Talk:Sengoku Amahara: Tactical Rules
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.
Units
A unit is a body of 100 fighters. Units are the building blocks of any army, but require a general to lead them. Without a general, an army is merely a mob. Units maybe upgraded, but never forget that any battle is fought equally between two commanders as it is between two armies.
Unit Statistics
Unit Statistics are usually not rolled, but instead compared. Over time, without the will of a commander behind them, most combats tend to even out to the expected result. A commander however can change that, and even the most overmatched army may have victory under the control of a skilled general.
In general, each statistic is subtracted from ten to give the difficulty for a general's Arete of war to affect that unit.
Attack Value
How good at a unit is at attacking. Each unit type has a base value, and then an additional value is added onto it by the units weapon. Weapons values tend to be specialist against certain unit types.
Defence Value
How good the unit is at resisting attacks. Each unit has a base value, and a list of armours it can wear, which have a major effect on defence. Each point in which the Attackers Value exceeds the defenders inflicts X causalities on the opposition.
Resolve
Few units except the most dedicated warrior monks and shrine maidens fight to the death. Resolve is how dedicated a unit feels. A unit has a number of morale hit points based on its resolve x10. Each causality removes one MHP. At 0, the unit breaks and runs, though it may later rally.
Manoeuvre
Battles are not static affairs, manoeuvre is extremely important. Match manoeuvre against the difficulty of a zone crossing check to see if a unit may manoeuvre into a new zone.
- Move Forward into an empty or enemy occupied zone when out of combat
- Move backwards into an empty Zone
- Move sideways into an empty zone
- Move forwards into a friendly occupied zone
- Move forward from a friendly occupied zone
- Moving back through a friendly occupied zone
Certain units will be listed as skirmishes and use the second value.
Units moving into an enemy occupied zone for combat gain a charge bonus of X to their attack value.
Professional Unit Rules
Professional Units are the best fighters in any army, and the primary standing force in peace time. Unlike the largely faceless regiments of Ashigaru, professional troops have members whose names will be recorded in chronicles, stories and anime for the next thousand years.
Each Professional unit leader must have a name, and each professional unit must have a province of origin, it gains X bonus to action in that province and may gain other bonuses for being of particularly impressive lineage.
Ashigaru Unit Rules
Ashigaru are the foot troops. They're far cheaper than Professionals, so they're easy to create huge hordes of, even if they're nowhere near as good.
Unfortunately, Ashigaru cannot be kept raised in peace time, cannot be customized, and do not have heroes, this makes them much harder to train or turn into heroes, usually remaining in the realm of extras.
Horses
Any professional unit maybe mounted as cavalry, making them vastly more mobile. Cavalry units may cross multiple zones per turn, with each zone reducing their mobility by a value equal to threshold. In addition, horses give a great bonus to mobility.
- Light Horses give mobility X
- Heavy Horses give mobility X
It is also easier to turn a body of horses than a body of infantry, so mounted units always act as if they are moving forward into a zone, no matter which direction the unit was previously pointed.
Arete of War
Rolling Arete of War
Each general has an Arete of War, which is equal to the number of dice rolled for his arete. These maybe rolled once for each of the three wings of the army (left, right and centre). When applying a sphere to a set of units, the difficulty is (10 minus relevant stat), this means that different amounts of success, than thus different levels of bonus will be applied across different units in the army. For global effects, the difficulty is usually 6, with 10s counting as two successes.
Spheres
Discipline
Your ability to keep your troops from running away, betraying you and drive them into perilous or seemingly hopeless situations. A disciplined force may also be fierce, driving back the unrighteous with their iron resolve.
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.
Employ Major Terrain
You are skilled enough to make use of a hill, a river, a mountain or a narrow defile.
Employ Minor Terrain
You can employ marshes, folds in the ground or streams for tactical advantages
Generate Minor Terrain
Often combined with construction, you can flood fields to create marshes, or redirect ditches to create streams.
Generate Major Terrain=
By careful shaping and selection of the battlefield you can almost always call upon the battlefield you require.
Lelouch
By careful movement, you can ensure both you and your enemies fight on ground you pick, even ground which could destroy them.
Prowess
Your personal skill. A single warrior, if great enough, can turn the tide of armies
Each level allows your personal skill to be boosted against enemy numbers by X amount.
Subtly
Your ability in treachery, deception and other such arts.
Logistics
Your ability to bring a large army to the field
Technology
Your ability to utilize new inventions, cannon, fine weapons and armour, and muskets
Religion
Your favour in the eyes of heaven.