{"behavior":"degenerate_repetition","label_filter":null,"limit":10,"next_offset":3654,"offset":3644,"previous_offset":null,"rows":[{"assistant_initiates":false,"asst_text":"Certainly! Let's go through the translation step-by-step:\n\n### Step 1: Translation\n\n1. **\u0627\u0644\u062f\u0646\u064a\u0627** - This word can be translated to \"the world\" or \"life,\" but in Tunisian dialect, it is often used to refer to \u2018the weather\u2019 or \u2018the environment\u2019 as it pertains to the immediate surroundings.\n\n2. **\u0633\u062e\u0648\u0646\u0629** - This word translates literally to \"hot\" in English. In the context of weather, \"s\u062e\u0648\u0646\u0629\" usually means \"hot\" or \"warm.\"\n\n3. **\u0643\u0647\u0648** - This is a Tunisian colloquial term that equates to \"just\" or \"only\" in English.\n\n**Full Translation:**  \n\"The weather is just hot.\"\n\n### Step 2: Explanation\n\n- **Translation Choices:** \n  - \"\u0627\u0644\u062f\u0646\u064a\u0627\" is chosen to mean \"the weather\" in this context rather than \"the world\" or \"life\" because, in Tunisian dialect, it often colloquially refers to what\u2019s happening around you, especially when talking about weather conditions.\n  \n  - \"\u0633\u062e\u0648\u0646\u0629\" was translated as \"hot\" to directly convey the environmental condition being discussed. This is a straightforward translation as the concept of temperature is universal.\n\n  - \"\u0643\u0647\u0648\" serves to emphasize that nothing else is notable about the weather, adding the nuance of \"just\" or \"only\" to the sentence to indicate exclusivity in what is being described.\n\n- **Differences from Standard Arabic:**\n  - In Standard Arabic, one might say \"\u0627\u0644\u062c\u0648 \u062d\u0627\u0631\" (al-jaw haar) to indicate the weather is hot, using more formal language.\n  \n  - \"\u0643\u0647\u0648\" is uniquely Tunisian and is not used in Standard Arabic. Standard Arabic might use \"\u0641\u0642\u0637\" (faqat) for \"only\" or \"just,\" but it\u2019s more formal and less colloquial than \"\u0643\u0647\u0648.\"\n\nBy understanding these nuances, the translation effectively captures the casual, everyday tone often present in Tunisian dialect.","behavior":"degenerate_repetition","conversation_hash":"9e6838a8db49ed2f278e4593ffb67a8b","conversation_redacted":false,"conversation_toxic":false,"country":"United States","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"English","model":"gpt-4o-2024-08-06","n_chars":2167,"n_turns_in_conversation":1,"n_words":341,"source_row_offset":3644,"source_shard":"turns-00039.parquet","timestamp":"Fri, 25 Oct 2024 02:24:35 GMT","turn_id":"599062d3873dcbbcf5ccb5d2","turn_index":0,"user_text":"Hey, this is a Tunisian dialect text I want you to translate to English.\nPlease follow these steps:\n1. Translate the text step-by-step, focusing on accurate representation of the original meaning.\n2. Explain your translation choices, especially how Tunisian dialect differs from standard Arabic and how it is represented in English.\nTranslate this text, even if it's not entirely clear, and do your best to capture the essence of each part:\n\n\u0627\u0644\u062f\u0646\u064a\u0627 \u0633\u062e\u0648\u0646\u0629 \u0643\u0647\u0648"},{"assistant_initiates":false,"asst_text":"Tr\u01b0\u1edbc khi g\u1eedi tin nh\u1eafn qua Messenger cho b\u1ea1n b\u00e8, c\u00f3 m\u1ed9t s\u1ed1 l\u01b0u \u00fd m\u00e0 b\u1ea1n n\u00ean c\u00e2n nh\u1eafc \u0111\u1ec3 \u0111\u1ea3m b\u1ea3o cu\u1ed9c tr\u00f2 chuy\u1ec7n c\u1ee7a m\u00ecnh di\u1ec5n ra su\u00f4n s\u1ebb v\u00e0 hi\u1ec7u qu\u1ea3. D\u01b0\u1edbi \u0111\u00e2y l\u00e0 nh\u1eefng l\u01b0u \u00fd chi ti\u1ebft m\u00e0 b\u1ea1n c\u00f3 th\u1ec3 xem x\u00e9t:\n\n### 1. **X\u00e1c \u0111\u1ecbnh m\u1ee5c ti\u00eau cu\u1ed9c tr\u00f2 chuy\u1ec7n**\n- **M\u1ee5c \u0111\u00edch r\u00f5 r\u00e0ng**: B\u1ea1n c\u1ea7n bi\u1ebft r\u00f5 m\u1ee5c \u0111\u00edch cu\u1ed9c tr\u00f2 chuy\u1ec7n l\u00e0 g\u00ec \u2013 \u0111\u1ec3 ch\u00e0o h\u1ecfi, chia s\u1ebb th\u00f4ng tin, h\u1ecfi \u00fd ki\u1ebfn, hay th\u1ea3o lu\u1eadn m\u1ed9t v\u1ea5n \u0111\u1ec1 c\u1ee5 th\u1ec3.\n- **T\u00ednh c\u1ea5p thi\u1ebft**: \u0110\u00e1nh gi\u00e1 m\u1ee9c \u0111\u1ed9 kh\u1ea9n c\u1ea5p c\u1ee7a th\u00f4ng \u0111i\u1ec7p. N\u1ebfu n\u00f3 kh\u00f4ng c\u1ea7n ph\u1ea3n h\u1ed3i ngay l\u1eadp t\u1ee9c, b\u1ea1n c\u00f3 th\u1ec3 xem x\u00e9t g\u1eedi v\u00e0o th\u1eddi gian ph\u00f9 h\u1ee3p \u0111\u1ec3 kh\u00f4ng l\u00e0m phi\u1ec1n ng\u01b0\u1eddi nh\u1eadn.\n\n### 2. **Hi\u1ec3u \u0111\u1ed1i t\u01b0\u1ee3ng ng\u01b0\u1eddi nh\u1eadn**\n- **Th\u00f3i quen giao ti\u1ebfp**: Hi\u1ec3u r\u00f5 c\u00e1ch m\u00e0 b\u1ea1n b\u00e8 th\u01b0\u1eddng ph\u1ea3n h\u1ed3i trong c\u00e1c cu\u1ed9c tr\u00f2 chuy\u1ec7n tr\u01b0\u1edbc \u0111\u00f3 c\u00f3 th\u1ec3 gi\u00fap b\u1ea1n \u0111i\u1ec1u ch\u1ec9nh c\u00e1ch n\u00f3i chuy\u1ec7n.\n- **M\u1ed1i quan h\u1ec7 v\u1edbi ng\u01b0\u1eddi nh\u1eadn**: L\u01b0u \u00fd xem m\u1ee9c \u0111\u1ed9 th\u00e2n thi\u1ebft c\u1ee7a m\u1ed1i quan h\u1ec7 \u0111\u1ec3 ch\u1ecdn gi\u1ecdng \u0111i\u1ec7u th\u00edch h\u1ee3p.\n- **Gi\u1edd gi\u1ea5c thu\u1eadn ti\u1ec7n**: Xem x\u00e9t m\u00fai gi\u1edd v\u00e0 l\u1ecbch tr\u00ecnh c\u1ee7a ng\u01b0\u1eddi nh\u1eadn \u0111\u1ec3 tr\u00e1nh nh\u1eafn tin v\u00e0o nh\u1eefng gi\u1edd kh\u00f4ng ph\u00f9 h\u1ee3p nh\u01b0 qu\u00e1 s\u1edbm ho\u1eb7c qu\u00e1 mu\u1ed9n.\n\n### 3. **Ng\u00f4n ng\u1eef v\u00e0 gi\u1ecdng \u0111i\u1ec7u**\n- **T\u00f4n tr\u1ecdng v\u00e0 l\u1ecbch s\u1ef1**: Duy tr\u00ec s\u1ef1 t\u00f4n tr\u1ecdng v\u00e0 l\u1ecbch s\u1ef1 trong c\u00e1ch l\u1ef1a ch\u1ecdn t\u1eeb ng\u1eef v\u00e0 ng\u1eef \u0111i\u1ec7u.\n- **H\u00e0i h\u01b0\u1edbc v\u00e0 nh\u1eb9 nh\u00e0ng**: N\u1ebfu ph\u00f9 h\u1ee3p, b\u1ea1n c\u00f3 th\u1ec3 s\u1eed d\u1ee5ng m\u1ed9t ch\u00fat h\u00e0i h\u01b0\u1edbc \u0111\u1ec3 cu\u1ed9c tr\u00f2 chuy\u1ec7n th\u00eam th\u00e2n thi\u1ec7n v\u00e0 g\u1ea7n g\u0169i.\n- **Tr\u00e1nh hi\u1ec3u l\u1ea7m**: C\u1ed1 g\u1eafng di\u1ec5n \u0111\u1ea1t r\u00f5 r\u00e0ng \u0111\u1ec3 tr\u00e1nh nh\u1eefng hi\u1ec3u l\u1ea7m kh\u00f4ng \u0111\u00e1ng c\u00f3, \u0111\u1eb7c bi\u1ec7t l\u00e0 khi s\u1eed d\u1ee5ng t\u1eeb ng\u1eef nh\u1ea1y c\u1ea3m.\n\n### 4. **N\u1ed9i dung tin nh\u1eafn**\n- **Ch\u00ednh x\u00e1c v\u00e0 ng\u1eafn g\u1ecdn**: Tr\u00e1nh vi\u1ebft qu\u00e1 d\u00e0i, h\u00e3y \u0111i th\u1eb3ng v\u00e0o v\u1ea5n \u0111\u1ec1 nh\u01b0ng v\u1eabn \u0111\u1ea3m b\u1ea3o \u0111\u1ee7 th\u00f4ng tin c\u1ea7n thi\u1ebft.\n- **Ng\u1eef ph\u00e1p v\u00e0 ch\u00ednh t\u1ea3**: \u0110\u1eebng qu\u00ean ki\u1ec3m tra l\u1ea1i l\u1ed7i ch\u00ednh t\u1ea3 v\u00e0 ng\u1eef ph\u00e1p tr\u01b0\u1edbc khi g\u1eedi \u0111\u1ec3 tr\u00e1nh g\u00e2y \u1ea5n t\u01b0\u1ee3ng x\u1ea5u.\n- **Chia s\u1ebb t\u00e0i li\u1ec7u/\u0111a ph\u01b0\u01a1ng ti\u1ec7n**: N\u1ebfu c\u1ea7n g\u1eedi file, h\u00ecnh \u1ea3nh ho\u1eb7c \u0111\u01b0\u1eddng link, h\u00e3y \u0111\u1ea3m b\u1ea3o r\u1eb1ng ch\u00fang li\u00ean quan v\u00e0 c\u00f3 \u00fd ngh\u0129a trong ng\u1eef c\u1ea3nh.\n\n### 5. **B\u1ea3o m\u1eadt v\u00e0 quy\u1ec1n ri\u00eang t\u01b0**\n- **Th\u00f4ng tin c\u00e1 nh\u00e2n**: Tr\u00e1nh chia s\u1ebb th\u00f4ng tin nh\u1ea1y c\u1ea3m ho\u1eb7c c\u00e1 nh\u00e2n m\u00e0 c\u00f3 th\u1ec3 g\u00e2y ra r\u1ee7i ro n\u1ebfu b\u1ecb ti\u1ebft l\u1ed9.\n- **C\u1ea3nh gi\u00e1c v\u1edbi link l\u1ea1**: Kh\u00f4ng nh\u1ea5p v\u00e0o c\u00e1c li\u00ean k\u1ebft l\u1ea1 n\u1ebfu b\u1ea1n kh\u00f4ng ch\u1eafc ch\u1eafn v\u1ec1 ngu\u1ed3n g\u1ed1c c\u1ee7a ch\u00fang.\n\n### 6. **Ph\u1ea3n h\u1ed3i v\u00e0 theo d\u00f5i**\n- **Ph\u1ea3n h\u1ed3i k\u1ecbp th\u1eddi**: N\u1ebfu ng\u01b0\u1eddi b\u1ea1n c\u1ee7a b\u1ea1n tr\u1ea3 l\u1eddi, h\u00e3y c\u1ed1 g\u1eafng ph\u1ea3n h\u1ed3i l\u1ea1i m\u1ed9t c\u00e1ch k\u1ecbp th\u1eddi \u0111\u1ec3 duy tr\u00ec m\u1ea1ch tr\u00f2 chuy\u1ec7n.\n- **T\u00f4n tr\u1ecdng quy\u1ebft \u0111\u1ecbnh kh\u00f4ng tr\u1ea3 l\u1eddi**: \u0110\u00f4i khi ng\u01b0\u1eddi nh\u1eadn kh\u00f4ng th\u1ec3 tr\u1ea3 l\u1eddi ngay l\u1eadp t\u1ee9c, b\u1ea1n n\u00ean t\u00f4n tr\u1ecdng quy\u1ebft \u0111\u1ecbnh n\u00e0y m\u00e0 kh\u00f4ng th\u00fac \u00e9p hay nh\u1eafc nh\u1edf qu\u00e1 m\u1ee9c.\n\n### 7. **\u0110i\u1ec1u ch\u1ec9nh c\u00e1ch s\u1eed d\u1ee5ng Messenger**\n- **Ch\u1ec9nh s\u1eeda th\u00f4ng b\u00e1o**: N\u1ebfu b\u1ea1n kh\u00f4ng mu\u1ed1n b\u1ecb l\u00e0m phi\u1ec1n li\u00ean t\u1ee5c, h\u00e3y c\u1ea5u h\u00ecnh th\u00f4ng b\u00e1o theo s\u1edf th\u00edch c\u1ee7a b\u1ea1n.\n- **S\u1eed d\u1ee5ng t\u00ednh n\u0103ng c\u00f3 s\u1eb5n**: T\u1eadn d\u1ee5ng c\u00e1c t\u00ednh n\u0103ng nh\u01b0 g\u1eedi emoji, nh\u00e3n d\u00e1n, ho\u1eb7c th\u1eadm ch\u00ed g\u1ecdi video n\u1ebfu c\u00f3 nhu c\u1ea7u.\n\nT\u00f3m l\u1ea1i, khi giao ti\u1ebfp tr\u00ean Messenger, vi\u1ec7c ch\u00fa \u00fd t\u1edbi nh\u1eefng \u0111i\u1ec3m n\u00e0y c\u00f3 th\u1ec3 c\u1ea3i thi\u1ec7n ch\u1ea5t l\u01b0\u1ee3ng cu\u1ed9c tr\u00f2 chuy\u1ec7n c\u1ee7a b\u1ea1n, \u0111\u1ed3ng th\u1eddi tr\u00e1nh \u0111\u01b0\u1ee3c nh\u1eefng t\u00ecnh hu\u1ed1ng g\u00e2y hi\u1ec3u l\u1ea7m hay kh\u00f4ng tho\u1ea3i m\u00e1i cho c\u1ea3 hai b\u00ean.","behavior":"degenerate_repetition","conversation_hash":"c12de36fc3a9b9ba455a5aa1efff2735","conversation_redacted":false,"conversation_toxic":false,"country":"Vietnam","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"Vietnamese","model":"gpt-4o-2024-08-06","n_chars":2978,"n_turns_in_conversation":1,"n_words":646,"source_row_offset":3645,"source_shard":"turns-00039.parquet","timestamp":"Fri, 25 Oct 2024 02:24:47 GMT","turn_id":"6e79b367fce92dd2928c2945","turn_index":0,"user_text":"l\u01b0u \u00fd tr\u01b0\u1edbc khi nh\u1eafn tin v\u1edbi b\u1ea1n b\u00e8 messenger l\u00e0 nh\u1eefng g\u00ec (tr\u1ea3 l\u1eddi th\u1eadt d\u00e0i v\u00e0 chi ti\u1ebft h\u01a1n)"},{"assistant_initiates":false,"asst_text":"```json\n[\n    {\n        \"###C\u00e2u h\u1ecfi\": \"T\u1ea1i sao to\u00e0n b\u1ed9 \u0111\u1ed9i ng\u0169 \u0111\u1ea7u b\u1ebfp \u0111\u00e3 b\u1ecf \u0111i?\",\n        \"###Suy lu\u1eadn\": \"Linguini \u0111\u00e3 n\u00f3i cho c\u00e1c nh\u00e2n vi\u00ean bi\u1ebft s\u1ef1 th\u1eadt v\u1ec1 Remy. Nh\u00e2n vi\u00ean nh\u00e0 h\u00e0ng ngh\u0129 r\u1eb1ng Linguini b\u1ecb \u0111i\u00ean khi th\u00fa nh\u1eadn vi\u1ec7c anh kh\u00f4ng th\u1ec3 n\u1ea5u \u0103n m\u00e0 kh\u00f4ng c\u00f3 s\u1ef1 gi\u00fap \u0111\u1ee1 c\u1ee7a chu\u1ed9t Remy.\",\n        \"###C\u00e2u tr\u1ea3 l\u1eddi\": \"To\u00e0n b\u1ed9 \u0111\u1ed9i ng\u0169 \u0111\u1ea7u b\u1ebfp b\u1ecf \u0111i b\u1edfi h\u1ecd ngh\u0129 r\u1eb1ng Linguini b\u1ecb \u0111i\u00ean.\"\n    },\n    {\n        \"###C\u00e2u h\u1ecfi\": \"L\u00fd do g\u00ec khi\u1ebfn Colette quay l\u1ea1i gi\u00fap Linguini v\u00e0 Remy?\",\n        \"###Suy lu\u1eadn\": \"Colette nh\u1edb \u0111\u1ebfn ph\u01b0\u01a1ng ch\u00e2m trong quy\u1ec3n s\u00e1ch c\u1ee7a Gusteau khi c\u00f4 r\u1eddi kh\u1ecfi nh\u00e0 h\u00e0ng, \u0111i\u1ec1u \u0111\u00f3 g\u00f3p ph\u1ea7n khuy\u1ebfn kh\u00edch c\u00f4 quay tr\u1edf l\u1ea1i gi\u00fap \u0111\u1ee1 trong t\u00ecnh hu\u1ed1ng kh\u00f3 kh\u0103n.\",\n        \"###C\u00e2u tr\u1ea3 l\u1eddi\": \"Colette tr\u1edf l\u1ea1i v\u00ec nh\u1edb \u0111\u1ebfn ph\u01b0\u01a1ng ch\u00e2m c\u1ee7a Gusteau 'Ai c\u0169ng c\u00f3 th\u1ec3 n\u1ea5u \u0103n' t\u1eeb quy\u1ec3n s\u00e1ch c\u1ee7a \u00f4ng.\"\n    },\n    {\n        \"###C\u00e2u h\u1ecfi\": \"T\u1ea1i sao Anton Ego \u0111\u00e3 c\u00f3 b\u00e0i ph\u00ea b\u00ecnh t\u00edch c\u1ef1c v\u1ec1 nh\u00e0 h\u00e0ng sau khi bi\u1ebft b\u1ebfp tr\u01b0\u1edfng th\u1eadt s\u1ef1 l\u00e0 Remy?\",\n        \"###Suy lu\u1eadn\": \"M\u00f3n ratatouille c\u1ee7a Remy \u0111\u00e3 l\u00e0m Anton h\u1ed3i t\u01b0\u1edfng v\u1ec1 nh\u1eefng k\u00fd \u1ee9c \u0111\u1eb9p th\u1eddi th\u01a1 \u1ea5u v\u1edbi m\u1eb9, l\u00e0m \u00f4ng nh\u1eadn ra gi\u00e1 tr\u1ecb th\u1ef1c s\u1ef1 c\u1ee7a \u1ea9m th\u1ef1c. S\u1ef1 xu\u1ea5t s\u1eafc trong m\u00f3n \u0103n khi\u1ebfn \u00f4ng t\u00f4n tr\u1ecdng t\u00e0i n\u0103ng th\u1ef1c s\u1ef1 \u0111\u1eb1ng sau n\u00f3.\",\n        \"###C\u00e2u tr\u1ea3 l\u1eddi\": \"Anton tuy\u00ean b\u1ed1 r\u1eb1ng b\u1ebfp tr\u01b0\u1edfng nh\u00e0 h\u00e0ng Gusteau 'kh\u00f4ng g\u00ec ngo\u00e0i danh hi\u1ec7u \u0111\u1ea7u b\u1ebfp gi\u1ecfi nh\u1ea5t n\u01b0\u1edbc Ph\u00e1p'.\"\n    }\n]\n```","behavior":"degenerate_repetition","conversation_hash":"ede6e99e865ffe63dfbecfc12b9ac661","conversation_redacted":false,"conversation_toxic":false,"country":"Finland","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"Vietnamese","model":"gpt-4o-2024-08-06","n_chars":3873,"n_turns_in_conversation":1,"n_words":805,"source_row_offset":3646,"source_shard":"turns-00039.parquet","timestamp":"Fri, 25 Oct 2024 02:24:51 GMT","turn_id":"ae3365171ca078b0b904b124","turn_index":0,"user_text":"\n    Ng\u1eef c\u1ea3nh: Nh\u00e0 h\u00e0ng ti\u1ebfp t\u1ee5c ph\u00e1t tri\u1ec3n th\u1ecbnh v\u01b0\u1ee3ng, v\u00e0 Remy \u0111\u00e3 v\u00f4 t\u00ecnh t\u1ea1o n\u00ean t\u00ecnh y\u00eau n\u1ea3y n\u1edf gi\u1eefa Linguini v\u00e0 Colette, \u0111i\u1ec1u m\u00e0 \u0111\u00e3 khi\u1ebfn ch\u00ednh c\u1eadu c\u1ea3m th\u1ea5y b\u1ecb b\u1ecf r\u01a1i.\nNh\u00e0 ph\u00ea b\u00ecnh \u1ea9m th\u1ef1c h\u00e0ng \u0111\u1ea7u c\u1ee7a Ph\u00e1p Anton Ego - m\u00e0 b\u00e0i ph\u00ea b\u00ecnh tr\u01b0\u1edbc \u0111\u00e2y c\u1ee7a \u00f4ng t\u01b0\u1edbc \u0111i m\u1ed9t sao c\u1ee7a nh\u00e0 h\u00e0ng, k\u00e9o theo \u0111\u00f3 l\u00e0 c\u00e1i ch\u1ebft c\u1ee7a b\u1ebfp tr\u01b0\u1edfng Gusteau v\u00e0 m\u1ed9t sao n\u1eefa b\u1ecb m\u1ea5t \u2013 th\u00f4ng b\u00e1o r\u1eb1ng \u00f4ng s\u1ebd t\u1edbi \u0111\u00e1nh gi\u00e1 l\u1ea1i nh\u00e0 h\u00e0ng v\u00e0o \u0111\u00eam t\u1edbi. Sau m\u1ed9t cu\u1ed9c c\u00e3i v\u00e3 gi\u1eefa Remy v\u00e0 Linguini, Remy k\u00e9o \u0111\u00e0n c\u1ee7a m\u00ecnh \u0111\u1ebfn c\u01b0\u1edbp th\u1ef1c ph\u1ea9m trong kho. Linguini b\u1eaft g\u1eb7p v\u00e0 \u0111u\u1ed5i ch\u00fang \u0111i. Skinner, l\u00fac n\u00e0y \u0111\u00e3 bi\u1ebft v\u1ec1 k\u1ef9 n\u0103ng \u1ea9m th\u1ef1c c\u1ee7a Remy, b\u1eaft Remy nh\u1eb1m l\u1ee3i d\u1ee5ng c\u1eadu t\u1ea1o ra d\u00f2ng th\u1ef1c ph\u1ea9m \u0111\u00f4ng l\u1ea1nh m\u1edbi cho h\u1eafn. Remy \u0111\u01b0\u1ee3c cha m\u00ecnh, Django v\u00e0 anh trai m\u00ecnh Emile gi\u1ea3i tho\u00e1t v\u00e0 tr\u1edf l\u1ea1i nh\u00e0 h\u00e0ng v\u00e0 th\u1ea5y Linguini ch\u1eb3ng th\u1ec3 n\u1ea5u n\u01b0\u1edbng g\u00ec khi kh\u00f4ng c\u00f3 Remy. Linguini nh\u1eadn ra Remy, xin l\u1ed7i ch\u00fa v\u00e0 n\u00f3i cho c\u00e1c nh\u00e2n vi\u00ean bi\u1ebft s\u1ef1 th\u1eadt. To\u00e0n b\u1ed9 \u0111\u1ed9i ng\u0169 \u0111\u1ea7u b\u1ebfp b\u1ecf \u0111i b\u1edfi h\u1ecd ngh\u0129 r\u1eb1ng Linguini b\u1ecb \u0111i\u00ean. Sau \u0111\u00f3, Colette tr\u1edf l\u1ea1i v\u00ec nh\u1edb \u0111\u1ebfn ph\u01b0\u01a1ng ch\u00e2m c\u1ee7a Gusteau \"Ai c\u0169ng c\u00f3 th\u1ec3 n\u1ea5u \u0103n - Anyone can cook\" t\u1eeb quy\u1ec3n s\u00e1ch c\u1ee7a \u00f4ng b\u00e0y trong m\u1ed9t ti\u1ec7m s\u00e1ch.\nV\u00ec c\u00e1c \u0111\u1ea7u b\u1ebfp \u0111\u00e3 b\u1ecf \u0111i, ch\u00fa chu\u1ed9t \u0111\u1ea7u \u0111\u00e0n Django t\u00ecm \u0111\u1ebfn v\u1edbi to\u00e0n b\u1ed9 \u0111\u00e0n chu\u1ed9t, \u0111\u1ec1 ngh\u1ecb \u0111\u01b0\u1ee3c gi\u00fap \u0111\u1ee1 sau khi th\u1ea5y \u0111\u01b0\u1ee3c quy\u1ebft t\u00e2m c\u1ee7a con trai. Remy h\u01b0\u1edbng d\u1eabn \u0111\u00e0n chu\u1ed9t n\u1ea5u n\u01b0\u1edbng cho kh\u00e1ch trong khi Linguini l\u00e0m b\u1ed3i b\u00e0n. V\u1ec1 ph\u1ea7n Anton, Remy v\u00e0 Colette t\u1ea1o ra m\u1ed9t phi\u00ean b\u1ea3n bi\u1ebfn t\u1ea5u c\u1ee7a m\u00f3n ratatouille, g\u1ee3i l\u1ea1i cho Anton v\u1ec1 nh\u1eefng k\u00fd \u1ee9c v\u1ec1 c\u00e1c m\u00f3n \u0103n b\u00ecnh d\u00e2n thu\u1edf nh\u1ecf do m\u1eb9 \u00f4ng t\u1eebng l\u00e0m. Sau b\u1eefa t\u1ed1i, Anton y\u00eau c\u1ea7u \u0111\u01b0\u1ee3c g\u1eb7p b\u1ebfp tr\u01b0\u1edfng; Linguini v\u00e0 Colette ch\u1edd to\u00e0n b\u1ed9 kh\u00e1ch h\u00e0ng ra v\u1ec1 m\u1edbi gi\u1edbi thi\u1ec7u Remy v\u00e0 \u0111\u00e0n chu\u1ed9t v\u1edbi Anton. Khi bi\u1ebft \u0111\u01b0\u1ee3c v\u1ecb \u0111\u1ea7u b\u1ebfp th\u1ef1c s\u1ef1 l\u00e0m n\u00ean m\u00f3n \u0103n \u1ea5y, Anton, ban \u0111\u1ea7u t\u01b0\u1edfng \u0111\u00f3 l\u00e0 m\u1ed9t tr\u00f2 \u0111\u00f9a, d\u1ea7n d\u1ea7n xem tr\u1ecdng l\u1eddi n\u00f3i c\u1ee7a Linguini. \u00d4ng c\u1ea3m \u01a1n c\u1ea3 ba ng\u01b0\u1eddi h\u1ecd v\u00e0 l\u1eb7ng l\u1ebd ra v\u1ec1. Tr\u00ean nh\u1eadt b\u00e1o ng\u00e0y h\u00f4m sau, Anton vi\u1ebft m\u1ed9t b\u00e0i ph\u00ea b\u00ecnh sinh \u0111\u1ed9ng, l\u1ea1c quan v\u00e0 t\u1ef1 khi\u1ec3n tr\u00e1ch m\u00ecnh, tuy\u00ean b\u1ed1 r\u1eb1ng b\u1ebfp tr\u01b0\u1edfng nh\u00e0 h\u00e0ng Gusteau \"kh\u00f4ng g\u00ec ngo\u00e0i danh hi\u1ec7u \u0111\u1ea7u b\u1ebfp gi\u1ecfi nh\u1ea5t n\u01b0\u1edbc Ph\u00e1p\" \u2013 \"nothing less than the finest chef in France\".\n\n    T\u1eeb ng\u1eef c\u1ea3nh tr\u00ean h\u00e3y cho t\u00f4i 3 c\u1eb7p c\u00e2u h\u1ecfi - c\u00e2u tr\u1ea3 l\u1eddi c\u00f3 t\u00ednh suy lu\u1eadn (CoT answer) b\u1eb1ng ti\u1ebfng Vi\u1ec7t. Vi\u1ec7c suy lu\u1eadn l\u1ea5y th\u00f4ng tin t\u1eeb ng\u1eef c\u1ea3nh. C\u00e2u tr\u1ea3 l\u1eddi l\u1ea5y tr\u1ef1c ti\u1ebfp trong ng\u1eef c\u1ea3nh, kh\u00f4ng l\u1eb7p l\u1ea1i n\u1ed9i dung c\u00e2u h\u1ecfi.\n    C\u00e2u h\u1ecfi \u0111\u01b0\u1ee3c b\u1ecf v\u00e0o tag ###C\u00e2u h\u1ecfi:\n    Suy lu\u1eadn \u0111\u01b0\u1ee3c b\u1ecf v\u00e0o tag ###Suy lu\u1eadn:\n    C\u00e2u tr\u1ea3 l\u1eddi \u0111\u01b0\u1ee3c b\u1ecf v\u00e0o tag \u0111\u1eb7c bi\u1ec7t ###C\u00e2u tr\u1ea3 l\u1eddi:\n\n    N\u1ebfu ng\u1eef c\u1ea3nh kh\u00f4ng c\u00f3 \u00fd ngh\u0129a, b\u1ea1n h\u00e3y output \"Ng\u1eef c\u1ea3nh kh\u00f4ng gi\u00e1 tr\u1ecb\"\n    Tr\u1ea3 cho t\u00f4i output d\u01b0\u1edbi d\u1ea1ng json \u0111\u1ec3 c\u00f3 th\u1ec3 tr\u00edch xu\u1ea5t m\u1ed9t c\u00e1ch d\u1ec5 d\u00e0ng\n    "},{"assistant_initiates":false,"asst_text":"In bringing the 1968 movie \"Head\" to life, director Bob Rafelson embraced an experimental and unconventional approach. His vision was to create a film that transcended traditional narrative structure, blending a surreal, stream-of-consciousness style with satirical comedy. Influenced by avant-garde cinema and his collaboration with co-writer Jack Nicholson, Rafelson aimed to capture the spirit of the late '60s counterculture. Working closely with The Monkees, the film's stars, Rafelson encouraged them to step away from their clean-cut television personas. He sought to explore deeper, philosophical themes through absurdity and cryptic allegory. The collaboration was highly improvisational, with Rafelson allowing the actors freedom to explore their characters and scenes. His distinct style merged vibrant visual montages with a rock musical format, challenging the boundaries of traditional movie-making. He created a piece that reflected the chaotic and transformational spirit of its time, leaving audiences with a uniquely memorable experience. Reply finished","behavior":"degenerate_repetition","conversation_hash":"e087bbcb1c2ffcb1809d1afbedaa0f3f","conversation_redacted":false,"conversation_toxic":false,"country":"South Korea","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"English","model":"gpt-4o-2024-08-06","n_chars":3596,"n_turns_in_conversation":1,"n_words":518,"source_row_offset":3647,"source_shard":"turns-00039.parquet","timestamp":"Fri, 25 Oct 2024 02:25:10 GMT","turn_id":"4cbe9741f74cef35fae80ef6","turn_index":0,"user_text":"Directorial Vision: Focus on the directorial vision behind 1968 movie Head, detailing the director's approach to bringing the story to life. Include their creative influences, style, and how they collaborated with the cast and crew.\n\n        Instructions:{ Please write an interesting script with the given context without adding any introductory or concluding remarks.\n        In case you find some more information about this topic then use all information you have to create a large text about this topic.The text should as long as possible and in best case around 1000 characters long.\n        Ensure that there are no emojis, text within brackets, parentheses, or similar symbols in the response. \n        Provide a single coherent response without rephrasing or repeating titles or headings. Avoid enumerations or bullet points. \n        The text is intended for older adults; use simple vocabulary appropriate for a middle school reading level. Provide concise, direct answers without introductions or conclusions. \n        Use transition words at the beginning of your reply instead of the subject name and leave the end open without a concluding sentence. \n        It is very important to provide only the final output without any additional comments or remarks for example: 'Certainly!' Here's the revised text.\n         \n        Please provide the text directly without any labels such as \"Conclusion:\", \"Introduction:\", or \"Transition:\". Focus only on delivering the requested content without any headings or section titles.\n        Please generate a complete and coherent response based on the provided input. Ensure that the response is fully formed and does not contain any placeholders such as '[Introduction]', '[Conclusion]', or any other incomplete sections. \n        The text should flow naturally without any gaps or missing information, and no placeholder markers or brackets should be used. \n        Please respond to my question, and always conclude your reply with the words \"Reply finished\" to indicate that your response is complete. \n        Make sure the reply is fully contained before these words and is not cut off prematurely. Thank you.}\n         Please respond to my question, and always conclude your reply with the words 'Reply finished' to indicate that your response is complete. Ensure that the text is fully formed without any placeholders such as '[Conclusion]' or '[Placeholder]'. Make sure the reply is fully contained before these words and is not cut off prematurely. Thank you."},{"assistant_initiates":false,"asst_text":"Certainly! Here are more immersive and era-appropriate names for the units:\n\n### Infantry Units\n1. **Yamabushi Yari** - Named after mountain monks, these spear-wielding Ashigaru are known for their endurance and resilience.\n2. **Kogane no Naginata** - \"Golden Naginata,\" signifying Ashigaru who have gained repute for their skill with polearms.\n3. **Hira Giri Ashigaru** - \"Flat Slash Troops,\" representing Ashigaru skilled in fast, sweeping sword attacks.\n\n### Samurai Units\n1. **Takeda Yari Busho** - \"Spear Officers of Takeda,\" elite samurai famed for their strategic prowess in spear combat.\n2. **Mino no Tora** - \"Tiger of Mino,\" representing fierce swordsmen known for their overwhelming aggression.\n3. **Kanzeon Naginata** - Named after the Buddhist deity of mercy, indicating samurai with balanced and graceful combat styles.\n4. **Mura-shin Ronin** - \"Village Spirit Ronin,\" masterless warriors who fight for justice or personal vendettas.\n5. **Ryoken Samurai** - \"Dual Sword Samurai,\" specialists in nimble and dual-wield swordsmanship, embodying versatility and precision.\n\n### Cavalry Units\n1. **Kiso Uma-raida** - \"Kiso Horse Riders,\" skilled riders from the Kiso region known for their swift cavalry maneuvers.\n2. **Fukai no Kaze** - \"Deep Wind,\" elite katana cavalry known for their rapid, decisive charges through enemy lines.\n3. **Takeda Ryu Kiba** - \"Takeda Style Horsemen,\" renowned cavalry units skilled in battlefield adaptability and charge tactics.\n4. **Tatakai no Yusha** - \"Heroes of Battle,\" mounted samurai famed for their bravery and battlefield leadership.\n\n### Archer Units\n1. **Kamakiri Yumi** - \"Mantis Archers,\" named for their ability to stay perfectly still and strike with sudden precision.\n2. **Yari no \u014ckami** - \"Archers of the Wolf,\" elite bowmen with a reputation for striking fear through their accuracy.\n3. **Ky\u016bban Meijin** - \"Bow Masters,\" revered archers known for their unwavering focus and masterful shooting techniques.\n\n### Specialist Units\n1. **Sohei Kensei** - \"Sword Saints,\" legendary warrior monks who combine martial skill with spiritual strength.\n2. **Hime Onna-bugeisha** - \"Princess Warriors,\" female combatants trained from noble backgrounds and skilled in traditional weaponry.\n3. **Chisei no Shishi** - \"Lions of Wisdom,\" strategists famed for their insight and ability to turn the tide of battles.\n\n### Support Units\n1. **Gunbai Sashidashi** - \"War Fan Coordinators,\" carrying clan standards and communicating commands across the battlefield.\n2. **Ishi no Hibiki** - \"Echo of Stone,\" drummers whose beats resonate, synchronizing the rhythm of advancing armies.\n3. **Saku-sha** - \"Tacticians,\" planners whose keen minds ensure the strategic advantage of their allied forces.\n\n### Unique Units\n1. **Kogo Hatamoto** - \"Imperial Guard,\" the most trusted and skilled bodyguards of high-ranking leaders.\n2. **Keng\u014d** - \"Master Duelists,\" expert swordsmen whose prowess challenges and inspires others on the field.\n3. **Akugami** - \"Fury Spirits,\" berserkers who channel rage into a relentless assault against their foes.\n\n### Siege Units\n1. **K\u014dji Meisha** - \"Siege Masters,\" engineers adept in both the construction and deconstruction of fort defenses.\n2. **Ry\u016bhan Shien** - \"Dragon's Support,\" logistical teams ensuring seamless supply and readiness during prolonged engagements.\n\nEach name here reflects the historical, cultural, and martial elements of the Sengoku era, staying true to the immersive and realistic focus you are aiming for in your For Honor roleplay setting.","behavior":"degenerate_repetition","conversation_hash":"1cd634eb356165be6acd3e3efc1438a0","conversation_redacted":true,"conversation_toxic":false,"country":"United States","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"English","model":"gpt-4o-2024-08-06","n_chars":66814,"n_turns_in_conversation":1,"n_words":11227,"source_row_offset":3648,"source_shard":"turns-00039.parquet","timestamp":"Fri, 25 Oct 2024 02:25:12 GMT","turn_id":"77980473c0e5c1672f976200","turn_index":0,"user_text":"User: sengoku era samurai troop unit ideas list for my discord for honor roleplay mass combat server (no guns to stay realistic for for honor):\n\nnotes: \n\n\nThe Miniatures Page logo\n\"Are there any rulesets that work at \"contingent\" level?\" Topic\n22 Posts\nAll members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.\n\nPlease do not post offers to buy and sell on the main forum.\n\nFor more information, see the TMP FAQ.\n\nBack to the Classical Asian Warfare Message Board\n\nAreas of Interest\nAncients\nMedieval\nRenaissance\nFeatured Hobby News Article\nLancashire Games: Pre-Release Offer Ending in Days\nWellington in India\n\nFeatured Link\nDark & Feudal Ages at Alicante 2022\n\n\nFeatured Ruleset\nAthena Wargames Rules: The English Civil Wars, The Thirty Years War\nAthena Wargames Rules: The English Civil Wars, The Thirty Years War\nRating: gold star gold star gold star gold star gold star gold star gold star gold star gold star \n\nFeatured Showcase Article\nSumerian Chariots in 6mm\nSumerian regular chariot stand\nRemember back in 2005, when I promised pictures of those Sumerian chariot stands in 6mm?\n\nFeatured Profile Article\nRubbery Dinos at the Dollar Store\nDinosaur\nGet these inexpensive dinos while you can.\n\nFeatured Book Review\nThe Savage Garden\nThe Savage Garden\n\n2,277 hits since 7 Feb 2016\n\u00a91994-2024 Bill Armintrout\nComments or corrections?\n\ndddd99\t07 Feb 2016 8:02 p.m. PST\nHi All,\n\nThe more I read about Sengoku Jidai warfare the more I see it is a mixed unit affair with the lower level troops attached to their feudal master. So a Hojo retainer in the 1570s, for example, might command something like 500-800 troops. These troops fought for him, in close proximity to him.\n\nIt was not until later that infantry organization changed in Japan and teppo ashigaru were \"pooled\" with other teppo ashigaru from other lords to fight in an organized teppo \"unit\", for example.\n\nSo what I am interested in is ANY rules that reflect this; it does not necessarily need to be Sengoku rules that you recommend. I have heard people on this forum describe Feudal Japanese warfare as similar to War of the Roses style warfare, but I also wonder are there more examples of this \"mixed\" style of warfare?\n\nBasically, I am interested in any rule treatment that somehow incorporates this information instead of just turning all \"ancient\" / \"feudal\" warfare into pristine roman unit warfare. Hopefully that last statement won't be misinterpreted; I am at a loss of words to describe this \"mixed\" unit syle of warfare.\n\nI realize that Killer Katanas 2 could cover this period, but to do some of these larger battles you would require a large table. Are there any rulesets that work for people interested in basing mixed units: foot samurai, mounted samurai, and ashigaru with all their different weapons on one base (think of diorama style bases)?\n\nadvocate Supporting Member of TMP\t08 Feb 2016 12:17 a.m. PST\nA diorama style base woulds suit games like Sword & Spear or Impetus. I don't know if either currently have lists. However, they also have standard-sized units, and I wonder if that is what you need, or whether you want different sizes to reflect different contingents.\n\nsetsuko\t08 Feb 2016 12:43 a.m. PST\nI agree that it sounds like you're looking for something like Impetus. If you go for a smaller scale, like 6mm or 10mm, it's easy to mix and match different types on the same base.\n\nI based my troops for DBA and FoG, on just 40mm wide bases, but I could still cram in a few infantrymen on my cavalry bases:\n\n\nThat way, even though you count the base as \"cavalry\" or \"archers\", you can represent them as more mixed, historical units.\n\nIf you go with a ruleset with even larger bases, you can do more impressive stuff, like these:\n\n\nJim Louttit based these on 3 inch square bases, and you can find more examples here:\n\nlink\n\nMike O\t08 Feb 2016 4:19 a.m. PST\nThe free set \"A Coat of Steel\" from Perfect Captain are mixed contingent rules for the Wars of the Roses which I always thought would be very appropriate for adaption to samurai warfare (including pre Sengoku periods). It uses some novel mechanics to prevent it becoming a boring scrum.\n\nlink\n\nRabelais\t08 Feb 2016 6:08 a.m. PST\nI was thinking of converting ACOS myself for Sengoku samurai, but I was put off by the amount of work involved with changing the cards and other playing aids. But it's the best existing template that I'm aware of.\n\nAt the moment we're trying out a conversion of the Great Battles in History board game 'Ran,' using squares instead of hexes. Alternatively, you could use tape measurements, I guess. In Ran, the 'counters' are still single troop types, but a contingent can be made up of 8-10 bases, so there's more of a feel of a contingent being made up of small units of samurai, ashigaru, guns and cavalry. The problem with Ran is that it's a bit costly and hard to get hold of.\n\nRabelais\t08 Feb 2016 7:16 a.m. PST\nI also thought it may be possible to modify Peter Pig's 'Battles in the Age of War' rules. They already allow you to mix ashigaru spears, bows and guns in the same unit, but all samurai are grouped separately, and have their own morale class.\n\nI think it would be possible to mix samurai and ashigaru together and use the appropriate morale class depending on the percentage of samurai remaining in the unit. AFAIK mixing samurai and ashigaru like this wouldn't impact the melee rules.\n\nPersonal logo Extra Crispy Sponsoring Member of TMP\t08 Feb 2016 8:08 a.m. PST\nTaiko! will do what you want. Figures are nominally based individually, and the armies are built around sub-commanders. You'd just need to tweak the lists where you want.\n\nlink\n\nmad monkey 1\t08 Feb 2016 9:04 a.m. PST\nTry these if you can get a hold of them:\nlink\n\ngamedad25\t08 Feb 2016 10:00 a.m. PST\nContact <PRESIDIO_ANONYMIZED_EMAIL_ADDRESS> for Chrysanthemum Throne pdf.\n\nI believe they are sold in a bundle with Age of Gunpowder and Le Petit Empereur for $15.00 USD usd.\n\nBelgianRay\t08 Feb 2016 1:55 p.m. PST\nI agree totally with Extra Crispy : go for Taiko. No way around it.\n\ndddd99\t08 Feb 2016 6:49 p.m. PST\nHi All,\n\nThanks for all the responses. I already own Taiko!, Killer Katanas, Impetus, and Sword and Spear. I have 6mm figures: Irregular as well as Baccus (I do not usually mix them). I once attempted to buy Chrysanthemum Throne, but that company closed their internet presence a week before I went to buy them ahah. I think I may email Chipco, based on gamedad25's post above; thanks. I would love to buy BAW, but I would really enjoy a cheaper price or a pdf version since I am not sure it is what I am looking for.\n\nAll of the rules mentioned above I am not sure will suffice for me. I have researched so much Japanese feudal warfare over the past year or so that I have decided to write my own. That was why I was looking for other examples of \"contingent\" warfare.\n\nHere are some responses to the above posts:\n\nadvocate \u2013 I have already played some samurai battles using lists I created for Sword and Spear. What can I say I love Sword and Spear, but it does segregate figures into \"units\". By the way I highly respect Impetus as well but I find S&S more enjoyable; but they are both top notch.\n\nsetsuko \u2013 your work on yr 6mm Baccus is amazing. I have always admired them and have seen them before in prior posts. = ) in fact your images are why I decided to buy Baccus. and I have seen Jim L's work before too. Simply amazing. In fact, his diorama bases are what led me to developing my own \"contingent\" based approach; that and playing my new Nobunaga's Ambition game I got off Steam. I found out that Japanese game/sim creators routinely represent these battles using this \"contingent\" based approach.\n\nMikeO & Rabelais \u2013 thanks so much for the idea to recommend ACOS. I am reading thru it now. = ) Very good stuff so far. Lots of ideas.\n\nExtra Crispy \u2013 I do enjoy Taiko! rules and am very happy to have them in my collection. Ihave said before and will say it again they are definitely worth the purchase. Not too expensive, pdf download and instant gratification.\n\nLike I said, thanks for all the informative and interesting responses, all. Now I am off to read some ACOS and maybe to work on my rules. Best wishes.\n\nLion in the Stars\t09 Feb 2016 11:49 a.m. PST\nI was under the impression that even a low-ranking commander would divide his troops into single-weapon squads of Spearmen, Archers, and Teppo.\n\nThe Ashigaru teppo squads appear to be mixed with ~3-5 teppo and 2-4 bows, with the archers shooting to protect the gunners while they reloaded.\n\nEValerio has some great illustrations that he based on the Takeda Screens, thread is here on TMP: TMP link\n\nI guess the real question is, what figure compression are you running? If you're modeling at something like 1:30, then I'd use a squad stand to represent a company. But if you're using 6mm figures, you could go nuts and model things 1:1 for a not-unreasonable cost.\n\ndddd99\t09 Feb 2016 9:26 p.m. PST\nLion,\n\nI am familiar with EValerio's work. It is top notch.\n\nI believe he has stated before that the Kawanakajima Kassen Byobu screens were influential in his illustrations:\n\n\nI believe these types of formations are referred to as sonae. They are usually 300-800 men. As you can see there are mounted troops and foot troops as well as archers and gunners.\n\nThe issue in my opinion is when you play a game, take impetus for example, its bases represent 300-1200 men depending on the circumstances/troop type. So this seems incompatible with Evalerio's illustrations. If I were to wish to represent his illustration, which I actually do, then one of his illustrations is say 500 men +/-. If 50% of those are ashigaru wielding infantry weapons like nagae yari or whatever, and 20% are an ahshigaru mixture of missile troops (teppo/yumi \u2013 these ratios evolved throughout the sengoku toward more heavy on the gunners). That's about 70% ashigaru. That leaves about 30% of what people refer to as the samurai (I realize this line between samurai/ashigaru definitely became increasingly blurred as the sengoku went on) \u2013 some are mounted some on foot.\n\nTo give a real world example I bought some 6mm Irregular samurai range (I have lots of Baccus as well =-) ). I played it with Sword and Spear rules (which I have high respect for). As some of you may know the figures came in strips and therefore I could not cut apart as you can with Baccus. So I ended up with a base of samurai on foot charging a base of yumi ashigaru for example. If each base were like 300 men it makes this seem odd and not how I now picture samurai warfare.