Daimyo Rules
Daimyo Rules
Daimyo Rules
By Ian Duncan
January 2004
Introduction
These rules are intended for playing large-scale samurai battles using 15mm wargames
figures. They should work well with other scales since they use a fixed stand size. It is my
intention to support these rules through a web site currently in development. Thanks are due
to Colin Bremner for his advice and critique during the testing of these rules.
The rules cover the period known as The Age of the Country at War or Sengoku-Jidai. This
was a period when samurai armies became much more organised, the importance of ashigaru
troops was recognised and the increasing use of firearms altered samurai warfare forever. It
was also an age that produced some great commanders such as Oda Nobunaga, Toyotomo
Hideyoshi and Tokugawa Ieyasu to name but a few. And, in a period of continual warfare,
there were hundreds of battles, some of them epic encounters like Nagashino, Sekigahara and
Kawanakajima. It is my hope that Daimyo will capture some of the excitement of this
colourful and unique period of history.
Scales
Ground scale: 1cm = 10 metres.
Figure Scale: 1 stand = 150-300 men.
For campaign purposes, a complete turn can be considered to be about 20 minutes.
All distances in the rules are in centimetres. All dice are of the normal six-sided variety,
therefore the term “2d6” means roll two six-sided dice to yield a total. The only record
keeping is for leader command ratings.
Contents
1. Troop classifications / Organisation
2. Sequence of play
3. Movement
4. Disorder
5. Morale
6. Firing
7. Melee
8. Artillery
9. Weather
10.Winning and Losing
1. Troop classifications / Organisation
A stand of figures can be of any suitable width/depth and have any number of figures. The
only requirement is that all stands be of the same width. Only leaders can be based
individually. All figures on a stand must be of the same basic troop type. Ideally, most of the
figures should have a sashimono (back banner) to aid in identifying their clan. At least one
officer, standard bearer and musician figure is recommended per unit to enhance visual
appearance. My stands are 40mm wide and have three figures each and base depths are
15mm for infantry and 30mm for cavalry. The table below specifies the available troop
classifications.
Troop Type is the basic classification of a figure. Mounted Samurai and Mounted Warrior
Monks are collectively referred to as Cavalry. All other types are collectively referred to as
Infantry. References to Samurai include Mounted Samurai and Young Samurai unless
specifically stated. References to Warrior Monks include Mounted Warrior Monks unless
specifically stated. Rules for Artillery are listed under optional rules since cannon was rarely
used on the battlefield.
Quality can be thought of as a combination of training, experience and morale. Levels from
highest to lowest are Elite, Veteran, Seasoned and Raw. Elite would normally, but not
exclusively, be reserved for the General’s hatamoto unit, see Generals section below.
Weapon is the main weapon used by the unit. All cavalry carry Lance (mochi-yari) and have
the option to carry a Bow (yumi) in addition to the lance. For infantry, these can be
Improvised Melee Weapons (M), Long-shafted Spear (LS), Pole Arm, Bow or Arquebus.
Improvised Melee Weapons include inferior quality swords, tetsubo (staff) and even farm
implements used by peasants. The Long-shafted Spear (nagae-yari) can be up to 18 feet long
and is the preferred weapon of non-missile armed ashigaru. Pole Arms include the majority of
weapons used in close combat such as the yari (spear), naginata (glaive) and also the no-dachi
(long two-handed sword). Bow (yumi) and Arquebus (teppo) armed troops can fire at range
during the firing phase or, in some circumstances, when being charged. Missile armed
ashigaru are considered to carry improvised melee weapons for close combat.
Armour rating reflects the amount of protection afforded by the armour and also affects the
movement rate of the wearer. Armour classes are Heavy, Medium and Light.
Leaders
There are two types of leaders, Generals and Daimyos. Each army must be commanded by a
General and each clan will be commanded by a Daimyo. These terms are used for
convenience in the rules as some commanders would not necessarily be a daimyo, such as an
Ikko-ikki leader, and the General himself could be a powerful daimyo.
