Monday, 5 October 2026

Battle of Nagakute 1584 Game Report

Over the past few weeks, I have been making some dice trays and mountainous-looking terrain, with the aim of getting my Samurai armies onto the tabletop for a game. I have decided to try a slightly modified version of the Arrowstorm rules, part of the "You Command" Series of rules by Daniel Mersey and on Wargames Vault.

The rules being used with some house rules for managing Sonae as units.

I have used the Arrowstorm rules before for some Hundred Years War games, and I have always thought they could work quite well for Samurai battles. There were a couple of things in particular that made them appealing for this use.

The first is the limited number of actions available to units. This naturally encourages units to operate in groups, which fits quite nicely with Sendoku period combined-arms formations (Sonae). For my house rules, a Sonae is treated as a single group consisting of Arquebusiers, Ashigaru and Samurai, with the three elements remaining together throughout the game.

The second is the tactics chart and limited number of orders. These provide some interesting choices during a turn, while also allowing units to be ordered more than once. I like this combination of limited choices and the ability to give units additional orders, as it provides more player decisions especially when all your units (Sonae) are essentially the same.

I made my own tactics chart so my Samurai messengers (Tsukai-ban) could fit and used as tokens.

I did make one house rule change to the combat rule. In the original rules, I found combat to be a little too advantageous for the attacker, as the attacking unit rolls for hits first and removes casualties before the defender gets a chance to respond. Instead any Ashigaru in the defending Sonae roll first, with casualties being removed from the attacking unit before the attacking Samurai and Ashigaru get to roll for their hits. Finally, any remaining Samurai defenders roll for their hits. This seems to even things up a bit.

This house rule is intended to reflect the role of the Ashigaru, particularly those armed with spears and longer weapons, in absorbing and holding off the initial attack before the Samurai became involved in the fighting.

A game underway using a mix of miniatures I have collected over the years. Most of the models are from Minifig S-Range, but there are some Dixon models, 25mm Minifig Samurai, and even some plastic 1:72 scale (which work best with the S-Range).

For the first game, I wanted something relatively simple, so I had a look through "The Samurai: A Military History" by S.R. Turnbull, and I found a useful diagram of the Battle of Nagakute, 1584. 

The battle was part of the Komaki Campaign, where a series of battles were fought between the forces of Hashiba Hideyoshi and those of Oda Nobukatsu and Tokugawa Ieyasu. The Battle of Nagakute ended in a convincing victory for Ieyasu.

A battle map from "The Samurai: A Military History".

Battle Setup

The game uses a hex grid with each Sonae consists of seven bases: two Missile bases, two Ashigaru bases, two Samurai bases and a commander base. 

Dice trays containing 3 dice are used to track the strength of each Sonae. Black dice represent the Arquebus and bow troops and start with 2 pips, white dice represent the Ashigaru with 3 pips, and red dice represent the Samurai with 5 pips. When the overall army commander is attached to a Sonae, the Samurai receive an additional pip, giving them a starting strength of 6.

These starting strengths are based on the equivalent unit strengths used in Arrowstorm for bows, spears and men-at-arms units.

The tabletop can end up looking a bit messy when two units move into the same hex as an enemy unit so they can engage in combat. The combined 14 bases do not fit in a hex. Fortunately, this does not matter, provided the commander's base and the dice tray are in the correct hex. Any remaining bases are simply positioned around or near the hex as neatly as possible.

For the game, initiative was diced for, with Ikeda winning the initiative. On the tabletop, Ieyasu's forces are represented by the red army, while Ikeda's forces are represented by the blue army.

The battle setup on the tabletop.

Battle Report

The battle opened with Ikeda's right wing advancing and engaging Li Naomasa. Ikeda's forces gradually gained the upper hand as additional Sonae from both forces were fed into the battle. Oda Nobuo moved up from Ieyasu's left reserve, while one of Ikeda's Sonae joined from the centre reserve.

The battle begins on Ikeda's right wing.

More Sonae move up to engage as Ikeda's forces gain the upper hand. (I should have painted the backs of the mountains!)

As more Sonae moved up to join the battle, the fighting gradually shifted towards the centre. Ikeda's right and centre continued to hold the advantage, while Ieyasu with his Sonae on the right flank eventually joined the fighting in the centre hoping his presence would help to turn the tide. Despite these reinforcements, the momentum still remained firmly with Ikeda's army. 

Ieyasu and his Sonae join the fighting in the centre.

Things are looking pretty bleak for Ieyasu.

In a final attempt to change the course of the battle, Ieyasu committed his last remaining Sonae to the fight. By this stage, his forces were heavily outnumbered, but they fought on bravely against the odds. In the end, however, numbers told. Ieyasu's Sonae was finally routed, and Ieyasu himself narrowly escaped being killed in the fighting.


All Ieyasu's Sonae are committed to battle.

The sound of musket shots,
Echo beneath the mountain tops.
The brave stand and banners fall,
While dice and fate decides it all.

Wrap up

A convincing win for Ikeda and a complete reversal of history!