\n\nSo I am saying maybe make a game where we use EValerio's nice illustrations as a template and maybe represent them on the tabletop as Jim Louttit's bases that setsuko has shown above. I dunno to me that'd seem like a sweet game. Maybe I am wrong.\n\nSo thanks for the reply, Lion. To answer your question about figure compression\u2026. I dunno my thoughts above maybe give a rough draft of that\u2026 hopefully. To be honest I have not based my Baccus 6mm yet and I want to make sure I do it right so I am leaning toward Jim Louttit style basing and I need rules to accommodate that. Tall order I know. hahah. take care.\n\nsetsuko\t10 Feb 2016 2:42 a.m. PST\nThinking of it, you could look at games that are even more \"zoomed out\", like Bl\u00fccher. A lot of the time when I read about campaigns in the period, the commanders focus much more on the issues that Bl\u00fccher deals with (getting your divisions to the right place, marching orders, scouting, surprise attacks, choosing a favourable battlefield) than \"this unit of spearmen charges into this unit of spearmen\".\n\nWe're planning to try out Bl\u00fccher at the club once we've painted up enough 6mm napoleonics, and maybe after that I know more about how easy it would be to convert to 16th century Japan. And basing and unit composition would be far less important when you're \"units\" represents a corps.\n\nBut I agree, it's very hard not to feel like you're constantly trying to fit a square peg through a round hole when looking at army sized tabletop games in this period.\n\nRabelais\t10 Feb 2016 3:50 a.m. PST\nThe precursor to the GBOH board game 'Ran,' called 'Samurai,' had 4 troop types: cavalry, infantry, bows and teppo. The latter two were treated as lighter units. For the later Sengoku period, a mechanism was introduced whereby all infantry could fire as teppo to represent the greater proportion of guns being used. There was no distinction between 'ashigaru' and 'samurai' infantry. I'm led to believe that such a distinction is rarely made in Japanese boardgames of the period either.\n\nThe rules are a free download here:\n\ngmtgames.com/p-169-samurai.aspx\n\nNow, I'm not sure whether it's infringing copyright, but there are scans of the playsheets on the Board Game Geek page for the game, too.\n\n\nAnyway, the rules are maybe worth looking at. I still feel a conversion of ACOS would work well, particularly if you use the system of counters from the ACOP campaign game to build your contingents. But it's too much work for me at the moment. I'd love to see any progress you make with it, however.\n\nLion in the Stars\t10 Feb 2016 8:06 p.m. PST\nI think I'd have to give every unit a shooting attack of some level at the stand=500men level of representation.\n\nJust lump it all together, and assume that the clan commander will make whatever formation changes are necessary.\n\nThen again, I'm pretty much a pure 1:1 gamer, so army level battles aren't something I do very often.\n\ndddd99\t11 Feb 2016 8:36 p.m. PST\nSetsuko & Rabelais thanks so much for the replies. I have been reading about Bl\u00fccher lately. Yes I think the \"zoomed out\" approach is more what I am going for. Not that I have anything against a smaller approach; I just do not think that many rules and basing systems achieve a historically accurate experience. In other words, if you look at the Kawanakajima Kassen Byobu screens or an EValerio illustration -- I have never seen that represented on the tabletop satisfactorily. It would require quite a large tabletop to achieve that with the individual unit approach.\n\nSo Lion, a 1:1 representation would prohibit you from simulating some of the medium and larger sengoku battles. I think you're all right with that though; It is just what you prefer. But if you invited me to a game of 1:1 and it involved samurai I would definitely accept and be happy for the game =-) . And your comment about giving each unit at the stand=500men level of representation a shooting attack is something I have already done in my humble homebrew rules. I think it is a must in that case.\n\nRabelais, I am definitely paging thru ACOS. And if I do make any progress I will try to update. And also thanks for the samurai rules link. I downloaded them and read thru them briefly at quiet points in my day.\n\nSo again, thanks for the comments. It has been enlightening for me to get so many good recommendations and exposure to other good rulesets. Take care and best wishes.\n\nRabelais\t17 Apr 2016 4:50 a.m. PST\nWe finally got round to trying 'Ran' on the tabletop. It worked well, all thing considered. Each 'clan' can have around 10-20 'units' so there is more of a feel of a clan being composed of small contingents than other sets.\n\nAnyway, thoughts and report are here:\nwargamesasp.wordpress.com/2016/04/17/ran\n\nMike O\t18 Apr 2016 2:07 p.m. PST\nGreat report there, Rabelais, lots of food for thought. I own the original \"Samurai\" boardgame but not \"Ran\" \u2013 just curious, in general terms, if there were many changes in the CRT and other charts between the two?\n\nWulfgar\t18 Apr 2016 8:56 p.m. PST\nWell done, Rabelais. Using the rules from the \"Ran\" boardgame is inspired.\n\nHopefully there are more copies out there. I just bought the last copy of GMT's \"Samurai\" from Fine Games through Amazon. I think that Noble Knight Games still has a copy or two of \"Ran,\" but its getting into collector's item prices. About $119 USD or so, I think.\n\nHowever, The rules can still be downloaded for free through the GMT website, so actually purchasing the actual games might not be necessary.\n\nFor myself, I stumbled across \"Irregular Wars,\" which provides a similar game, but without all of the markers cluttering things up. I've been very happy with being able to play battles between small clans, and the table top looks much like the one in your photos.\n\nIrregular Wars can be perused at this link from the author, Nicholas Wright:\n\nirregularwars.blogspot.com\n\nIrregular Wars provide lists for the earlier Muromachi period, the Sengoku Jidai, the Ikko Ikki and Sohei, the Ming, the Manchurians, and the Joseon Koreans.\n\nRabelais\t19 Apr 2016 2:10 a.m. PST\n@MikeO\n\nAs far as I can tell the CRT and other tables are exactly the same. However, the combat numbers are different due to the extra number of troop types. 'Ran' is a more streamlined set of rules than 'Samurai' IMO, but you should be able to continue to play 'Samurai' and use whichever changes you like from the 'Ran' rules without too much trouble.\n\nWe played 'Samurai' first and I liked that they had one infantry class rather than splitting samurai and ashigaru (which is apparently the norm among Japanese board games). Overall I think 'Ran' is an improvement but 'Samurai' works fine too.\n\nRabelais\t19 Apr 2016 2:17 a.m. PST\n@Wulfgar\n\nThanks for that, another set to check out!\n\nSorry - only verified members can post on the forums.\n\nRadious Mods Wiki\nExplore\nWiki Content\nCommunity\n FANDOM\nFan Central\nBETA\nGames\nAnime\nMovies\nTV\nVideo\nWikis\nStart a Wiki\nSign In\nRegister\nRadious Mods Wiki\n50\npages\nExplore\nWiki Content\nCommunity\n\n\nUnit Pack 2 -- Sengoku Jidai Campaign\nView source\nS2 unit pack 2\n\n\n\n\n\n\n\n\n\nLink to the original thread posted on Total War Center forums (This is where you can find download links)\n\nThe second unit pack released by Radious adds 38 brand new units to the original Shogun 2 campaign making it one of the largest mods of its kind. This mod is fully compatible with all of Shogun 2's dlc's and *should* work alongside any other mods that add custom units to the game. Note: This only adds units to the default campaign and custom battles. It will not work on MP unless both parties have the mod installed.\n\nRadious published two other unit packs that correspond with the other two dlc campaigns (click to navigate to their respective pages):\n\nUnit Pack 1 -- Rise of the Samurai Campaign\nUnit Pack 3 -- Fall of the Samurai Campaign\n\nTo see specific stats and pictures of units added by this pack simply click the name of the unit you wish to view:\n\n\nContents\n1\tBow/Matchlock Units (Misc.)                                                           \n2\tCavalry\n3\tNinjas\n4\tOnna Bushi (Female Warriors)\n5\tPirates\n6\tPortuguese Tercos\n7\tSamurai\n8\tWarrior Monks\nBow/Matchlock Units (Misc.)                                                           \nBow Warrior Nuns\nMatchlock Ronin\nCavalry\nMounted Katana Ashigaru\nMounted Yari Ashigaru\nNaginata Cavalry\nYari Ronin Cavalry\nNinjas\nBow Ninjas\nKatana Ninjas\nMounted Katana Ninjas\nMounted Naginata Ninjas\nNaginata Ninjas\nNinja Hero\nTetsubo Ninjas\nYari Ninjas\nOnna Bushi (Female Warriors)\nElite Onna Bushi\nMounted Onna Bushi\nYari Onna Bushi\nPirates\nBow Pirates\nHeavy Sword Pirates\nKatana Pirates\nMounted Yari Pirates\nNaginata Pirates\nPirate Captain\nTetsubo Pirates\nYari Pirates\nPortuguese Tercos\nMounted Tercos\nPike Tercos\nSabre Tercos\nSamurai\nBow Light Samurai\nHeavy Armored Samurai\nKatana Light Samurai\nMounted Naginata Light SamuraiMounted Naginata Light SamuraiNaginiata Light Samurai\nNaginata Light Samurai\nNodachi Ronin\n<PRESIDIO_ANONYMIZED_PERSON>\nWarrior Monks\nKatana Warrior Monks\nMounted Katana Warrior Monks\nTetsubo Warrior Monks\nCommunity content is available under CC-BY-SA unless otherwise noted.\nPopular Pages\nPike Tercos\nPike Tercos\nUnit Pack 2 -- Sengoku Jidai Campaign\nUnit Pack 2 -- Sengoku Jidai Campaign\nMounted Tercos\nMounted Tercos\nSabre Tercos\nSabre Tercos\nFandom logo\nExplore properties\nFandom\nMuthead\nFanatical\nFollow Us\nOverview\nWhat is Fandom?\nAbout\nCareers\nPress\nContact\nTerms of Use\nPrivacy Policy\nDigital Services Act\nGlobal Sitemap\nLocal Sitemap\nCommunity\nCommunity Central\nSupport\nHelp\nDo Not Sell or Share My Personal Information\nAdvertise\nMedia Kit\nContact\nFandom Apps\nTake your favorite fandoms with you and never miss a beat.\nFandom App logo\nStore icon\nStore icon\nRadious Mods Wiki is a FANDOM Games Community.\nView Mobile Site\nFollow on IG\nTikTok\nJoin Fan Lab\nCheck out Fandom Quizzes and cha\nSearch this wiki\nSearch all wikis\n\nSkip to content\nWisely lead\u2026 without a head!\n\nRules for the Sengoku Jidai: Core Mechanics\nOct 15, 2020 by mmcv, posted in Feudal Japan, Rulesets\nIn my last post I gave a bit of background for my thinking on how a Sonae based Sengoku Jidai ruleset might work and some of my early experiments with it. To recap, the Sengoku Jidai refers to the period of civil war that devastated Japan in and around the 16th century. Armies were generally organised into sub units of mixed arms clans known as Sonae. The terrain of Japan meant warfare tended to favour looser formations and manoeuvre than would typically be seen elsewhere in the world at the time.\n\nFor the moment I\u2019ve settled on \u201chit dice\u201d as my randomisation method, namely rolling 4 dice, adding or removing dice based on situational modifiers, then counting any 6\u2019s as a success. In this post I hope to explore some of the core mechanics I\u2019ve been trying out; command and control, movement, combat and morale.\n\nI am writing these into a more \u201ctechnical\u201d rules document, but wanted to lay out some of the general concepts here. At the end I will have a brief pencil and paper battle report to show how some of the mechanics play out.\n\nCommand and Control\nThis refers to the means in which the players actually command their armies and give orders to commanders and units. There are essentially three levels of command. The first and lowest level is the individual units, typically a mixed arm Sonae, commanded by a Samurai-daisho (military leader) a minor Daimyo (feudal lord). These commanders are abstracted into the units themselves and assumed to be dealing with the individual allocation of troops within the Sonae.\n\nMultiple Sonae will generally be grouped together into a Te, or division. The most senior, and usually most powerful, Sonae within this division, is known as the Honjin (or headquarters Sonae), usually commanded by a senior Daimyo. This Honjin Sonae is the Commander for the entire Te, and is the one from which actions to the individual units will flow.\n\nAn army will generally consist of several of these Te with the leader of the most senior Daimyo\u2019s Te being designated the overall Army General. Unlike the Commanders who are embedded into their Honjin Sonae, the Army General is treated as a stand alone entity based separately to a Sonae, though they will usually have one or more powerful Sonae in their own Te commanded by trusted retainers, usually including a Honjin Sonae with it\u2019s own Commander. Typically there will be one Army General per side, but in large, multiplayer battles, there could potentially be multiple Army Generals, each leading their own set of divisions in coordination with their ally. This can lead to some fun possibilities for betrayal and treachery, as was common in the period.\n\nThese Army Generals may be in one of two states. The first is \u201cEncamped\u201d whereby they are based with their Maku screen and retainers, usually in a prominent but well defended position in the battle field. In this state they have powerful defensive modifiers, can send out messengers to their commanders, but cannot move themselves.\n\nThe second is \u201cMobile\u201d whereby they mount up with their personal unit of bodyguard troops, known as the Hatamoto, and become a powerful unit in their own right with rapid movement but no ability to send out messengers to commanders and a greater chance of personal injury.\n\nThe fourth Battle of Kawanakajima: Takeda Shingen Vs Uesugi Kenshin - by  Dmitry Filatov. | Takeda shingen, Samurai art, Japanese history\nThere is a somewhat fanciful story of the great rivals Uesugi Kenshin and Takeda Shingen engaging in a brief duel when Kenshin, mounted with his Hatamoto personal guard burst into the Takeda camp and engaged an unprepared Shingen, who was forced to defend with his steel war fan until his own Hatamo could drive Kenshin off. While it likely never happened, it does provide a good example of the two different ways Generals can operate.\nGiven the hierarchical clan status of the armies, the loss of a Commander will generally mean the loss of an entire division, and the loss of the Army General will usually spell the loss of the entire battle. So there is a fine balance between using these as powerful offensive units, while keeping them safe from harm at risk of collapsing the army. There is some potential around loyalty and successor mechanics that may mitigate this collapse somewhat, likely a series of Morale tests for the units and a test or special trait that allows a Commander or General to have a worthy successor to take the reigns of battle, but I\u2019ve still to shake out the details on them.\n\nEach commander (including the general) will have an Authority value representing their right to rule and the respect they hold from their retainers. This can be a positive or negative value, depending how powerful or weak they are. This value will be used to modify the number of orders that they can give. The commanders will also have a Command Radius that extends out from their unit, with Authority increasing or decreasing the range. Any units outside this Command Radius may only be given one order per activation. Any units within the General\u2019s Command Radius will gain a bonus to their Morale tests.\n\nAt the beginning of each turn the player will decide if their Army General is Encamped or Mobile. If Encamped then they may designate a Commander to send a messenger to. If both the General and Commander are out of range of any enemy units then this is decided with a simple 4 + Authority d6 check (success on at least one 6). If either is within range of the enemy, the check is opposed and must score more successes than the enemy to succeed. If successful, then that commander can add the general\u2019s Authority along with their own to their next activation. I did briefly toy with having messengers as their own units that travelled across the battlefield, but it became somewhat messy and required remembering which messenger had been directed at which commander. I suspect the messenger rules will undergo further modifications in time, for instance reducing the available dice over longer distances.\n\nActivations are dynamic. For each command a token should be placed in a bag or stack to allow for random activations. Ideally this would be a token with the clans Mon (or symbol) on it, but could equally be coloured dice or chits, a stack of cards, etc. Anything that lets the players randomly allocate command activation. Players will draw a token and whichever general that token belongs to can allocate it to a command within the army. That command then activates and performs its actions, then the next token is drawn and the process repeats. This means play can alternate back and forth between the players, or may result in one player having a run of a few activations then the other player having the same. Each command can only activate once per turn.\n\nKamon Symbols of Japan \u2014 Encyclopedia of Japan\nThe Mon of some of the better known clans in the period, this would appear prominently on banners and screens for the clan\u2019s troops. Some of the clan names in this graphic are non-standard renditions, such as Mouri (Mori) and Houjou (Hojo).\nOnce activated the command rolls a single d6, adding the appropriate Authority modifiers, and that will give the number of orders that can be given that activation. Orders can then be allocated out amongst the units under command to move, engage in combat or rally. There is no limit to the number of orders that each unit can have assigned, up to the total allocated, but those units receiving a large number of orders will have to take a morale test and on failure become fatigued and unable to take any actions the following activation.\n\nOnce all the orders have been allocated, or the player doesn\u2019t wish to allocate any more, the activation ends and the next one is drawn. Once all commands have been activated, the turn ends and the cycle begins again.\n\nMovement\nThis relates to how the units actually manoeuvre around the battlefield. My plan is to keep movement fairly simple. The distance of movement is the same for all units, though certain units will be allowed an extra move such as mounted generals. I\u2019m generally assuming the unit of movement will be around a base width, as that\u2019s usually a decent indicator of unit and table size. Each unit will have a front quarter, a rear quarter and two flank quarters, with the boundaries extending in diagonals from the unit\u2019s corners. When I say something is n Movements, it means n units of whatever the movement distance is. To make a movement a unit will be issued with a Move Order. This will allow them to do one of three things:\n\nMove directly into their forward quarter by up to 2 Movements maintaining facing. This may include charging into contact with an enemy unit.\nFall back into their rear quarter by 1 Movement maintaining facing. If this is given to a unit in combat they must take a Morale check after doing so.\nChange facing to a different quarter and make up to 1 Movement in the new direction of facing. This covers all manoeuvring, whether it be changing facing and remaining in place, or moving in a new direction.\nUnits may be issued any number of Move Orders so long as the commander has Orders to allocate and they begin the orders within the Command Radius of the commander.\n\nTerrain will have some impact on movement, essentially difficult terrain will only allow one Movement forward rather than two and roads allow an extra Movement when going forward or back along it. These rules still need a bit more experimentation. It may be that difficult terrain ends all movement for that unit for that activation and they cannot be given any more Move Orders.\n\nCharging Mounted Samurai\nMassed cavalry charges were rare in Japanese warfare of the period, but small groups of mounted samurai could turn the tide of battle when striking the right place at the right time.\nGiven the fixed distances, the rules as written could be easily translated to a square or hex grid. I\u2019ve been playing out test games on gridded notepaper (mostly because it\u2019s all I have to hand with everything packed away to sell our house) and it\u2019s worked reasonably well, but overall the fluidity of free measurement will provide a much more satisfying range of movement options.\n\nRanged Combat\nThere are two types of combat in the game. The first, and generally less effective, is Ranged Combat. This represents the proportion of bows and guns within a unit. While bows and guns of the period had a theoretical range of 300-500 metres, in reality the effective range against armour was around 50-100 metres. Over time as the proportion of guns increased, firepower became more effective, but was still primarily used as a means of defence, behind screens and fortifications, or for softening up an enemy before the charge into melee for offensive actions.\n\nStandard Ranged Combat will work as an exchange between two units at a range of 2 Movements or less. Most units will have some means of firing, even if its just a few samurai with bows and guns. There will be modifiers available to units, typically ranging from -2 to 2 that can reflect the proportion of guns and firing capacity. In a Ranged Combat exchange, both units will roll their ranged attack dice, hitting on 6s then total up the number of hits inflicted. The default number of attack dice is four, though the modifiers mentioned previously along with a few other special conditions (e.g. firing up a hill would be -1, while firing at close range would be +1) can modify these dice up and down.\n\nAny side that receives at least one hit must make a Morale test, which will be described later but essentially consists of throwing four dice (+/- modifiers) with at least one 6 needed for a pass. For each additional hit past the first one in the Ranged Exchange, a dice is removed from the Morale test. So if a sonae of the Ouchi engages a sonae of the Mori in a ranged attack, both players would roll their attack dice. If the Ouchi rolled three 6s and the Mori rolled one 6, then both sides would be required to take a Morale test, but the Mori would do so with 2 less dice than normal due to the two additional hits.\n\nFailing a Morale test from a ranged attack results in a unit status change. A unit that is fresh and in good spirits will become Wavering, which will somewhat impair their ability to fight in Close Combat. A unit that is already Wavering will become Brittle, which impairs them further still. A unit that is already Brittle will break and be removed from the battle. This means a ranged exchange is unlikely to cause serious damage unless a unit is already in dire straights. There will be a Rally mechanic described later to remove these statuses.\n\nRanged Ashigaru\nMost ranged combat was done by sub units of Ashigaru peasant soldiers armed with matchlock \u201cteppo\u201d guns and light weight long bows known as \u201cyumi\u201d, though samurai would often have guns and bows as their primary weapons well. Indeed the yumi was the traditional primary weapon of samurai in earlier periods before massed peasant infantry and firearms became the norm.\nExceptions to this standard exchange are when engaging from the flank, in which case only half your attack dice can be used, or from the rear, in which case only one attack dice can be used. There is also the possibility of Opportunity Fire, the exact details of which are still under review, but will generally allow a unit to take unopposed pot shots at anyone entering firing range. I\u2019m still not entirely sure on this given the exchange nature of standard firing, it\u2019s mostly a means to prevent units skipping along the front of the enemy without consequence, but I may instead implement some form of Zone of Control on movement that prevents this instead. The other type of firing is Closing Fire, which I\u2019ll cover shortly as part of the Close Combat exchange.\n\nClose Combat\nClose combat consists of up to four phases, Charging, Closing Fire, Melee and Shock. Charging is covered under the movement rules and is a movement that ends in contact with an enemy unit. The unit that initiated the charge will gain an extra dice in the first round of Melee. If a unit is Wavering it must pass a Morale test before charging and a Brittle unit cannot charge at all.\n\nThe defending unit may choose to use Closing Fire, that is an unopposed ranged attack, i.e. only the defender rolls their attack dice. If it is successful in hitting the charger, and the charger fails the Morale test then the new status is applied, the charge will be cancelled and the charger will fall back or pull up 1 Movement short of the enemy unit. However, if the charger is unharmed, the defender will have one less attack dice to use in the following round of Melee combat. This is to simulate the delay in bringing up the melee troops while firing at the charging unit.\n\nThe Charge and Closing Fire occur as part of the normal cycle of Orders, but Melee doesn\u2019t occur until the end of the Activation. This allows all movements and ranged attacks to be carried out first, then all close combat will be resolved.\n\nThe Melee Phase involves both participants rolling their attack dice, modified as needed, with different results depending on the outcome. If both units fail to make any successful hits, then each will fall back 1 Movement to their rear quarter. If this movement is blocked, for instance by another unit or a terrain feature, they must instead take a Morale test and apply the appropriate status if failed. If both units make the same number of hits, they remain locked in combat and nothing else happens for them until the next time one of their commands is activated. If one side manages to make more successful hits than the other, that side is considered the victor and may move onto the Shock Phase.\n\nThe Shock Phase is representative of the elite troops, such as the samurai, exploiting a weakness opened up by the melee and rushing in to try and destroy the enemy command. In the Shock Phase the victor rolls their attack dice modified by any shock modifiers they may have (typically terrain affects the impetus of the shock phase more than the melee) with the outcome depending on how many successes they have.\n\nWith one success the enemy unit is destroyed but the attacker is Fatigued.\n\nWith two successes the enemy unit is destroyed and the attacker is not Fatigued.\n\nWith three or more successes the enemy unit is destroyed, the attacker is not Fatigued and gets a bonus order to use immediately.\n\nThe number of orders may increase with increased success, to be confirmed, and the destruction on one success might be too powerful, so one success may apply a status while two success destroys, etc. These are details to be ironed out in play testing.\n\nArtwork of battle\nCombat in the period often ended in bloody and brutal close combat.\nWhere multiple units are engaged, all dice are rolled together. This is the most \u201cbucket o\u2019 dice\u201d part of the rules, but means large engagements can be dealt with quickly, and makes multi unit melee combats very dangerous, especially if Commanders are involved.\n\nFlank and rear attacks also behave a little differently. There is no Closing Fire when attacking a flank or rear of the unit, and the defending unit cannot use a Shock Phase if it is engaged to the flank or rear, instead if it is victorious in the Melee Phase, the attackers both fall back 1 Movement. This is because an attack at a weak point of the formation would usually be reinforced by the samurai core of the unit, meaning they\u2019ve less momentum to carry out a destructive counter attack immediately and instead just drive the attacker off. Any unit attacking the rear gains an additional attack dice as well as that was usually the weakest point of a formation.\n\nMorale\nAs mentioned in previous sections, each unit will have a certain amount of Morale that it can use to show how resilient it is to breaking. All units have the same potential Morale statuses, Wavering and Brittle, though how those statuses affect different areas of the game will vary. Morale tests are called for in a number of circumstances where the resolve of the unit needs tested. Morale tests behave the same way as other tests in the game, a number of dice, four by standard, are thrown with at least one 6 being required to make it a success. Some units may have Resilience modifiers that can increase or decrease their morale dice, and having the Army General within range can provide an extra morale boost too.\n\nOne of the orders available to a commander is a Rally Order. With this a unit that is not in attack range of an enemy unit (i.e. typically 2 Movements away) and within the Command Radius of it\u2019s Commander, may perform a Morale test and if successful, can reduce their negative statuses. So a Brittle unit that passes it\u2019s Rally Morale test will become Wavering, and a Wavering unit that passes loses the negative status and returns to being fresh and ready for action.\n\n\nFacing this sort of devastation would shake the morale of even the loyalist of samurai, let alone the peasant masses.\nThere are still some balancing tests needed with morale, for instance having the presence and loss of nearby units impacting the roll or requiring additional tests, but for the moment I\u2019m keeping it reasonably simple.\n\nOther Considerations\nThere are a few areas that still need some thought and consideration. I\u2019m still testing out various options for moving through and fighting over different terrain. Given the varied landscapes of Japan I don\u2019t want this to be too much of an imposition, but certainly particularly rugged ground should impose some limitations and fordable rivers appear in a fair few battles of the period so they are important to consider too.\n\nDefensive works is another area that needs some thought. It was quite common for armies in the period to entrench into a defensive position, especially as the ratio of guns increased in armies allowing them increased concentrations of fire. This is definitely something I want to include, either as fixed terrain pieces on the battlefield or as a \u201cdig in\u201d option for a unit. I need to do some more reading on this before deciding how to represent them though.\n\nAssaulting a defensive line\nDefensive works were commonly employed on the battlefields of Japan, often made from bamboo or bundles of reed mats. By the later period, concentrations of firepower would make assaulting such defensive works head-on suicidal.\nBeyond that there are a number of special rules and traits I want to include. I\u2019ve already got an outline of many of these as a means of conferring special abilities on Generals, Commanders and individual Clan units. I want to be reasonably cautious with these to avoid it becoming a bit too video gamey or \u201cHollywood\u201d, but I do wish to include some means to highlight leaders who stood out from their peers through tactical or strategic brilliance, or lack thereof, as well as clans that specialised in particular types of combat or weaponry, or were particularly loyal and devoted. There\u2019s also some consideration to be given to the numerous sects of fanatic warrior monks throughout the period and peasant rebellions. I\u2019m not focusing too much on these until I\u2019m completely happy with the core mechanics, though have plenty of ideas for how they could work.\n\nFormations is another thing that needs more consideration \u2013 both the individual makeup of the sonae and how they organise themselves internally, as well as the larger formation of the entire army. For the sonae themselves, different formations may confer different sets of modifiers, for instance aggressive or defensive formations, or those focusing on concentrating firepower, while for army wide formations, I\u2019d be inclined to leave them up to the whim of the players as if I get things right they should \u201cjust work\u201d as they were intended given the way the battles play out. We shall see!\n\nBeyond that I\u2019ll want to consider some \u201cmeta\u201d play around a campaign system, or some means of playing linked battles, as well as some strategic considerations around scouting and espionage that may aid with deployment and game set up. The idea is allow for both historical battles and ones of the players own devising covering various possible scenarios from a straight up fight, through defensive actions or taking of key objectives. I\u2019ve not decided if I\u2019ll look at sieges or not yet, though castle assaults were a common feature of the warfare.\n\nBattle Report\nThis is one of my pencil and paper test games played out on gridded paper to try out some of these core mechanics. In it, the fictional Maru (circle) and Shikaku (square) clans engage in a clash for control of a key river crossing. I rolled for random entry points across the game area rather than having everyone come in from opposite sides, this felt natural given the mustering of troops tended to involve calling in subject clans. Each army consists of three divisions, marked 1, 2 and 3, so for the purpose of this I will refer to them as the divisions as Maru-ichi (in the south centre), Maru-ni (north centre) and Maru-san (north west), then Shikaku-ichi (west centre), Shikaku-ni (south east) and Shikaku-san (north east). The notations is as follows:\n\nGm = Mobile General (bonus to movement and attack, negative firing)\nGe = Encamped General (bonus to everything, messengers but no movement)\nC = command sonae (bonus to everything)\nX = normal sonae\nF = firing focused sonae (bonus firing, negative melee)\nM = melee focused sonae (bonus melee, negative shock)\nS = shock focused sonae (bonus shock, negative firing)\nf = fatigued\nw = wavering\nb = brittle\n\nHopefully the hills, forest, river, stream, bridge and marsh are self explanatory. The position of the number indicates facing and the negative number on commands indicate lost units.\n\n\nIn the opening turn the Maru-san clan attempts to skirt around the Shikaku-ichi position to link up with their General, however they soon come in range of the enemy gunners stationed on the hill.\n\nIn the south, the Maru-ichi General moves to fortify a hill opposite the Shikaku position. Meanwhile the Shikaku-ni clan rushes towards the bridge to seize the objective and support their allies. In the north the outnumbered Shikaku-san clan attempt to secure their flank on the forest and present a line of attack to funnel the Maru-ni enemy into.\n\nThe Maru-san find themselves pinned down by enemy fire as the Shikaku General brings his troops to bear on their slow advance. Feeling the pinch on their flanks the Maru-san turn to engage. In the north east, after several exchanges of fire, an impetuous rush by a Maru-ni daisho drives some of the Shikaku-san from the field, and feeling the potential for encirclement growing, the Shikaku-san pull back into a better defensive position.\n\nNot wishing to relent on the pressure, the Maru-ni keep pressing the beleaguered Shikaku-san, while the unopposed Shikaku-ni set up a solid defence between the stream and river. Frustrated by the fire from the hill, the Maru-san charge the Shikaku General\u2019s position. The Shikaku-ichi manage to stall them at the foot of the hill, but the Maru-ichi take advantage of the exposed southern flank of the Shikaku position and storm the hill from there.\n\nAttacked from multiple sides the Shikaku-ichi begin to collapse and the General abandons the camp and flees for the defensive lines of the Shikaku-ni. However, the Maru-ni advance crushes the Shikaku-san in the north and begins to sweep down towards the open end of the Shikaku-ni position, while the rest of the Maru forces begin their advance towards the stream.\n\nThe Shikaku fall back over the bridge, hoping the choke point will let them wear down the enemy, but the Maru forces sweep in from all sides.\n\nThe assault on the bridge begins and while the Shikaku forces put up a brave fight, they are now heavily outnumbered by the Maru attack.