Generals
Generals during this period tended to command from their suitably positioned headquarters
enclosed by maku screens with communications being conducted through an efficient
messenger system. Each army should have one General figure representing the army
commander himself and his personal retainers. The General could be a daimyo, a monk or
some other influential personage. He can be based as an individual, possibly seated, or on a
cavalry size stand and include the general figure together with some members of his
entourage such as standard bearers for aesthetic appearance. Whither based as a single figure
or with other figures, the General is treated as an individual and does not participate directly
in combat. Each General is given a Command Rating from 2 (worst) to 4 (best) that is used to
determine which army has the initiative each turn. This rating may be decided by
scenario/campaign, but for one-off games roll 1d6 on the Commander Rating Table before
the game begins.
A seated General would be more common in this period but there were exceptions such as
Tokugawa Ieyasu during his early career. The seated General begins the game in his
headquarters and would normally remain there throughout the battle. Headquarters should
measure at least 40mm x 30mm. When activated, the General may mount up and abandon his
headquarters to become mobile. Once abandoned, the headquarters is permanently removed
from the table for the rest of the game and the General must then remain mobile. The
advantage of being seated is that he gains an initiative bonus (see Sequence of Play below).
A mobile General does not have a headquarters and may not set one up during the game.
There are no restrictions on the initial deployment of a mobile General. The mobile General
has the advantage of being able to join units and play a more active role in the battle but at
the expense of possibly surrendering the initiative. Rules regarding the movement of
Generals refer only to mobile Generals.
A small hatamoto (bodyguard) unit of 2 to 4 stands may accompany the General. This unit
must be on foot for a seated General and mounted for a mobile one. Whether mounted or on
foot, they must begin the game deployed within 20cm of the General and may be attached to
the headquarters or a mobile General. They must remain within 20cm of the General and may
only move beyond this distance as a result of combat or morale. They may willingly charge
an enemy unit beyond the 20cm command range but should attempt to return to their lord as
soon as possible. Should a seated General choose to abandon his headquarters, the hatamoto
have the option of becoming mounted provided they are in contact with the headquarters,
have no more than 2 stands and are not engaged in combat. Simply replace the infantry unit
with mounted figures. As mounting up takes the full turn, they may not make any voluntary
movement until the following turn. Hatamoto are activated with the General.
Daimyos
Daimyos should be based as an individual figure, either mounted or on foot as appropriate.
Daimyos are given a command rating in the range 1 (worst) to 3 (best) to reflect their overall
ability and have a command range radius of 15cm whether attached to a unit or not. The
command rating will be used in morale tests and also in obedience tests for units out of their
command range. Attached commanders also impart a combat bonus in melee. As with
generals, these ratings should be decided before the game begins using the same Commander
Rating Table. As an option, roll for ratings when they are first required. In reality though, the
ability of samurai commanders would be well known, even to their enemies – they weren’t
shy when it came to advertising their prowess!
2. Sequence of Play
The game is played as a series of game-turns. During a game-turn, each player will take it in
turn to activate a single clan or his General. When activated, the units in the clan may move
and conduct combat actions. Units in non-active clans do have some limited actions they may
perform such as fighting against or responding to charges by the active clan. Activating the
General allows movement of the General (if mobile) including any unit he is attached to, and
his hatamoto bodyguard.
A. Beginning of turn
At the beginning of a game-turn test for a change in the weather (if using weather rules).
Next, test for initiative. Each player rolls a d6 and adds the score to his General’s Command
Rating. Seated Generals gain an extra +1. If the General has been incapacitated then no
additions are made to the die roll. Deduct 1 for each friendly unit that has been
destroyed/dispersed and also for those currently in rout. The player with the highest result has
the initiative for this game-turn; re-roll if scores are tied. The player with the initiative
chooses to be the first or second player to dice for clan activation.
An alternative card-driven system is described below which gives players much less control
over the activation of their clans and is also recommended for solo play.
B. Clan activation
Players alternate in attempting to activate their clans. To activate a clan, roll 2d6 and add the
daimyo’s rating and also +1 if using a seated general. A score of 8+ is required to make the
clan active. A score of less than 8 means the chance has gone for that clan this turn and the
other player now chooses a clan. If the daimyo is dead no additions are made to the die roll.
Only one attempt may be made to activate a clan per turn. A player may choose to activate
his general instead of a clan. No die roll is required for this.
