Difference between revisions of "Talk:Sengoku Amahara: Tactical Rules"

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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.
  
=Formations=
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=Tactical Spheres=
Formation List
 
  
'''Single Line''' <br>
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===Discipline===
The most basic type of formation. All troops arrayed in a long single line for maximum frontage. Makes you harder to flank but offers few reserves and the like.
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Your ability to keep your troops from running away, betraying you and drive them into perilous or seemingly hopeless situations.  
  
'''Double Line''' <br>
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===Command===
Two lines of troops. Usually missile troops in front and then melee troops behind, with the missile troops retreating behind the melee troops as the enemy draws close.
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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)
  
'''Column''' <br>
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===Construction===
A fast moving formation, columns offer limited frontage but rapid movement around the battlefield or in strategic terrain. Can be fatal if you're caught in.
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Your ability to change the battlefield to your whim with walls, earthworks and spikes
  
'''Spear Point''' <br>
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===Terrain ===
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Your ability to control the terrain of battle, and your influence with the spirits of air and water.
  
'''Crane's Wing''' <br>
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===Prowess===
 
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Your personal skill. A single warrior, if great enough, can turn the tide of armies
'''Flying Geese''' <br>
 
 
 
'''Reclining Dragon''' <br>
 
 
 
'''Bark of the Pine Tree''' <br>
 
 
 
'''Flying Bird''' <br>
 
 
 
'''Cloud Dragon'''<br>
 

Revision as of 09:40, 17 July 2011

Sengoku Amahara

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