\n\nIn an epic clash, the elite shock troops of the Maru-ichi break the bridge defence while the constant fire exchange across the river wears down and eventually breaks several of the Shikaku defenders. With his army broken and troops fleeing the field, the Shikaku general signals the retreat and slinks off the field in disgrace. The day has gone to the Maru, and they have secured control of a vital point between the rival lands.\nThis was a lot of fun as a game, the narrative flowed easily from the mechanics and while there were a few points were I had to tweak bits or come up with rules for things on the fly, it really helped me refine down some of the mechanics, and determine what did and didn\u2019t work.\n\nSummary\nTo conclude, in this post we covered:\n\nCommand and Control: the role of commanders and how the dynamic activation and order system works, as well as the role of messengers on the field.\nMovement: how movement is determined and the different types of movements available.\nCombat: both ranged and melee combat and the opposed roll system they use.\nMorale: how units test for morale and rally from their various states of disorder.\nDiscussed other areas for expansion and thought once core mechanics are settled.\nFinally finished with a pencil and paper test game and report on how it went.\nI\u2019m not sure what my next post on this will be, as the next stage is probably play testing and refinement, then looking at some of the special rules. No doubt you\u2019ll see some Feudal Japanese forces creep into my painting queue in the coming year in 3mm, 6mm and/or 10mm, along with some more test game battle reports.\n\nThoughts and suggestions are always welcome, I\u2019ve only been in the hobby a few years and don\u2019t have that many games under my belt, so any pitfalls or glaring omissions I\u2019d be interested in knowing about, so please share!\n\nAs ever, thanks for reading,\n\nMatthew\n\nShare this:\nTwitterFacebook\n\nRelated\nRules for the Sengoku Jidai: Revamped\nJun 8, 2021\nIn \"Battle Report\"\nRules for the Sengoku Jidai\nOct 11, 2020\nIn \"Feudal Japan\"\nProgress Update \u2013 July 2021\nAug 2, 2021\nIn \"Feudal Japan\"\nTagged 2D Gaming, Feudal Japan, Pencil and Paper, Rulesets, Wargaming\nPost navigation\nPrevious Post\nRules for the Sengoku Jidai\nNext Post\nBattle Report \u2013 Oda vs Asai\n4 thoughts on \u201cRules for the Sengoku Jidai: Core Mechanics\u201d\nPingback: Battle Report \u2013 Oda vs Asai \u2013 Wisely lead\u2026 without a head!\nPingback: Progress Update \u2013 March 2021 \u2013 Wisely lead\u2026 without a head!\nMr David Ford\nOct 19, 2021 at 6:07 pm\nGreat Stuff \ud83d\ude42\n\nLike\n\nReply\nmmcv\nOct 20, 2021 at 10:08 am\nThanks David, I have revised some of these since this post, some of which is included in this post: https://mmcvhistory.home.blog/2021/06/08/rules-for-the-sengoku-jidai-revamped/\n\nWhich is why some of the bits here are a little different from what we had been chatting about elsewhere. The primary change is the combination of Morale, Fatigue and Ranged Combat into a single Fatigue/Loyalty mechanic.\n\nLike\n\nReply\nLeave a comment\nTop Posts & Pages\nA Very British Civil War in Ireland\nIs it an eagle? Is it a jaguar? No...\nBattle Report - The Battle of Dorylaeum (1097)\nRules for the Sengoku Jidai: Core Mechanics\nAVNICW Faction: The Loyal Democratic State of Northern Ireland\nCategories\nBattle Report (22)\nGeneral (12)\nHistory (6)\nCrusades (5)\nPeriods & Projects (57)\n2D Armies (3)\nAncient China (8)\nBronze Age (9)\nClassical Period (7)\nColonial (3)\nEarly 20th Century (7)\nFantasy (2)\nFeudal Japan (15)\nLate 19th Century (3)\nMedieval (14)\nPike & Shot (11)\nPre-Columbian America (10)\nTerrain (3)\nProgress update (28)\nRulesets (13)\nTags\n2D Gaming 2mm 10mm Ancient China AVBCW AWI Battle Board Battle Report BBB Bronze Age Celts Chu Classical Period Crusaders Early 20th Century English Civil War Factions Fantasy Feudal Japan Flippant History General Great War Greeks Han History Introduction Irish History Late 19th Century Medieval Miniatures Napoleonics Pencil and Paper Pre-Columbian America Qin Reflections Romans Rulesets Saracens Shadow of the Eagles Sharp Practice Ships Showcase Skirmish Games Soldiers of God Tarascans Terrain TooFatLardies To the Strongest Trojan War Turks Twilight of Divine Right Twilight of the Sun King Wargaming Zombicide\nBlogs I Follow\nwe all have our roles to play\nBogenwald\nCooking Without Limits\nA Sincere Love of Food\nWARdROBE Plays WWII\nMark A. Morin\nSkarloc\u00b4s\nTENKA FUBU\n\nFollow Blog via E-mail\nEnter your e-mail address to follow this blog and receive notifications of new posts by e-mail.\n\nEmail Address:\nEmail Address\n\nFollow\n\nBlog at WordPress.com.Do Not Sell or Share My Personal Information\nPrivacy & Cookies: This site uses cookies. By continuing to use this website, you agree to their use.\nTo find out more, including how to control cookies, see here: Cookie Policy\nDesign a site like this with WordPress.com\nGet started\nAssistant: Creating a list of Sengoku Era samurai troop units for your For Honor roleplay Discord server can help enhance the realism and immersion for your mass combat scenarios. Here's a list of potential troop units you can consider, tailored to fit a gun-free setting:\n\n### Infantry Units\n1. **Yari Ashigaru** - Foot soldiers armed with long spears; form the backbone of the army.\n2. **Naginata Ashigaru** - Infantry wielding polearms, versatile in both offense and defense.\n3. **Katana Ashigaru** - Swordsmen serving as support troops, skilled in melee combat.\n\n### Samurai Units\n1. **Yari Samurai** - Elite spear-wielding troops, superior to Ashigaru in skill and armor.\n2. **Katana Samurai** - Highly skilled swordsmen, forming the core of offensive charges.\n3. **Naginata Samurai** - Versatile warriors wielding the naginata, capable against cavalry and infantry alike.\n4. **Ronin** - Masterless samurai, often mercenaries, who can be hired for their unique skills.\n\n### Cavalry Units\n1. **Takeda Cavalry** - Elite horsemen known for their speed and powerful charges with yari.\n2. **Mounted Samurai** - Skilled horseback warriors, even more deadly when charging with katana or naginata.\n3. **Bow Cavalry** - Mounted archers skilled in hit-and-run tactics, using yumi (bows) from horseback.\n\n### Archer Units\n1. **Yumi Ashigaru** - Foot archers forming ranged support, helping soften enemy troops.\n2. **Bow Samurai** - Elite archers with superior skill and equipment compared to Ashigaru.\n3. **Kyudo Masters** - Samurai dedicated to the way of the bow, providing precise and powerful ranged attacks.\n\n### Specialist Units\n1. **Sohei (Warrior Monks)** - Religious warriors skilled in martial arts and naginata.\n2. **Onna-Bugeisha** - Female warriors trained in the use of the naginata and bow.\n3. **Kunoichi (Female Ninjas)** - Specialists in espionage and guerrilla tactics, capable of sabotage.\n\n### Support Units\n1. **Standard Bearers** - Carry the clan's banner, boosting morale and organization.\n2. **Drummers** - Keep rhythm to coordinate troop movements and boost morale.\n3. **Strategists** - Advisors skilled in planning and executing battlefield strategies.\n\n### Unique Units\n1. **Hatamoto** - The personal guard of generals and commanders, elite bodyguards.\n2. **Champion Duelists** - Expert swordsmen available for challenges and duels on the battlefield.\n3. **Berserkers** - Warriors who enter frenzied states, unstoppable in close combat until exhausted.\n\nThese units can be used to create engaging and dynamic mass combat scenarios that reflect the diversity and strategy of Sengoku Era warfare without relying on firearms. Adjust details according to any specific game mechanics or lore within your For Honor roleplay setting.\nUser: Expand the list, and remove any gun units. Make it for honor fitting too (keeping immersive aspect): \n\nTotal War Wiki\nTotal War Wiki\nExplore\nTroy\nThree Kingdoms\nHistorical Games\nSpin-offs\n FANDOM\nFan Central\nBETA\nGames\nAnime\nMovies\nTV\nVideo\nWikis\nStart a Wiki\nSign In\nRegister\nTotal War Wiki\nTotal War Wiki\n5,228\npages\nExplore\nTroy\nThree Kingdoms\nHistorical Games\nSpin-offs\n\nin: Total War: Shogun 2 cavalry\nYari Cavalry (Total War: Shogun 2)\nEdit\nFor the Shogun: Total War unit, see Yari Cavalry (Shogun: Total War).\n\nYari Cavalry S2TW Icon\n\nYari Cavalry\nYari Cavalry S2TW\nAppears in\nTotal War: Shogun 2\nBelongs to\nMost factions\nType\nSpear Cavalry\nSoldiers per unit\n20/40/60/80\nAttack skill\n5\nCharge bonus\n25\nAnti-cavalry skill\n15\nArmour\n4 (Mounted)/4 (Dismounted)\nDefense skill\n1\nMorale\n10\nProduced from\nWarhorse Stables, Yari Drill Yard\nSpecial abilities\nWedge Formation\nCost\n800 SP/850 MP\nUpkeep\n200\nTurns to train\n2\nUnit cap\nNone\nYari Cavalry are a type of yari cavalry in Total War: Shogun 2.\n\nDescription\nEach yari cavalry samurai is armed with a long spear that makes him particularly deadly when swiftly charging into combat.\n\nYari cavalry focus all the power of their fearsome charge into the points of the long spears they carry as they smash into enemy cavalry and infantry alike. Their high morale spurs them into battle and keeps them from routing, even when engaged in melee, where their spears are at a disadvantage. Yari cavalry are best used to attack the rear or flanks of infantry to avoid spear counter-attacks and getting caught in messy, close-quarters fighting. Their amazing speed over the ground makes this entirely possible, as they can rarely be caught even by other cavalry units.\n\nDuring the Sengoku Jidai, the spear and sword superseded the bow as the weapons of choice for samurai cavalry. Despite a long tradition of mounted archery, a bow could not be used in melee, leaving cavalry archers vulnerable to counter-attacks by foot soldiers. Spears, on the other hand, could be used to break enemy defences in a full charge, or used in quick, slashing strokes whilst in close combat. Swords could be used to cut an enemy down, but obviously lacked the range of a bow, or spear. However, if a samurai was wealthy enough, he would have an attendant to carry and hand him his bow, spear or sword, depending on the situation and personal preference.\n\nStrengths & Weaknesses\n\nFast and very good charge.\nGood against other cavalry.\nWeak in prolonged melee.\nVulnerable to yari and naginata units in melee.\nGeneral Information\nYari Cavalry are mid-late game cavalry, boasting a powerful charge bonus but only average melee stats. They replace light cavalry, being superior in nearly every way but at the cost of higher upkeep and recruitment costs. Their anti-cavalry bonus and high speed make them excellent for hunting down enemy cavalry, and their high charge bonus allow them to disrupt enemy formations with ease. However, like all cavalry, they are weak to anti-cavalry infantry, and are also highly susceptible to ranged attacks, particularly Fire Rockets. \n\nTwo units of yari cavalry, along with a unit of Great Guard, are granted to any faction that becomes Shogun. This includes the Ikko Ikki, who normally don't have access to yari cavalry.\n\nWhen trained by the Date Clan, Yari Cavalry have +2 charge bonus.\n\nTakeda Yari Cavalry are cheaper to train and maintain (at 700/175 instead of 800/200), have +2 morale, +3 melee attack, +1 melee defence, and +5 charge bonus. They are slightly worse than Takeda Fire Cavalry in almost every way, but have a better charge bonus.\n\nTotal War: Shogun 2 Cavalry\nSpear Cavalry\tGreat Guard \u2022 Light Cavalry \u2022 Takeda Fire Cavalry \u2022 The Spears of Shizugatake \u2022 Yari Cavalry \u2022 Yari Dojo Cavalry\nPolearm Cavalry\tNaginata Warrior Monk Cavalry\nSword Cavalry\tGeneral \u2022 Katana Cavalry \u2022 Kiyomasa\u2019s Katana Cavalry\nMissile Cavalry\tBow Cavalry \u2022 Donderbuss Cavalry \u2022 Tokugawa Mounted Gunners \u2022 Yoritomo\u2019s Yabusame Cavalry\nCategories\nCategories:Total War: Shogun 2 cavalryAdd category\nCommunity content is available under CC-BY-SA unless otherwise noted.\nCommunity Chat\n9 Users Online\nUsers\n\n\n\n\n\n\n\n\n\nJoin Now!\nOthers Like You Also Viewed\nLight Cavalry (Total War: Shogun 2)\nLight Cavalry (Total War: Shogun 2)\nTakeda Fire Cavalry\nTakeda Fire Cavalry\nNaginata Warrior Monk Cavalry\nNaginata Warrior Monk Cavalry\nKatana Cavalry\nKatana Cavalry\nNaginata Warrior Monks (Total War: Shogun 2)\nNaginata Warrior Monks (Total War: Shogun 2)\nDonderbuss Cavalry\nDonderbuss Cavalry\nKiyomasa\u2019s Katana Cavalry\nKiyomasa\u2019s Katana Cavalry\nYari Ashigaru (Total War: Shogun 2)\nYari Ashigaru (Total War: Shogun 2)\nBenkei\u2019s Blades\nBenkei\u2019s Blades\n\nPopular Pages\nFactions (Total War: Three Kingdoms)\nFactions (Total War: Three Kingdoms)\nFall of the Samurai\nFall of the Samurai\nTotal War: Three Kingdoms\nTotal War: Three Kingdoms\nTraits (Total War: Three Kingdoms)\nTraits (Total War: Three Kingdoms)\nTotal War: Shogun 2\nTotal War: Shogun 2\nFandom logo\nExplore properties\nFandom\nMuthead\nFanatical\nFollow Us\nOverview\nWhat is Fandom?\nAbout\nCareers\nPress\nContact\nTerms of Use\nPrivacy Policy\nDigital Services Act\nGlobal Sitemap\nLocal Sitemap\nCommunity\nCommunity Central\nSupport\nHelp\nDo Not Sell or Share My Personal Information\nAdvertise\nMedia Kit\nContact\nFandom Apps\nTake your favorite fandoms with you and never miss a beat.\nFandom App logo\nStore icon\nStore icon\nTotal War Wiki is a FANDOM Games Community.\nView Mobile Site\nFollow on IG\nTikTok\nJoin Fan Lab\nCheck out Fandom Quizzes and cha\nSearch this wiki\nSearch all wikis\nAssistant: Here's an expanded and immersive list of Sengoku Era samurai troop units suitable for a For Honor roleplay setting, ensuring no gunpowder weapons are included:\n\n### Infantry Units\n1. **Yari Ashigaru** - Basic spear infantry, well-suited for forming spear walls and ranked formations.\n2. **Naginata Ashigaru** - Versatile polearm infantry capable of defending against both cavalry and infantry.\n3. **Katana Ashigaru** - Skilled in close-quarters combat, offering flexibility on the battlefield.\n\n### Samurai Units\n1. **Yari Samurai** - Elite warriors known for their mastery of the spear, excelling in organized combat.\n2. **Katana Samurai** - Highly skilled with swords, forming the offensive forefront of any army.\n3. **Naginata Samurai** - Balanced fighters capable of both offense and defense, adept against cavalry charges.\n4. **Ronin** - Masterless samurai with unpredictable fighting skills, available for hire or rebellion.\n5. **Dual Wield Samurai** - Samurai proficient in wielding two swords, offering greater attack flexibility.\n\n### Cavalry Units\n1. **Yari Cavalry** - Fast-moving spear cavalry, perfect for flanking maneuvers and pursuing fleeing enemies.\n2. **Katana Cavalry** - Mounted swordsmen skilled in slashing down opponents in fast charges.\n3. **Takeda Cavalry** - Renowned for their speed and discipline, often leading devastating charges.\n4. **Mounted Samurai** - Expert horsemen, combining mobility with the deadly efficiency of a samurai's skill.\n\n### Archer Units\n1. **Yumi Ashigaru** - Infantry archers providing essential ranged support for large formations.\n2. **Bow Samurai** - Elite archers with greater range and accuracy, capable of precision strikes.\n3. **Kyudo Masters** - Expert bow users who are revered for their discipline and shooting accuracy.\n\n### Specialist Units\n1. **Sohei (Warrior Monks)** - Religious warriors with spiritual ferocity, skilled in hand-to-hand combat and naginata use.\n2. **Onna-Bugeisha** - Female samurai trained in martial arts and weaponry, offering unique strategic capabilities.\n3. **Battlefield Tacticians** - Provide strategic maneuvers and battlefield insights, enhancing the effectiveness of allied units.\n\n### Support Units\n1. **Standard Bearers** - Bolster the morale and organization of troops with the clan's emblem.\n2. **Drummers** - Coordinate troop movements and elevate combat spirit through rhythm.\n3. **Strategists** - Masters of battlefield tactics, aiding in the planning and execution of complex maneuvers.\n\n### Unique Units\n1. **Hatamoto** - Elite bodyguards of high-ranking officials, unswervingly loyal and fiercely protective.\n2. **Champion Duelists** - Experts in one-on-one combat, challenging enemy leaders and inspiring allies.\n3. **Berserkers** - Possessed by a fierce fighting spirit, causing chaos in the enemy ranks.\n\n### Siege Units\n1. **Siege Engineers** - Specialists in constructing and dismantling fortifications during castle sieges.\n2. **Logistical Support Teams** - Ensure the supply lines remain intact and the army stays well-fed and ready.\n\nThis list emphasizes the traditional aspects of Sengoku period warfare, focusing on melee and cavalry tactics, as well as the strategic deployment of troops. It aligns well with the immersive, close-combat focus typical of a For Honor-style setting.\nUser: Can you possibly also make better names for some of the units instead of just weapon_type \"samurai/ashigaru,\" for the fhu.\nUser: Not like that, keep it realistic and immersive and japanese sengoku.\nAssistant:"},{"assistant_initiates":false,"asst_text":"From the outset, the production of the 1968 movie Head faced unique challenges. Set design incorporated surreal and colorful aesthetics that reflected the psychedelic culture of the time. Locations were diverse, with filming taking place in various styles, from beaches to urban landscapes, capturing the essence of the 1960s. Logistically, coordinating the schedules of the cast and crew was difficult, especially as the film featured The Monkees, who were at the height of their popularity. Innovative techniques played a key role, including the use of non-linear storytelling and dreamlike sequences that pushed the boundaries of traditional filmmaking. The filmmakers experimented with special effects, such as overlays and rapid cuts, to enhance the visual experience, which was groundbreaking for its time. The sound design also incorporated unique elements, melding music with dialogue in ways that were unconventional. This combination of creativity and technology marked Head as a significant film in cinematic history. Reply finished","behavior":"degenerate_repetition","conversation_hash":"25629d4d221d2089f5d601569efd0507","conversation_redacted":false,"conversation_toxic":false,"country":"United States","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"English","model":"gpt-4o-mini-2024-07-18","n_chars":3574,"n_turns_in_conversation":1,"n_words":520,"source_row_offset":3649,"source_shard":"turns-00039.parquet","timestamp":"Fri, 25 Oct 2024 02:25:20 GMT","turn_id":"5c8093baffade06ac2d5950b","turn_index":0,"user_text":"Production Chronicles: Provide a glimpse into the production of 1968 movie Head, covering the set design, locations, and the logistical challenges of filming. Highlight any innovative techniques or technologies employed during production.\n\n        Instructions:{ Please write an interesting script with the given context without adding any introductory or concluding remarks.\n        In case you find some more information about this topic then use all information you have to create a large text about this topic.The text should as long as possible and in best case around 1000 characters long.\n        Ensure that there are no emojis, text within brackets, parentheses, or similar symbols in the response. \n        Provide a single coherent response without rephrasing or repeating titles or headings. Avoid enumerations or bullet points. \n        The text is intended for older adults; use simple vocabulary appropriate for a middle school reading level. Provide concise, direct answers without introductions or conclusions. \n        Use transition words at the beginning of your reply instead of the subject name and leave the end open without a concluding sentence. \n        It is very important to provide only the final output without any additional comments or remarks for example: 'Certainly!' Here's the revised text.\n         \n        Please provide the text directly without any labels such as \"Conclusion:\", \"Introduction:\", or \"Transition:\". Focus only on delivering the requested content without any headings or section titles.\n        Please generate a complete and coherent response based on the provided input. Ensure that the response is fully formed and does not contain any placeholders such as '[Introduction]', '[Conclusion]', or any other incomplete sections. \n        The text should flow naturally without any gaps or missing information, and no placeholder markers or brackets should be used. \n        Please respond to my question, and always conclude your reply with the words \"Reply finished\" to indicate that your response is complete. \n        Make sure the reply is fully contained before these words and is not cut off prematurely. Thank you.}\n         Please respond to my question, and always conclude your reply with the words 'Reply finished' to indicate that your response is complete. Ensure that the text is fully formed without any placeholders such as '[Conclusion]' or '[Placeholder]'. Make sure the reply is fully contained before these words and is not cut off prematurely. Thank you."},{"assistant_initiates":false,"asst_text":"Certainly! I'll provide names that capture the historical and cultural essence of Sengoku Era Japan:\n\n### Infantry Units\n1. **Ashigaru Yari-tai** - The \"Spear Regiment,\" composed of disciplined foot soldiers wielding yari.\n2. **Ashigaru Naginata-tai** - \"Polearm Brigade,\" combining reach with versatility against various enemies.\n3. **Kachi-gumi** - \"Victory Group,\" adept swordsmen among the common foot troops.\n\n### Samurai Units\n1. **Yari Busho** - \"Spear Officers,\" noble samurai skilled in traditional spear fighting techniques.\n2. **Katana-kei Samurai** - \"Sword Line Samurai,\" forefront warriors adept with katana.\n3. **Naginata no Bushi** - \"Polearm Warriors,\" respected for their dual role in defense and offense.\n4. **Ronin-gumi** - \"Wandering Band,\" masterless samurai known for their unmatched combat prowess.\n5. **Nitoryu Samurai** - \"Two-Sword Style Samurai,\" practicing the art of dual-wielding katana.\n\n### Cavalry Units\n1. **Yari Uma-jutsu** - \"Spear Cavalry,\" renowned for their swift and decisive mounted attacks.\n2. **Katana Uma-jutsu** - \"Sword Cavalry,\" blending the speed of horses with the skill of swordsmen.\n3. **Takeda no Uma-gun** - \"Takeda Cavalry Regiment,\" famed for their cavalry tactics and battlefield impact.\n4. **Kiba Musha** - \"Horseback Samurai,\" embodying the pride and prowess of mounted samurai.\n\n### Archer Units\n1. **Yumi Ashigaru-tai** - \"Bow Corps,\" providing essential archery support in battles.\n2. **Yumi no Samurai** - \"Bow Samurai,\" elite archers known for their precision and discipline.\n3. **Kyudo no Meijin** - \"Masters of Way of the Bow,\" specializing in traditional Japanese archery.\n\n### Specialist Units\n1. **Sohei-tai** - \"Warrior Monk Brigade,\" spiritual fighters skilled in diverse martial arts.\n2. **Onna-bugeisha Gumi** - \"Female Martial Artists Squad,\" women warriors whose skill rivals their male counterparts.\n3. **Gunshi** - \"Military Strategists,\" tacticians whose insights can alter the course of battle.\n\n### Support Units\n1. **Jinmaku Mochi** - \"Banner Holders,\" sustaining the morale and unity of the surrounding troops.\n2. **Taiko no Yaku** - \"Drum Bearers,\" coordinating movements through rhythmic commands.\n3. **Heishi no Kishi** - \"Knights of Strategy,\" advisors whose experience guides the command on the field.\n\n### Unique Units\n1. **Shinobi Gumi** - \"Ninja Group,\" experts in stealth and espionage on and off the battlefield.\n2. **Ichiban Yari** - \"First Spear,\" an honor guard known for their bravery and leadership in battle.\n3. **Kishin-tai** - \"Demon Regiment,\" feared for their fierce and relentless combat style.\n\n### Siege Units\n1. **Tenshu Yoshin Gumi** - \"Castle Assault Group,\" specialists in siege warfare and fortification breaching.\n2. **Keigo Yori Gun** - \"Support Corps,\" crucial for maintaining supply lines and operational readiness.\n\nThese names are both authentic to the period and steeped in the traditional roles and cultural nuances of the Sengoku Era, maintaining an immersive environment for your For Honor roleplay.","behavior":"degenerate_repetition","conversation_hash":"abe37fab995eb5180e8eb9300e8c9280","conversation_redacted":true,"conversation_toxic":false,"country":"United States","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"English","model":"gpt-4o-2024-08-06","n_chars":69811,"n_turns_in_conversation":1,"n_words":11696,"source_row_offset":3650,"source_shard":"turns-00039.parquet","timestamp":"Fri, 25 Oct 2024 02:25:24 GMT","turn_id":"e0031a3d0a447ee248b66c14","turn_index":0,"user_text":"User: sengoku era samurai troop unit ideas list for my discord for honor roleplay mass combat server (no guns to stay realistic for for honor):\n\nnotes: \n\n\nThe Miniatures Page logo\n\"Are there any rulesets that work at \"contingent\" level?\" Topic\n22 Posts\nAll members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.\n\nPlease do not post offers to buy and sell on the main forum.\n\nFor more information, see the TMP FAQ.\n\nBack to the Classical Asian Warfare Message Board\n\nAreas of Interest\nAncients\nMedieval\nRenaissance\nFeatured Hobby News Article\nLancashire Games: Pre-Release Offer Ending in Days\nWellington in India\n\nFeatured Link\nDark & Feudal Ages at Alicante 2022\n\n\nFeatured Ruleset\nAthena Wargames Rules: The English Civil Wars, The Thirty Years War\nAthena Wargames Rules: The English Civil Wars, The Thirty Years War\nRating: gold star gold star gold star gold star gold star gold star gold star gold star gold star \n\nFeatured Showcase Article\nSumerian Chariots in 6mm\nSumerian regular chariot stand\nRemember back in 2005, when I promised pictures of those Sumerian chariot stands in 6mm?\n\nFeatured Profile Article\nRubbery Dinos at the Dollar Store\nDinosaur\nGet these inexpensive dinos while you can.\n\nFeatured Book Review\nThe Savage Garden\nThe Savage Garden\n\n2,277 hits since 7 Feb 2016\n\u00a91994-2024 Bill Armintrout\nComments or corrections?\n\ndddd99\t07 Feb 2016 8:02 p.m. PST\nHi All,\n\nThe more I read about Sengoku Jidai warfare the more I see it is a mixed unit affair with the lower level troops attached to their feudal master. So a Hojo retainer in the 1570s, for example, might command something like 500-800 troops. These troops fought for him, in close proximity to him.\n\nIt was not until later that infantry organization changed in Japan and teppo ashigaru were \"pooled\" with other teppo ashigaru from other lords to fight in an organized teppo \"unit\", for example.\n\nSo what I am interested in is ANY rules that reflect this; it does not necessarily need to be Sengoku rules that you recommend. I have heard people on this forum describe Feudal Japanese warfare as similar to War of the Roses style warfare, but I also wonder are there more examples of this \"mixed\" style of warfare?\n\nBasically, I am interested in any rule treatment that somehow incorporates this information instead of just turning all \"ancient\" / \"feudal\" warfare into pristine roman unit warfare. Hopefully that last statement won't be misinterpreted; I am at a loss of words to describe this \"mixed\" unit syle of warfare.\n\nI realize that Killer Katanas 2 could cover this period, but to do some of these larger battles you would require a large table. Are there any rulesets that work for people interested in basing mixed units: foot samurai, mounted samurai, and ashigaru with all their different weapons on one base (think of diorama style bases)?\n\nadvocate Supporting Member of TMP\t08 Feb 2016 12:17 a.m. PST\nA diorama style base woulds suit games like Sword & Spear or Impetus. I don't know if either currently have lists. However, they also have standard-sized units, and I wonder if that is what you need, or whether you want different sizes to reflect different contingents.\n\nsetsuko\t08 Feb 2016 12:43 a.m. PST\nI agree that it sounds like you're looking for something like Impetus. If you go for a smaller scale, like 6mm or 10mm, it's easy to mix and match different types on the same base.\n\nI based my troops for DBA and FoG, on just 40mm wide bases, but I could still cram in a few infantrymen on my cavalry bases:\n\n\nThat way, even though you count the base as \"cavalry\" or \"archers\", you can represent them as more mixed, historical units.\n\nIf you go with a ruleset with even larger bases, you can do more impressive stuff, like these:\n\n\nJim Louttit based these on 3 inch square bases, and you can find more examples here:\n\nlink\n\nMike O\t08 Feb 2016 4:19 a.m. PST\nThe free set \"A Coat of Steel\" from Perfect Captain are mixed contingent rules for the Wars of the Roses which I always thought would be very appropriate for adaption to samurai warfare (including pre Sengoku periods). It uses some novel mechanics to prevent it becoming a boring scrum.\n\nlink\n\nRabelais\t08 Feb 2016 6:08 a.m. PST\nI was thinking of converting ACOS myself for Sengoku samurai, but I was put off by the amount of work involved with changing the cards and other playing aids. But it's the best existing template that I'm aware of.\n\nAt the moment we're trying out a conversion of the Great Battles in History board game 'Ran,' using squares instead of hexes. Alternatively, you could use tape measurements, I guess. In Ran, the 'counters' are still single troop types, but a contingent can be made up of 8-10 bases, so there's more of a feel of a contingent being made up of small units of samurai, ashigaru, guns and cavalry. The problem with Ran is that it's a bit costly and hard to get hold of.\n\nRabelais\t08 Feb 2016 7:16 a.m. PST\nI also thought it may be possible to modify Peter Pig's 'Battles in the Age of War' rules. They already allow you to mix ashigaru spears, bows and guns in the same unit, but all samurai are grouped separately, and have their own morale class.\n\nI think it would be possible to mix samurai and ashigaru together and use the appropriate morale class depending on the percentage of samurai remaining in the unit. AFAIK mixing samurai and ashigaru like this wouldn't impact the melee rules.\n\nPersonal logo Extra Crispy Sponsoring Member of TMP\t08 Feb 2016 8:08 a.m. PST\nTaiko! will do what you want. Figures are nominally based individually, and the armies are built around sub-commanders. You'd just need to tweak the lists where you want.\n\nlink\n\nmad monkey 1\t08 Feb 2016 9:04 a.m. PST\nTry these if you can get a hold of them:\nlink\n\ngamedad25\t08 Feb 2016 10:00 a.m. PST\nContact <PRESIDIO_ANONYMIZED_EMAIL_ADDRESS> for Chrysanthemum Throne pdf.\n\nI believe they are sold in a bundle with Age of Gunpowder and Le Petit Empereur for $15.00 USD usd.\n\nBelgianRay\t08 Feb 2016 1:55 p.m. PST\nI agree totally with Extra Crispy : go for Taiko. No way around it.\n\ndddd99\t08 Feb 2016 6:49 p.m. PST\nHi All,\n\nThanks for all the responses. I already own Taiko!, Killer Katanas, Impetus, and Sword and Spear. I have 6mm figures: Irregular as well as Baccus (I do not usually mix them). I once attempted to buy Chrysanthemum Throne, but that company closed their internet presence a week before I went to buy them ahah. I think I may email Chipco, based on gamedad25's post above; thanks. I would love to buy BAW, but I would really enjoy a cheaper price or a pdf version since I am not sure it is what I am looking for.\n\nAll of the rules mentioned above I am not sure will suffice for me. I have researched so much Japanese feudal warfare over the past year or so that I have decided to write my own. That was why I was looking for other examples of \"contingent\" warfare.\n\nHere are some responses to the above posts:\n\nadvocate \u2013 I have already played some samurai battles using lists I created for Sword and Spear. What can I say I love Sword and Spear, but it does segregate figures into \"units\". By the way I highly respect Impetus as well but I find S&S more enjoyable; but they are both top notch.\n\nsetsuko \u2013 your work on yr 6mm Baccus is amazing. I have always admired them and have seen them before in prior posts. = ) in fact your images are why I decided to buy Baccus. and I have seen Jim L's work before too. Simply amazing. In fact, his diorama bases are what led me to developing my own \"contingent\" based approach; that and playing my new Nobunaga's Ambition game I got off Steam. I found out that Japanese game/sim creators routinely represent these battles using this \"contingent\" based approach.\n\nMikeO & Rabelais \u2013 thanks so much for the idea to recommend ACOS. I am reading thru it now. = ) Very good stuff so far. Lots of ideas.\n\nExtra Crispy \u2013 I do enjoy Taiko! rules and am very happy to have them in my collection. Ihave said before and will say it again they are definitely worth the purchase. Not too expensive, pdf download and instant gratification.\n\nLike I said, thanks for all the informative and interesting responses, all. Now I am off to read some ACOS and maybe to work on my rules. Best wishes.\n\nLion in the Stars\t09 Feb 2016 11:49 a.m. PST\nI was under the impression that even a low-ranking commander would divide his troops into single-weapon squads of Spearmen, Archers, and Teppo.\n\nThe Ashigaru teppo squads appear to be mixed with ~3-5 teppo and 2-4 bows, with the archers shooting to protect the gunners while they reloaded.\n\nEValerio has some great illustrations that he based on the Takeda Screens, thread is here on TMP: TMP link\n\nI guess the real question is, what figure compression are you running? If you're modeling at something like 1:30, then I'd use a squad stand to represent a company. But if you're using 6mm figures, you could go nuts and model things 1:1 for a not-unreasonable cost.\n\ndddd99\t09 Feb 2016 9:26 p.m. PST\nLion,\n\nI am familiar with EValerio's work. It is top notch.\n\nI believe he has stated before that the Kawanakajima Kassen Byobu screens were influential in his illustrations:\n\n\nI believe these types of formations are referred to as sonae. They are usually 300-800 men. As you can see there are mounted troops and foot troops as well as archers and gunners.\n\nThe issue in my opinion is when you play a game, take impetus for example, its bases represent 300-1200 men depending on the circumstances/troop type. So this seems incompatible with Evalerio's illustrations. If I were to wish to represent his illustration, which I actually do, then one of his illustrations is say 500 men +/-. If 50% of those are ashigaru wielding infantry weapons like nagae yari or whatever, and 20% are an ahshigaru mixture of missile troops (teppo/yumi \u2013 these ratios evolved throughout the sengoku toward more heavy on the gunners). That's about 70% ashigaru. That leaves about 30% of what people refer to as the samurai (I realize this line between samurai/ashigaru definitely became increasingly blurred as the sengoku went on) \u2013 some are mounted some on foot.\n\nTo give a real world example I bought some 6mm Irregular samurai range (I have lots of Baccus as well =-) ). I played it with Sword and Spear rules (which I have high respect for). As some of you may know the figures came in strips and therefore I could not cut apart as you can with Baccus. So I ended up with a base of samurai on foot charging a base of yumi ashigaru for example. If each base were like 300 men it makes this seem odd and not how I now picture samurai warfare.\n\nSo I am saying maybe make a game where we use EValerio's nice illustrations as a template and maybe represent them on the tabletop as Jim Louttit's bases that setsuko has shown above. I dunno to me that'd seem like a sweet game. Maybe I am wrong.\n\nSo thanks for the reply, Lion. To answer your question about figure compression\u2026. I dunno my thoughts above maybe give a rough draft of that\u2026 hopefully. To be honest I have not based my Baccus 6mm yet and I want to make sure I do it right so I am leaning toward Jim Louttit style basing and I need rules to accommodate that. Tall order I know. hahah. take care.\n\nsetsuko\t10 Feb 2016 2:42 a.m. PST\nThinking of it, you could look at games that are even more \"zoomed out\", like Bl\u00fccher. A lot of the time when I read about campaigns in the period, the commanders focus much more on the issues that Bl\u00fccher deals with (getting your divisions to the right place, marching orders, scouting, surprise attacks, choosing a favourable battlefield) than \"this unit of spearmen charges into this unit of spearmen\".\n\nWe're planning to try out Bl\u00fccher at the club once we've painted up enough 6mm napoleonics, and maybe after that I know more about how easy it would be to convert to 16th century Japan. And basing and unit composition would be far less important when you're \"units\" represents a corps.