Should the clan be successfully activated, follow the sequence in the table below for all units
in the active clan that have not been activated earlier in the turn. First, units that made a Rout
move or were Frenzied the last time they were activated may take a rally test in an attempt to
rally. Next, all units in the clan that can and wish to move and manoeuvre do so. The daimyo
can be moved at this time also. Firing by arquebusiers and archers is then conducted followed
by melee resolution for any units of the clan in contact with enemy units. Units outside
command radius of their daimyo have to test obedience to move but may rally, fire and melee
normally. Should the Daimyo be incapacitated, all units in the clan wishing to move must test
obedience.
Morale tests may be required during the Move/Manoeuvre phase to initiate or respond to a
charge. Other morale tests are carried out at the end of turn. Units may have been activated
earlier in the turn due to enemy action or morale tests. If so, then that unit cannot perform any
of the above actions during its own clan activation. Conversely, a unit activated normally
may respond to an enemy unit activated later in the turn, say, in response to a charge or a
failed morale test. A unit can be activated earlier in the turn by any of the following:
C. End of Turn
First, check morale of any unit requiring to do so (see section 5 Morale). Next, check victory
conditions to see if either side has won. This will depend on scenario but the method
described in section 10 Winning & Losing can be used for encounter style battles. If there is
no victor yet, the disorder markers are removed from any units that successfully rallied or
reformed. Then any leader who has not yet moved may now move. He may join or leave a
unit. If he is attached to a unit that has not been activated this turn, the unit can not be
activated but the leader can still move independently. Once leaders have moved, roll 1d6. A 6
indicates a possible random event. Consult the random event table if necessary and then
begin a new turn.
Sequence of Play
A Start of Turn
1 Weather Test (optional)
2 Initiative Test
B Clan Activation
1 Clan activation test
2 Rally attempts by Frenzied and Routing troops (optional).
3 Move / Manoeuvre.
4 Firing.
5 Melee.
C End of Turn
1 Morale Tests
2 Check Victory Conditions
3 Remove Disorder markers from reformed or rallied units
4 Unactivated leader movement
5 Roll for Random Event (optional)
Sample Random Events Table – Roll 1d6. Make up your own table – be creative!
B. One player draws a card from the Clan Deck. If it is a clan card, go to step C.
If it is a general card, go to step D.
C. Clan Card.
The clan drawn may dice to activate as normal. Follow the procedure above for the active
clan. When all activities for this clan have been completed, return to step B above.
D. General Card.
The General is activated and may behave as explained above. When the General’s activities
have been completed, return to step B above.
Once the last card has been drawn and acted upon, proceed to the End of Turn sequence
detailed above.
3. Movement
The movement table below shows the maximum line formation move distances in
centimetres for the different type of moves per troop type. Note that rout and pursuit moves
are diced for using 1d6. Attached leaders move at the speed of the unit they are
accompanying. Leader move rates are for unattached leaders. Units in Column add 3cm if on
good terrain. Column moves double distance if on road.
Obedience
Units out of command radius of their Daimyo must test obedience to make normal voluntary
movement when their clan is active. Similarly, hatamoto must test obedience should they
stray more than 20cm from the General. This test is not required when responding to an
enemy charge. To test obedience, add the roll of 1d6 to the Daimyo’s (or General’s)
Command Rating. A score of 6 or more is required to move or manoeuvre the unit. The unit
must halt on a score less than 6.
Unit Formations
Units should have an equal number of stands in each rank. Any odd stands should be placed
in the rear rank.
Line – A unit is in line when 2 or more stands wide and no more than two stands deep. This is
normal battle formation.
Column – A unit is in column when it is only 1 stand wide and any depth, or two or more
stands wide and three or more stands deep.
Wheeling
A wheel is a pivot movement. Wheels can only be made in a forward direction.
Elite and Veteran troops wheel at normal speed.
Seasoned troops count double the distance travelled.
Raw troops count three times the distance travelled.
A disordered unit wheels at half the speed of good ordered troops.
Turns
A unit may turn 90° or 180°. A 90° turn allows a unit in column to form a line or vice-versa.
A 180° turn allows a unit to do an about turn.
Elite and Veteran troops deduct ¼ of normal move distance to make a turn.
