Rules

Saturday 20 July 2024

Remote Samurai Game

A day or so ago, I had the pleasure of hosting and playing a remote samurai game with Jon from Palouse Wargaming Journal. It had been quite some time since my last remote game, as other non-wargaming activities had been keeping me busy.

Early stages of the game

My remote gaming setup is quite basic, consisting of a mobile phone running the remote meeting and a camera attached to an extendable tripod. Generally, this works well since I limit the tabletop playable area to either 5x4 feet or 4x4 feet. This setup allows the tripod and mobile phone to cover the entire table from a set position, giving the remote player a good view. 

For the samurai game, I used a 6x4 foot area, which required occasionally moving the tripod so Jon, the remote player, could see all the action. As the game progressed and the armies closed in, the need to reposition the tripod was less. However, the tripod is not always stable when the mobile is extended up quite high to get more of a top down view, and there were a couple of times where the tripod toppled over, causing Jon to experience a virtual "face-plant" on the tabletop. Despite these hiccups, the larger table was manageable.

A cheap tripod and mobile are used for hosting remote games.

The game takes place during the Sengoku period, featuring a clash between two hypothetical clans. The Shinku (Crimson) clan had been relentlessly besieging a castle allied with the Ao (Blue) clan. In response, the Ao clan dispatched a relief force, which has secretly marched overnight and used the early morning fog to surprise the Shinku forces. As the fog lifted, both armies found themselves face to face, ready for battle.

The order of battle:

Shinku (Crimson) clan

  • 1 x Mounted Samurai (Hotomoto) with Daimyo
  • 2 x Foot Samurai units
  • 4 x Ashigaru units
  • 3 x Tsukai-ban
  • 1 x Command tent

Ao (Blue) clan

  • 1 x Mounted Samurai (Hotomoto) with Daimyo
  • 1 x Mounted Samurai unit
  • 2 x Foot Samurai units
  • 4 x Ashigaru units
  • 2 x Tsukai-ban

While the Ao clan outnumbers the Shinku clan, the overnight march left them poorly organised for battle. This disarray is reflected in their having fewer Tsukai-ban (messengers) and no command tent, resulting in a reduced chance of their units rolling for multiple actions when activated. Additionally, the absence of a command tent means their Tsukai-ban cannot be reassigned to other units.

Deployment

The Shinku clan must deploy all their units within the red zone. The Ao clan will deploy after the Shinku clan and can place units anywhere in the blue zone.

Map of the tabletop showing deployment zones.

Game Length and Turn Order

The Ao clan player always goes first in each turn. The game lasts until one army is reduced to two units.

Victory Conditions

Reduce the opposing army to two or less units.

Game Report

The Ao clan positioned their samurai on each flank, with their Ashigaru in the center and their mounted samurai and Hatamoto held in reserve behind the centre. The Shinku forces, on the other hand, formed two battle lines placed their Ashigaru in the front line and kept their all their samurai and Hatamoto units in a reserve line.

Opening moves of the battle with Ao samurai units advancing on the flanks.

Battle Report

The battle commenced with the Ashigaru units of both armies advancing towards each other. They were soon engaged in an exchange of arquebus fire. While the Ao samurai on the flanks advanced, entering the wooded area on their right and the hills on their left. 

Despite effective shooting by the Shinku forces, the Ao samurai on the flanks proved to be a real handful and threat. Their aggressive advances had disrupted the Shinku battle lines, forcing them on the defensive and causing one of their units to rout.

The Shinku are forced to retreat from the woods.

As the battle progressed, the Ao attack intensified, putting significant pressure on the Shinku army. In response, the Shinku forces advanced their samurai and Hatamoto units to counter the threat from the Ao flanks. Their Ashigaru in the centre continued to performed well, successfully routing part of the Ao centre. This forced the Ao clan to advance their mounted samurai and Hatamoto earlier than planned to maintain pressure on the Shinku centre.

The Shinku respond to the Ao samurai attack from the hill.

The Ao Hatomoto are engaged early plugging the gap in the centre.

The Shinku army having endured the Ao army’s attack, and despite suffering significant casualties, began a counter attack led by their Ashigaru. The Ao army having exhausted its strike force of samurai from their earlier assaults, were forced onto the defensive, and were eventually forced to retire from the field of battle.

A turning point in the battle as the Shinku forces reorganise to counter attack.

The Ao army having been reduced to two units retires from the field of battle.

Summary

Congratulations to Jon for his hard-fought win. The Shinku army did initially struggle with the Ao flank attacks by their samurai units, but were able to withstand them. In the centre their Ashigaru were effective, guided by the Tsukai-ban, and they wore down the Ao units with their shooting. This meant the Ao Ashigaru failed to inflict sufficient damage with their shooting for their mounted samurai and Hatamoto to launch an effective assault in the centre. A most enjoyable game.

For the game, we used my home-brew samurai rules. There are a few areas of wording I need to clarify and tidy up for my next game. The activations and use of Tsukai-ban seemed to function as the rules intended. Alas, there were no personal challenges during the game. I suspect we both forgot about that rule.

18 comments:

  1. Thank YOU for the game, Peter! It was good fun and a great chance to catch up after our long hiatus. Now that you are retired, perhaps we will see more tabletop action? Yes, those two face plants were jarring and seemed as if in slow motion as the camera tipped into the table.

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    1. It has been a while and retirement does offer the opportunity of more games :-) Well played! I have finally worked out how the keep the tripod stable.

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  2. A great game there Peter, but that virtual faceplant must have been quite unsettling for Jon to experience!

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    1. Thanks, an enjoyable game and the random face-plants did not put Jon off from playing a good game.

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  3. Lovely looking game that sounded like it was a good tussle Peter!

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    1. It certainly was a good close game with a few twists and turns.

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  4. Great looking game and a good report, a hard fought battle and it seemed to swing back and fore.

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    1. The game certainly did ebb and flow which made for an absorbing game.

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  5. following this with interest, it is quite correct that the messenger played a key part in any samurai campaign or battle, as did the personal challenges

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    1. The rules for the messengers worked nicely and the Ao (blue) clan with an extra unit but fewer messengers was less effective. A suitable moment for a personal challenge either did not occur, or I just missed the opportunity.

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  6. Great looking game Peter.
    Very closely fought by the sounds of it.

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    1. Thanks. yes, it was a close game only slipping away from me in the last two turns.

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  7. Wonderful looking battlefield and figures Peter and I like your backdrop very much.

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    1. Thanks. The backdrop is foam board painted with a combination of paint and pastels for the detail.

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  8. Smashing report and lovely looking game Peter.

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    1. Thank you. It was an enjoyable remote game with Jon.

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  9. This is a fine-looking action - and I do like the way the armies are presented. Great to look at! I'm intrigued by your incorporation of the tsukai-ban into your game system. Having a few such figures of my own (Zvezda - some are kneeling - no doubt receiving instructions or delivering reports - but I daresay they could be incorporated into my own games. I was going to use the mounted ones as command figures, But I've been wondering what was the significance of the chappies...
    Cheers,
    Ion

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    1. Units dice for activation using a D6. The result determines the number of actions the unit can take:
      On a score of 1, the unit fails to activate.
      On a score of 2-4, the unit can perform 1 action.
      On a score of 5 or more, the unit can perform 2 actions.
      If a tsukai-ban is attached to the unit, add 1 to the D6 roll. Tsukai-ban can move between units, but must first return to the command tent.
      I hope to post the rules in the next couple of weeks.

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