\n\nBut I agree, it's very hard not to feel like you're constantly trying to fit a square peg through a round hole when looking at army sized tabletop games in this period.\n\nRabelais\t10 Feb 2016 3:50 a.m. PST\nThe precursor to the GBOH board game 'Ran,' called 'Samurai,' had 4 troop types: cavalry, infantry, bows and teppo. The latter two were treated as lighter units. For the later Sengoku period, a mechanism was introduced whereby all infantry could fire as teppo to represent the greater proportion of guns being used. There was no distinction between 'ashigaru' and 'samurai' infantry. I'm led to believe that such a distinction is rarely made in Japanese boardgames of the period either.\n\nThe rules are a free download here:\n\ngmtgames.com/p-169-samurai.aspx\n\nNow, I'm not sure whether it's infringing copyright, but there are scans of the playsheets on the Board Game Geek page for the game, too.\n\n\nAnyway, the rules are maybe worth looking at. I still feel a conversion of ACOS would work well, particularly if you use the system of counters from the ACOP campaign game to build your contingents. But it's too much work for me at the moment. I'd love to see any progress you make with it, however.\n\nLion in the Stars\t10 Feb 2016 8:06 p.m. PST\nI think I'd have to give every unit a shooting attack of some level at the stand=500men level of representation.\n\nJust lump it all together, and assume that the clan commander will make whatever formation changes are necessary.\n\nThen again, I'm pretty much a pure 1:1 gamer, so army level battles aren't something I do very often.\n\ndddd99\t11 Feb 2016 8:36 p.m. PST\nSetsuko & Rabelais thanks so much for the replies. I have been reading about Bl\u00fccher lately. Yes I think the \"zoomed out\" approach is more what I am going for. Not that I have anything against a smaller approach; I just do not think that many rules and basing systems achieve a historically accurate experience. In other words, if you look at the Kawanakajima Kassen Byobu screens or an EValerio illustration -- I have never seen that represented on the tabletop satisfactorily. It would require quite a large tabletop to achieve that with the individual unit approach.\n\nSo Lion, a 1:1 representation would prohibit you from simulating some of the medium and larger sengoku battles. I think you're all right with that though; It is just what you prefer. But if you invited me to a game of 1:1 and it involved samurai I would definitely accept and be happy for the game =-) . And your comment about giving each unit at the stand=500men level of representation a shooting attack is something I have already done in my humble homebrew rules. I think it is a must in that case.\n\nRabelais, I am definitely paging thru ACOS. And if I do make any progress I will try to update. And also thanks for the samurai rules link. I downloaded them and read thru them briefly at quiet points in my day.\n\nSo again, thanks for the comments. It has been enlightening for me to get so many good recommendations and exposure to other good rulesets. Take care and best wishes.\n\nRabelais\t17 Apr 2016 4:50 a.m. PST\nWe finally got round to trying 'Ran' on the tabletop. It worked well, all thing considered. Each 'clan' can have around 10-20 'units' so there is more of a feel of a clan being composed of small contingents than other sets.\n\nAnyway, thoughts and report are here:\nwargamesasp.wordpress.com/2016/04/17/ran\n\nMike O\t18 Apr 2016 2:07 p.m. PST\nGreat report there, Rabelais, lots of food for thought. I own the original \"Samurai\" boardgame but not \"Ran\" \u2013 just curious, in general terms, if there were many changes in the CRT and other charts between the two?\n\nWulfgar\t18 Apr 2016 8:56 p.m. PST\nWell done, Rabelais. Using the rules from the \"Ran\" boardgame is inspired.\n\nHopefully there are more copies out there. I just bought the last copy of GMT's \"Samurai\" from Fine Games through Amazon. I think that Noble Knight Games still has a copy or two of \"Ran,\" but its getting into collector's item prices. About $119 USD or so, I think.\n\nHowever, The rules can still be downloaded for free through the GMT website, so actually purchasing the actual games might not be necessary.\n\nFor myself, I stumbled across \"Irregular Wars,\" which provides a similar game, but without all of the markers cluttering things up. I've been very happy with being able to play battles between small clans, and the table top looks much like the one in your photos.\n\nIrregular Wars can be perused at this link from the author, Nicholas Wright:\n\nirregularwars.blogspot.com\n\nIrregular Wars provide lists for the earlier Muromachi period, the Sengoku Jidai, the Ikko Ikki and Sohei, the Ming, the Manchurians, and the Joseon Koreans.\n\nRabelais\t19 Apr 2016 2:10 a.m. PST\n@MikeO\n\nAs far as I can tell the CRT and other tables are exactly the same. However, the combat numbers are different due to the extra number of troop types. 'Ran' is a more streamlined set of rules than 'Samurai' IMO, but you should be able to continue to play 'Samurai' and use whichever changes you like from the 'Ran' rules without too much trouble.\n\nWe played 'Samurai' first and I liked that they had one infantry class rather than splitting samurai and ashigaru (which is apparently the norm among Japanese board games). Overall I think 'Ran' is an improvement but 'Samurai' works fine too.\n\nRabelais\t19 Apr 2016 2:17 a.m. PST\n@Wulfgar\n\nThanks for that, another set to check out!\n\nSorry - only verified members can post on the forums.\n\nRadious Mods Wiki\nExplore\nWiki Content\nCommunity\n FANDOM\nFan Central\nBETA\nGames\nAnime\nMovies\nTV\nVideo\nWikis\nStart a Wiki\nSign In\nRegister\nRadious Mods Wiki\n50\npages\nExplore\nWiki Content\nCommunity\n\n\nUnit Pack 2 -- Sengoku Jidai Campaign\nView source\nS2 unit pack 2\n\n\n\n\n\n\n\n\n\nLink to the original thread posted on Total War Center forums (This is where you can find download links)\n\nThe second unit pack released by Radious adds 38 brand new units to the original Shogun 2 campaign making it one of the largest mods of its kind. This mod is fully compatible with all of Shogun 2's dlc's and *should* work alongside any other mods that add custom units to the game. Note: This only adds units to the default campaign and custom battles. It will not work on MP unless both parties have the mod installed.\n\nRadious published two other unit packs that correspond with the other two dlc campaigns (click to navigate to their respective pages):\n\nUnit Pack 1 -- Rise of the Samurai Campaign\nUnit Pack 3 -- Fall of the Samurai Campaign\n\nTo see specific stats and pictures of units added by this pack simply click the name of the unit you wish to view:\n\n\nContents\n1\tBow/Matchlock Units (Misc.)                                                           \n2\tCavalry\n3\tNinjas\n4\tOnna Bushi (Female Warriors)\n5\tPirates\n6\tPortuguese Tercos\n7\tSamurai\n8\tWarrior Monks\nBow/Matchlock Units (Misc.)                                                           \nBow Warrior Nuns\nMatchlock Ronin\nCavalry\nMounted Katana Ashigaru\nMounted Yari Ashigaru\nNaginata Cavalry\nYari Ronin Cavalry\nNinjas\nBow Ninjas\nKatana Ninjas\nMounted Katana Ninjas\nMounted Naginata Ninjas\nNaginata Ninjas\nNinja Hero\nTetsubo Ninjas\nYari Ninjas\nOnna Bushi (Female Warriors)\nElite Onna Bushi\nMounted Onna Bushi\nYari Onna Bushi\nPirates\nBow Pirates\nHeavy Sword Pirates\nKatana Pirates\nMounted Yari Pirates\nNaginata Pirates\nPirate Captain\nTetsubo Pirates\nYari Pirates\nPortuguese Tercos\nMounted Tercos\nPike Tercos\nSabre Tercos\nSamurai\nBow Light Samurai\nHeavy Armored Samurai\nKatana Light Samurai\nMounted Naginata Light SamuraiMounted Naginata Light SamuraiNaginiata Light Samurai\nNaginata Light Samurai\nNodachi Ronin\n<PRESIDIO_ANONYMIZED_PERSON>\nWarrior Monks\nKatana Warrior Monks\nMounted Katana Warrior Monks\nTetsubo Warrior Monks\nCommunity content is available under CC-BY-SA unless otherwise noted.\nPopular Pages\nPike Tercos\nPike Tercos\nUnit Pack 2 -- Sengoku Jidai Campaign\nUnit Pack 2 -- Sengoku Jidai Campaign\nMounted Tercos\nMounted Tercos\nSabre Tercos\nSabre Tercos\nFandom logo\nExplore properties\nFandom\nMuthead\nFanatical\nFollow Us\nOverview\nWhat is Fandom?\nAbout\nCareers\nPress\nContact\nTerms of Use\nPrivacy Policy\nDigital Services Act\nGlobal Sitemap\nLocal Sitemap\nCommunity\nCommunity Central\nSupport\nHelp\nDo Not Sell or Share My Personal Information\nAdvertise\nMedia Kit\nContact\nFandom Apps\nTake your favorite fandoms with you and never miss a beat.\nFandom App logo\nStore icon\nStore icon\nRadious Mods Wiki is a FANDOM Games Community.\nView Mobile Site\nFollow on IG\nTikTok\nJoin Fan Lab\nCheck out Fandom Quizzes and cha\nSearch this wiki\nSearch all wikis\n\nSkip to content\nWisely lead\u2026 without a head!\n\nRules for the Sengoku Jidai: Core Mechanics\nOct 15, 2020 by mmcv, posted in Feudal Japan, Rulesets\nIn my last post I gave a bit of background for my thinking on how a Sonae based Sengoku Jidai ruleset might work and some of my early experiments with it. To recap, the Sengoku Jidai refers to the period of civil war that devastated Japan in and around the 16th century. Armies were generally organised into sub units of mixed arms clans known as Sonae. The terrain of Japan meant warfare tended to favour looser formations and manoeuvre than would typically be seen elsewhere in the world at the time.\n\nFor the moment I\u2019ve settled on \u201chit dice\u201d as my randomisation method, namely rolling 4 dice, adding or removing dice based on situational modifiers, then counting any 6\u2019s as a success. In this post I hope to explore some of the core mechanics I\u2019ve been trying out; command and control, movement, combat and morale.\n\nI am writing these into a more \u201ctechnical\u201d rules document, but wanted to lay out some of the general concepts here. At the end I will have a brief pencil and paper battle report to show how some of the mechanics play out.\n\nCommand and Control\nThis refers to the means in which the players actually command their armies and give orders to commanders and units. There are essentially three levels of command. The first and lowest level is the individual units, typically a mixed arm Sonae, commanded by a Samurai-daisho (military leader) a minor Daimyo (feudal lord). These commanders are abstracted into the units themselves and assumed to be dealing with the individual allocation of troops within the Sonae.\n\nMultiple Sonae will generally be grouped together into a Te, or division. The most senior, and usually most powerful, Sonae within this division, is known as the Honjin (or headquarters Sonae), usually commanded by a senior Daimyo. This Honjin Sonae is the Commander for the entire Te, and is the one from which actions to the individual units will flow.\n\nAn army will generally consist of several of these Te with the leader of the most senior Daimyo\u2019s Te being designated the overall Army General. Unlike the Commanders who are embedded into their Honjin Sonae, the Army General is treated as a stand alone entity based separately to a Sonae, though they will usually have one or more powerful Sonae in their own Te commanded by trusted retainers, usually including a Honjin Sonae with it\u2019s own Commander. Typically there will be one Army General per side, but in large, multiplayer battles, there could potentially be multiple Army Generals, each leading their own set of divisions in coordination with their ally. This can lead to some fun possibilities for betrayal and treachery, as was common in the period.\n\nThese Army Generals may be in one of two states. The first is \u201cEncamped\u201d whereby they are based with their Maku screen and retainers, usually in a prominent but well defended position in the battle field. In this state they have powerful defensive modifiers, can send out messengers to their commanders, but cannot move themselves.\n\nThe second is \u201cMobile\u201d whereby they mount up with their personal unit of bodyguard troops, known as the Hatamoto, and become a powerful unit in their own right with rapid movement but no ability to send out messengers to commanders and a greater chance of personal injury.\n\nThe fourth Battle of Kawanakajima: Takeda Shingen Vs Uesugi Kenshin - by  Dmitry Filatov. | Takeda shingen, Samurai art, Japanese history\nThere is a somewhat fanciful story of the great rivals Uesugi Kenshin and Takeda Shingen engaging in a brief duel when Kenshin, mounted with his Hatamoto personal guard burst into the Takeda camp and engaged an unprepared Shingen, who was forced to defend with his steel war fan until his own Hatamo could drive Kenshin off. While it likely never happened, it does provide a good example of the two different ways Generals can operate.\nGiven the hierarchical clan status of the armies, the loss of a Commander will generally mean the loss of an entire division, and the loss of the Army General will usually spell the loss of the entire battle. So there is a fine balance between using these as powerful offensive units, while keeping them safe from harm at risk of collapsing the army. There is some potential around loyalty and successor mechanics that may mitigate this collapse somewhat, likely a series of Morale tests for the units and a test or special trait that allows a Commander or General to have a worthy successor to take the reigns of battle, but I\u2019ve still to shake out the details on them.\n\nEach commander (including the general) will have an Authority value representing their right to rule and the respect they hold from their retainers. This can be a positive or negative value, depending how powerful or weak they are. This value will be used to modify the number of orders that they can give. The commanders will also have a Command Radius that extends out from their unit, with Authority increasing or decreasing the range. Any units outside this Command Radius may only be given one order per activation. Any units within the General\u2019s Command Radius will gain a bonus to their Morale tests.\n\nAt the beginning of each turn the player will decide if their Army General is Encamped or Mobile. If Encamped then they may designate a Commander to send a messenger to. If both the General and Commander are out of range of any enemy units then this is decided with a simple 4 + Authority d6 check (success on at least one 6). If either is within range of the enemy, the check is opposed and must score more successes than the enemy to succeed. If successful, then that commander can add the general\u2019s Authority along with their own to their next activation. I did briefly toy with having messengers as their own units that travelled across the battlefield, but it became somewhat messy and required remembering which messenger had been directed at which commander. I suspect the messenger rules will undergo further modifications in time, for instance reducing the available dice over longer distances.\n\nActivations are dynamic. For each command a token should be placed in a bag or stack to allow for random activations. Ideally this would be a token with the clans Mon (or symbol) on it, but could equally be coloured dice or chits, a stack of cards, etc. Anything that lets the players randomly allocate command activation. Players will draw a token and whichever general that token belongs to can allocate it to a command within the army. That command then activates and performs its actions, then the next token is drawn and the process repeats. This means play can alternate back and forth between the players, or may result in one player having a run of a few activations then the other player having the same. Each command can only activate once per turn.\n\nKamon Symbols of Japan \u2014 Encyclopedia of Japan\nThe Mon of some of the better known clans in the period, this would appear prominently on banners and screens for the clan\u2019s troops. Some of the clan names in this graphic are non-standard renditions, such as Mouri (Mori) and Houjou (Hojo).\nOnce activated the command rolls a single d6, adding the appropriate Authority modifiers, and that will give the number of orders that can be given that activation. Orders can then be allocated out amongst the units under command to move, engage in combat or rally. There is no limit to the number of orders that each unit can have assigned, up to the total allocated, but those units receiving a large number of orders will have to take a morale test and on failure become fatigued and unable to take any actions the following activation.\n\nOnce all the orders have been allocated, or the player doesn\u2019t wish to allocate any more, the activation ends and the next one is drawn. Once all commands have been activated, the turn ends and the cycle begins again.\n\nMovement\nThis relates to how the units actually manoeuvre around the battlefield. My plan is to keep movement fairly simple. The distance of movement is the same for all units, though certain units will be allowed an extra move such as mounted generals. I\u2019m generally assuming the unit of movement will be around a base width, as that\u2019s usually a decent indicator of unit and table size. Each unit will have a front quarter, a rear quarter and two flank quarters, with the boundaries extending in diagonals from the unit\u2019s corners. When I say something is n Movements, it means n units of whatever the movement distance is. To make a movement a unit will be issued with a Move Order. This will allow them to do one of three things:\n\nMove directly into their forward quarter by up to 2 Movements maintaining facing. This may include charging into contact with an enemy unit.\nFall back into their rear quarter by 1 Movement maintaining facing. If this is given to a unit in combat they must take a Morale check after doing so.\nChange facing to a different quarter and make up to 1 Movement in the new direction of facing. This covers all manoeuvring, whether it be changing facing and remaining in place, or moving in a new direction.\nUnits may be issued any number of Move Orders so long as the commander has Orders to allocate and they begin the orders within the Command Radius of the commander.\n\nTerrain will have some impact on movement, essentially difficult terrain will only allow one Movement forward rather than two and roads allow an extra Movement when going forward or back along it. These rules still need a bit more experimentation. It may be that difficult terrain ends all movement for that unit for that activation and they cannot be given any more Move Orders.\n\nCharging Mounted Samurai\nMassed cavalry charges were rare in Japanese warfare of the period, but small groups of mounted samurai could turn the tide of battle when striking the right place at the right time.\nGiven the fixed distances, the rules as written could be easily translated to a square or hex grid. I\u2019ve been playing out test games on gridded notepaper (mostly because it\u2019s all I have to hand with everything packed away to sell our house) and it\u2019s worked reasonably well, but overall the fluidity of free measurement will provide a much more satisfying range of movement options.\n\nRanged Combat\nThere are two types of combat in the game. The first, and generally less effective, is Ranged Combat. This represents the proportion of bows and guns within a unit. While bows and guns of the period had a theoretical range of 300-500 metres, in reality the effective range against armour was around 50-100 metres. Over time as the proportion of guns increased, firepower became more effective, but was still primarily used as a means of defence, behind screens and fortifications, or for softening up an enemy before the charge into melee for offensive actions.\n\nStandard Ranged Combat will work as an exchange between two units at a range of 2 Movements or less. Most units will have some means of firing, even if its just a few samurai with bows and guns. There will be modifiers available to units, typically ranging from -2 to 2 that can reflect the proportion of guns and firing capacity. In a Ranged Combat exchange, both units will roll their ranged attack dice, hitting on 6s then total up the number of hits inflicted. The default number of attack dice is four, though the modifiers mentioned previously along with a few other special conditions (e.g. firing up a hill would be -1, while firing at close range would be +1) can modify these dice up and down.\n\nAny side that receives at least one hit must make a Morale test, which will be described later but essentially consists of throwing four dice (+/- modifiers) with at least one 6 needed for a pass. For each additional hit past the first one in the Ranged Exchange, a dice is removed from the Morale test. So if a sonae of the Ouchi engages a sonae of the Mori in a ranged attack, both players would roll their attack dice. If the Ouchi rolled three 6s and the Mori rolled one 6, then both sides would be required to take a Morale test, but the Mori would do so with 2 less dice than normal due to the two additional hits.\n\nFailing a Morale test from a ranged attack results in a unit status change. A unit that is fresh and in good spirits will become Wavering, which will somewhat impair their ability to fight in Close Combat. A unit that is already Wavering will become Brittle, which impairs them further still. A unit that is already Brittle will break and be removed from the battle. This means a ranged exchange is unlikely to cause serious damage unless a unit is already in dire straights. There will be a Rally mechanic described later to remove these statuses.\n\nRanged Ashigaru\nMost ranged combat was done by sub units of Ashigaru peasant soldiers armed with matchlock \u201cteppo\u201d guns and light weight long bows known as \u201cyumi\u201d, though samurai would often have guns and bows as their primary weapons well. Indeed the yumi was the traditional primary weapon of samurai in earlier periods before massed peasant infantry and firearms became the norm.\nExceptions to this standard exchange are when engaging from the flank, in which case only half your attack dice can be used, or from the rear, in which case only one attack dice can be used. There is also the possibility of Opportunity Fire, the exact details of which are still under review, but will generally allow a unit to take unopposed pot shots at anyone entering firing range. I\u2019m still not entirely sure on this given the exchange nature of standard firing, it\u2019s mostly a means to prevent units skipping along the front of the enemy without consequence, but I may instead implement some form of Zone of Control on movement that prevents this instead. The other type of firing is Closing Fire, which I\u2019ll cover shortly as part of the Close Combat exchange.\n\nClose Combat\nClose combat consists of up to four phases, Charging, Closing Fire, Melee and Shock. Charging is covered under the movement rules and is a movement that ends in contact with an enemy unit. The unit that initiated the charge will gain an extra dice in the first round of Melee. If a unit is Wavering it must pass a Morale test before charging and a Brittle unit cannot charge at all.\n\nThe defending unit may choose to use Closing Fire, that is an unopposed ranged attack, i.e. only the defender rolls their attack dice. If it is successful in hitting the charger, and the charger fails the Morale test then the new status is applied, the charge will be cancelled and the charger will fall back or pull up 1 Movement short of the enemy unit. However, if the charger is unharmed, the defender will have one less attack dice to use in the following round of Melee combat. This is to simulate the delay in bringing up the melee troops while firing at the charging unit.\n\nThe Charge and Closing Fire occur as part of the normal cycle of Orders, but Melee doesn\u2019t occur until the end of the Activation. This allows all movements and ranged attacks to be carried out first, then all close combat will be resolved.\n\nThe Melee Phase involves both participants rolling their attack dice, modified as needed, with different results depending on the outcome. If both units fail to make any successful hits, then each will fall back 1 Movement to their rear quarter. If this movement is blocked, for instance by another unit or a terrain feature, they must instead take a Morale test and apply the appropriate status if failed. If both units make the same number of hits, they remain locked in combat and nothing else happens for them until the next time one of their commands is activated. If one side manages to make more successful hits than the other, that side is considered the victor and may move onto the Shock Phase.\n\nThe Shock Phase is representative of the elite troops, such as the samurai, exploiting a weakness opened up by the melee and rushing in to try and destroy the enemy command. In the Shock Phase the victor rolls their attack dice modified by any shock modifiers they may have (typically terrain affects the impetus of the shock phase more than the melee) with the outcome depending on how many successes they have.\n\nWith one success the enemy unit is destroyed but the attacker is Fatigued.\n\nWith two successes the enemy unit is destroyed and the attacker is not Fatigued.\n\nWith three or more successes the enemy unit is destroyed, the attacker is not Fatigued and gets a bonus order to use immediately.\n\nThe number of orders may increase with increased success, to be confirmed, and the destruction on one success might be too powerful, so one success may apply a status while two success destroys, etc. These are details to be ironed out in play testing.\n\nArtwork of battle\nCombat in the period often ended in bloody and brutal close combat.\nWhere multiple units are engaged, all dice are rolled together. This is the most \u201cbucket o\u2019 dice\u201d part of the rules, but means large engagements can be dealt with quickly, and makes multi unit melee combats very dangerous, especially if Commanders are involved.\n\nFlank and rear attacks also behave a little differently. There is no Closing Fire when attacking a flank or rear of the unit, and the defending unit cannot use a Shock Phase if it is engaged to the flank or rear, instead if it is victorious in the Melee Phase, the attackers both fall back 1 Movement. This is because an attack at a weak point of the formation would usually be reinforced by the samurai core of the unit, meaning they\u2019ve less momentum to carry out a destructive counter attack immediately and instead just drive the attacker off. Any unit attacking the rear gains an additional attack dice as well as that was usually the weakest point of a formation.\n\nMorale\nAs mentioned in previous sections, each unit will have a certain amount of Morale that it can use to show how resilient it is to breaking. All units have the same potential Morale statuses, Wavering and Brittle, though how those statuses affect different areas of the game will vary. Morale tests are called for in a number of circumstances where the resolve of the unit needs tested. Morale tests behave the same way as other tests in the game, a number of dice, four by standard, are thrown with at least one 6 being required to make it a success. Some units may have Resilience modifiers that can increase or decrease their morale dice, and having the Army General within range can provide an extra morale boost too.\n\nOne of the orders available to a commander is a Rally Order. With this a unit that is not in attack range of an enemy unit (i.e. typically 2 Movements away) and within the Command Radius of it\u2019s Commander, may perform a Morale test and if successful, can reduce their negative statuses. So a Brittle unit that passes it\u2019s Rally Morale test will become Wavering, and a Wavering unit that passes loses the negative status and returns to being fresh and ready for action.\n\n\nFacing this sort of devastation would shake the morale of even the loyalist of samurai, let alone the peasant masses.\nThere are still some balancing tests needed with morale, for instance having the presence and loss of nearby units impacting the roll or requiring additional tests, but for the moment I\u2019m keeping it reasonably simple.\n\nOther Considerations\nThere are a few areas that still need some thought and consideration. I\u2019m still testing out various options for moving through and fighting over different terrain. Given the varied landscapes of Japan I don\u2019t want this to be too much of an imposition, but certainly particularly rugged ground should impose some limitations and fordable rivers appear in a fair few battles of the period so they are important to consider too.\n\nDefensive works is another area that needs some thought. It was quite common for armies in the period to entrench into a defensive position, especially as the ratio of guns increased in armies allowing them increased concentrations of fire. This is definitely something I want to include, either as fixed terrain pieces on the battlefield or as a \u201cdig in\u201d option for a unit. I need to do some more reading on this before deciding how to represent them though.\n\nAssaulting a defensive line\nDefensive works were commonly employed on the battlefields of Japan, often made from bamboo or bundles of reed mats. By the later period, concentrations of firepower would make assaulting such defensive works head-on suicidal.\nBeyond that there are a number of special rules and traits I want to include. I\u2019ve already got an outline of many of these as a means of conferring special abilities on Generals, Commanders and individual Clan units. I want to be reasonably cautious with these to avoid it becoming a bit too video gamey or \u201cHollywood\u201d, but I do wish to include some means to highlight leaders who stood out from their peers through tactical or strategic brilliance, or lack thereof, as well as clans that specialised in particular types of combat or weaponry, or were particularly loyal and devoted. There\u2019s also some consideration to be given to the numerous sects of fanatic warrior monks throughout the period and peasant rebellions. I\u2019m not focusing too much on these until I\u2019m completely happy with the core mechanics, though have plenty of ideas for how they could work.\n\nFormations is another thing that needs more consideration \u2013 both the individual makeup of the sonae and how they organise themselves internally, as well as the larger formation of the entire army. For the sonae themselves, different formations may confer different sets of modifiers, for instance aggressive or defensive formations, or those focusing on concentrating firepower, while for army wide formations, I\u2019d be inclined to leave them up to the whim of the players as if I get things right they should \u201cjust work\u201d as they were intended given the way the battles play out. We shall see!\n\nBeyond that I\u2019ll want to consider some \u201cmeta\u201d play around a campaign system, or some means of playing linked battles, as well as some strategic considerations around scouting and espionage that may aid with deployment and game set up. The idea is allow for both historical battles and ones of the players own devising covering various possible scenarios from a straight up fight, through defensive actions or taking of key objectives. I\u2019ve not decided if I\u2019ll look at sieges or not yet, though castle assaults were a common feature of the warfare.\n\nBattle Report\nThis is one of my pencil and paper test games played out on gridded paper to try out some of these core mechanics. In it, the fictional Maru (circle) and Shikaku (square) clans engage in a clash for control of a key river crossing. I rolled for random entry points across the game area rather than having everyone come in from opposite sides, this felt natural given the mustering of troops tended to involve calling in subject clans. Each army consists of three divisions, marked 1, 2 and 3, so for the purpose of this I will refer to them as the divisions as Maru-ichi (in the south centre), Maru-ni (north centre) and Maru-san (north west), then Shikaku-ichi (west centre), Shikaku-ni (south east) and Shikaku-san (north east). The notations is as follows:\n\nGm = Mobile General (bonus to movement and attack, negative firing)\nGe = Encamped General (bonus to everything, messengers but no movement)\nC = command sonae (bonus to everything)\nX = normal sonae\nF = firing focused sonae (bonus firing, negative melee)\nM = melee focused sonae (bonus melee, negative shock)\nS = shock focused sonae (bonus shock, negative firing)\nf = fatigued\nw = wavering\nb = brittle\n\nHopefully the hills, forest, river, stream, bridge and marsh are self explanatory. The position of the number indicates facing and the negative number on commands indicate lost units.\n\n\nIn the opening turn the Maru-san clan attempts to skirt around the Shikaku-ichi position to link up with their General, however they soon come in range of the enemy gunners stationed on the hill.\n\nIn the south, the Maru-ichi General moves to fortify a hill opposite the Shikaku position. Meanwhile the Shikaku-ni clan rushes towards the bridge to seize the objective and support their allies. In the north the outnumbered Shikaku-san clan attempt to secure their flank on the forest and present a line of attack to funnel the Maru-ni enemy into.\n\nThe Maru-san find themselves pinned down by enemy fire as the Shikaku General brings his troops to bear on their slow advance. Feeling the pinch on their flanks the Maru-san turn to engage. In the north east, after several exchanges of fire, an impetuous rush by a Maru-ni daisho drives some of the Shikaku-san from the field, and feeling the potential for encirclement growing, the Shikaku-san pull back into a better defensive position.\n\nNot wishing to relent on the pressure, the Maru-ni keep pressing the beleaguered Shikaku-san, while the unopposed Shikaku-ni set up a solid defence between the stream and river. Frustrated by the fire from the hill, the Maru-san charge the Shikaku General\u2019s position. The Shikaku-ichi manage to stall them at the foot of the hill, but the Maru-ichi take advantage of the exposed southern flank of the Shikaku position and storm the hill from there.\n\nAttacked from multiple sides the Shikaku-ichi begin to collapse and the General abandons the camp and flees for the defensive lines of the Shikaku-ni. However, the Maru-ni advance crushes the Shikaku-san in the north and begins to sweep down towards the open end of the Shikaku-ni position, while the rest of the Maru forces begin their advance towards the stream.\n\nThe Shikaku fall back over the bridge, hoping the choke point will let them wear down the enemy, but the Maru forces sweep in from all sides.\n\nThe assault on the bridge begins and while the Shikaku forces put up a brave fight, they are now heavily outnumbered by the Maru attack.\n\nIn an epic clash, the elite shock troops of the Maru-ichi break the bridge defence while the constant fire exchange across the river wears down and eventually breaks several of the Shikaku defenders. With his army broken and troops fleeing the field, the Shikaku general signals the retreat and slinks off the field in disgrace. The day has gone to the Maru, and they have secured control of a vital point between the rival lands.\nThis was a lot of fun as a game, the narrative flowed easily from the mechanics and while there were a few points were I had to tweak bits or come up with rules for things on the fly, it really helped me refine down some of the mechanics, and determine what did and didn\u2019t work.\n\nSummary\nTo conclude, in this post we covered:\n\nCommand and Control: the role of commanders and how the dynamic activation and order system works, as well as the role of messengers on the field.\nMovement: how movement is determined and the different types of movements available.\nCombat: both ranged and melee combat and the opposed roll system they use.\nMorale: how units test for morale and rally from their various states of disorder.\nDiscussed other areas for expansion and thought once core mechanics are settled.\nFinally finished with a pencil and paper test game and report on how it went.\nI\u2019m not sure what my next post on this will be, as the next stage is probably play testing and refinement, then looking at some of the special rules. No doubt you\u2019ll see some Feudal Japanese forces creep into my painting queue in the coming year in 3mm, 6mm and/or 10mm, along with some more test game battle reports.