All others deduct ½ of their normal move distance to make a turn.
Double these deductions for disordered troops. There are no deductions for any troops
making a required 180° turn as part of a rout or retreat move.
Falling Back
A fall back move is a voluntary move backwards facing the enemy. Infantry and cavalry can
move up to 3cm regardless of terrain. Missile armed ashigaru may fall back up to ½ normal
move distance and still fire either as a normal move when their clan is active or in response to
a charge. Any firing is calculated from the starting point of the move.
Reform
Disordered units must reform to regain good order (see section 4 – Disorder). However, good
ordered troops may perform a reform to change formation and facing. The unit is faced in any
direction and formation but can perform no other movement or firing during the game turn
other than that forced by morale or combat.
Terrain Effects
Bad terrain slows movement and can disorder units. Movement through light terrain reduces
movement by 3cm. Movement through dense terrain counts double distance for infantry and
three times for cavalry. Units adopt the movement allowance of difficult terrain as soon as
any of their stands touches the edge of the terrain. This may mean the unit cannot move into
the terrain this turn. Undefended linear obstacles reduce the movement of infantry by 3cm
and cavalry by 6cm. Some linear obstacles can be deemed impassable to cavalry or all troops
depending on scenario requirements.
Dense Terrain – Woods, swamps, bogs, paddy fields, streams and shallow rivers.
Light Terrain – Steep hills, beach and rocky ground.
Linear Obstacles – Fence, palisade and walls etc.
Low hills don’t count as bad terrain but give a combat advantage to troops higher than their
opponents.
All units, except peasants, become disordered when they move into an area of dense terrain.
All units are disordered by charging / counter-charging in light or dense terrain.
Infantry may charge or counter-charge through light or dense terrain. Cavalry may only
charge or counter-charge through light terrain.
All units are disordered by movement across linear obstacles.
Charge distances through light or dense terrain are penalised in the same way as normal
movement through such terrain.
Rivers may only be crossed at bridges or fords or treated simply as wide streams as dictated
by scenario.
Villages may be represented by one or more model buildings. These count as dense terrain
for units moving through them. A unit of up to 4 stands may occupy each building; for
convenience, remove the figures but just remember they are there! Settlements of 2 or more
buildings should be enclosed by fencing.
Interpenetration
Interpenetration occurs when any stands of one unit pass through any stands of another
friendly unit. Both units become disordered unless the moving unit is missile armed ashigaru
and the unit being interpenetrated remains stationary this turn. Should a unit interpenetrated
by missile troops move later in the turn, that unit becomes disordered. A unit which moves
into a friendly unit is placed directly on the far side of that unit and halts there. The
penetrated unit can make no movement for the rest of this turn (except combat/morale
induced).
Charge
The only way in which opposing units may come into physical contact with each other is by
one or both sides charging (or pursuing) into contact. Units merely advancing towards an
enemy unit under normal movement conditions must halt at least 3cm away.
A unit must be within charge move distance to declare a charge on a target unit.
A unit may expend up to half of its charge move allowance wheeling and/or turning at the
beginning of its charge/counter-charge. At least the last half of its maximum charge move
allowance must be in a straight line to gain the melee charge bonus.
Missile armed ashigaru (archers and arquebusiers) and peasants must take a morale test to
initiate a charge. All other troops may charge freely. The target of the charge may have to test
morale if any of the following apply.
1. Any infantry (except elites or frenzied) in open terrain charged by cavalry.
2. Missile armed ashigaru or peasants charged by any troops.
Stands of opposing units in contact should be aligned neatly so that their stands’ base corners
touch.
Chargers whose charge fails to contact enemy because the target unit moves out of reach may
halt anywhere after completing at least half their charge move. Frenzied troops must move
full distance though.
Charge Response
Infantry (except elite or frenzied), charged by Cavalry, and Ashigaru or Peasants charged by
any troops must take a morale test to determine their reaction to being charged. They are not
required to test morale if they are currently engaged in melee.
Infantry may not counter-charge cavalry. Otherwise, all troops may counter-charge provided
they pass any required morale tests.