The Arrowstorm rules create some interesting decisions throughout the game, particularly when picking the four orders on the tactics chart and having to trade-off between movement and combat. On more than one occasion one side or the other wasted a battle order as there were no units to battle.

When a Sonae has lost its Arquebus strength, it needs to close quickly with the enemy. Else, it risks having its remaining strength gradually whittled away by enemy shooting. 

The special tactics also add to the decision-making, as some tactics improve movement, combat or shooting, and they need to be used at the right moment to maximise their effect.

One of the things I particularly liked was being able to treat the Sonae as combined-arms units, with Arquebusiers, Ashigaru and Samurai all operating together. This seemed to work well on the tabletop and is the way I want my Samurai armies to operate.

The house rules all seemed to work well, with the changes to combat reducing the alpha strike effect and making it important to retain some of a Sonae's Ashigaru strength to help against combat attacks.

I now plan to carry on using these modified rules in a few One-Hour Wargames scenarios and see how they play out.

27 comments:

  1. This was a very interesting post. What you have to say of the rule set sounds attractive to me - something evocative of the topic - Samurai battles of the Sengoku period. Your armies and battlefields are equally evocative. I was also rather taken with your bosky mountain spurs! Excellent!

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    1. Thanks. I had to look up bosky as I have never come across this work before. I will be continuing to use these rules with the house rules for combat as they are quite different and seem to work well for the period.

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  2. I quite like the combined unit approach for my Wars of the Roses armies, but when I tried the Arrowstorm order system I didn't get on with it.
    Like you I have issues with units not fitting in hexes, mainly for my LotR forces using Dragon Rampant. I enforce a separation of 1 hex between friendly units, and units fight when adjacent; I find it works really well

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    1. I did consider having units fight adjacent hexes due to size constraints. In the end the as the Sonae were treated as one unit I could get away with just knowing where my commander and the units strength points were, all the other bases were just for the visual effects.

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    2. My main point was really about the 1-hex separation between friendly units allows them to spill over the edge of their hex without getting in the way of other friendly units - looks good too. Whether the combat requires attackers to move adjacent or into the defended hex is immaterial and either can be adopted.

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    3. Agree, the spill over of bases does look good and provides a little bit of a chaotic look.

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  3. Very good to see this fine collection back out on the table! I vaguely recall playing a medieval Arrowstorm game with you. Were we playing on a grid in that one? And, were Battles joined into combined arms as in this one? A reckon Adrian Nayler's WotR Blood Red Roses rules would work too since a BMU has combined arms integrated into one Battle. Same as you have done here for your Sonae.

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    1. You are correct, we did play a medieval game with these rules. The Blood Red Roses rules sound interesting.

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  4. In the Wars of the Roses supplement for Hail Caesar (WG), they allow billmen and bow to work together in a combined unit, rather like you are doing above.

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    1. Thanks for the tip. Making a game interesting where all units are combined arms is quite a challenge for rule sets.

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  5. Super looking table and a great collection on the table top too, very nice. I enjoyed the read and the rules seemed to give a good game.

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    1. The rules were enjoyable to play, especially using the tactics chart and limited orders.

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  6. After painting those five female Samurai recently, I do have a slight hankering to maybe do some more - but I think I will resist though, Peter, despite the extra temptation of seeing this lovely game.

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    1. Not tempted to try a skirmish game with them, or is that a slipper slop to larger armies :-)

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  7. Nice setup and an enjoyable battle report. Thanks for sharing.

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    1. Thanks. It is always fun get newly made terrain into a game.

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  8. Excellent looking game there and the rules seemed to work well for you:).

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    1. Thanks. I will be continuing to game with Arrowstorm and the house rules.

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  9. Super looking game, Peter. I do like the combined arms idea as well.

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    1. In the past I have used pike and musket rules from OHW and it did not feel right. So I very happy to go down the combined arms path which seems historically the way they fought.

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  10. Awesome looking game and minis I also have some 1/72 Samurai minis though much less than your collection.

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    1. Thanks. It is a collection of figures somewhat haphazardly collected over the years. Some figures going back 50 years.

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  11. That looked fantastic Peter. Your new mountains looked perfect (a bit of cropping of the photo and no-one would know—like the towns in those old westerns!).
    A really interesting battle/game too. The Ikeda took the initiative and never lost it. I have come late to the Sengoku Jidai, initially as background to later events and then having my interest kindled. I am going back to the beginning (which one, of course?), so am still trying to work out the events and 'lesser' personalities. A most enjoyable 'problem' to have—plenty of good books to help me and, of course, those excellent sites about Samurai from Japan.
    Best wishes, James

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    1. Thanks. I really should re-read The Samurai: A Military History as it is ages (decades) since I last read it.

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  12. The new terrain is awesome Peter. Really evocative of the paintings and drawings you see from that time.

    I am glad the rules gave a good game and look forward to seeing a few more battles, and I love the poetic wrap up 😁

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    1. It was fun to get the newly made mountains into a game, and the rules will definitely get another run.

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