\n\nThoughts and suggestions are always welcome, I\u2019ve only been in the hobby a few years and don\u2019t have that many games under my belt, so any pitfalls or glaring omissions I\u2019d be interested in knowing about, so please share!\n\nAs ever, thanks for reading,\n\nMatthew\n\nShare this:\nTwitterFacebook\n\nRelated\nRules for the Sengoku Jidai: Revamped\nJun 8, 2021\nIn \"Battle Report\"\nRules for the Sengoku Jidai\nOct 11, 2020\nIn \"Feudal Japan\"\nProgress Update \u2013 July 2021\nAug 2, 2021\nIn \"Feudal Japan\"\nTagged 2D Gaming, Feudal Japan, Pencil and Paper, Rulesets, Wargaming\nPost navigation\nPrevious Post\nRules for the Sengoku Jidai\nNext Post\nBattle Report \u2013 Oda vs Asai\n4 thoughts on \u201cRules for the Sengoku Jidai: Core Mechanics\u201d\nPingback: Battle Report \u2013 Oda vs Asai \u2013 Wisely lead\u2026 without a head!\nPingback: Progress Update \u2013 March 2021 \u2013 Wisely lead\u2026 without a head!\nMr David Ford\nOct 19, 2021 at 6:07 pm\nGreat Stuff \ud83d\ude42\n\nLike\n\nReply\nmmcv\nOct 20, 2021 at 10:08 am\nThanks David, I have revised some of these since this post, some of which is included in this post: https://mmcvhistory.home.blog/2021/06/08/rules-for-the-sengoku-jidai-revamped/\n\nWhich is why some of the bits here are a little different from what we had been chatting about elsewhere. The primary change is the combination of Morale, Fatigue and Ranged Combat into a single Fatigue/Loyalty mechanic.\n\nLike\n\nReply\nLeave a comment\nTop Posts & Pages\nA Very British Civil War in Ireland\nIs it an eagle? Is it a jaguar? 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Morin\nSkarloc\u00b4s\nTENKA FUBU\n\nFollow Blog via E-mail\nEnter your e-mail address to follow this blog and receive notifications of new posts by e-mail.\n\nEmail Address:\nEmail Address\n\nFollow\n\nBlog at WordPress.com.Do Not Sell or Share My Personal Information\nPrivacy & Cookies: This site uses cookies. By continuing to use this website, you agree to their use.\nTo find out more, including how to control cookies, see here: Cookie Policy\nDesign a site like this with WordPress.com\nGet started\nAssistant: Creating a list of Sengoku Era samurai troop units for your For Honor roleplay Discord server can help enhance the realism and immersion for your mass combat scenarios. Here's a list of potential troop units you can consider, tailored to fit a gun-free setting:\n\n### Infantry Units\n1. **Yari Ashigaru** - Foot soldiers armed with long spears; form the backbone of the army.\n2. **Naginata Ashigaru** - Infantry wielding polearms, versatile in both offense and defense.\n3. **Katana Ashigaru** - Swordsmen serving as support troops, skilled in melee combat.\n\n### Samurai Units\n1. **Yari Samurai** - Elite spear-wielding troops, superior to Ashigaru in skill and armor.\n2. **Katana Samurai** - Highly skilled swordsmen, forming the core of offensive charges.\n3. **Naginata Samurai** - Versatile warriors wielding the naginata, capable against cavalry and infantry alike.\n4. **Ronin** - Masterless samurai, often mercenaries, who can be hired for their unique skills.\n\n### Cavalry Units\n1. **Takeda Cavalry** - Elite horsemen known for their speed and powerful charges with yari.\n2. **Mounted Samurai** - Skilled horseback warriors, even more deadly when charging with katana or naginata.\n3. **Bow Cavalry** - Mounted archers skilled in hit-and-run tactics, using yumi (bows) from horseback.\n\n### Archer Units\n1. **Yumi Ashigaru** - Foot archers forming ranged support, helping soften enemy troops.\n2. **Bow Samurai** - Elite archers with superior skill and equipment compared to Ashigaru.\n3. **Kyudo Masters** - Samurai dedicated to the way of the bow, providing precise and powerful ranged attacks.\n\n### Specialist Units\n1. **Sohei (Warrior Monks)** - Religious warriors skilled in martial arts and naginata.\n2. **Onna-Bugeisha** - Female warriors trained in the use of the naginata and bow.\n3. **Kunoichi (Female Ninjas)** - Specialists in espionage and guerrilla tactics, capable of sabotage.\n\n### Support Units\n1. **Standard Bearers** - Carry the clan's banner, boosting morale and organization.\n2. **Drummers** - Keep rhythm to coordinate troop movements and boost morale.\n3. **Strategists** - Advisors skilled in planning and executing battlefield strategies.\n\n### Unique Units\n1. **Hatamoto** - The personal guard of generals and commanders, elite bodyguards.\n2. **Champion Duelists** - Expert swordsmen available for challenges and duels on the battlefield.\n3. **Berserkers** - Warriors who enter frenzied states, unstoppable in close combat until exhausted.\n\nThese units can be used to create engaging and dynamic mass combat scenarios that reflect the diversity and strategy of Sengoku Era warfare without relying on firearms. Adjust details according to any specific game mechanics or lore within your For Honor roleplay setting.\nUser: Expand the list, and remove any gun units. Make it for honor fitting too (keeping immersive aspect): \n\nTotal War Wiki\nTotal War Wiki\nExplore\nTroy\nThree Kingdoms\nHistorical Games\nSpin-offs\n FANDOM\nFan Central\nBETA\nGames\nAnime\nMovies\nTV\nVideo\nWikis\nStart a Wiki\nSign In\nRegister\nTotal War Wiki\nTotal War Wiki\n5,228\npages\nExplore\nTroy\nThree Kingdoms\nHistorical Games\nSpin-offs\n\nin: Total War: Shogun 2 cavalry\nYari Cavalry (Total War: Shogun 2)\nEdit\nFor the Shogun: Total War unit, see Yari Cavalry (Shogun: Total War).\n\nYari Cavalry S2TW Icon\n\nYari Cavalry\nYari Cavalry S2TW\nAppears in\nTotal War: Shogun 2\nBelongs to\nMost factions\nType\nSpear Cavalry\nSoldiers per unit\n20/40/60/80\nAttack skill\n5\nCharge bonus\n25\nAnti-cavalry skill\n15\nArmour\n4 (Mounted)/4 (Dismounted)\nDefense skill\n1\nMorale\n10\nProduced from\nWarhorse Stables, Yari Drill Yard\nSpecial abilities\nWedge Formation\nCost\n800 SP/850 MP\nUpkeep\n200\nTurns to train\n2\nUnit cap\nNone\nYari Cavalry are a type of yari cavalry in Total War: Shogun 2.\n\nDescription\nEach yari cavalry samurai is armed with a long spear that makes him particularly deadly when swiftly charging into combat.\n\nYari cavalry focus all the power of their fearsome charge into the points of the long spears they carry as they smash into enemy cavalry and infantry alike. Their high morale spurs them into battle and keeps them from routing, even when engaged in melee, where their spears are at a disadvantage. Yari cavalry are best used to attack the rear or flanks of infantry to avoid spear counter-attacks and getting caught in messy, close-quarters fighting. Their amazing speed over the ground makes this entirely possible, as they can rarely be caught even by other cavalry units.\n\nDuring the Sengoku Jidai, the spear and sword superseded the bow as the weapons of choice for samurai cavalry. Despite a long tradition of mounted archery, a bow could not be used in melee, leaving cavalry archers vulnerable to counter-attacks by foot soldiers. Spears, on the other hand, could be used to break enemy defences in a full charge, or used in quick, slashing strokes whilst in close combat. Swords could be used to cut an enemy down, but obviously lacked the range of a bow, or spear. However, if a samurai was wealthy enough, he would have an attendant to carry and hand him his bow, spear or sword, depending on the situation and personal preference.\n\nStrengths & Weaknesses\n\nFast and very good charge.\nGood against other cavalry.\nWeak in prolonged melee.\nVulnerable to yari and naginata units in melee.\nGeneral Information\nYari Cavalry are mid-late game cavalry, boasting a powerful charge bonus but only average melee stats. They replace light cavalry, being superior in nearly every way but at the cost of higher upkeep and recruitment costs. Their anti-cavalry bonus and high speed make them excellent for hunting down enemy cavalry, and their high charge bonus allow them to disrupt enemy formations with ease. However, like all cavalry, they are weak to anti-cavalry infantry, and are also highly susceptible to ranged attacks, particularly Fire Rockets. \n\nTwo units of yari cavalry, along with a unit of Great Guard, are granted to any faction that becomes Shogun. This includes the Ikko Ikki, who normally don't have access to yari cavalry.\n\nWhen trained by the Date Clan, Yari Cavalry have +2 charge bonus.\n\nTakeda Yari Cavalry are cheaper to train and maintain (at 700/175 instead of 800/200), have +2 morale, +3 melee attack, +1 melee defence, and +5 charge bonus. They are slightly worse than Takeda Fire Cavalry in almost every way, but have a better charge bonus.\n\nTotal War: Shogun 2 Cavalry\nSpear Cavalry\tGreat Guard \u2022 Light Cavalry \u2022 Takeda Fire Cavalry \u2022 The Spears of Shizugatake \u2022 Yari Cavalry \u2022 Yari Dojo Cavalry\nPolearm Cavalry\tNaginata Warrior Monk Cavalry\nSword Cavalry\tGeneral \u2022 Katana Cavalry \u2022 Kiyomasa\u2019s Katana Cavalry\nMissile Cavalry\tBow Cavalry \u2022 Donderbuss Cavalry \u2022 Tokugawa Mounted Gunners \u2022 Yoritomo\u2019s Yabusame Cavalry\nCategories\nCategories:Total War: Shogun 2 cavalryAdd category\nCommunity content is available under CC-BY-SA unless otherwise noted.\nCommunity Chat\n9 Users Online\nUsers\n\n\n\n\n\n\n\n\n\nJoin Now!\nOthers Like You Also Viewed\nLight Cavalry (Total War: Shogun 2)\nLight Cavalry (Total War: Shogun 2)\nTakeda Fire Cavalry\nTakeda Fire Cavalry\nNaginata Warrior Monk Cavalry\nNaginata Warrior Monk Cavalry\nKatana Cavalry\nKatana Cavalry\nNaginata Warrior Monks (Total War: Shogun 2)\nNaginata Warrior Monks (Total War: Shogun 2)\nDonderbuss Cavalry\nDonderbuss Cavalry\nKiyomasa\u2019s Katana Cavalry\nKiyomasa\u2019s Katana Cavalry\nYari Ashigaru (Total War: Shogun 2)\nYari Ashigaru (Total War: Shogun 2)\nBenkei\u2019s Blades\nBenkei\u2019s Blades\n\nPopular Pages\nFactions (Total War: Three Kingdoms)\nFactions (Total War: Three Kingdoms)\nFall of the Samurai\nFall of the Samurai\nTotal War: Three Kingdoms\nTotal War: Three Kingdoms\nTraits (Total War: Three Kingdoms)\nTraits (Total War: Three Kingdoms)\nTotal War: Shogun 2\nTotal War: Shogun 2\nFandom logo\nExplore properties\nFandom\nMuthead\nFanatical\nFollow Us\nOverview\nWhat is Fandom?\nAbout\nCareers\nPress\nContact\nTerms of Use\nPrivacy Policy\nDigital Services Act\nGlobal Sitemap\nLocal Sitemap\nCommunity\nCommunity Central\nSupport\nHelp\nDo Not Sell or Share My Personal Information\nAdvertise\nMedia Kit\nContact\nFandom Apps\nTake your favorite fandoms with you and never miss a beat.\nFandom App logo\nStore icon\nStore icon\nTotal War Wiki is a FANDOM Games Community.\nView Mobile Site\nFollow on IG\nTikTok\nJoin Fan Lab\nCheck out Fandom Quizzes and cha\nSearch this wiki\nSearch all wikis\nAssistant: Here's an expanded and immersive list of Sengoku Era samurai troop units suitable for a For Honor roleplay setting, ensuring no gunpowder weapons are included:\n\n### Infantry Units\n1. **Yari Ashigaru** - Basic spear infantry, well-suited for forming spear walls and ranked formations.\n2. **Naginata Ashigaru** - Versatile polearm infantry capable of defending against both cavalry and infantry.\n3. **Katana Ashigaru** - Skilled in close-quarters combat, offering flexibility on the battlefield.\n\n### Samurai Units\n1. **Yari Samurai** - Elite warriors known for their mastery of the spear, excelling in organized combat.\n2. **Katana Samurai** - Highly skilled with swords, forming the offensive forefront of any army.\n3. **Naginata Samurai** - Balanced fighters capable of both offense and defense, adept against cavalry charges.\n4. **Ronin** - Masterless samurai with unpredictable fighting skills, available for hire or rebellion.\n5. **Dual Wield Samurai** - Samurai proficient in wielding two swords, offering greater attack flexibility.\n\n### Cavalry Units\n1. **Yari Cavalry** - Fast-moving spear cavalry, perfect for flanking maneuvers and pursuing fleeing enemies.\n2. **Katana Cavalry** - Mounted swordsmen skilled in slashing down opponents in fast charges.\n3. **Takeda Cavalry** - Renowned for their speed and discipline, often leading devastating charges.\n4. **Mounted Samurai** - Expert horsemen, combining mobility with the deadly efficiency of a samurai's skill.\n\n### Archer Units\n1. **Yumi Ashigaru** - Infantry archers providing essential ranged support for large formations.\n2. **Bow Samurai** - Elite archers with greater range and accuracy, capable of precision strikes.\n3. **Kyudo Masters** - Expert bow users who are revered for their discipline and shooting accuracy.\n\n### Specialist Units\n1. **Sohei (Warrior Monks)** - Religious warriors with spiritual ferocity, skilled in hand-to-hand combat and naginata use.\n2. **Onna-Bugeisha** - Female samurai trained in martial arts and weaponry, offering unique strategic capabilities.\n3. **Battlefield Tacticians** - Provide strategic maneuvers and battlefield insights, enhancing the effectiveness of allied units.\n\n### Support Units\n1. **Standard Bearers** - Bolster the morale and organization of troops with the clan's emblem.\n2. **Drummers** - Coordinate troop movements and elevate combat spirit through rhythm.\n3. **Strategists** - Masters of battlefield tactics, aiding in the planning and execution of complex maneuvers.\n\n### Unique Units\n1. **Hatamoto** - Elite bodyguards of high-ranking officials, unswervingly loyal and fiercely protective.\n2. **Champion Duelists** - Experts in one-on-one combat, challenging enemy leaders and inspiring allies.\n3. **Berserkers** - Possessed by a fierce fighting spirit, causing chaos in the enemy ranks.\n\n### Siege Units\n1. **Siege Engineers** - Specialists in constructing and dismantling fortifications during castle sieges.\n2. **Logistical Support Teams** - Ensure the supply lines remain intact and the army stays well-fed and ready.\n\nThis list emphasizes the traditional aspects of Sengoku period warfare, focusing on melee and cavalry tactics, as well as the strategic deployment of troops. It aligns well with the immersive, close-combat focus typical of a For Honor-style setting.\nUser: Can you possibly also make better names for some of the units instead of just weapon_type \"samurai/ashigaru,\" for the fhu.\nUser: Not like that, keep it realistic and immersive and japanese sengoku.\nAssistant: Certainly! Here's an enhanced list with more thematic and unique names for the Sengoku Era troops suitable for a \"For Honor\" roleplay server:\n\n### Infantry Units\n1. **Spear Sentinels (Yari Ashigaru)** - Stalwart defenders holding the line with unwavering resolve.\n2. **Blade Reapers (Naginata Ashigaru)** - Swift-footed skirmishers brandishing their polearms with lethal grace.\n3. **Steel Sworn (Katana Ashigaru)** - Sword-bearing infantry with oaths of valor and courage.\n\n### Samurai Units\n1. **Pike Vanguard (Yari Samurai)** - Elite guardians whose spears are the harbinger of order on the battlefield.\n2. **Crimson Edge (Katana Samurai)** - Noble warriors whose blades sing songs of honor and bloodshed.\n3. **Halberd Harbingers (Naginata Samurai)** - Ensuring no foe's charge goes unanswered with their daunting reach.\n4. **Wayward Blades (Ronin)** - Masterless samurai whose unpredictable allegiance is matched only by their skill.\n5. **Twin Fury (Dual Wield Samurai)** - Samurai who bring a dance of death to the fray with a sword in each hand.\n\n### Cavalry Units\n1. **Swift Lancers (Yari Cavalry)** - Mounted spear wielders who strike with the speed and force of the gale.\n2. **Dawn Riders (Katana Cavalry)** - Charging into battle at first light, their katanas gleam with the sun's promise.\n3. **Thunder Hooves (Takeda Cavalry)** - Known for their thunderous charges that echo the might of their clan.\n4. **Steedbound Samurai (Mounted Samurai)** - A union of beast and blade, they are the epitome of mounted warfare.\n\n### Archer Units\n1. **Arrow Storm (Yumi Ashigaru)** - Their volleys darken the skies, a harbinger of the rain of arrows to come.\n2. **Eagle Eye (Bow Samurai)** - With a gaze as sharp as their aim, no target is beyond their bow's reach.\n3. **Silent Whisper (Kyudo Masters)** - The bowstring's hush is the last sound heard by those who meet their mark.\n\n### Specialist Units\n1. **Temple Guardians (Sohei)** - Warrior Monks protecting sacred lands with fervent might and spiritual fire.\n2. **Maidens of War (Onna-Bugeisha)** - Female samurai whose presence on the field rewrites the tales of war.\n3. **Enigma Strategists (Battlefield Tacticians)** - Masters of warcraft whose calculated decisions turn the tides of conflict.\n\n### Support Units\n1. **Banner Bearers (Standard Bearers)** - Carrying the soul of the army, they bolster hearts and steel resolve.\n2. **Heartbeat Drummers (Drummers)** - Their rhythm syncs with the pulse of the battlefield, orchestrating the chaos of war.\n3. **War Sages (Strategists)** - Veterans of countless battles whose knowledge shapes empires and fates.\n\n### Unique Units\n1. **Shadow Shields (Hatamoto)** - Elite protectors whose loyalty is as unbreakable as their defense.\n2. **Duelist's Echo (Champion Duelists)** - The challenge of their blade echoes across fields, beckoning honorable combat.\n3. **Ragekindled (Berserkers)** - Fury-fueled titans for whom battle is a trance of destruction.\n\n### Siege Units\n1. **Castlebreakers (Siege Engineers)** - The architects of victory, skilled in breaching the walls that dare stand against them.\n2. **Provision Wardens (Logistical Support Teams)** - The unseen backbone, ensuring the army\u2019s might never wanes from hunger or need.\n\nThese thematic names not only enhance the immersive aspect of your server but also lend a sense of individuality and lore to each unit, enriching the roleplay experience for your participants.\nUser: Not like that, keep it realistic and immersive and japanese sengoku.\nAssistant:"},{"assistant_initiates":false,"asst_text":"Certainly! Here's a refined list of Sengoku Era troop units with immersive and period-appropriate names, suitable for a For Honor-style roleplay:\n\n### Infantry Units\n1. **Ashigaru Yari Battalion** - Spear-wielding infantry organized in disciplined formations.\n2. **Heishi Naginata Guard** - Versatile foot soldiers adept at both offensive and defensive maneuvers with the naginata.\n3. **Kattei Infantry** - Bold warriors skilled in close-quarters combat, fighting with swords.\n\n### Samurai Units\n1. **Yarijutsu Samurai** - Masters of the spear, skilled in both individual combat and collective warfare strategies.\n2. **Kenjutsu Vanguard** - Elite swordsmen renowned for their mastery of the katana and unparalleled in leading charges.\n3. **Naginata Sentinels** - Balanced fighters well-versed in the use of the naginata, forming a resilient line against cavalry.\n4. **Ronin Bladesmen** - Mercenary samurai, often driven by honor or vengeance, adding an unpredictable element to battles.\n5. **S\u014dt\u014d-ry\u016b Warriors** - Dual-bladed samurai trained to wield two swords with fluid grace and deadly precision.\n\n### Cavalry Units\n1. **Hayabusa Cavalry** - Swift spear cavalry known for their rapid movements and flanking tactics.\n2. **Kogarasu Swordsmen** - Mounted samurai wielding katanas, excelling in hit-and-run engagements.\n3. **Akuma Riders** - Legendary for their unmatched speed and cohesion in leading fierce cavalry charges.\n4. **Tate Samurai Horsemen** - Versatile riders combining the horse's speed with a warrior's mastery of mounted combat.\n\n### Archer Units\n1. **Ky\u016bba Snipers** - Highly skilled foot archers, known for their proficiency in archery and battlefield support.\n2. **Kageyume Marksmen** - Elite bowmen employing superior techniques for precision and long-range attacks.\n3. **Kyudo Virtuosos** - Revered archery experts embodying the zen art of shooting with exceptional accuracy.\n\n### Specialist Units\n1. **Ikkyu Monks** - Religious militants combining spiritual power with martial prowess, wielding naginata with fervor.\n2. **Nagamae Guardians (Onna-Bugeisha)** - Female samurai exhibiting exceptional martial skill and tactical acuity.\n3. **Chise Shapers** - Tactical advisors optimizing battlefield layouts and troop maneuvers for maximum advantage.\n\n### Support Units\n1. **Tako Commanders** - Standard bearers improving unit cohesion and fighting spirit through presence and symbolism.\n2. **Hibiki Drummers** - Beat and coordinate troop movements, syncing rhythm with the heart of the army.\n3. **Gaishi Strategists** - Battlefield masters orchestrating the complex dance of war for effective victory.\n\n### Unique Units\n1. **Kami Protectors (Hatamoto)** - Esteemed and loyal guards protecting the highest-ranking leaders with unwavering dedication.\n2. **Kensei Duelists** - Legendary swordsmen challenging adversaries to duels that inspire and terrify.\n3. **Arashi Berserkers** - Fearless fighters driven by an untamable ferocity, disrupting enemy lines with sheer aggression.\n\n### Siege Units\n1. **Koten Engineers** - Skilled artisans and craftsmen adept at constructing or dismantling sieges and fortifications.\n2. **Keiji Supply Corps** - Logistics experts ensuring the seamless provision of supplies and the operational readiness of troops.\n\nThese names reflect the richness of Japanese martial culture and the tactical diversity present during the Sengoku period.","behavior":"degenerate_repetition","conversation_hash":"2e3b925ca9486eda7ca2344d83954609","conversation_redacted":true,"conversation_toxic":false,"country":"","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"English","model":"gpt-4o-2024-08-06","n_chars":66670,"n_turns_in_conversation":1,"n_words":11185,"source_row_offset":3651,"source_shard":"turns-00039.parquet","timestamp":"Fri, 25 Oct 2024 02:25:25 GMT","turn_id":"ac376eb58e2ece6f2d62d0f5","turn_index":0,"user_text":"User: sengoku era samurai troop unit ideas list for my discord for honor roleplay mass combat server (no guns to stay realistic for for honor):\n\nnotes: \n\n\nThe Miniatures Page logo\n\"Are there any rulesets that work at \"contingent\" level?\" Topic\n22 Posts\nAll members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.\n\nPlease do not post offers to buy and sell on the main forum.\n\nFor more information, see the TMP FAQ.\n\nBack to the Classical Asian Warfare Message Board\n\nAreas of Interest\nAncients\nMedieval\nRenaissance\nFeatured Hobby News Article\nLancashire Games: Pre-Release Offer Ending in Days\nWellington in India\n\nFeatured Link\nDark & Feudal Ages at Alicante 2022\n\n\nFeatured Ruleset\nAthena Wargames Rules: The English Civil Wars, The Thirty Years War\nAthena Wargames Rules: The English Civil Wars, The Thirty Years War\nRating: gold star gold star gold star gold star gold star gold star gold star gold star gold star \n\nFeatured Showcase Article\nSumerian Chariots in 6mm\nSumerian regular chariot stand\nRemember back in 2005, when I promised pictures of those Sumerian chariot stands in 6mm?\n\nFeatured Profile Article\nRubbery Dinos at the Dollar Store\nDinosaur\nGet these inexpensive dinos while you can.\n\nFeatured Book Review\nThe Savage Garden\nThe Savage Garden\n\n2,277 hits since 7 Feb 2016\n\u00a91994-2024 Bill Armintrout\nComments or corrections?\n\ndddd99\t07 Feb 2016 8:02 p.m. PST\nHi All,\n\nThe more I read about Sengoku Jidai warfare the more I see it is a mixed unit affair with the lower level troops attached to their feudal master. So a Hojo retainer in the 1570s, for example, might command something like 500-800 troops. These troops fought for him, in close proximity to him.\n\nIt was not until later that infantry organization changed in Japan and teppo ashigaru were \"pooled\" with other teppo ashigaru from other lords to fight in an organized teppo \"unit\", for example.\n\nSo what I am interested in is ANY rules that reflect this; it does not necessarily need to be Sengoku rules that you recommend. I have heard people on this forum describe Feudal Japanese warfare as similar to War of the Roses style warfare, but I also wonder are there more examples of this \"mixed\" style of warfare?\n\nBasically, I am interested in any rule treatment that somehow incorporates this information instead of just turning all \"ancient\" / \"feudal\" warfare into pristine roman unit warfare. Hopefully that last statement won't be misinterpreted; I am at a loss of words to describe this \"mixed\" unit syle of warfare.\n\nI realize that Killer Katanas 2 could cover this period, but to do some of these larger battles you would require a large table. Are there any rulesets that work for people interested in basing mixed units: foot samurai, mounted samurai, and ashigaru with all their different weapons on one base (think of diorama style bases)?\n\nadvocate Supporting Member of TMP\t08 Feb 2016 12:17 a.m. PST\nA diorama style base woulds suit games like Sword & Spear or Impetus. I don't know if either currently have lists. However, they also have standard-sized units, and I wonder if that is what you need, or whether you want different sizes to reflect different contingents.\n\nsetsuko\t08 Feb 2016 12:43 a.m. PST\nI agree that it sounds like you're looking for something like Impetus. If you go for a smaller scale, like 6mm or 10mm, it's easy to mix and match different types on the same base.\n\nI based my troops for DBA and FoG, on just 40mm wide bases, but I could still cram in a few infantrymen on my cavalry bases:\n\n\nThat way, even though you count the base as \"cavalry\" or \"archers\", you can represent them as more mixed, historical units.\n\nIf you go with a ruleset with even larger bases, you can do more impressive stuff, like these:\n\n\nJim Louttit based these on 3 inch square bases, and you can find more examples here:\n\nlink\n\nMike O\t08 Feb 2016 4:19 a.m. PST\nThe free set \"A Coat of Steel\" from Perfect Captain are mixed contingent rules for the Wars of the Roses which I always thought would be very appropriate for adaption to samurai warfare (including pre Sengoku periods). It uses some novel mechanics to prevent it becoming a boring scrum.\n\nlink\n\nRabelais\t08 Feb 2016 6:08 a.m. PST\nI was thinking of converting ACOS myself for Sengoku samurai, but I was put off by the amount of work involved with changing the cards and other playing aids. But it's the best existing template that I'm aware of.\n\nAt the moment we're trying out a conversion of the Great Battles in History board game 'Ran,' using squares instead of hexes. Alternatively, you could use tape measurements, I guess. In Ran, the 'counters' are still single troop types, but a contingent can be made up of 8-10 bases, so there's more of a feel of a contingent being made up of small units of samurai, ashigaru, guns and cavalry. The problem with Ran is that it's a bit costly and hard to get hold of.\n\nRabelais\t08 Feb 2016 7:16 a.m. PST\nI also thought it may be possible to modify Peter Pig's 'Battles in the Age of War' rules. They already allow you to mix ashigaru spears, bows and guns in the same unit, but all samurai are grouped separately, and have their own morale class.\n\nI think it would be possible to mix samurai and ashigaru together and use the appropriate morale class depending on the percentage of samurai remaining in the unit. AFAIK mixing samurai and ashigaru like this wouldn't impact the melee rules.\n\nPersonal logo Extra Crispy Sponsoring Member of TMP\t08 Feb 2016 8:08 a.m. PST\nTaiko! will do what you want. Figures are nominally based individually, and the armies are built around sub-commanders. You'd just need to tweak the lists where you want.\n\nlink\n\nmad monkey 1\t08 Feb 2016 9:04 a.m. PST\nTry these if you can get a hold of them:\nlink\n\ngamedad25\t08 Feb 2016 10:00 a.m. PST\nContact <PRESIDIO_ANONYMIZED_EMAIL_ADDRESS> for Chrysanthemum Throne pdf.\n\nI believe they are sold in a bundle with Age of Gunpowder and Le Petit Empereur for $15.00 USD usd.\n\nBelgianRay\t08 Feb 2016 1:55 p.m. PST\nI agree totally with Extra Crispy : go for Taiko. No way around it.\n\ndddd99\t08 Feb 2016 6:49 p.m. PST\nHi All,\n\nThanks for all the responses. I already own Taiko!, Killer Katanas, Impetus, and Sword and Spear. I have 6mm figures: Irregular as well as Baccus (I do not usually mix them). I once attempted to buy Chrysanthemum Throne, but that company closed their internet presence a week before I went to buy them ahah. I think I may email Chipco, based on gamedad25's post above; thanks. I would love to buy BAW, but I would really enjoy a cheaper price or a pdf version since I am not sure it is what I am looking for.\n\nAll of the rules mentioned above I am not sure will suffice for me. I have researched so much Japanese feudal warfare over the past year or so that I have decided to write my own. That was why I was looking for other examples of \"contingent\" warfare.\n\nHere are some responses to the above posts:\n\nadvocate \u2013 I have already played some samurai battles using lists I created for Sword and Spear. What can I say I love Sword and Spear, but it does segregate figures into \"units\". By the way I highly respect Impetus as well but I find S&S more enjoyable; but they are both top notch.\n\nsetsuko \u2013 your work on yr 6mm Baccus is amazing. I have always admired them and have seen them before in prior posts. = ) in fact your images are why I decided to buy Baccus. and I have seen Jim L's work before too. Simply amazing. In fact, his diorama bases are what led me to developing my own \"contingent\" based approach; that and playing my new Nobunaga's Ambition game I got off Steam. I found out that Japanese game/sim creators routinely represent these battles using this \"contingent\" based approach.\n\nMikeO & Rabelais \u2013 thanks so much for the idea to recommend ACOS. I am reading thru it now. = ) Very good stuff so far. Lots of ideas.\n\nExtra Crispy \u2013 I do enjoy Taiko! rules and am very happy to have them in my collection. Ihave said before and will say it again they are definitely worth the purchase. Not too expensive, pdf download and instant gratification.\n\nLike I said, thanks for all the informative and interesting responses, all. Now I am off to read some ACOS and maybe to work on my rules. Best wishes.\n\nLion in the Stars\t09 Feb 2016 11:49 a.m. PST\nI was under the impression that even a low-ranking commander would divide his troops into single-weapon squads of Spearmen, Archers, and Teppo.\n\nThe Ashigaru teppo squads appear to be mixed with ~3-5 teppo and 2-4 bows, with the archers shooting to protect the gunners while they reloaded.\n\nEValerio has some great illustrations that he based on the Takeda Screens, thread is here on TMP: TMP link\n\nI guess the real question is, what figure compression are you running? If you're modeling at something like 1:30, then I'd use a squad stand to represent a company. But if you're using 6mm figures, you could go nuts and model things 1:1 for a not-unreasonable cost.\n\ndddd99\t09 Feb 2016 9:26 p.m. PST\nLion,\n\nI am familiar with EValerio's work. It is top notch.\n\nI believe he has stated before that the Kawanakajima Kassen Byobu screens were influential in his illustrations:\n\n\nI believe these types of formations are referred to as sonae. They are usually 300-800 men. As you can see there are mounted troops and foot troops as well as archers and gunners.\n\nThe issue in my opinion is when you play a game, take impetus for example, its bases represent 300-1200 men depending on the circumstances/troop type. So this seems incompatible with Evalerio's illustrations. If I were to wish to represent his illustration, which I actually do, then one of his illustrations is say 500 men +/-. If 50% of those are ashigaru wielding infantry weapons like nagae yari or whatever, and 20% are an ahshigaru mixture of missile troops (teppo/yumi \u2013 these ratios evolved throughout the sengoku toward more heavy on the gunners). That's about 70% ashigaru. That leaves about 30% of what people refer to as the samurai (I realize this line between samurai/ashigaru definitely became increasingly blurred as the sengoku went on) \u2013 some are mounted some on foot.\n\nTo give a real world example I bought some 6mm Irregular samurai range (I have lots of Baccus as well =-) ). I played it with Sword and Spear rules (which I have high respect for). As some of you may know the figures came in strips and therefore I could not cut apart as you can with Baccus. So I ended up with a base of samurai on foot charging a base of yumi ashigaru for example. If each base were like 300 men it makes this seem odd and not how I now picture samurai warfare.\n\nSo I am saying maybe make a game where we use EValerio's nice illustrations as a template and maybe represent them on the tabletop as Jim Louttit's bases that setsuko has shown above. I dunno to me that'd seem like a sweet game. Maybe I am wrong.\n\nSo thanks for the reply, Lion. To answer your question about figure compression\u2026. I dunno my thoughts above maybe give a rough draft of that\u2026 hopefully. To be honest I have not based my Baccus 6mm yet and I want to make sure I do it right so I am leaning toward Jim Louttit style basing and I need rules to accommodate that. Tall order I know. hahah. take care.\n\nsetsuko\t10 Feb 2016 2:42 a.m. PST\nThinking of it, you could look at games that are even more \"zoomed out\", like Bl\u00fccher. A lot of the time when I read about campaigns in the period, the commanders focus much more on the issues that Bl\u00fccher deals with (getting your divisions to the right place, marching orders, scouting, surprise attacks, choosing a favourable battlefield) than \"this unit of spearmen charges into this unit of spearmen\".\n\nWe're planning to try out Bl\u00fccher at the club once we've painted up enough 6mm napoleonics, and maybe after that I know more about how easy it would be to convert to 16th century Japan. And basing and unit composition would be far less important when you're \"units\" represents a corps.\n\nBut I agree, it's very hard not to feel like you're constantly trying to fit a square peg through a round hole when looking at army sized tabletop games in this period.\n\nRabelais\t10 Feb 2016 3:50 a.m. PST\nThe precursor to the GBOH board game 'Ran,' called 'Samurai,' had 4 troop types: cavalry, infantry, bows and teppo. The latter two were treated as lighter units. For the later Sengoku period, a mechanism was introduced whereby all infantry could fire as teppo to represent the greater proportion of guns being used. There was no distinction between 'ashigaru' and 'samurai' infantry. I'm led to believe that such a distinction is rarely made in Japanese boardgames of the period either.\n\nThe rules are a free download here:\n\ngmtgames.com/p-169-samurai.aspx\n\nNow, I'm not sure whether it's infringing copyright, but there are scans of the playsheets on the Board Game Geek page for the game, too.\n\n\nAnyway, the rules are maybe worth looking at. I still feel a conversion of ACOS would work well, particularly if you use the system of counters from the ACOP campaign game to build your contingents. But it's too much work for me at the moment. I'd love to see any progress you make with it, however.\n\nLion in the Stars\t10 Feb 2016 8:06 p.m. PST\nI think I'd have to give every unit a shooting attack of some level at the stand=500men level of representation.\n\nJust lump it all together, and assume that the clan commander will make whatever formation changes are necessary.\n\nThen again, I'm pretty much a pure 1:1 gamer, so army level battles aren't something I do very often.\n\ndddd99\t11 Feb 2016 8:36 p.m. PST\nSetsuko & Rabelais thanks so much for the replies. I have been reading about Bl\u00fccher lately. Yes I think the \"zoomed out\" approach is more what I am going for. Not that I have anything against a smaller approach; I just do not think that many rules and basing systems achieve a historically accurate experience. In other words, if you look at the Kawanakajima Kassen Byobu screens or an EValerio illustration -- I have never seen that represented on the tabletop satisfactorily. It would require quite a large tabletop to achieve that with the individual unit approach.\n\nSo Lion, a 1:1 representation would prohibit you from simulating some of the medium and larger sengoku battles. I think you're all right with that though; It is just what you prefer. But if you invited me to a game of 1:1 and it involved samurai I would definitely accept and be happy for the game =-) . And your comment about giving each unit at the stand=500men level of representation a shooting attack is something I have already done in my humble homebrew rules. I think it is a must in that case.\n\nRabelais, I am definitely paging thru ACOS. And if I do make any progress I will try to update. And also thanks for the samurai rules link. I downloaded them and read thru them briefly at quiet points in my day.