The target of a charge may choose to stand and receive the charge at the halt, which can
include a wheel or turn to face chargers. Good order missile troops, who have not yet fired
this turn, may fire at the chargers before contact provided the chargers are within their line of
sight and over half their charge move away at the start of the charge. If they have to
manoeuvre to face chargers, they cannot fire.
Units already in melee may turn rear rank stands to face a rear attack. A single rank unit
doesn’t turn any stands but will fight with half their stands to frontal attackers and half to rear
attackers. If attacked on flank while engaged in melee, no stands are turned to face but the
flank stand(s) contacted will fight to the flank. See melee rules for details of multi-unit
melees.
Leaders
Generals and Daimyos may move independently or they may accompany a friendly unit by
attaching themselves to it. Daimyos may only attach to a unit of their own clan but the
General may attach to any unit in the army. Attached leaders move at the speed of the unit
they accompany.
A Daimyo may freely attach to and leave units during his clan’s activation providing neither
he nor any of the units exceed their maximum move distance during the turn.
If the General is attached to a unit, and the unit has not yet been activated this turn, the unit
may become active (but only the unit with the General, not all units in the clan). The unit may
of course wait for its clan to be activated as normal. This is to simulate initiative by the
General. If the unit does act, it may not then act again later in the turn when its clan is
activated. An unattached General may join a unit. If the unit he joins has not yet moved, he
may move again with the unit when its clan is activated, but only to accompany the unit.
An unattached leader may move into contact with an opposing unattached leader to challenge
him to personal combat. If the challenge is rejected, the refusing leader reduces his leadership
rating by 1 (to a minimum of 1) for his shameful cowardice and retreats 5cm away from his
adversary. The challenging leader may remain where he stands or return to where he started
his move. His movement is over. If a General refuses to duel with a Daimyo, he does not
reduce his rating since the Daimyo would be considered an inferior.
If the challenge is accepted, both leaders roll 1d6 and add it to their command rating. Highest
score wins and the loser is killed. Re-roll if it is a tie. The winning leader adds 1 to his
command rating (due to his increased prestige!) up to a maximum of 4. He may now return to
where he started the move with his latest trophy or remain where he is.
4. Disorder
Order and Disorder
Units begin the game in good order. Disorder represents the physical deterioration of a unit
due to movement, combat and psychological effects. Disorder should be indicated by a
marker, or alternatively, the stands of the unit could be staggered. A unit must reform to
regain good order. Units are disordered by any of the following circumstances:
Causes of Disorder
1 Result of a morale test.
2 Movement through difficult terrain or crossing obstacles.
3 Unable to be pushed back in melee because of blocking troops or terrain.
4 Charged on flank or rear, or failed to complete a turn to face chargers.
5 Interpenetration.
6 At conclusion of a melee that lasted more than 1 turn.
Disordered troops move, fire and melee at reduced effect. They may not initiate a charge but
can counter-charge (subject to morale requirements). Frenzy in itself does not cause a unit to
become disordered.
Reforming
A disordered unit must reform to regain good order. A disordered unit must remain stationary
for a full turn without firing or melee if it wishes to reform. It must also receive no hits from
enemy fire. At the end of the turn, remove the disorder marker from all units that successfully
reformed and face the unit in any required direction and formation.
If the unit passes its morale test, it has rallied from rout and remains stationary for the
remainder of the turn. Should it be forced to move due to enemy action, it will remain
disordered at the end of the turn but is no longer routing – just disordered.
Units that rally may be faced in any direction and formation and have their disorder marker
removed at the end of the turn. They may proceed normally next turn.
Procedure
Roll 2d6, add/subtract modifiers. If the modified total is equal to or higher than the Pass
Score for the unit’s quality level the unit passes the test otherwise it fails. An unmodified roll
of 12 is an automatic pass and an unmodified roll of 2 is an automatic fail and the unit will
rout. Should a Samurai or Ronin unit roll an unmodified 12, the unit becomes frenzied (unless
testing to rally from rout). Similarly, a Warrior Monk unit becomes frenzied on an
unmodified roll of 11 or 12.
