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Most rule sets for the samurai are skirmish level. It was the goal of KK
to allow the larger battles of the samurai to be played, such as Nagashino.
There are two scales for doing this:
*1:15\40; one man represents fifteen and one inch is 40 feet, or
*1:30\80, which is intended for larger battles.
One turn represents 15 minutes in both scales.
Basing: For all infantry, 4 figures on a 1 1\2" x 1\2" base. All cavalry, 2
figures on a 1" x 1" base. Unit leaders are based single on a 1\2" x 1\2"
base for Inf and 1" x 1\2" for cav. Players group bases into units--no size
restrictions. Each unit receives a leader.
Formations: There are no formations, such as line and column. Players may
form as they wish, but a unit must be at least two ranks deep.
Rules Summary: A turn consists of 16 movement cards. There are 8 cards per
side each composed of 4 inf and 4 cav. Cards are drawn one at a time for
action. On a card it will state who may move and their movement allowance.
Only during a card may a unit act. During an action, a unit may fire, reload
(guns), wheel, face, melee, and so on. Once all 16 cards are drawn the turn
ends. The deck is shuffled and drawn again.
Fire casualties are computed by crossing the units base factor, minus
modifiers, with the number of men firing. The resulting number is expressed
like 8.3, 2.4, ect. The first number is the automatic kills. The second
number is the possibility for an additional kill--a player must roll that
number or greater on a D6 to get an additional kill. A 3.2 would be three
dead and another if 2-6 is rolled.
Melee is handled the same way. Different weapons, such as lances, allow for
a greater number of figures to be included in the fight. A melee can
continue from one card to another, and is only terminated if a unit breaks
or pulls away from the fight. As a melee continues, further ranks are added
into the fight.
Personal challenges may call one another out to fight a duel. Both sides
roll 2D6 and crosses this number under their ability table. The result tells
them if they wound, kill, or make run away, their opponent. Leaders who fail
bring disgrace upon their unit and require a morale check.
Morale is straight-forward. 2D6 is rolled, modifiers applied, and the final
number referenced for the result. Rally may be done on a player's card\turn.
What else is in the book?
The rules also include 5 scenarios with complete OoB's; 4th Kawanakajima,
Anegawa, Mikata-Ga-Hara, Nagashino, and Sekigahara.
For those who wish to make their own scenarios, a points table is provided
and weapon statistics, by year\clan, for converting a force into weapon
classes ie. Lances, arquebus, bow, ect.
For the first time in English, all 22 battle formations have been identified
with accompanying diagrams. Hundreds of Daimyos are identified; and
statistics for their use in games provided.
Lastly, 38 Daimyo flags have been identified; a color picture of each is
provided.
Retail: $19.95
SPECIAL DISCOUNTED PRICE: $9.99 |
R-1 "Road to Osaka" Samurai Warfare Miniatures Rules -
These rules are suitable for small scale actions for 15mm figures, but can
also be used for 25mm with modifications. One figure represents one man,
and the game is intended for about 30 - 40 figures per side
$19.98
B1
The Takeda Clan Book
$15.98
B2
The Uesugi Clan Book
$15.98
B3
The Ii Clan Book
$15.98
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