\n\nSo again, thanks for the comments. It has been enlightening for me to get so many good recommendations and exposure to other good rulesets. Take care and best wishes.\n\nRabelais\t17 Apr 2016 4:50 a.m. PST\nWe finally got round to trying 'Ran' on the tabletop. It worked well, all thing considered. Each 'clan' can have around 10-20 'units' so there is more of a feel of a clan being composed of small contingents than other sets.\n\nAnyway, thoughts and report are here:\nwargamesasp.wordpress.com/2016/04/17/ran\n\nMike O\t18 Apr 2016 2:07 p.m. PST\nGreat report there, Rabelais, lots of food for thought. I own the original \"Samurai\" boardgame but not \"Ran\" \u2013 just curious, in general terms, if there were many changes in the CRT and other charts between the two?\n\nWulfgar\t18 Apr 2016 8:56 p.m. PST\nWell done, Rabelais. Using the rules from the \"Ran\" boardgame is inspired.\n\nHopefully there are more copies out there. I just bought the last copy of GMT's \"Samurai\" from Fine Games through Amazon. I think that Noble Knight Games still has a copy or two of \"Ran,\" but its getting into collector's item prices. About $119 USD or so, I think.\n\nHowever, The rules can still be downloaded for free through the GMT website, so actually purchasing the actual games might not be necessary.\n\nFor myself, I stumbled across \"Irregular Wars,\" which provides a similar game, but without all of the markers cluttering things up. I've been very happy with being able to play battles between small clans, and the table top looks much like the one in your photos.\n\nIrregular Wars can be perused at this link from the author, Nicholas Wright:\n\nirregularwars.blogspot.com\n\nIrregular Wars provide lists for the earlier Muromachi period, the Sengoku Jidai, the Ikko Ikki and Sohei, the Ming, the Manchurians, and the Joseon Koreans.\n\nRabelais\t19 Apr 2016 2:10 a.m. PST\n@MikeO\n\nAs far as I can tell the CRT and other tables are exactly the same. However, the combat numbers are different due to the extra number of troop types. 'Ran' is a more streamlined set of rules than 'Samurai' IMO, but you should be able to continue to play 'Samurai' and use whichever changes you like from the 'Ran' rules without too much trouble.\n\nWe played 'Samurai' first and I liked that they had one infantry class rather than splitting samurai and ashigaru (which is apparently the norm among Japanese board games). Overall I think 'Ran' is an improvement but 'Samurai' works fine too.\n\nRabelais\t19 Apr 2016 2:17 a.m. PST\n@Wulfgar\n\nThanks for that, another set to check out!\n\nSorry - only verified members can post on the forums.\n\nRadious Mods Wiki\nExplore\nWiki Content\nCommunity\n FANDOM\nFan Central\nBETA\nGames\nAnime\nMovies\nTV\nVideo\nWikis\nStart a Wiki\nSign In\nRegister\nRadious Mods Wiki\n50\npages\nExplore\nWiki Content\nCommunity\n\n\nUnit Pack 2 -- Sengoku Jidai Campaign\nView source\nS2 unit pack 2\n\n\n\n\n\n\n\n\n\nLink to the original thread posted on Total War Center forums (This is where you can find download links)\n\nThe second unit pack released by Radious adds 38 brand new units to the original Shogun 2 campaign making it one of the largest mods of its kind. This mod is fully compatible with all of Shogun 2's dlc's and *should* work alongside any other mods that add custom units to the game. Note: This only adds units to the default campaign and custom battles. It will not work on MP unless both parties have the mod installed.\n\nRadious published two other unit packs that correspond with the other two dlc campaigns (click to navigate to their respective pages):\n\nUnit Pack 1 -- Rise of the Samurai Campaign\nUnit Pack 3 -- Fall of the Samurai Campaign\n\nTo see specific stats and pictures of units added by this pack simply click the name of the unit you wish to view:\n\n\nContents\n1\tBow/Matchlock Units (Misc.)                                                           \n2\tCavalry\n3\tNinjas\n4\tOnna Bushi (Female Warriors)\n5\tPirates\n6\tPortuguese Tercos\n7\tSamurai\n8\tWarrior Monks\nBow/Matchlock Units (Misc.)                                                           \nBow Warrior Nuns\nMatchlock Ronin\nCavalry\nMounted Katana Ashigaru\nMounted Yari Ashigaru\nNaginata Cavalry\nYari Ronin Cavalry\nNinjas\nBow Ninjas\nKatana Ninjas\nMounted Katana Ninjas\nMounted Naginata Ninjas\nNaginata Ninjas\nNinja Hero\nTetsubo Ninjas\nYari Ninjas\nOnna Bushi (Female Warriors)\nElite Onna Bushi\nMounted Onna Bushi\nYari Onna Bushi\nPirates\nBow Pirates\nHeavy Sword Pirates\nKatana Pirates\nMounted Yari Pirates\nNaginata Pirates\nPirate Captain\nTetsubo Pirates\nYari Pirates\nPortuguese Tercos\nMounted Tercos\nPike Tercos\nSabre Tercos\nSamurai\nBow Light Samurai\nHeavy Armored Samurai\nKatana Light Samurai\nMounted Naginata Light SamuraiMounted Naginata Light SamuraiNaginiata Light Samurai\nNaginata Light Samurai\nNodachi Ronin\n<PRESIDIO_ANONYMIZED_PERSON>\nWarrior Monks\nKatana Warrior Monks\nMounted Katana Warrior Monks\nTetsubo Warrior Monks\nCommunity content is available under CC-BY-SA unless otherwise noted.\nPopular Pages\nPike Tercos\nPike Tercos\nUnit Pack 2 -- Sengoku Jidai Campaign\nUnit Pack 2 -- Sengoku Jidai Campaign\nMounted Tercos\nMounted Tercos\nSabre Tercos\nSabre Tercos\nFandom logo\nExplore properties\nFandom\nMuthead\nFanatical\nFollow Us\nOverview\nWhat is Fandom?\nAbout\nCareers\nPress\nContact\nTerms of Use\nPrivacy Policy\nDigital Services Act\nGlobal Sitemap\nLocal Sitemap\nCommunity\nCommunity Central\nSupport\nHelp\nDo Not Sell or Share My Personal Information\nAdvertise\nMedia Kit\nContact\nFandom Apps\nTake your favorite fandoms with you and never miss a beat.\nFandom App logo\nStore icon\nStore icon\nRadious Mods Wiki is a FANDOM Games Community.\nView Mobile Site\nFollow on IG\nTikTok\nJoin Fan Lab\nCheck out Fandom Quizzes and cha\nSearch this wiki\nSearch all wikis\n\nSkip to content\nWisely lead\u2026 without a head!\n\nRules for the Sengoku Jidai: Core Mechanics\nOct 15, 2020 by mmcv, posted in Feudal Japan, Rulesets\nIn my last post I gave a bit of background for my thinking on how a Sonae based Sengoku Jidai ruleset might work and some of my early experiments with it. To recap, the Sengoku Jidai refers to the period of civil war that devastated Japan in and around the 16th century. Armies were generally organised into sub units of mixed arms clans known as Sonae. The terrain of Japan meant warfare tended to favour looser formations and manoeuvre than would typically be seen elsewhere in the world at the time.\n\nFor the moment I\u2019ve settled on \u201chit dice\u201d as my randomisation method, namely rolling 4 dice, adding or removing dice based on situational modifiers, then counting any 6\u2019s as a success. In this post I hope to explore some of the core mechanics I\u2019ve been trying out; command and control, movement, combat and morale.\n\nI am writing these into a more \u201ctechnical\u201d rules document, but wanted to lay out some of the general concepts here. At the end I will have a brief pencil and paper battle report to show how some of the mechanics play out.\n\nCommand and Control\nThis refers to the means in which the players actually command their armies and give orders to commanders and units. There are essentially three levels of command. The first and lowest level is the individual units, typically a mixed arm Sonae, commanded by a Samurai-daisho (military leader) a minor Daimyo (feudal lord). These commanders are abstracted into the units themselves and assumed to be dealing with the individual allocation of troops within the Sonae.\n\nMultiple Sonae will generally be grouped together into a Te, or division. The most senior, and usually most powerful, Sonae within this division, is known as the Honjin (or headquarters Sonae), usually commanded by a senior Daimyo. This Honjin Sonae is the Commander for the entire Te, and is the one from which actions to the individual units will flow.\n\nAn army will generally consist of several of these Te with the leader of the most senior Daimyo\u2019s Te being designated the overall Army General. Unlike the Commanders who are embedded into their Honjin Sonae, the Army General is treated as a stand alone entity based separately to a Sonae, though they will usually have one or more powerful Sonae in their own Te commanded by trusted retainers, usually including a Honjin Sonae with it\u2019s own Commander. Typically there will be one Army General per side, but in large, multiplayer battles, there could potentially be multiple Army Generals, each leading their own set of divisions in coordination with their ally. This can lead to some fun possibilities for betrayal and treachery, as was common in the period.\n\nThese Army Generals may be in one of two states. The first is \u201cEncamped\u201d whereby they are based with their Maku screen and retainers, usually in a prominent but well defended position in the battle field. In this state they have powerful defensive modifiers, can send out messengers to their commanders, but cannot move themselves.\n\nThe second is \u201cMobile\u201d whereby they mount up with their personal unit of bodyguard troops, known as the Hatamoto, and become a powerful unit in their own right with rapid movement but no ability to send out messengers to commanders and a greater chance of personal injury.\n\nThe fourth Battle of Kawanakajima: Takeda Shingen Vs Uesugi Kenshin - by  Dmitry Filatov. | Takeda shingen, Samurai art, Japanese history\nThere is a somewhat fanciful story of the great rivals Uesugi Kenshin and Takeda Shingen engaging in a brief duel when Kenshin, mounted with his Hatamoto personal guard burst into the Takeda camp and engaged an unprepared Shingen, who was forced to defend with his steel war fan until his own Hatamo could drive Kenshin off. While it likely never happened, it does provide a good example of the two different ways Generals can operate.\nGiven the hierarchical clan status of the armies, the loss of a Commander will generally mean the loss of an entire division, and the loss of the Army General will usually spell the loss of the entire battle. So there is a fine balance between using these as powerful offensive units, while keeping them safe from harm at risk of collapsing the army. There is some potential around loyalty and successor mechanics that may mitigate this collapse somewhat, likely a series of Morale tests for the units and a test or special trait that allows a Commander or General to have a worthy successor to take the reigns of battle, but I\u2019ve still to shake out the details on them.\n\nEach commander (including the general) will have an Authority value representing their right to rule and the respect they hold from their retainers. This can be a positive or negative value, depending how powerful or weak they are. This value will be used to modify the number of orders that they can give. The commanders will also have a Command Radius that extends out from their unit, with Authority increasing or decreasing the range. Any units outside this Command Radius may only be given one order per activation. Any units within the General\u2019s Command Radius will gain a bonus to their Morale tests.\n\nAt the beginning of each turn the player will decide if their Army General is Encamped or Mobile. If Encamped then they may designate a Commander to send a messenger to. If both the General and Commander are out of range of any enemy units then this is decided with a simple 4 + Authority d6 check (success on at least one 6). If either is within range of the enemy, the check is opposed and must score more successes than the enemy to succeed. If successful, then that commander can add the general\u2019s Authority along with their own to their next activation. I did briefly toy with having messengers as their own units that travelled across the battlefield, but it became somewhat messy and required remembering which messenger had been directed at which commander. I suspect the messenger rules will undergo further modifications in time, for instance reducing the available dice over longer distances.\n\nActivations are dynamic. For each command a token should be placed in a bag or stack to allow for random activations. Ideally this would be a token with the clans Mon (or symbol) on it, but could equally be coloured dice or chits, a stack of cards, etc. Anything that lets the players randomly allocate command activation. Players will draw a token and whichever general that token belongs to can allocate it to a command within the army. That command then activates and performs its actions, then the next token is drawn and the process repeats. This means play can alternate back and forth between the players, or may result in one player having a run of a few activations then the other player having the same. Each command can only activate once per turn.\n\nKamon Symbols of Japan \u2014 Encyclopedia of Japan\nThe Mon of some of the better known clans in the period, this would appear prominently on banners and screens for the clan\u2019s troops. Some of the clan names in this graphic are non-standard renditions, such as Mouri (Mori) and Houjou (Hojo).\nOnce activated the command rolls a single d6, adding the appropriate Authority modifiers, and that will give the number of orders that can be given that activation. Orders can then be allocated out amongst the units under command to move, engage in combat or rally. There is no limit to the number of orders that each unit can have assigned, up to the total allocated, but those units receiving a large number of orders will have to take a morale test and on failure become fatigued and unable to take any actions the following activation.\n\nOnce all the orders have been allocated, or the player doesn\u2019t wish to allocate any more, the activation ends and the next one is drawn. Once all commands have been activated, the turn ends and the cycle begins again.\n\nMovement\nThis relates to how the units actually manoeuvre around the battlefield. My plan is to keep movement fairly simple. The distance of movement is the same for all units, though certain units will be allowed an extra move such as mounted generals. I\u2019m generally assuming the unit of movement will be around a base width, as that\u2019s usually a decent indicator of unit and table size. Each unit will have a front quarter, a rear quarter and two flank quarters, with the boundaries extending in diagonals from the unit\u2019s corners. When I say something is n Movements, it means n units of whatever the movement distance is. To make a movement a unit will be issued with a Move Order. This will allow them to do one of three things:\n\nMove directly into their forward quarter by up to 2 Movements maintaining facing. This may include charging into contact with an enemy unit.\nFall back into their rear quarter by 1 Movement maintaining facing. If this is given to a unit in combat they must take a Morale check after doing so.\nChange facing to a different quarter and make up to 1 Movement in the new direction of facing. This covers all manoeuvring, whether it be changing facing and remaining in place, or moving in a new direction.\nUnits may be issued any number of Move Orders so long as the commander has Orders to allocate and they begin the orders within the Command Radius of the commander.\n\nTerrain will have some impact on movement, essentially difficult terrain will only allow one Movement forward rather than two and roads allow an extra Movement when going forward or back along it. These rules still need a bit more experimentation. It may be that difficult terrain ends all movement for that unit for that activation and they cannot be given any more Move Orders.\n\nCharging Mounted Samurai\nMassed cavalry charges were rare in Japanese warfare of the period, but small groups of mounted samurai could turn the tide of battle when striking the right place at the right time.\nGiven the fixed distances, the rules as written could be easily translated to a square or hex grid. I\u2019ve been playing out test games on gridded notepaper (mostly because it\u2019s all I have to hand with everything packed away to sell our house) and it\u2019s worked reasonably well, but overall the fluidity of free measurement will provide a much more satisfying range of movement options.\n\nRanged Combat\nThere are two types of combat in the game. The first, and generally less effective, is Ranged Combat. This represents the proportion of bows and guns within a unit. While bows and guns of the period had a theoretical range of 300-500 metres, in reality the effective range against armour was around 50-100 metres. Over time as the proportion of guns increased, firepower became more effective, but was still primarily used as a means of defence, behind screens and fortifications, or for softening up an enemy before the charge into melee for offensive actions.\n\nStandard Ranged Combat will work as an exchange between two units at a range of 2 Movements or less. Most units will have some means of firing, even if its just a few samurai with bows and guns. There will be modifiers available to units, typically ranging from -2 to 2 that can reflect the proportion of guns and firing capacity. In a Ranged Combat exchange, both units will roll their ranged attack dice, hitting on 6s then total up the number of hits inflicted. The default number of attack dice is four, though the modifiers mentioned previously along with a few other special conditions (e.g. firing up a hill would be -1, while firing at close range would be +1) can modify these dice up and down.\n\nAny side that receives at least one hit must make a Morale test, which will be described later but essentially consists of throwing four dice (+/- modifiers) with at least one 6 needed for a pass. For each additional hit past the first one in the Ranged Exchange, a dice is removed from the Morale test. So if a sonae of the Ouchi engages a sonae of the Mori in a ranged attack, both players would roll their attack dice. If the Ouchi rolled three 6s and the Mori rolled one 6, then both sides would be required to take a Morale test, but the Mori would do so with 2 less dice than normal due to the two additional hits.\n\nFailing a Morale test from a ranged attack results in a unit status change. A unit that is fresh and in good spirits will become Wavering, which will somewhat impair their ability to fight in Close Combat. A unit that is already Wavering will become Brittle, which impairs them further still. A unit that is already Brittle will break and be removed from the battle. This means a ranged exchange is unlikely to cause serious damage unless a unit is already in dire straights. There will be a Rally mechanic described later to remove these statuses.\n\nRanged Ashigaru\nMost ranged combat was done by sub units of Ashigaru peasant soldiers armed with matchlock \u201cteppo\u201d guns and light weight long bows known as \u201cyumi\u201d, though samurai would often have guns and bows as their primary weapons well. Indeed the yumi was the traditional primary weapon of samurai in earlier periods before massed peasant infantry and firearms became the norm.\nExceptions to this standard exchange are when engaging from the flank, in which case only half your attack dice can be used, or from the rear, in which case only one attack dice can be used. There is also the possibility of Opportunity Fire, the exact details of which are still under review, but will generally allow a unit to take unopposed pot shots at anyone entering firing range. I\u2019m still not entirely sure on this given the exchange nature of standard firing, it\u2019s mostly a means to prevent units skipping along the front of the enemy without consequence, but I may instead implement some form of Zone of Control on movement that prevents this instead. The other type of firing is Closing Fire, which I\u2019ll cover shortly as part of the Close Combat exchange.\n\nClose Combat\nClose combat consists of up to four phases, Charging, Closing Fire, Melee and Shock. Charging is covered under the movement rules and is a movement that ends in contact with an enemy unit. The unit that initiated the charge will gain an extra dice in the first round of Melee. If a unit is Wavering it must pass a Morale test before charging and a Brittle unit cannot charge at all.\n\nThe defending unit may choose to use Closing Fire, that is an unopposed ranged attack, i.e. only the defender rolls their attack dice. If it is successful in hitting the charger, and the charger fails the Morale test then the new status is applied, the charge will be cancelled and the charger will fall back or pull up 1 Movement short of the enemy unit. However, if the charger is unharmed, the defender will have one less attack dice to use in the following round of Melee combat. This is to simulate the delay in bringing up the melee troops while firing at the charging unit.\n\nThe Charge and Closing Fire occur as part of the normal cycle of Orders, but Melee doesn\u2019t occur until the end of the Activation. This allows all movements and ranged attacks to be carried out first, then all close combat will be resolved.\n\nThe Melee Phase involves both participants rolling their attack dice, modified as needed, with different results depending on the outcome. If both units fail to make any successful hits, then each will fall back 1 Movement to their rear quarter. If this movement is blocked, for instance by another unit or a terrain feature, they must instead take a Morale test and apply the appropriate status if failed. If both units make the same number of hits, they remain locked in combat and nothing else happens for them until the next time one of their commands is activated. If one side manages to make more successful hits than the other, that side is considered the victor and may move onto the Shock Phase.\n\nThe Shock Phase is representative of the elite troops, such as the samurai, exploiting a weakness opened up by the melee and rushing in to try and destroy the enemy command. In the Shock Phase the victor rolls their attack dice modified by any shock modifiers they may have (typically terrain affects the impetus of the shock phase more than the melee) with the outcome depending on how many successes they have.\n\nWith one success the enemy unit is destroyed but the attacker is Fatigued.\n\nWith two successes the enemy unit is destroyed and the attacker is not Fatigued.\n\nWith three or more successes the enemy unit is destroyed, the attacker is not Fatigued and gets a bonus order to use immediately.\n\nThe number of orders may increase with increased success, to be confirmed, and the destruction on one success might be too powerful, so one success may apply a status while two success destroys, etc. These are details to be ironed out in play testing.\n\nArtwork of battle\nCombat in the period often ended in bloody and brutal close combat.\nWhere multiple units are engaged, all dice are rolled together. This is the most \u201cbucket o\u2019 dice\u201d part of the rules, but means large engagements can be dealt with quickly, and makes multi unit melee combats very dangerous, especially if Commanders are involved.\n\nFlank and rear attacks also behave a little differently. There is no Closing Fire when attacking a flank or rear of the unit, and the defending unit cannot use a Shock Phase if it is engaged to the flank or rear, instead if it is victorious in the Melee Phase, the attackers both fall back 1 Movement. This is because an attack at a weak point of the formation would usually be reinforced by the samurai core of the unit, meaning they\u2019ve less momentum to carry out a destructive counter attack immediately and instead just drive the attacker off. Any unit attacking the rear gains an additional attack dice as well as that was usually the weakest point of a formation.\n\nMorale\nAs mentioned in previous sections, each unit will have a certain amount of Morale that it can use to show how resilient it is to breaking. All units have the same potential Morale statuses, Wavering and Brittle, though how those statuses affect different areas of the game will vary. Morale tests are called for in a number of circumstances where the resolve of the unit needs tested. Morale tests behave the same way as other tests in the game, a number of dice, four by standard, are thrown with at least one 6 being required to make it a success. Some units may have Resilience modifiers that can increase or decrease their morale dice, and having the Army General within range can provide an extra morale boost too.\n\nOne of the orders available to a commander is a Rally Order. With this a unit that is not in attack range of an enemy unit (i.e. typically 2 Movements away) and within the Command Radius of it\u2019s Commander, may perform a Morale test and if successful, can reduce their negative statuses. So a Brittle unit that passes it\u2019s Rally Morale test will become Wavering, and a Wavering unit that passes loses the negative status and returns to being fresh and ready for action.\n\n\nFacing this sort of devastation would shake the morale of even the loyalist of samurai, let alone the peasant masses.\nThere are still some balancing tests needed with morale, for instance having the presence and loss of nearby units impacting the roll or requiring additional tests, but for the moment I\u2019m keeping it reasonably simple.\n\nOther Considerations\nThere are a few areas that still need some thought and consideration. I\u2019m still testing out various options for moving through and fighting over different terrain. Given the varied landscapes of Japan I don\u2019t want this to be too much of an imposition, but certainly particularly rugged ground should impose some limitations and fordable rivers appear in a fair few battles of the period so they are important to consider too.\n\nDefensive works is another area that needs some thought. It was quite common for armies in the period to entrench into a defensive position, especially as the ratio of guns increased in armies allowing them increased concentrations of fire. This is definitely something I want to include, either as fixed terrain pieces on the battlefield or as a \u201cdig in\u201d option for a unit. I need to do some more reading on this before deciding how to represent them though.\n\nAssaulting a defensive line\nDefensive works were commonly employed on the battlefields of Japan, often made from bamboo or bundles of reed mats. By the later period, concentrations of firepower would make assaulting such defensive works head-on suicidal.\nBeyond that there are a number of special rules and traits I want to include. I\u2019ve already got an outline of many of these as a means of conferring special abilities on Generals, Commanders and individual Clan units. I want to be reasonably cautious with these to avoid it becoming a bit too video gamey or \u201cHollywood\u201d, but I do wish to include some means to highlight leaders who stood out from their peers through tactical or strategic brilliance, or lack thereof, as well as clans that specialised in particular types of combat or weaponry, or were particularly loyal and devoted. There\u2019s also some consideration to be given to the numerous sects of fanatic warrior monks throughout the period and peasant rebellions. I\u2019m not focusing too much on these until I\u2019m completely happy with the core mechanics, though have plenty of ideas for how they could work.\n\nFormations is another thing that needs more consideration \u2013 both the individual makeup of the sonae and how they organise themselves internally, as well as the larger formation of the entire army. For the sonae themselves, different formations may confer different sets of modifiers, for instance aggressive or defensive formations, or those focusing on concentrating firepower, while for army wide formations, I\u2019d be inclined to leave them up to the whim of the players as if I get things right they should \u201cjust work\u201d as they were intended given the way the battles play out. We shall see!\n\nBeyond that I\u2019ll want to consider some \u201cmeta\u201d play around a campaign system, or some means of playing linked battles, as well as some strategic considerations around scouting and espionage that may aid with deployment and game set up. The idea is allow for both historical battles and ones of the players own devising covering various possible scenarios from a straight up fight, through defensive actions or taking of key objectives. I\u2019ve not decided if I\u2019ll look at sieges or not yet, though castle assaults were a common feature of the warfare.\n\nBattle Report\nThis is one of my pencil and paper test games played out on gridded paper to try out some of these core mechanics. In it, the fictional Maru (circle) and Shikaku (square) clans engage in a clash for control of a key river crossing. I rolled for random entry points across the game area rather than having everyone come in from opposite sides, this felt natural given the mustering of troops tended to involve calling in subject clans. Each army consists of three divisions, marked 1, 2 and 3, so for the purpose of this I will refer to them as the divisions as Maru-ichi (in the south centre), Maru-ni (north centre) and Maru-san (north west), then Shikaku-ichi (west centre), Shikaku-ni (south east) and Shikaku-san (north east). The notations is as follows:\n\nGm = Mobile General (bonus to movement and attack, negative firing)\nGe = Encamped General (bonus to everything, messengers but no movement)\nC = command sonae (bonus to everything)\nX = normal sonae\nF = firing focused sonae (bonus firing, negative melee)\nM = melee focused sonae (bonus melee, negative shock)\nS = shock focused sonae (bonus shock, negative firing)\nf = fatigued\nw = wavering\nb = brittle\n\nHopefully the hills, forest, river, stream, bridge and marsh are self explanatory. The position of the number indicates facing and the negative number on commands indicate lost units.\n\n\nIn the opening turn the Maru-san clan attempts to skirt around the Shikaku-ichi position to link up with their General, however they soon come in range of the enemy gunners stationed on the hill.\n\nIn the south, the Maru-ichi General moves to fortify a hill opposite the Shikaku position. Meanwhile the Shikaku-ni clan rushes towards the bridge to seize the objective and support their allies. In the north the outnumbered Shikaku-san clan attempt to secure their flank on the forest and present a line of attack to funnel the Maru-ni enemy into.\n\nThe Maru-san find themselves pinned down by enemy fire as the Shikaku General brings his troops to bear on their slow advance. Feeling the pinch on their flanks the Maru-san turn to engage. In the north east, after several exchanges of fire, an impetuous rush by a Maru-ni daisho drives some of the Shikaku-san from the field, and feeling the potential for encirclement growing, the Shikaku-san pull back into a better defensive position.\n\nNot wishing to relent on the pressure, the Maru-ni keep pressing the beleaguered Shikaku-san, while the unopposed Shikaku-ni set up a solid defence between the stream and river. Frustrated by the fire from the hill, the Maru-san charge the Shikaku General\u2019s position. The Shikaku-ichi manage to stall them at the foot of the hill, but the Maru-ichi take advantage of the exposed southern flank of the Shikaku position and storm the hill from there.\n\nAttacked from multiple sides the Shikaku-ichi begin to collapse and the General abandons the camp and flees for the defensive lines of the Shikaku-ni. However, the Maru-ni advance crushes the Shikaku-san in the north and begins to sweep down towards the open end of the Shikaku-ni position, while the rest of the Maru forces begin their advance towards the stream.\n\nThe Shikaku fall back over the bridge, hoping the choke point will let them wear down the enemy, but the Maru forces sweep in from all sides.\n\nThe assault on the bridge begins and while the Shikaku forces put up a brave fight, they are now heavily outnumbered by the Maru attack.\n\nIn an epic clash, the elite shock troops of the Maru-ichi break the bridge defence while the constant fire exchange across the river wears down and eventually breaks several of the Shikaku defenders. With his army broken and troops fleeing the field, the Shikaku general signals the retreat and slinks off the field in disgrace. The day has gone to the Maru, and they have secured control of a vital point between the rival lands.\nThis was a lot of fun as a game, the narrative flowed easily from the mechanics and while there were a few points were I had to tweak bits or come up with rules for things on the fly, it really helped me refine down some of the mechanics, and determine what did and didn\u2019t work.\n\nSummary\nTo conclude, in this post we covered:\n\nCommand and Control: the role of commanders and how the dynamic activation and order system works, as well as the role of messengers on the field.\nMovement: how movement is determined and the different types of movements available.\nCombat: both ranged and melee combat and the opposed roll system they use.\nMorale: how units test for morale and rally from their various states of disorder.\nDiscussed other areas for expansion and thought once core mechanics are settled.\nFinally finished with a pencil and paper test game and report on how it went.\nI\u2019m not sure what my next post on this will be, as the next stage is probably play testing and refinement, then looking at some of the special rules. No doubt you\u2019ll see some Feudal Japanese forces creep into my painting queue in the coming year in 3mm, 6mm and/or 10mm, along with some more test game battle reports.\n\nThoughts and suggestions are always welcome, I\u2019ve only been in the hobby a few years and don\u2019t have that many games under my belt, so any pitfalls or glaring omissions I\u2019d be interested in knowing about, so please share!\n\nAs ever, thanks for reading,\n\nMatthew\n\nShare this:\nTwitterFacebook\n\nRelated\nRules for the Sengoku Jidai: Revamped\nJun 8, 2021\nIn \"Battle Report\"\nRules for the Sengoku Jidai\nOct 11, 2020\nIn \"Feudal Japan\"\nProgress Update \u2013 July 2021\nAug 2, 2021\nIn \"Feudal Japan\"\nTagged 2D Gaming, Feudal Japan, Pencil and Paper, Rulesets, Wargaming\nPost navigation\nPrevious Post\nRules for the Sengoku Jidai\nNext Post\nBattle Report \u2013 Oda vs Asai\n4 thoughts on \u201cRules for the Sengoku Jidai: Core Mechanics\u201d\nPingback: Battle Report \u2013 Oda vs Asai \u2013 Wisely lead\u2026 without a head!\nPingback: Progress Update \u2013 March 2021 \u2013 Wisely lead\u2026 without a head!\nMr David Ford\nOct 19, 2021 at 6:07 pm\nGreat Stuff \ud83d\ude42\n\nLike\n\nReply\nmmcv\nOct 20, 2021 at 10:08 am\nThanks David, I have revised some of these since this post, some of which is included in this post: https://mmcvhistory.home.blog/2021/06/08/rules-for-the-sengoku-jidai-revamped/\n\nWhich is why some of the bits here are a little different from what we had been chatting about elsewhere. The primary change is the combination of Morale, Fatigue and Ranged Combat into a single Fatigue/Loyalty mechanic.\n\nLike\n\nReply\nLeave a comment\nTop Posts & Pages\nA Very British Civil War in Ireland\nIs it an eagle? Is it a jaguar? No...\nBattle Report - The Battle of Dorylaeum (1097)\nRules for the Sengoku Jidai: Core Mechanics\nAVNICW Faction: The Loyal Democratic State of Northern Ireland\nCategories\nBattle Report (22)\nGeneral (12)\nHistory (6)\nCrusades (5)\nPeriods & Projects (57)\n2D Armies (3)\nAncient China (8)\nBronze Age (9)\nClassical Period (7)\nColonial (3)\nEarly 20th Century (7)\nFantasy (2)\nFeudal Japan (15)\nLate 19th Century (3)\nMedieval (14)\nPike & Shot (11)\nPre-Columbian America (10)\nTerrain (3)\nProgress update (28)\nRulesets (13)\nTags\n2D Gaming 2mm 10mm Ancient China AVBCW AWI Battle Board Battle Report BBB Bronze Age Celts Chu Classical Period Crusaders Early 20th Century English Civil War Factions Fantasy Feudal Japan Flippant History General Great War Greeks Han History Introduction Irish History Late 19th Century Medieval Miniatures Napoleonics Pencil and Paper Pre-Columbian America Qin Reflections Romans Rulesets Saracens Shadow of the Eagles Sharp Practice Ships Showcase Skirmish Games Soldiers of God Tarascans Terrain TooFatLardies To the Strongest Trojan War Turks Twilight of Divine Right Twilight of the Sun King Wargaming Zombicide\nBlogs I Follow\nwe all have our roles to play\nBogenwald\nCooking Without Limits\nA Sincere Love of Food\nWARdROBE Plays WWII\nMark A. Morin\nSkarloc\u00b4s\nTENKA FUBU\n\nFollow Blog via E-mail\nEnter your e-mail address to follow this blog and receive notifications of new posts by e-mail.