Morale Tables
Quality Level Pass Score
Elite 4+
Veteran 5+
Seasoned 6+
Raw 7+
+2 Pursuing
-1 Disordered
-1 Out of command reach
-1 Infantry being charged by cavalry
-1 Each friendly unit of equal or higher quality routing within 15cm*
-2 Each stand lost from unit
-2 Non-routing enemy facing to unit’s flank or rear within 15cm*
-2 Leader killed this turn within 15cm*
-2 Routing
* = 5cm for unit in melee.
Morale
Table Reason for Testing
Morale 1 2 and 3 4 5, 6 and 7 8
Score Stand Loss Being Charged Initiate Charge Critical Event Rally from Rout
Pass No Effect Stand or Retire. Charge No Effect Rally
Counter-charge
Fail by 1 Halt Retire Halt Retire Dispersed
Fail by 2 Retire Retreat Halt Retreat Dispersed
Fail by 3 Retreat Retreat Halt Rout Dispersed
Fail by 4+ Rout Rout Retire Rout Dispersed
Results
No Effect – The unit may make any permissible action as normal.
Halt – Must remain stationary in current formation this turn and next but may turn 180°. No
counter-charging allowed but may fire.
Retire – Make an immediate move away from but facing the enemy at half its normal speed.
The unit must then halt next turn. May fire before moving.
Retreat – Make an immediate move away from any enemy at normal speed towards own
baseline if possible. The unit may make a free 180° turn and must end facing away from
enemy. The unit must then halt next turn. Unit becomes disordered. Unit may not fire.
Rout – Make an immediate rout move away from enemy at rout speed towards own baseline
if possible. The unit may make a free 180° turn and must end facing away from enemy. Unit
becomes disordered. Unit may not fire. See Melee section (7) for more details on rout moves.
Stand or Retire – Unit has the option to Stand and receive charge at the halt, or to retire (as
defined above).
Counter-charge – Unit may counter-charge if of a type normally allowed to do so. E.g. foot
may not counter-charge cavalry.
Rally – Routers rally. Unit may face any direction and in any formation.
Dispersed – Unit failed to rally and is removed from the table.
If a charging enemy unit contacts a routing unit, the routing unit is destroyed and removed at
the end of the turn.
A leader suffers the result of any unit he is with. A routing leader does not provide any
morale bonuses but a non-routing leader may join an already routing unit in an attempt to
rally them.
Frenzied troops
Troops that become frenzied must attempt to charge into contact with the nearest enemy to
their front. They continue to be frenzied until they take the optional rally test (see section 4)
or they are pushed back or worse in melee. They do not take normal morale tests. They are
not disordered by being frenzied but can still be disordered if other circumstances apply as
normal.
6. Firing
Firing takes place after movement has been conducted. Only troops of the active clan or the
target of a charge by the active clan may fire. Eligible stands may fire at the nearest enemy
unit or headquarters within range and arc of fire. A maximum of 2 stands may fire from a
building. Stands being charged may only fire at troops charging them and the chargers must
be in line of sight for the entire charge. If chargers begin their charge outside of effective
range, firing must be conducted at long range, unless the firing troops are behind cover or are
at least veteran quality when they can fire at effective range. To be eligible a stand must be:
Ranges
Effective Range: 0cm-8cm Long Range: 8cm-15cm
Range in woods is reduced to 3cm unless firing out from the edge at a target not in the
woods.
Line of Sight – Stands cannot fire over other units. Stands must have at least a 4cm gap to fire
through.
Procedure
2d6 are rolled for each stand firing. To each dice score, add the following Firing Factors. For
each result of 8 or more, a hit is scored on the target.
Firing Factors
+2 1st volley in game (good order only) -2 Target occupying a building
Result
When a unit has taken 3 hits, a stand is removed. Hits can be recorded by placing markers
beside the unit or noted on a roster sheet. The actual stand removed is irrelevant but is
normally taken from the rear rank of the target. Receiving hits from firing does not in itself
cause a unit to take a morale test but should sufficient hits be inflicted on the target unit to
remove a stand, then a morale test will be required at the end of turn. Also, a unit that is the
target of firing may still successfully rally unless any hits were inflicted. Should a leader be
attached to a unit losing a stand, roll 1d6 and add the number of stands remaining in the unit.
A result of 4 or less means the leader is killed and a morale test will be required. A
headquarters counts as 1 remaining stand.
