:

  1. Well, I did not have very long to wait, did I?(see previous post comment!) Certainly worth the rather short wait, Richard - seems like a pretty close game with a lot going on and some interesting tactical decisions to be made by both players. The figures and terrain look great too!

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    1. There were a few difficult decisions to make for both players. The momentum, or luck, did go my way early on only for Jon to wrestle momentum back, but with insufficient turns to take the hill.

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    2. And don't ask me why I called you Richard...Peter!

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  2. Hey Peter that's not the 3inch x 3 inch basing

    It really looks good

    Are they S range Minifigs

    Paul

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    1. The miniatures are a mix of manufacturers with the majority being the S range from MiniFigs. There are some old Dixon and 1/72 plastic figures included. The 1/72 work surprisingly well with the S range. I have them based on 2x2 inch bases, and in this game 9 bases make a unit that is 6x6 inches on the tabletop.

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  3. Excellent report, Peter. I really like the activation mechanic and the strategems and feeel they add a very nice tension to OHW styled games.

    Also Scenario 4 from OHW is my favorite in the whole book. I've lost track of how many times I've played it :)

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    1. I enjoy this activation approach as it adds a little bit of chaos while still allowing a player to activate all their units. The stratagems are all assigned to particular units do add tension, particularly the free move when assigned to cavalry.
      Yes, scenarios 4 provides some very enjoyable games.

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  4. Thank you for a most enjoyable report.

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    1. Thank you. The game reports can take a while to write.

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  5. Peter, thanks for a very entertaining and enjoyable game! You really outplayed me in this one as I tried to avoid your artillery positioned on the hill and my ill-advised charge pell-mell into your spear-armed Ashigaru. You tried to give me a second chance to reconsider but I plunged in anyway. I like the stratagems although I failed to make optimal use of my choices.

    Great fun!

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    1. I thought the charge by your mounted samurai proved to be quite useful, they delayed the advance of 50 percent of the reinforcements and ended up eliminating one unit of Ashigaru. The stratagems did add a twist and decision making to the game. Glad it was a fun game.

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  6. Great report Peter and a well fought game with both sides having the upper hand at different times.

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    1. There was a bit of ebb and flow to the game. When Jon go some momentum I was fortunate to get an interruption and minimise the damage. Thanks.

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  7. Red versus blue flags help know who is who. 😀
    Looks like you both had fun. 😀

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    1. These samurai are painted in a toy soldier style. It was good fun with a few groans whenever the interruption die was drawn.

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  8. Well that all went very well Peter. Your very entertaining report reveals a great looking game and excellent mechanics.

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    1. I was very happy the way the activation mechanism worked out, and the stratagems we fun to use for both players.

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