\n\nEmail Address:\nEmail Address\n\nFollow\n\nBlog at WordPress.com.Do Not Sell or Share My Personal Information\nPrivacy & Cookies: This site uses cookies. By continuing to use this website, you agree to their use.\nTo find out more, including how to control cookies, see here: Cookie Policy\nDesign a site like this with WordPress.com\nGet started\nAssistant: Creating a list of Sengoku Era samurai troop units for your For Honor roleplay Discord server can help enhance the realism and immersion for your mass combat scenarios. Here's a list of potential troop units you can consider, tailored to fit a gun-free setting:\n\n### Infantry Units\n1. **Yari Ashigaru** - Foot soldiers armed with long spears; form the backbone of the army.\n2. **Naginata Ashigaru** - Infantry wielding polearms, versatile in both offense and defense.\n3. **Katana Ashigaru** - Swordsmen serving as support troops, skilled in melee combat.\n\n### Samurai Units\n1. **Yari Samurai** - Elite spear-wielding troops, superior to Ashigaru in skill and armor.\n2. **Katana Samurai** - Highly skilled swordsmen, forming the core of offensive charges.\n3. **Naginata Samurai** - Versatile warriors wielding the naginata, capable against cavalry and infantry alike.\n4. **Ronin** - Masterless samurai, often mercenaries, who can be hired for their unique skills.\n\n### Cavalry Units\n1. **Takeda Cavalry** - Elite horsemen known for their speed and powerful charges with yari.\n2. **Mounted Samurai** - Skilled horseback warriors, even more deadly when charging with katana or naginata.\n3. **Bow Cavalry** - Mounted archers skilled in hit-and-run tactics, using yumi (bows) from horseback.\n\n### Archer Units\n1. **Yumi Ashigaru** - Foot archers forming ranged support, helping soften enemy troops.\n2. **Bow Samurai** - Elite archers with superior skill and equipment compared to Ashigaru.\n3. **Kyudo Masters** - Samurai dedicated to the way of the bow, providing precise and powerful ranged attacks.\n\n### Specialist Units\n1. **Sohei (Warrior Monks)** - Religious warriors skilled in martial arts and naginata.\n2. **Onna-Bugeisha** - Female warriors trained in the use of the naginata and bow.\n3. **Kunoichi (Female Ninjas)** - Specialists in espionage and guerrilla tactics, capable of sabotage.\n\n### Support Units\n1. **Standard Bearers** - Carry the clan's banner, boosting morale and organization.\n2. **Drummers** - Keep rhythm to coordinate troop movements and boost morale.\n3. **Strategists** - Advisors skilled in planning and executing battlefield strategies.\n\n### Unique Units\n1. **Hatamoto** - The personal guard of generals and commanders, elite bodyguards.\n2. **Champion Duelists** - Expert swordsmen available for challenges and duels on the battlefield.\n3. **Berserkers** - Warriors who enter frenzied states, unstoppable in close combat until exhausted.\n\nThese units can be used to create engaging and dynamic mass combat scenarios that reflect the diversity and strategy of Sengoku Era warfare without relying on firearms. Adjust details according to any specific game mechanics or lore within your For Honor roleplay setting.\nUser: Expand the list, and remove any gun units. Make it for honor fitting too (keeping immersive aspect): \n\nTotal War Wiki\nTotal War Wiki\nExplore\nTroy\nThree Kingdoms\nHistorical Games\nSpin-offs\n FANDOM\nFan Central\nBETA\nGames\nAnime\nMovies\nTV\nVideo\nWikis\nStart a Wiki\nSign In\nRegister\nTotal War Wiki\nTotal War Wiki\n5,228\npages\nExplore\nTroy\nThree Kingdoms\nHistorical Games\nSpin-offs\n\nin: Total War: Shogun 2 cavalry\nYari Cavalry (Total War: Shogun 2)\nEdit\nFor the Shogun: Total War unit, see Yari Cavalry (Shogun: Total War).\n\nYari Cavalry S2TW Icon\n\nYari Cavalry\nYari Cavalry S2TW\nAppears in\nTotal War: Shogun 2\nBelongs to\nMost factions\nType\nSpear Cavalry\nSoldiers per unit\n20/40/60/80\nAttack skill\n5\nCharge bonus\n25\nAnti-cavalry skill\n15\nArmour\n4 (Mounted)/4 (Dismounted)\nDefense skill\n1\nMorale\n10\nProduced from\nWarhorse Stables, Yari Drill Yard\nSpecial abilities\nWedge Formation\nCost\n800 SP/850 MP\nUpkeep\n200\nTurns to train\n2\nUnit cap\nNone\nYari Cavalry are a type of yari cavalry in Total War: Shogun 2.\n\nDescription\nEach yari cavalry samurai is armed with a long spear that makes him particularly deadly when swiftly charging into combat.\n\nYari cavalry focus all the power of their fearsome charge into the points of the long spears they carry as they smash into enemy cavalry and infantry alike. Their high morale spurs them into battle and keeps them from routing, even when engaged in melee, where their spears are at a disadvantage. Yari cavalry are best used to attack the rear or flanks of infantry to avoid spear counter-attacks and getting caught in messy, close-quarters fighting. Their amazing speed over the ground makes this entirely possible, as they can rarely be caught even by other cavalry units.\n\nDuring the Sengoku Jidai, the spear and sword superseded the bow as the weapons of choice for samurai cavalry. Despite a long tradition of mounted archery, a bow could not be used in melee, leaving cavalry archers vulnerable to counter-attacks by foot soldiers. Spears, on the other hand, could be used to break enemy defences in a full charge, or used in quick, slashing strokes whilst in close combat. Swords could be used to cut an enemy down, but obviously lacked the range of a bow, or spear. However, if a samurai was wealthy enough, he would have an attendant to carry and hand him his bow, spear or sword, depending on the situation and personal preference.\n\nStrengths & Weaknesses\n\nFast and very good charge.\nGood against other cavalry.\nWeak in prolonged melee.\nVulnerable to yari and naginata units in melee.\nGeneral Information\nYari Cavalry are mid-late game cavalry, boasting a powerful charge bonus but only average melee stats. They replace light cavalry, being superior in nearly every way but at the cost of higher upkeep and recruitment costs. Their anti-cavalry bonus and high speed make them excellent for hunting down enemy cavalry, and their high charge bonus allow them to disrupt enemy formations with ease. However, like all cavalry, they are weak to anti-cavalry infantry, and are also highly susceptible to ranged attacks, particularly Fire Rockets. \n\nTwo units of yari cavalry, along with a unit of Great Guard, are granted to any faction that becomes Shogun. This includes the Ikko Ikki, who normally don't have access to yari cavalry.\n\nWhen trained by the Date Clan, Yari Cavalry have +2 charge bonus.\n\nTakeda Yari Cavalry are cheaper to train and maintain (at 700/175 instead of 800/200), have +2 morale, +3 melee attack, +1 melee defence, and +5 charge bonus. They are slightly worse than Takeda Fire Cavalry in almost every way, but have a better charge bonus.\n\nTotal War: Shogun 2 Cavalry\nSpear Cavalry\tGreat Guard \u2022 Light Cavalry \u2022 Takeda Fire Cavalry \u2022 The Spears of Shizugatake \u2022 Yari Cavalry \u2022 Yari Dojo Cavalry\nPolearm Cavalry\tNaginata Warrior Monk Cavalry\nSword Cavalry\tGeneral \u2022 Katana Cavalry \u2022 Kiyomasa\u2019s Katana Cavalry\nMissile Cavalry\tBow Cavalry \u2022 Donderbuss Cavalry \u2022 Tokugawa Mounted Gunners \u2022 Yoritomo\u2019s Yabusame Cavalry\nCategories\nCategories:Total War: Shogun 2 cavalryAdd category\nCommunity content is available under CC-BY-SA unless otherwise noted.\nCommunity Chat\n9 Users Online\nUsers\n\n\n\n\n\n\n\n\n\nJoin Now!\nOthers Like You Also Viewed\nLight Cavalry (Total War: Shogun 2)\nLight Cavalry (Total War: Shogun 2)\nTakeda Fire Cavalry\nTakeda Fire Cavalry\nNaginata Warrior Monk Cavalry\nNaginata Warrior Monk Cavalry\nKatana Cavalry\nKatana Cavalry\nNaginata Warrior Monks (Total War: Shogun 2)\nNaginata Warrior Monks (Total War: Shogun 2)\nDonderbuss Cavalry\nDonderbuss Cavalry\nKiyomasa\u2019s Katana Cavalry\nKiyomasa\u2019s Katana Cavalry\nYari Ashigaru (Total War: Shogun 2)\nYari Ashigaru (Total War: Shogun 2)\nBenkei\u2019s Blades\nBenkei\u2019s Blades\n\nPopular Pages\nFactions (Total War: Three Kingdoms)\nFactions (Total War: Three Kingdoms)\nFall of the Samurai\nFall of the Samurai\nTotal War: Three Kingdoms\nTotal War: Three Kingdoms\nTraits (Total War: Three Kingdoms)\nTraits (Total War: Three Kingdoms)\nTotal War: Shogun 2\nTotal War: Shogun 2\nFandom logo\nExplore properties\nFandom\nMuthead\nFanatical\nFollow Us\nOverview\nWhat is Fandom?\nAbout\nCareers\nPress\nContact\nTerms of Use\nPrivacy Policy\nDigital Services Act\nGlobal Sitemap\nLocal Sitemap\nCommunity\nCommunity Central\nSupport\nHelp\nDo Not Sell or Share My Personal Information\nAdvertise\nMedia Kit\nContact\nFandom Apps\nTake your favorite fandoms with you and never miss a beat.\nFandom App logo\nStore icon\nStore icon\nTotal War Wiki is a FANDOM Games Community.\nView Mobile Site\nFollow on IG\nTikTok\nJoin Fan Lab\nCheck out Fandom Quizzes and cha\nSearch this wiki\nSearch all wikis\nAssistant: Here's an expanded and immersive list of Sengoku Era samurai troop units suitable for a For Honor roleplay setting, ensuring no gunpowder weapons are included:\n\n### Infantry Units\n1. **Yari Ashigaru** - Basic spear infantry, well-suited for forming spear walls and ranked formations.\n2. **Naginata Ashigaru** - Versatile polearm infantry capable of defending against both cavalry and infantry.\n3. **Katana Ashigaru** - Skilled in close-quarters combat, offering flexibility on the battlefield.\n\n### Samurai Units\n1. **Yari Samurai** - Elite warriors known for their mastery of the spear, excelling in organized combat.\n2. **Katana Samurai** - Highly skilled with swords, forming the offensive forefront of any army.\n3. **Naginata Samurai** - Balanced fighters capable of both offense and defense, adept against cavalry charges.\n4. **Ronin** - Masterless samurai with unpredictable fighting skills, available for hire or rebellion.\n5. **Dual Wield Samurai** - Samurai proficient in wielding two swords, offering greater attack flexibility.\n\n### Cavalry Units\n1. **Yari Cavalry** - Fast-moving spear cavalry, perfect for flanking maneuvers and pursuing fleeing enemies.\n2. **Katana Cavalry** - Mounted swordsmen skilled in slashing down opponents in fast charges.\n3. **Takeda Cavalry** - Renowned for their speed and discipline, often leading devastating charges.\n4. **Mounted Samurai** - Expert horsemen, combining mobility with the deadly efficiency of a samurai's skill.\n\n### Archer Units\n1. **Yumi Ashigaru** - Infantry archers providing essential ranged support for large formations.\n2. **Bow Samurai** - Elite archers with greater range and accuracy, capable of precision strikes.\n3. **Kyudo Masters** - Expert bow users who are revered for their discipline and shooting accuracy.\n\n### Specialist Units\n1. **Sohei (Warrior Monks)** - Religious warriors with spiritual ferocity, skilled in hand-to-hand combat and naginata use.\n2. **Onna-Bugeisha** - Female samurai trained in martial arts and weaponry, offering unique strategic capabilities.\n3. **Battlefield Tacticians** - Provide strategic maneuvers and battlefield insights, enhancing the effectiveness of allied units.\n\n### Support Units\n1. **Standard Bearers** - Bolster the morale and organization of troops with the clan's emblem.\n2. **Drummers** - Coordinate troop movements and elevate combat spirit through rhythm.\n3. **Strategists** - Masters of battlefield tactics, aiding in the planning and execution of complex maneuvers.\n\n### Unique Units\n1. **Hatamoto** - Elite bodyguards of high-ranking officials, unswervingly loyal and fiercely protective.\n2. **Champion Duelists** - Experts in one-on-one combat, challenging enemy leaders and inspiring allies.\n3. **Berserkers** - Possessed by a fierce fighting spirit, causing chaos in the enemy ranks.\n\n### Siege Units\n1. **Siege Engineers** - Specialists in constructing and dismantling fortifications during castle sieges.\n2. **Logistical Support Teams** - Ensure the supply lines remain intact and the army stays well-fed and ready.\n\nThis list emphasizes the traditional aspects of Sengoku period warfare, focusing on melee and cavalry tactics, as well as the strategic deployment of troops. It aligns well with the immersive, close-combat focus typical of a For Honor-style setting.\nUser: Can you possibly also make better names for some of the units instead of just weapon_type \"samurai/ashigaru,\" for the fhu.\nUser: Not like that, keep it realistic and immersive and japanese sengoku.\nAssistant:"},{"assistant_initiates":false,"asst_text":"Certainly! Here are some more realistic and immersive Japanese Sengoku period-inspired names for your units:\n\n### Infantry Units\n1. **Yari Heishi (Spear Soldiers)** - Spearmen forming the core of traditional foot soldier ranks.\n2. **Naginata Senshi (Polearm Warriors)** - Versatile fighters adept in both offensive and defensive tactics.\n3. **Katana Heishi (Sword Infantry)** - Close-combat troops skilled in quick swordplay and discipline.\n\n### Samurai Units\n1. **Yari no Bushi (Warriors of the Spear)** - Elite samurai renowned for their spear-fighting expertise.\n2. **Tachi no Samurai (Samurai of the Sword)** - Noble warriors embodying the bushido code, masterful with the katana.\n3. **Kamae Samurai (Posture Samurai)** - Formidable fighters skilled in the naginata with strong stances.\n4. **Rurouni (Wandering Samurai)** - Skilled mercenaries whose loyalties are defined by personal missions.\n5. **Ry\u014dt\u014dsha (Dual Wielders)** - Samurai excelling in ambidextrous combat with twin swords.\n\n### Cavalry Units\n1. **Yari Kiba-tai (Spear Cavalry)** - Agile horsemen skilled at leading charges with speed and precision.\n2. **Katana Kiba-tai (Sword Cavalry)** - Mounted warriors using their katana for swift and decisive strikes.\n3. **Takeda no Kiba (Takeda Horsemen)** - Legendary cavalry famous for their coordinated and fearsome charges.\n4. **Kiba Bushi (Horse Samurai)** - Esteemed samurai known for their balance of agility and power from horseback.\n\n### Archer Units\n1. **Yumi no Ashigaru (Bow Infantry)** - Ranged units providing crucial support with long-range yumi bows.\n2. **Yumi no Samurai (Samurai Archers)** - Precise and deadly archers, surpassing others in range and accuracy.\n3. **Ky\u016bd\u014d no D\u014dshi (Masters of the Bow)** - Revered archery experts with unerring aim and serene focus.\n\n### Specialist Units\n1. **S\u014dhei (Warrior Monks)** - Fiercely dedicated monks, blending martial arts with spiritual resolve.\n2. **Onna-Bugeisha (Female Warriors)** - Courageous noblewomen trained in the arts of war, both elegant and deadly.\n3. **Tactician K\u014dgi (Strategic Advisors)** - Wise counselors versed in battlefield tactics and maneuvers.\n\n### Support Units\n1. **Jinmaku-tai (Banner Carriers)** - Symbol bearers who maintain morale and ensure unity among troops.\n2. **Taiko no Kedamono (Drum Beaters)** - Vital for transmitting orders and boosting morale with the beat of war drums.\n3. **Gunshi (Military Strategists)** - Masters in planning and executing complex strategies on the battlefield.\n\n### Unique Units\n1. **Hatamoto no Yari (Spear Guards)** - The steadfast retainers and protectors of high-ranking commanders.\n2. **Kensai (Sword Saints)** - Legendary duelists, revered for their unrivaled skill in one-on-one combat.\n3. **Kyojin (Battle Titans)** - Fearsome warriors known for their strength and relentless fury in combat.\n\n### Siege Units\n1. **Yoroi K\u014djin (Armor Workers)** - Experts in constructing and dismantling fortifications under the harshest conditions.\n2. **Kijun-tai (Provision Squads)** - Essential for maintaining and managing supply lines, ensuring the army's longevity.\n\nThese names are rooted in historical and cultural elements of the Sengoku period, providing an authentic and immersive experience for your roleplay server.","behavior":"degenerate_repetition","conversation_hash":"460ce4c22fa1b0a30ac2dd35eb5489aa","conversation_redacted":true,"conversation_toxic":false,"country":"United States","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"English","model":"gpt-4o-2024-08-06","n_chars":70045,"n_turns_in_conversation":1,"n_words":11727,"source_row_offset":3652,"source_shard":"turns-00039.parquet","timestamp":"Fri, 25 Oct 2024 02:25:36 GMT","turn_id":"c75669fc7826ad28843461f4","turn_index":0,"user_text":"User: sengoku era samurai troop unit ideas list for my discord for honor roleplay mass combat server (no guns to stay realistic for for honor):\n\nnotes: \n\n\nThe Miniatures Page logo\n\"Are there any rulesets that work at \"contingent\" level?\" Topic\n22 Posts\nAll members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.\n\nPlease do not post offers to buy and sell on the main forum.\n\nFor more information, see the TMP FAQ.\n\nBack to the Classical Asian Warfare Message Board\n\nAreas of Interest\nAncients\nMedieval\nRenaissance\nFeatured Hobby News Article\nLancashire Games: Pre-Release Offer Ending in Days\nWellington in India\n\nFeatured Link\nDark & Feudal Ages at Alicante 2022\n\n\nFeatured Ruleset\nAthena Wargames Rules: The English Civil Wars, The Thirty Years War\nAthena Wargames Rules: The English Civil Wars, The Thirty Years War\nRating: gold star gold star gold star gold star gold star gold star gold star gold star gold star \n\nFeatured Showcase Article\nSumerian Chariots in 6mm\nSumerian regular chariot stand\nRemember back in 2005, when I promised pictures of those Sumerian chariot stands in 6mm?\n\nFeatured Profile Article\nRubbery Dinos at the Dollar Store\nDinosaur\nGet these inexpensive dinos while you can.\n\nFeatured Book Review\nThe Savage Garden\nThe Savage Garden\n\n2,277 hits since 7 Feb 2016\n\u00a91994-2024 Bill Armintrout\nComments or corrections?\n\ndddd99\t07 Feb 2016 8:02 p.m. PST\nHi All,\n\nThe more I read about Sengoku Jidai warfare the more I see it is a mixed unit affair with the lower level troops attached to their feudal master. So a Hojo retainer in the 1570s, for example, might command something like 500-800 troops. These troops fought for him, in close proximity to him.\n\nIt was not until later that infantry organization changed in Japan and teppo ashigaru were \"pooled\" with other teppo ashigaru from other lords to fight in an organized teppo \"unit\", for example.\n\nSo what I am interested in is ANY rules that reflect this; it does not necessarily need to be Sengoku rules that you recommend. I have heard people on this forum describe Feudal Japanese warfare as similar to War of the Roses style warfare, but I also wonder are there more examples of this \"mixed\" style of warfare?\n\nBasically, I am interested in any rule treatment that somehow incorporates this information instead of just turning all \"ancient\" / \"feudal\" warfare into pristine roman unit warfare. Hopefully that last statement won't be misinterpreted; I am at a loss of words to describe this \"mixed\" unit syle of warfare.\n\nI realize that Killer Katanas 2 could cover this period, but to do some of these larger battles you would require a large table. Are there any rulesets that work for people interested in basing mixed units: foot samurai, mounted samurai, and ashigaru with all their different weapons on one base (think of diorama style bases)?\n\nadvocate Supporting Member of TMP\t08 Feb 2016 12:17 a.m. PST\nA diorama style base woulds suit games like Sword & Spear or Impetus. I don't know if either currently have lists. However, they also have standard-sized units, and I wonder if that is what you need, or whether you want different sizes to reflect different contingents.\n\nsetsuko\t08 Feb 2016 12:43 a.m. PST\nI agree that it sounds like you're looking for something like Impetus. If you go for a smaller scale, like 6mm or 10mm, it's easy to mix and match different types on the same base.\n\nI based my troops for DBA and FoG, on just 40mm wide bases, but I could still cram in a few infantrymen on my cavalry bases:\n\n\nThat way, even though you count the base as \"cavalry\" or \"archers\", you can represent them as more mixed, historical units.\n\nIf you go with a ruleset with even larger bases, you can do more impressive stuff, like these:\n\n\nJim Louttit based these on 3 inch square bases, and you can find more examples here:\n\nlink\n\nMike O\t08 Feb 2016 4:19 a.m. PST\nThe free set \"A Coat of Steel\" from Perfect Captain are mixed contingent rules for the Wars of the Roses which I always thought would be very appropriate for adaption to samurai warfare (including pre Sengoku periods). It uses some novel mechanics to prevent it becoming a boring scrum.\n\nlink\n\nRabelais\t08 Feb 2016 6:08 a.m. PST\nI was thinking of converting ACOS myself for Sengoku samurai, but I was put off by the amount of work involved with changing the cards and other playing aids. But it's the best existing template that I'm aware of.\n\nAt the moment we're trying out a conversion of the Great Battles in History board game 'Ran,' using squares instead of hexes. Alternatively, you could use tape measurements, I guess. In Ran, the 'counters' are still single troop types, but a contingent can be made up of 8-10 bases, so there's more of a feel of a contingent being made up of small units of samurai, ashigaru, guns and cavalry. The problem with Ran is that it's a bit costly and hard to get hold of.\n\nRabelais\t08 Feb 2016 7:16 a.m. PST\nI also thought it may be possible to modify Peter Pig's 'Battles in the Age of War' rules. They already allow you to mix ashigaru spears, bows and guns in the same unit, but all samurai are grouped separately, and have their own morale class.\n\nI think it would be possible to mix samurai and ashigaru together and use the appropriate morale class depending on the percentage of samurai remaining in the unit. AFAIK mixing samurai and ashigaru like this wouldn't impact the melee rules.\n\nPersonal logo Extra Crispy Sponsoring Member of TMP\t08 Feb 2016 8:08 a.m. PST\nTaiko! will do what you want. Figures are nominally based individually, and the armies are built around sub-commanders. You'd just need to tweak the lists where you want.\n\nlink\n\nmad monkey 1\t08 Feb 2016 9:04 a.m. PST\nTry these if you can get a hold of them:\nlink\n\ngamedad25\t08 Feb 2016 10:00 a.m. PST\nContact <PRESIDIO_ANONYMIZED_EMAIL_ADDRESS> for Chrysanthemum Throne pdf.\n\nI believe they are sold in a bundle with Age of Gunpowder and Le Petit Empereur for $15.00 USD usd.\n\nBelgianRay\t08 Feb 2016 1:55 p.m. PST\nI agree totally with Extra Crispy : go for Taiko. No way around it.\n\ndddd99\t08 Feb 2016 6:49 p.m. PST\nHi All,\n\nThanks for all the responses. I already own Taiko!, Killer Katanas, Impetus, and Sword and Spear. I have 6mm figures: Irregular as well as Baccus (I do not usually mix them). I once attempted to buy Chrysanthemum Throne, but that company closed their internet presence a week before I went to buy them ahah. I think I may email Chipco, based on gamedad25's post above; thanks. I would love to buy BAW, but I would really enjoy a cheaper price or a pdf version since I am not sure it is what I am looking for.\n\nAll of the rules mentioned above I am not sure will suffice for me. I have researched so much Japanese feudal warfare over the past year or so that I have decided to write my own. That was why I was looking for other examples of \"contingent\" warfare.\n\nHere are some responses to the above posts:\n\nadvocate \u2013 I have already played some samurai battles using lists I created for Sword and Spear. What can I say I love Sword and Spear, but it does segregate figures into \"units\". By the way I highly respect Impetus as well but I find S&S more enjoyable; but they are both top notch.\n\nsetsuko \u2013 your work on yr 6mm Baccus is amazing. I have always admired them and have seen them before in prior posts. = ) in fact your images are why I decided to buy Baccus. and I have seen Jim L's work before too. Simply amazing. In fact, his diorama bases are what led me to developing my own \"contingent\" based approach; that and playing my new Nobunaga's Ambition game I got off Steam. I found out that Japanese game/sim creators routinely represent these battles using this \"contingent\" based approach.\n\nMikeO & Rabelais \u2013 thanks so much for the idea to recommend ACOS. I am reading thru it now. = ) Very good stuff so far. Lots of ideas.\n\nExtra Crispy \u2013 I do enjoy Taiko! rules and am very happy to have them in my collection. Ihave said before and will say it again they are definitely worth the purchase. Not too expensive, pdf download and instant gratification.\n\nLike I said, thanks for all the informative and interesting responses, all. Now I am off to read some ACOS and maybe to work on my rules. Best wishes.\n\nLion in the Stars\t09 Feb 2016 11:49 a.m. PST\nI was under the impression that even a low-ranking commander would divide his troops into single-weapon squads of Spearmen, Archers, and Teppo.\n\nThe Ashigaru teppo squads appear to be mixed with ~3-5 teppo and 2-4 bows, with the archers shooting to protect the gunners while they reloaded.\n\nEValerio has some great illustrations that he based on the Takeda Screens, thread is here on TMP: TMP link\n\nI guess the real question is, what figure compression are you running? If you're modeling at something like 1:30, then I'd use a squad stand to represent a company. But if you're using 6mm figures, you could go nuts and model things 1:1 for a not-unreasonable cost.\n\ndddd99\t09 Feb 2016 9:26 p.m. PST\nLion,\n\nI am familiar with EValerio's work. It is top notch.\n\nI believe he has stated before that the Kawanakajima Kassen Byobu screens were influential in his illustrations:\n\n\nI believe these types of formations are referred to as sonae. They are usually 300-800 men. As you can see there are mounted troops and foot troops as well as archers and gunners.\n\nThe issue in my opinion is when you play a game, take impetus for example, its bases represent 300-1200 men depending on the circumstances/troop type. So this seems incompatible with Evalerio's illustrations. If I were to wish to represent his illustration, which I actually do, then one of his illustrations is say 500 men +/-. If 50% of those are ashigaru wielding infantry weapons like nagae yari or whatever, and 20% are an ahshigaru mixture of missile troops (teppo/yumi \u2013 these ratios evolved throughout the sengoku toward more heavy on the gunners). That's about 70% ashigaru. That leaves about 30% of what people refer to as the samurai (I realize this line between samurai/ashigaru definitely became increasingly blurred as the sengoku went on) \u2013 some are mounted some on foot.\n\nTo give a real world example I bought some 6mm Irregular samurai range (I have lots of Baccus as well =-) ). I played it with Sword and Spear rules (which I have high respect for). As some of you may know the figures came in strips and therefore I could not cut apart as you can with Baccus. So I ended up with a base of samurai on foot charging a base of yumi ashigaru for example. If each base were like 300 men it makes this seem odd and not how I now picture samurai warfare.\n\nSo I am saying maybe make a game where we use EValerio's nice illustrations as a template and maybe represent them on the tabletop as Jim Louttit's bases that setsuko has shown above. I dunno to me that'd seem like a sweet game. Maybe I am wrong.\n\nSo thanks for the reply, Lion. To answer your question about figure compression\u2026. I dunno my thoughts above maybe give a rough draft of that\u2026 hopefully. To be honest I have not based my Baccus 6mm yet and I want to make sure I do it right so I am leaning toward Jim Louttit style basing and I need rules to accommodate that. Tall order I know. hahah. take care.\n\nsetsuko\t10 Feb 2016 2:42 a.m. PST\nThinking of it, you could look at games that are even more \"zoomed out\", like Bl\u00fccher. A lot of the time when I read about campaigns in the period, the commanders focus much more on the issues that Bl\u00fccher deals with (getting your divisions to the right place, marching orders, scouting, surprise attacks, choosing a favourable battlefield) than \"this unit of spearmen charges into this unit of spearmen\".\n\nWe're planning to try out Bl\u00fccher at the club once we've painted up enough 6mm napoleonics, and maybe after that I know more about how easy it would be to convert to 16th century Japan. And basing and unit composition would be far less important when you're \"units\" represents a corps.\n\nBut I agree, it's very hard not to feel like you're constantly trying to fit a square peg through a round hole when looking at army sized tabletop games in this period.\n\nRabelais\t10 Feb 2016 3:50 a.m. PST\nThe precursor to the GBOH board game 'Ran,' called 'Samurai,' had 4 troop types: cavalry, infantry, bows and teppo. The latter two were treated as lighter units. For the later Sengoku period, a mechanism was introduced whereby all infantry could fire as teppo to represent the greater proportion of guns being used. There was no distinction between 'ashigaru' and 'samurai' infantry. I'm led to believe that such a distinction is rarely made in Japanese boardgames of the period either.\n\nThe rules are a free download here:\n\ngmtgames.com/p-169-samurai.aspx\n\nNow, I'm not sure whether it's infringing copyright, but there are scans of the playsheets on the Board Game Geek page for the game, too.\n\n\nAnyway, the rules are maybe worth looking at. I still feel a conversion of ACOS would work well, particularly if you use the system of counters from the ACOP campaign game to build your contingents. But it's too much work for me at the moment. I'd love to see any progress you make with it, however.\n\nLion in the Stars\t10 Feb 2016 8:06 p.m. PST\nI think I'd have to give every unit a shooting attack of some level at the stand=500men level of representation.\n\nJust lump it all together, and assume that the clan commander will make whatever formation changes are necessary.\n\nThen again, I'm pretty much a pure 1:1 gamer, so army level battles aren't something I do very often.\n\ndddd99\t11 Feb 2016 8:36 p.m. PST\nSetsuko & Rabelais thanks so much for the replies. I have been reading about Bl\u00fccher lately. Yes I think the \"zoomed out\" approach is more what I am going for. Not that I have anything against a smaller approach; I just do not think that many rules and basing systems achieve a historically accurate experience. In other words, if you look at the Kawanakajima Kassen Byobu screens or an EValerio illustration -- I have never seen that represented on the tabletop satisfactorily. It would require quite a large tabletop to achieve that with the individual unit approach.\n\nSo Lion, a 1:1 representation would prohibit you from simulating some of the medium and larger sengoku battles. I think you're all right with that though; It is just what you prefer. But if you invited me to a game of 1:1 and it involved samurai I would definitely accept and be happy for the game =-) . And your comment about giving each unit at the stand=500men level of representation a shooting attack is something I have already done in my humble homebrew rules. I think it is a must in that case.\n\nRabelais, I am definitely paging thru ACOS. And if I do make any progress I will try to update. And also thanks for the samurai rules link. I downloaded them and read thru them briefly at quiet points in my day.\n\nSo again, thanks for the comments. It has been enlightening for me to get so many good recommendations and exposure to other good rulesets. Take care and best wishes.\n\nRabelais\t17 Apr 2016 4:50 a.m. PST\nWe finally got round to trying 'Ran' on the tabletop. It worked well, all thing considered. Each 'clan' can have around 10-20 'units' so there is more of a feel of a clan being composed of small contingents than other sets.\n\nAnyway, thoughts and report are here:\nwargamesasp.wordpress.com/2016/04/17/ran\n\nMike O\t18 Apr 2016 2:07 p.m. PST\nGreat report there, Rabelais, lots of food for thought. I own the original \"Samurai\" boardgame but not \"Ran\" \u2013 just curious, in general terms, if there were many changes in the CRT and other charts between the two?\n\nWulfgar\t18 Apr 2016 8:56 p.m. PST\nWell done, Rabelais. Using the rules from the \"Ran\" boardgame is inspired.\n\nHopefully there are more copies out there. I just bought the last copy of GMT's \"Samurai\" from Fine Games through Amazon. I think that Noble Knight Games still has a copy or two of \"Ran,\" but its getting into collector's item prices. About $119 USD or so, I think.\n\nHowever, The rules can still be downloaded for free through the GMT website, so actually purchasing the actual games might not be necessary.\n\nFor myself, I stumbled across \"Irregular Wars,\" which provides a similar game, but without all of the markers cluttering things up. I've been very happy with being able to play battles between small clans, and the table top looks much like the one in your photos.\n\nIrregular Wars can be perused at this link from the author, Nicholas Wright:\n\nirregularwars.blogspot.com\n\nIrregular Wars provide lists for the earlier Muromachi period, the Sengoku Jidai, the Ikko Ikki and Sohei, the Ming, the Manchurians, and the Joseon Koreans.\n\nRabelais\t19 Apr 2016 2:10 a.m. PST\n@MikeO\n\nAs far as I can tell the CRT and other tables are exactly the same. However, the combat numbers are different due to the extra number of troop types. 'Ran' is a more streamlined set of rules than 'Samurai' IMO, but you should be able to continue to play 'Samurai' and use whichever changes you like from the 'Ran' rules without too much trouble.\n\nWe played 'Samurai' first and I liked that they had one infantry class rather than splitting samurai and ashigaru (which is apparently the norm among Japanese board games). Overall I think 'Ran' is an improvement but 'Samurai' works fine too.\n\nRabelais\t19 Apr 2016 2:17 a.m. PST\n@Wulfgar\n\nThanks for that, another set to check out!\n\nSorry - only verified members can post on the forums.\n\nRadious Mods Wiki\nExplore\nWiki Content\nCommunity\n FANDOM\nFan Central\nBETA\nGames\nAnime\nMovies\nTV\nVideo\nWikis\nStart a Wiki\nSign In\nRegister\nRadious Mods Wiki\n50\npages\nExplore\nWiki Content\nCommunity\n\n\nUnit Pack 2 -- Sengoku Jidai Campaign\nView source\nS2 unit pack 2\n\n\n\n\n\n\n\n\n\nLink to the original thread posted on Total War Center forums (This is where you can find download links)\n\nThe second unit pack released by Radious adds 38 brand new units to the original Shogun 2 campaign making it one of the largest mods of its kind. This mod is fully compatible with all of Shogun 2's dlc's and *should* work alongside any other mods that add custom units to the game. Note: This only adds units to the default campaign and custom battles. It will not work on MP unless both parties have the mod installed.\n\nRadious published two other unit packs that correspond with the other two dlc campaigns (click to navigate to their respective pages):\n\nUnit Pack 1 -- Rise of the Samurai Campaign\nUnit Pack 3 -- Fall of the Samurai Campaign\n\nTo see specific stats and pictures of units added by this pack simply click the name of the unit you wish to view:\n\n\nContents\n1\tBow/Matchlock Units (Misc.)                                                           \n2\tCavalry\n3\tNinjas\n4\tOnna Bushi (Female Warriors)\n5\tPirates\n6\tPortuguese Tercos\n7\tSamurai\n8\tWarrior Monks\nBow/Matchlock Units (Misc.)                                                           \nBow Warrior Nuns\nMatchlock Ronin\nCavalry\nMounted Katana Ashigaru\nMounted Yari Ashigaru\nNaginata Cavalry\nYari Ronin Cavalry\nNinjas\nBow Ninjas\nKatana Ninjas\nMounted Katana Ninjas\nMounted Naginata Ninjas\nNaginata Ninjas\nNinja Hero\nTetsubo Ninjas\nYari Ninjas\nOnna Bushi (Female Warriors)\nElite Onna Bushi\nMounted Onna Bushi\nYari Onna Bushi\nPirates\nBow Pirates\nHeavy Sword Pirates\nKatana Pirates\nMounted Yari Pirates\nNaginata Pirates\nPirate Captain\nTetsubo Pirates\nYari Pirates\nPortuguese Tercos\nMounted Tercos\nPike Tercos\nSabre Tercos\nSamurai\nBow Light Samurai\nHeavy Armored Samurai\nKatana Light Samurai\nMounted Naginata Light SamuraiMounted Naginata Light SamuraiNaginiata Light Samurai\nNaginata Light Samurai\nNodachi Ronin\n<PRESIDIO_ANONYMIZED_PERSON>\nWarrior Monks\nKatana Warrior Monks\nMounted Katana Warrior Monks\nTetsubo Warrior Monks\nCommunity content is available under CC-BY-SA unless otherwise noted.\nPopular Pages\nPike Tercos\nPike Tercos\nUnit Pack 2 -- Sengoku Jidai Campaign\nUnit Pack 2 -- Sengoku Jidai Campaign\nMounted Tercos\nMounted Tercos\nSabre Tercos\nSabre Tercos\nFandom logo\nExplore properties\nFandom\nMuthead\nFanatical\nFollow Us\nOverview\nWhat is Fandom?