7. Melee
Once firing has been completed, any units of the active clan in base-to-base contact with an
enemy unit conduct melee combat provided the units did not already fight earlier in the turn.
Only one melee resolution is made per stand per turn. It is possible, in the case of multi-unit
melees, for some stands of a unit to fight one opponent and then other stands of the same unit
could fight a different enemy later in the turn. Units may not voluntarily break off from melee
but may be forced to due to enemy pressure or morale failure.
Eligibility to fight
Any stand whose front base edge is in contact with an enemy stand may fight. A stand
immediately behind an eligible stand may also fight depending on order and weapons. A
single stand to the flank of a stand eligible to fight that has no frontal opponent is also eligible
to fight as an overlap from the second round of melee. Overlapping stands maintain their
formation; they do not lap round 90° on to the flank of the enemy unit. Units may count 1
stand in contact with an enemy headquarters (plus any eligible rear rank and overlaps). Up to
2 stands may fight from or against each side of a building.
All weapons can only fight with 1 rank on the first round of melee except long-shafted spears
fighting to their front, which can fight with 2 ranks. On subsequent rounds, all weapons can
fight with 2 ranks. Disordered units may only fight with one rank. Missile armed ashigaru
and headquarters use Improvised Melee Weapons. No charge bonus modifiers are applied to
units charging a building.
Procedure
Each side rolls 2d6 for each stand eligible to fight. Add Weapon and Melee Modifiers to each
dice total. For each stand scoring a final total of 8 or more, a hit is scored on the opposing
unit. As with firing, a stand is removed for every 3 hits on a unit. Hits can be recorded using
markers or a roster sheet.
Melee Tables
Weapon Table
Weapon Vs Foot Vs Mounted
Long-shafted Spear +1 +2
Pole Arm +2 +2
Improvised Melee Weapons +1 +0
Lance +1 +1
Melee Modifiers
+2 Cavalry Charging -2 Enemy has Heavy armour
+2 General with unit -2 Enemy fighting to flank/rear
+2 Frenzied -2 Enemy occupying a building
+2 Pursuing
+2 Good order long spear / lance on 1st round -1 Enemy has Medium armour
-1 Enemy has higher quality status
+1 Daimyo with unit -1 Disordered
+1 Good order pole arm on 1st round -1 Enemy uphill or behind obstacle
+1 Infantry charging
+1 Following Up
Challenges
When two opposing units, engaged in melee, have their respective daimyo’s (or General)
attached, the leader of the clan whose army has the initiative may challenge his opponent to a
duel before the current round of melee is fought. If this is refused, the refusing commander
has lost face and has his leadership rating permanently reduced by 1 (to a minimum of 1) and
no further action is necessary. If the challenge is accepted, both leaders fight to the death
before the units’ melee is conducted. Both leaders roll 1d6 and add it to their command
rating. Highest score wins and the loser is killed. Re-roll if it is a tie. The winning leader adds
1 to his command rating (up to a maximum of 4). The losing leader’s unit must take a morale
test at the end of the turn even if they win the ensuing round of melee.
After Melee
The side that scores the most hits wins the melee and the losing unit is pushed back 3cm. If
the winning side scores 2 more hits than the loser, the losing unit is routed instead. The
winning unit must follow-up a push-back or pursue a rout for one turn, except that infantry
(even if frenzied) cannot follow-up or pursue cavalry that charged into contact this turn and
units in a multi-unit melee may be unable to do so.
If both sides score an equal number of hits, they remain in contact for another round of
melee. Note, however, that should either or both sides lose a stand, a morale test will be
required which could result in one or both sides being required to break contact by falling
back or routing.
Should a leader be attached to a unit losing a stand, roll 1d6 and add the number of stands
remaining in the unit. A result of 4 or less means the leader is killed and a morale test will be
required. A headquarters counts as 1 remaining stand.
Rout Moves
A routing unit makes a free 180° turn away from the enemy and moves at rout speed, as diced
for, directly away from the enemy. It can make no further turns or wheels to avoid friendly
units or passable terrain on its initial rout move but can make the minimum wheels necessary
to avoid impassable terrain or enemy units. If the unit is required to rout from melee while
also being contacted on flank or rear, it is destroyed.
