Japan, October 18, 1561. That is five days, the armies of Takeda Shingen, the tiger of Kai and Uesugi Kenshin, the Dragon of Echigo, face on both sides of the river flowing Chikumagawa the middle of the fertile plain of Kawanakajima. Both opponents know each other well, they have already clashed three times here even for the control of Shinano Province and fighting over the past ten years . The previous day, on the advice of one of his generals, Takeda Shingen decided to take the initiative by laying a trap for his opponent. Part of his forces (12,000 men commanded by Kosaka Masanobu ) was sent early in the morning, in secret, on the wooded hill Saijo, to surprise Uesugi Kenshin in his camp. The aim is to cause panic and scare the Uesugi. The rest of the army of Takeda (8000 men commanded by Shingen himself ) awaits the fugitives on the road back to their bases the Uesugi. But this morning, when Masanobu arrive in the camp of the Uesugi, this one is desert. Simultaneously, he hears the cries of the battle begins in the plain. Indeed, Uesugi Kenshin left the camp early, and the cover of fog led his troops against that of Takeda Shingen. And now outnumbered, he attacks! 1 map A1
It simulates the fourth battle of Kawanakajima. It is the first installment in the series Sengoku Jidai retracing the fighting in Japan of the sixteenth century. The system is simple and allows for dynamic and fast games playable in an evening.
The view of the game is the commander in chief. The players and their dependents to choose actions to perform by the clans making up their army. For that each clan is represented by 1-3 pieces troops . The troops are pawns differentiated from each other by four factors: Elan, Mass, Shooting, and Self.
The capacity of each unit are related to these four factors and the posture adopted by the clan. Indeed, each clan is at every moment in one of the following four positions: Attack, Defense, Movement and Consolidation. At each associated prohibitions, obligations and capacities that have a strong influence on the movement and combat.
The round is divided into phases of activation related to circulation of clan markers placed in a bowl at the beginning of a turn. This bowl contains the activation markers clan selected by each player and marker "binding " on both sides: Fighting ( x2), Power, Rally, Leaders Initiative. The number of clans that a player can activate in turn depends on a jet on a table specific to each Command commanding general, possibly amended by the situation. When a marker is from the clan, the clan associated becomes active : the player can then attempt to change its position (by a dice roll ) and then, whether successful or not, moves and fight this clan based on its posture. Then we choose a new marker. The players then alternate with small activation steps leaving no player in the very long wait. Markers mandatory involve two players, for example: On the marker allows the units of both sides, in posture Move move.
In general, the combat system requires players to find a way to overcome his opponent. Therefore maneuvering to gain superiority in numbers, choose a field to take advantage of positions suited to their posture, surprise the enemy by attacking troops not ready.
The system also includes battle plans that each side has prepared before the confrontation. The Japanese generals placed most of the time their troops in battle formation on a very precise code. In the game, a number of these courses can be chosen (secretly ) by each player before the battle. Depending on the choice made, the player gets markers' special ' in limited numbers to specific actions ( eg Gyorin - elastic defense - provides markers allowing retirement to break the fight), gets modifiers to certain situations ( eg Saku - defense on site - allows a slight alteration of the table fighting to take into account that the commanding general decided not to retreat an inch ) and the obligations and or banned. This corresponds to the preparation of general before the battle, the sound signal systems and commonly used semaphore at the time.
The game presents two scenarios: the historical situation and a hypothetical situation (and if ). In the historical scenario, the army of Takeda is divided into two. One contingent was surprised by the army of Uesugi and must hold out until help the second contingent. This is the other side of the river he must cross streams. But there are three possible fords. Uesugi and did not keep all done. For its part Uesugi must strike hard at his opponent always kneel before the junction that would shorthanded. What(s) Ford(s) Masanobu choose to come to the aid of his lord? Some specific rules and optional electrical permit to vary the initial conditions ( deployments , surprise) and therefore the parties.
The hypothetical scenario explores what might have happened a few days before the historic confrontation. Uesugi threat Kaizu fortress with his army he has installed on the hill Saijo. Takeda has assembled a massive army to join Masanobu guarding the fort. When his army across the plain to wade Chikumagawa the general staff of the Uesugi to use it to press down upon the enemy while crossing, to carry the fortress. But Uesugi Kenshin refuses. He spent the day doing poetry. His army remained motionless while the enemy fortress and saves a junction. What would have happened if Kenshin had not wanted to listen to poetry? For this scenario, the confrontation took place in the plain around the river and in the fortress of Kaizu. This part of the battle is simulated by specific rules on a portion of the card with a different scale. Players can play in a simple and abstract, the progression of the assailants in the fortress, the arrival of the army of relief. But for that matter, it happens and does it time?
In Kawanakajima 1561A hexagon is 250 yards. One point (of mass or momentum ) is about 100 soldiers.
The second component is already in preparation and will focus on the Battle of Yamazaki (1582).
228 pieces ( 88 pieces 5 / 8, 140 pieces 1 / 2 )
A booklet of rules and scenarios