Talk:Sengoku Amahara: Tactical Rules: Difference between revisions
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*Flanking attacks and rear attacks are powerful, but difficult to pull off on most units due to everyone being in a line. | *Flanking attacks and rear attacks are powerful, but difficult to pull off on most units due to everyone being in a line. | ||
= | =Tactical Spheres= | ||
===Discipline=== | |||
Your ability to keep your troops from running away, betraying you and drive them into perilous or seemingly hopeless situations. | |||
===Command=== | |||
Your ability to get your troops to perform complex tactical manoeuvres and formations, or control the time of attack (for instance to conduct a night attack) | |||
===Construction=== | |||
Your ability to change the battlefield to your whim with walls, earthworks and spikes | |||
===Terrain === | |||
Your ability to control the terrain of battle, and your influence with the spirits of air and water. | |||
===Prowess=== | |||
Your personal skill. A single warrior, if great enough, can turn the tide of armies | |||
Revision as of 08:40, 17 July 2011
Notes
- Commanders should be able to determine basic layout of armies going into battle; units can be placed in the center, the left wing, the right wing, the reserves, and/or some other combination of general positions.
- Since armies are usually in lines, most units can only be engaged by one other unit.
- Basic unit size is 100.
- Battlefields are separated into small, manageable sectors with max x units per side.
- One random roll at the start of a fight, and then the numbers return to default values as luck starts playing less of a roll in masses of troops beating up each other.
- Horses allow movement between sectors and allow such movement to be intercepted.
- All units have a morale. Ashigaru are easier to rout than to kill all of. Monks are easier to kill than rout. Samurai come up somewhere in between.
- Flanking attacks and rear attacks are powerful, but difficult to pull off on most units due to everyone being in a line.
Tactical Spheres
Discipline
Your ability to keep your troops from running away, betraying you and drive them into perilous or seemingly hopeless situations.
Command
Your ability to get your troops to perform complex tactical manoeuvres and formations, or control the time of attack (for instance to conduct a night attack)
Construction
Your ability to change the battlefield to your whim with walls, earthworks and spikes
Terrain
Your ability to control the terrain of battle, and your influence with the spirits of air and water.
Prowess
Your personal skill. A single warrior, if great enough, can turn the tide of armies