Should the routing unit meet friends, it must pass straight through them and will move
sufficiently far enough to clear them even if this means they exceed their rout move distance.
The interpenetrated unit will become disordered and must make a morale test at the end of
turn.
On subsequent turns, the routing unit will continue to move at rout speed as directly as
possible towards its own base line until it rallies or it leaves the battlefield. It may make
wheels to avoid other troops or terrain provided it increases the distance between itself and
any enemy units. Should this be unavoidable or any part of the unit crosses the table edge, it
is destroyed and removed from the table.
If the unit had already routed in the game, it makes its initial rout move as above but is
removed at the end of the turn.
Pursuit Moves
A unit must normally pursue a routed enemy unit at up to their pursuit move distance as diced
for. Should they maintain contact after the rout/pursuit moves have been made, the routers are
destroyed. A unit cannot pursue if they are infantry routing cavalry who charged into contact
this turn, or if a multi-unit melee makes this impossible. Non-frenzied troops defending a
linear obstacle may choose to either halt or pursue.
Should the pursuing unit meet another enemy unit, this new unit must test morale if it is of a
type that would normally have to test for being charged. Any melee will take place on the
following turn even if this fresh enemy has not yet been activated this turn. The pursuing unit
will get the +2 modifier for pursuing but will also be disordered if the original melee lasted
more than one turn.
A pursuit only lasts one turn but frenzied troops will keep pursuing the routed enemy until the
routers are removed from the table or are contacted again.
If a unit is contacted from more than one direction e.g. front and flank, and the unit is pushed
back or worse from both directions simultaneously, the unit is destroyed and removed from
the table. Only one victorious unit may follow up at the winner’s discretion, the other unit(s)
must halt.
8. Artillery
Artillery was rarely used on the battlefields of Feudal Japan during this period other than in
sieges but these rules are included for those wishing to use them.
There are two classes of artillery, Light and Heavy. An artillery piece and it’s crew should be
based on a 40mm x 30mm base (as cavalry) but depth can be increased if necessary to
accommodate the models. Artillery can be attached to a clan for activation purposes or can
be its own clan. The crew should be seasoned quality.
Movement is 5cm for Light and 3cm for Heavy artillery, directly forward on clear terrain
only but can move double speed on roads. Alternatively, the stand can be rotated to face any
direction but no forward movement is allowed on the same game turn. Artillery cannot make
charge(!), pursuit, rout or follow-up moves. A turn is permitted only as part of an enforced
retreat move. Rotating is classed as movement. An artillery stand cannot move and fire in the
same turn but can make a retreat move after firing as a result of a morale test. Should an
artillery stand receive a rout morale result, the piece is abandoned by its crew and can
subsequently be controlled by the first unit, friendly or enemy, to contact it.
Firing
Firing procedure is conducted as for bows and arquebuses but only using the following firing
factors.
Melee
Artillery stands count as improvised melee weapon armed foot in melee. Should they lose the
melee, the piece has been captured and the crew killed/dispersed. The melee winner can take
control of their prize next turn with activation of the piece being with its new owner.
9. Weather
With weather playing an important part in many samurai battles such as the snow-covered
battlefield of Mikata-Ga-Hara, 1572 or the thunderstorm during Okehazama, 1560, it only
seems right to let the weather have some influence on our battles.
When not playing a scenario or campaign game, roll 1d6 on the Weather chart before the first
turn to determine the season. At the start of the game assume the weather is fine but roll 2d6
on the weather chart at the beginning of each turn to see if there is a change, before rolling
for initiative.
Weather Season
Chart Spring/Autumn Summer Winter
Die Roll 1-3 4-5 6
2-8 Fine Fine Fine
9 Fine Fine Light Rain
10 Light Rain Fine Fog
11 Fog Light Rain Heavy Rain
12 Heavy Rain Thunderstorm Snowing
If there is a change in the weather, consult the weather effect table to determine the effects on
the battle. At the beginning of each subsequent turn, roll 1d6 (-1 from die in Winter) to see if
the poor weather clears. On a roll of 3 or less the poor weather persists – roll again next turn.
A result of 4+ means that the weather is once again fine.
Nobunaga’s Castle
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