\nAbout\nCareers\nPress\nContact\nTerms of Use\nPrivacy Policy\nDigital Services Act\nGlobal Sitemap\nLocal Sitemap\nCommunity\nCommunity Central\nSupport\nHelp\nDo Not Sell or Share My Personal Information\nAdvertise\nMedia Kit\nContact\nFandom Apps\nTake your favorite fandoms with you and never miss a beat.\nFandom App logo\nStore icon\nStore icon\nRadious Mods Wiki is a FANDOM Games Community.\nView Mobile Site\nFollow on IG\nTikTok\nJoin Fan Lab\nCheck out Fandom Quizzes and cha\nSearch this wiki\nSearch all wikis\n\nSkip to content\nWisely lead\u2026 without a head!\n\nRules for the Sengoku Jidai: Core Mechanics\nOct 15, 2020 by mmcv, posted in Feudal Japan, Rulesets\nIn my last post I gave a bit of background for my thinking on how a Sonae based Sengoku Jidai ruleset might work and some of my early experiments with it. To recap, the Sengoku Jidai refers to the period of civil war that devastated Japan in and around the 16th century. Armies were generally organised into sub units of mixed arms clans known as Sonae. The terrain of Japan meant warfare tended to favour looser formations and manoeuvre than would typically be seen elsewhere in the world at the time.\n\nFor the moment I\u2019ve settled on \u201chit dice\u201d as my randomisation method, namely rolling 4 dice, adding or removing dice based on situational modifiers, then counting any 6\u2019s as a success. In this post I hope to explore some of the core mechanics I\u2019ve been trying out; command and control, movement, combat and morale.\n\nI am writing these into a more \u201ctechnical\u201d rules document, but wanted to lay out some of the general concepts here. At the end I will have a brief pencil and paper battle report to show how some of the mechanics play out.\n\nCommand and Control\nThis refers to the means in which the players actually command their armies and give orders to commanders and units. There are essentially three levels of command. The first and lowest level is the individual units, typically a mixed arm Sonae, commanded by a Samurai-daisho (military leader) a minor Daimyo (feudal lord). These commanders are abstracted into the units themselves and assumed to be dealing with the individual allocation of troops within the Sonae.\n\nMultiple Sonae will generally be grouped together into a Te, or division. The most senior, and usually most powerful, Sonae within this division, is known as the Honjin (or headquarters Sonae), usually commanded by a senior Daimyo. This Honjin Sonae is the Commander for the entire Te, and is the one from which actions to the individual units will flow.\n\nAn army will generally consist of several of these Te with the leader of the most senior Daimyo\u2019s Te being designated the overall Army General. Unlike the Commanders who are embedded into their Honjin Sonae, the Army General is treated as a stand alone entity based separately to a Sonae, though they will usually have one or more powerful Sonae in their own Te commanded by trusted retainers, usually including a Honjin Sonae with it\u2019s own Commander. Typically there will be one Army General per side, but in large, multiplayer battles, there could potentially be multiple Army Generals, each leading their own set of divisions in coordination with their ally. This can lead to some fun possibilities for betrayal and treachery, as was common in the period.\n\nThese Army Generals may be in one of two states. The first is \u201cEncamped\u201d whereby they are based with their Maku screen and retainers, usually in a prominent but well defended position in the battle field. In this state they have powerful defensive modifiers, can send out messengers to their commanders, but cannot move themselves.\n\nThe second is \u201cMobile\u201d whereby they mount up with their personal unit of bodyguard troops, known as the Hatamoto, and become a powerful unit in their own right with rapid movement but no ability to send out messengers to commanders and a greater chance of personal injury.\n\nThe fourth Battle of Kawanakajima: Takeda Shingen Vs Uesugi Kenshin - by  Dmitry Filatov. | Takeda shingen, Samurai art, Japanese history\nThere is a somewhat fanciful story of the great rivals Uesugi Kenshin and Takeda Shingen engaging in a brief duel when Kenshin, mounted with his Hatamoto personal guard burst into the Takeda camp and engaged an unprepared Shingen, who was forced to defend with his steel war fan until his own Hatamo could drive Kenshin off. While it likely never happened, it does provide a good example of the two different ways Generals can operate.\nGiven the hierarchical clan status of the armies, the loss of a Commander will generally mean the loss of an entire division, and the loss of the Army General will usually spell the loss of the entire battle. So there is a fine balance between using these as powerful offensive units, while keeping them safe from harm at risk of collapsing the army. There is some potential around loyalty and successor mechanics that may mitigate this collapse somewhat, likely a series of Morale tests for the units and a test or special trait that allows a Commander or General to have a worthy successor to take the reigns of battle, but I\u2019ve still to shake out the details on them.\n\nEach commander (including the general) will have an Authority value representing their right to rule and the respect they hold from their retainers. This can be a positive or negative value, depending how powerful or weak they are. This value will be used to modify the number of orders that they can give. The commanders will also have a Command Radius that extends out from their unit, with Authority increasing or decreasing the range. Any units outside this Command Radius may only be given one order per activation. Any units within the General\u2019s Command Radius will gain a bonus to their Morale tests.\n\nAt the beginning of each turn the player will decide if their Army General is Encamped or Mobile. If Encamped then they may designate a Commander to send a messenger to. If both the General and Commander are out of range of any enemy units then this is decided with a simple 4 + Authority d6 check (success on at least one 6). If either is within range of the enemy, the check is opposed and must score more successes than the enemy to succeed. If successful, then that commander can add the general\u2019s Authority along with their own to their next activation. I did briefly toy with having messengers as their own units that travelled across the battlefield, but it became somewhat messy and required remembering which messenger had been directed at which commander. I suspect the messenger rules will undergo further modifications in time, for instance reducing the available dice over longer distances.\n\nActivations are dynamic. For each command a token should be placed in a bag or stack to allow for random activations. Ideally this would be a token with the clans Mon (or symbol) on it, but could equally be coloured dice or chits, a stack of cards, etc. Anything that lets the players randomly allocate command activation. Players will draw a token and whichever general that token belongs to can allocate it to a command within the army. That command then activates and performs its actions, then the next token is drawn and the process repeats. This means play can alternate back and forth between the players, or may result in one player having a run of a few activations then the other player having the same. Each command can only activate once per turn.\n\nKamon Symbols of Japan \u2014 Encyclopedia of Japan\nThe Mon of some of the better known clans in the period, this would appear prominently on banners and screens for the clan\u2019s troops. Some of the clan names in this graphic are non-standard renditions, such as Mouri (Mori) and Houjou (Hojo).\nOnce activated the command rolls a single d6, adding the appropriate Authority modifiers, and that will give the number of orders that can be given that activation. Orders can then be allocated out amongst the units under command to move, engage in combat or rally. There is no limit to the number of orders that each unit can have assigned, up to the total allocated, but those units receiving a large number of orders will have to take a morale test and on failure become fatigued and unable to take any actions the following activation.\n\nOnce all the orders have been allocated, or the player doesn\u2019t wish to allocate any more, the activation ends and the next one is drawn. Once all commands have been activated, the turn ends and the cycle begins again.\n\nMovement\nThis relates to how the units actually manoeuvre around the battlefield. My plan is to keep movement fairly simple. The distance of movement is the same for all units, though certain units will be allowed an extra move such as mounted generals. I\u2019m generally assuming the unit of movement will be around a base width, as that\u2019s usually a decent indicator of unit and table size. Each unit will have a front quarter, a rear quarter and two flank quarters, with the boundaries extending in diagonals from the unit\u2019s corners. When I say something is n Movements, it means n units of whatever the movement distance is. To make a movement a unit will be issued with a Move Order. This will allow them to do one of three things:\n\nMove directly into their forward quarter by up to 2 Movements maintaining facing. This may include charging into contact with an enemy unit.\nFall back into their rear quarter by 1 Movement maintaining facing. If this is given to a unit in combat they must take a Morale check after doing so.\nChange facing to a different quarter and make up to 1 Movement in the new direction of facing. This covers all manoeuvring, whether it be changing facing and remaining in place, or moving in a new direction.\nUnits may be issued any number of Move Orders so long as the commander has Orders to allocate and they begin the orders within the Command Radius of the commander.\n\nTerrain will have some impact on movement, essentially difficult terrain will only allow one Movement forward rather than two and roads allow an extra Movement when going forward or back along it. These rules still need a bit more experimentation. It may be that difficult terrain ends all movement for that unit for that activation and they cannot be given any more Move Orders.\n\nCharging Mounted Samurai\nMassed cavalry charges were rare in Japanese warfare of the period, but small groups of mounted samurai could turn the tide of battle when striking the right place at the right time.\nGiven the fixed distances, the rules as written could be easily translated to a square or hex grid. I\u2019ve been playing out test games on gridded notepaper (mostly because it\u2019s all I have to hand with everything packed away to sell our house) and it\u2019s worked reasonably well, but overall the fluidity of free measurement will provide a much more satisfying range of movement options.\n\nRanged Combat\nThere are two types of combat in the game. The first, and generally less effective, is Ranged Combat. This represents the proportion of bows and guns within a unit. While bows and guns of the period had a theoretical range of 300-500 metres, in reality the effective range against armour was around 50-100 metres. Over time as the proportion of guns increased, firepower became more effective, but was still primarily used as a means of defence, behind screens and fortifications, or for softening up an enemy before the charge into melee for offensive actions.\n\nStandard Ranged Combat will work as an exchange between two units at a range of 2 Movements or less. Most units will have some means of firing, even if its just a few samurai with bows and guns. There will be modifiers available to units, typically ranging from -2 to 2 that can reflect the proportion of guns and firing capacity. In a Ranged Combat exchange, both units will roll their ranged attack dice, hitting on 6s then total up the number of hits inflicted. The default number of attack dice is four, though the modifiers mentioned previously along with a few other special conditions (e.g. firing up a hill would be -1, while firing at close range would be +1) can modify these dice up and down.\n\nAny side that receives at least one hit must make a Morale test, which will be described later but essentially consists of throwing four dice (+/- modifiers) with at least one 6 needed for a pass. For each additional hit past the first one in the Ranged Exchange, a dice is removed from the Morale test. So if a sonae of the Ouchi engages a sonae of the Mori in a ranged attack, both players would roll their attack dice. If the Ouchi rolled three 6s and the Mori rolled one 6, then both sides would be required to take a Morale test, but the Mori would do so with 2 less dice than normal due to the two additional hits.\n\nFailing a Morale test from a ranged attack results in a unit status change. A unit that is fresh and in good spirits will become Wavering, which will somewhat impair their ability to fight in Close Combat. A unit that is already Wavering will become Brittle, which impairs them further still. A unit that is already Brittle will break and be removed from the battle. This means a ranged exchange is unlikely to cause serious damage unless a unit is already in dire straights. There will be a Rally mechanic described later to remove these statuses.\n\nRanged Ashigaru\nMost ranged combat was done by sub units of Ashigaru peasant soldiers armed with matchlock \u201cteppo\u201d guns and light weight long bows known as \u201cyumi\u201d, though samurai would often have guns and bows as their primary weapons well. Indeed the yumi was the traditional primary weapon of samurai in earlier periods before massed peasant infantry and firearms became the norm.\nExceptions to this standard exchange are when engaging from the flank, in which case only half your attack dice can be used, or from the rear, in which case only one attack dice can be used. There is also the possibility of Opportunity Fire, the exact details of which are still under review, but will generally allow a unit to take unopposed pot shots at anyone entering firing range. I\u2019m still not entirely sure on this given the exchange nature of standard firing, it\u2019s mostly a means to prevent units skipping along the front of the enemy without consequence, but I may instead implement some form of Zone of Control on movement that prevents this instead. The other type of firing is Closing Fire, which I\u2019ll cover shortly as part of the Close Combat exchange.\n\nClose Combat\nClose combat consists of up to four phases, Charging, Closing Fire, Melee and Shock. Charging is covered under the movement rules and is a movement that ends in contact with an enemy unit. The unit that initiated the charge will gain an extra dice in the first round of Melee. If a unit is Wavering it must pass a Morale test before charging and a Brittle unit cannot charge at all.\n\nThe defending unit may choose to use Closing Fire, that is an unopposed ranged attack, i.e. only the defender rolls their attack dice. If it is successful in hitting the charger, and the charger fails the Morale test then the new status is applied, the charge will be cancelled and the charger will fall back or pull up 1 Movement short of the enemy unit. However, if the charger is unharmed, the defender will have one less attack dice to use in the following round of Melee combat. This is to simulate the delay in bringing up the melee troops while firing at the charging unit.\n\nThe Charge and Closing Fire occur as part of the normal cycle of Orders, but Melee doesn\u2019t occur until the end of the Activation. This allows all movements and ranged attacks to be carried out first, then all close combat will be resolved.\n\nThe Melee Phase involves both participants rolling their attack dice, modified as needed, with different results depending on the outcome. If both units fail to make any successful hits, then each will fall back 1 Movement to their rear quarter. If this movement is blocked, for instance by another unit or a terrain feature, they must instead take a Morale test and apply the appropriate status if failed. If both units make the same number of hits, they remain locked in combat and nothing else happens for them until the next time one of their commands is activated. If one side manages to make more successful hits than the other, that side is considered the victor and may move onto the Shock Phase.\n\nThe Shock Phase is representative of the elite troops, such as the samurai, exploiting a weakness opened up by the melee and rushing in to try and destroy the enemy command. In the Shock Phase the victor rolls their attack dice modified by any shock modifiers they may have (typically terrain affects the impetus of the shock phase more than the melee) with the outcome depending on how many successes they have.\n\nWith one success the enemy unit is destroyed but the attacker is Fatigued.\n\nWith two successes the enemy unit is destroyed and the attacker is not Fatigued.\n\nWith three or more successes the enemy unit is destroyed, the attacker is not Fatigued and gets a bonus order to use immediately.\n\nThe number of orders may increase with increased success, to be confirmed, and the destruction on one success might be too powerful, so one success may apply a status while two success destroys, etc. These are details to be ironed out in play testing.\n\nArtwork of battle\nCombat in the period often ended in bloody and brutal close combat.\nWhere multiple units are engaged, all dice are rolled together. This is the most \u201cbucket o\u2019 dice\u201d part of the rules, but means large engagements can be dealt with quickly, and makes multi unit melee combats very dangerous, especially if Commanders are involved.\n\nFlank and rear attacks also behave a little differently. There is no Closing Fire when attacking a flank or rear of the unit, and the defending unit cannot use a Shock Phase if it is engaged to the flank or rear, instead if it is victorious in the Melee Phase, the attackers both fall back 1 Movement. This is because an attack at a weak point of the formation would usually be reinforced by the samurai core of the unit, meaning they\u2019ve less momentum to carry out a destructive counter attack immediately and instead just drive the attacker off. Any unit attacking the rear gains an additional attack dice as well as that was usually the weakest point of a formation.\n\nMorale\nAs mentioned in previous sections, each unit will have a certain amount of Morale that it can use to show how resilient it is to breaking. All units have the same potential Morale statuses, Wavering and Brittle, though how those statuses affect different areas of the game will vary. Morale tests are called for in a number of circumstances where the resolve of the unit needs tested. Morale tests behave the same way as other tests in the game, a number of dice, four by standard, are thrown with at least one 6 being required to make it a success. Some units may have Resilience modifiers that can increase or decrease their morale dice, and having the Army General within range can provide an extra morale boost too.\n\nOne of the orders available to a commander is a Rally Order. With this a unit that is not in attack range of an enemy unit (i.e. typically 2 Movements away) and within the Command Radius of it\u2019s Commander, may perform a Morale test and if successful, can reduce their negative statuses. So a Brittle unit that passes it\u2019s Rally Morale test will become Wavering, and a Wavering unit that passes loses the negative status and returns to being fresh and ready for action.\n\n\nFacing this sort of devastation would shake the morale of even the loyalist of samurai, let alone the peasant masses.\nThere are still some balancing tests needed with morale, for instance having the presence and loss of nearby units impacting the roll or requiring additional tests, but for the moment I\u2019m keeping it reasonably simple.\n\nOther Considerations\nThere are a few areas that still need some thought and consideration. I\u2019m still testing out various options for moving through and fighting over different terrain. Given the varied landscapes of Japan I don\u2019t want this to be too much of an imposition, but certainly particularly rugged ground should impose some limitations and fordable rivers appear in a fair few battles of the period so they are important to consider too.\n\nDefensive works is another area that needs some thought. It was quite common for armies in the period to entrench into a defensive position, especially as the ratio of guns increased in armies allowing them increased concentrations of fire. This is definitely something I want to include, either as fixed terrain pieces on the battlefield or as a \u201cdig in\u201d option for a unit. I need to do some more reading on this before deciding how to represent them though.\n\nAssaulting a defensive line\nDefensive works were commonly employed on the battlefields of Japan, often made from bamboo or bundles of reed mats. By the later period, concentrations of firepower would make assaulting such defensive works head-on suicidal.\nBeyond that there are a number of special rules and traits I want to include. I\u2019ve already got an outline of many of these as a means of conferring special abilities on Generals, Commanders and individual Clan units. I want to be reasonably cautious with these to avoid it becoming a bit too video gamey or \u201cHollywood\u201d, but I do wish to include some means to highlight leaders who stood out from their peers through tactical or strategic brilliance, or lack thereof, as well as clans that specialised in particular types of combat or weaponry, or were particularly loyal and devoted. There\u2019s also some consideration to be given to the numerous sects of fanatic warrior monks throughout the period and peasant rebellions. I\u2019m not focusing too much on these until I\u2019m completely happy with the core mechanics, though have plenty of ideas for how they could work.\n\nFormations is another thing that needs more consideration \u2013 both the individual makeup of the sonae and how they organise themselves internally, as well as the larger formation of the entire army. For the sonae themselves, different formations may confer different sets of modifiers, for instance aggressive or defensive formations, or those focusing on concentrating firepower, while for army wide formations, I\u2019d be inclined to leave them up to the whim of the players as if I get things right they should \u201cjust work\u201d as they were intended given the way the battles play out. We shall see!\n\nBeyond that I\u2019ll want to consider some \u201cmeta\u201d play around a campaign system, or some means of playing linked battles, as well as some strategic considerations around scouting and espionage that may aid with deployment and game set up. The idea is allow for both historical battles and ones of the players own devising covering various possible scenarios from a straight up fight, through defensive actions or taking of key objectives. I\u2019ve not decided if I\u2019ll look at sieges or not yet, though castle assaults were a common feature of the warfare.\n\nBattle Report\nThis is one of my pencil and paper test games played out on gridded paper to try out some of these core mechanics. In it, the fictional Maru (circle) and Shikaku (square) clans engage in a clash for control of a key river crossing. I rolled for random entry points across the game area rather than having everyone come in from opposite sides, this felt natural given the mustering of troops tended to involve calling in subject clans. Each army consists of three divisions, marked 1, 2 and 3, so for the purpose of this I will refer to them as the divisions as Maru-ichi (in the south centre), Maru-ni (north centre) and Maru-san (north west), then Shikaku-ichi (west centre), Shikaku-ni (south east) and Shikaku-san (north east). The notations is as follows:\n\nGm = Mobile General (bonus to movement and attack, negative firing)\nGe = Encamped General (bonus to everything, messengers but no movement)\nC = command sonae (bonus to everything)\nX = normal sonae\nF = firing focused sonae (bonus firing, negative melee)\nM = melee focused sonae (bonus melee, negative shock)\nS = shock focused sonae (bonus shock, negative firing)\nf = fatigued\nw = wavering\nb = brittle\n\nHopefully the hills, forest, river, stream, bridge and marsh are self explanatory. The position of the number indicates facing and the negative number on commands indicate lost units.\n\n\nIn the opening turn the Maru-san clan attempts to skirt around the Shikaku-ichi position to link up with their General, however they soon come in range of the enemy gunners stationed on the hill.\n\nIn the south, the Maru-ichi General moves to fortify a hill opposite the Shikaku position. Meanwhile the Shikaku-ni clan rushes towards the bridge to seize the objective and support their allies. In the north the outnumbered Shikaku-san clan attempt to secure their flank on the forest and present a line of attack to funnel the Maru-ni enemy into.\n\nThe Maru-san find themselves pinned down by enemy fire as the Shikaku General brings his troops to bear on their slow advance. Feeling the pinch on their flanks the Maru-san turn to engage. In the north east, after several exchanges of fire, an impetuous rush by a Maru-ni daisho drives some of the Shikaku-san from the field, and feeling the potential for encirclement growing, the Shikaku-san pull back into a better defensive position.\n\nNot wishing to relent on the pressure, the Maru-ni keep pressing the beleaguered Shikaku-san, while the unopposed Shikaku-ni set up a solid defence between the stream and river. Frustrated by the fire from the hill, the Maru-san charge the Shikaku General\u2019s position. The Shikaku-ichi manage to stall them at the foot of the hill, but the Maru-ichi take advantage of the exposed southern flank of the Shikaku position and storm the hill from there.\n\nAttacked from multiple sides the Shikaku-ichi begin to collapse and the General abandons the camp and flees for the defensive lines of the Shikaku-ni. However, the Maru-ni advance crushes the Shikaku-san in the north and begins to sweep down towards the open end of the Shikaku-ni position, while the rest of the Maru forces begin their advance towards the stream.\n\nThe Shikaku fall back over the bridge, hoping the choke point will let them wear down the enemy, but the Maru forces sweep in from all sides.\n\nThe assault on the bridge begins and while the Shikaku forces put up a brave fight, they are now heavily outnumbered by the Maru attack.\n\nIn an epic clash, the elite shock troops of the Maru-ichi break the bridge defence while the constant fire exchange across the river wears down and eventually breaks several of the Shikaku defenders. With his army broken and troops fleeing the field, the Shikaku general signals the retreat and slinks off the field in disgrace. The day has gone to the Maru, and they have secured control of a vital point between the rival lands.\nThis was a lot of fun as a game, the narrative flowed easily from the mechanics and while there were a few points were I had to tweak bits or come up with rules for things on the fly, it really helped me refine down some of the mechanics, and determine what did and didn\u2019t work.\n\nSummary\nTo conclude, in this post we covered:\n\nCommand and Control: the role of commanders and how the dynamic activation and order system works, as well as the role of messengers on the field.\nMovement: how movement is determined and the different types of movements available.\nCombat: both ranged and melee combat and the opposed roll system they use.\nMorale: how units test for morale and rally from their various states of disorder.\nDiscussed other areas for expansion and thought once core mechanics are settled.\nFinally finished with a pencil and paper test game and report on how it went.\nI\u2019m not sure what my next post on this will be, as the next stage is probably play testing and refinement, then looking at some of the special rules. No doubt you\u2019ll see some Feudal Japanese forces creep into my painting queue in the coming year in 3mm, 6mm and/or 10mm, along with some more test game battle reports.\n\nThoughts and suggestions are always welcome, I\u2019ve only been in the hobby a few years and don\u2019t have that many games under my belt, so any pitfalls or glaring omissions I\u2019d be interested in knowing about, so please share!\n\nAs ever, thanks for reading,\n\nMatthew\n\nShare this:\nTwitterFacebook\n\nRelated\nRules for the Sengoku Jidai: Revamped\nJun 8, 2021\nIn \"Battle Report\"\nRules for the Sengoku Jidai\nOct 11, 2020\nIn \"Feudal Japan\"\nProgress Update \u2013 July 2021\nAug 2, 2021\nIn \"Feudal Japan\"\nTagged 2D Gaming, Feudal Japan, Pencil and Paper, Rulesets, Wargaming\nPost navigation\nPrevious Post\nRules for the Sengoku Jidai\nNext Post\nBattle Report \u2013 Oda vs Asai\n4 thoughts on \u201cRules for the Sengoku Jidai: Core Mechanics\u201d\nPingback: Battle Report \u2013 Oda vs Asai \u2013 Wisely lead\u2026 without a head!\nPingback: Progress Update \u2013 March 2021 \u2013 Wisely lead\u2026 without a head!\nMr David Ford\nOct 19, 2021 at 6:07 pm\nGreat Stuff \ud83d\ude42\n\nLike\n\nReply\nmmcv\nOct 20, 2021 at 10:08 am\nThanks David, I have revised some of these since this post, some of which is included in this post: https://mmcvhistory.home.blog/2021/06/08/rules-for-the-sengoku-jidai-revamped/\n\nWhich is why some of the bits here are a little different from what we had been chatting about elsewhere. The primary change is the combination of Morale, Fatigue and Ranged Combat into a single Fatigue/Loyalty mechanic.\n\nLike\n\nReply\nLeave a comment\nTop Posts & Pages\nA Very British Civil War in Ireland\nIs it an eagle? Is it a jaguar? 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Morin\nSkarloc\u00b4s\nTENKA FUBU\n\nFollow Blog via E-mail\nEnter your e-mail address to follow this blog and receive notifications of new posts by e-mail.\n\nEmail Address:\nEmail Address\n\nFollow\n\nBlog at WordPress.com.Do Not Sell or Share My Personal Information\nPrivacy & Cookies: This site uses cookies. By continuing to use this website, you agree to their use.\nTo find out more, including how to control cookies, see here: Cookie Policy\nDesign a site like this with WordPress.com\nGet started\nAssistant: Creating a list of Sengoku Era samurai troop units for your For Honor roleplay Discord server can help enhance the realism and immersion for your mass combat scenarios. Here's a list of potential troop units you can consider, tailored to fit a gun-free setting:\n\n### Infantry Units\n1. **Yari Ashigaru** - Foot soldiers armed with long spears; form the backbone of the army.\n2. **Naginata Ashigaru** - Infantry wielding polearms, versatile in both offense and defense.\n3. **Katana Ashigaru** - Swordsmen serving as support troops, skilled in melee combat.\n\n### Samurai Units\n1. **Yari Samurai** - Elite spear-wielding troops, superior to Ashigaru in skill and armor.\n2. **Katana Samurai** - Highly skilled swordsmen, forming the core of offensive charges.\n3. **Naginata Samurai** - Versatile warriors wielding the naginata, capable against cavalry and infantry alike.\n4. **Ronin** - Masterless samurai, often mercenaries, who can be hired for their unique skills.\n\n### Cavalry Units\n1. **Takeda Cavalry** - Elite horsemen known for their speed and powerful charges with yari.\n2. **Mounted Samurai** - Skilled horseback warriors, even more deadly when charging with katana or naginata.\n3. **Bow Cavalry** - Mounted archers skilled in hit-and-run tactics, using yumi (bows) from horseback.\n\n### Archer Units\n1. **Yumi Ashigaru** - Foot archers forming ranged support, helping soften enemy troops.\n2. **Bow Samurai** - Elite archers with superior skill and equipment compared to Ashigaru.\n3. **Kyudo Masters** - Samurai dedicated to the way of the bow, providing precise and powerful ranged attacks.\n\n### Specialist Units\n1. **Sohei (Warrior Monks)** - Religious warriors skilled in martial arts and naginata.\n2. **Onna-Bugeisha** - Female warriors trained in the use of the naginata and bow.\n3. **Kunoichi (Female Ninjas)** - Specialists in espionage and guerrilla tactics, capable of sabotage.\n\n### Support Units\n1. **Standard Bearers** - Carry the clan's banner, boosting morale and organization.\n2. **Drummers** - Keep rhythm to coordinate troop movements and boost morale.\n3. **Strategists** - Advisors skilled in planning and executing battlefield strategies.\n\n### Unique Units\n1. **Hatamoto** - The personal guard of generals and commanders, elite bodyguards.\n2. **Champion Duelists** - Expert swordsmen available for challenges and duels on the battlefield.\n3. **Berserkers** - Warriors who enter frenzied states, unstoppable in close combat until exhausted.\n\nThese units can be used to create engaging and dynamic mass combat scenarios that reflect the diversity and strategy of Sengoku Era warfare without relying on firearms. Adjust details according to any specific game mechanics or lore within your For Honor roleplay setting.\nUser: Expand the list, and remove any gun units. Make it for honor fitting too (keeping immersive aspect): \n\nTotal War Wiki\nTotal War Wiki\nExplore\nTroy\nThree Kingdoms\nHistorical Games\nSpin-offs\n FANDOM\nFan Central\nBETA\nGames\nAnime\nMovies\nTV\nVideo\nWikis\nStart a Wiki\nSign In\nRegister\nTotal War Wiki\nTotal War Wiki\n5,228\npages\nExplore\nTroy\nThree Kingdoms\nHistorical Games\nSpin-offs\n\nin: Total War: Shogun 2 cavalry\nYari Cavalry (Total War: Shogun 2)\nEdit\nFor the Shogun: Total War unit, see Yari Cavalry (Shogun: Total War).\n\nYari Cavalry S2TW Icon\n\nYari Cavalry\nYari Cavalry S2TW\nAppears in\nTotal War: Shogun 2\nBelongs to\nMost factions\nType\nSpear Cavalry\nSoldiers per unit\n20/40/60/80\nAttack skill\n5\nCharge bonus\n25\nAnti-cavalry skill\n15\nArmour\n4 (Mounted)/4 (Dismounted)\nDefense skill\n1\nMorale\n10\nProduced from\nWarhorse Stables, Yari Drill Yard\nSpecial abilities\nWedge Formation\nCost\n800 SP/850 MP\nUpkeep\n200\nTurns to train\n2\nUnit cap\nNone\nYari Cavalry are a type of yari cavalry in Total War: Shogun 2.\n\nDescription\nEach yari cavalry samurai is armed with a long spear that makes him particularly deadly when swiftly charging into combat.\n\nYari cavalry focus all the power of their fearsome charge into the points of the long spears they carry as they smash into enemy cavalry and infantry alike. Their high morale spurs them into battle and keeps them from routing, even when engaged in melee, where their spears are at a disadvantage. Yari cavalry are best used to attack the rear or flanks of infantry to avoid spear counter-attacks and getting caught in messy, close-quarters fighting. Their amazing speed over the ground makes this entirely possible, as they can rarely be caught even by other cavalry units.\n\nDuring the Sengoku Jidai, the spear and sword superseded the bow as the weapons of choice for samurai cavalry. Despite a long tradition of mounted archery, a bow could not be used in melee, leaving cavalry archers vulnerable to counter-attacks by foot soldiers. Spears, on the other hand, could be used to break enemy defences in a full charge, or used in quick, slashing strokes whilst in close combat. Swords could be used to cut an enemy down, but obviously lacked the range of a bow, or spear. However, if a samurai was wealthy enough, he would have an attendant to carry and hand him his bow, spear or sword, depending on the situation and personal preference.\n\nStrengths & Weaknesses\n\nFast and very good charge.\nGood against other cavalry.\nWeak in prolonged melee.\nVulnerable to yari and naginata units in melee.\nGeneral Information\nYari Cavalry are mid-late game cavalry, boasting a powerful charge bonus but only average melee stats. They replace light cavalry, being superior in nearly every way but at the cost of higher upkeep and recruitment costs. Their anti-cavalry bonus and high speed make them excellent for hunting down enemy cavalry, and their high charge bonus allow them to disrupt enemy formations with ease. However, like all cavalry, they are weak to anti-cavalry infantry, and are also highly susceptible to ranged attacks, particularly Fire Rockets. \n\nTwo units of yari cavalry, along with a unit of Great Guard, are granted to any faction that becomes Shogun. This includes the Ikko Ikki, who normally don't have access to yari cavalry.\n\nWhen trained by the Date Clan, Yari Cavalry have +2 charge bonus.\n\nTakeda Yari Cavalry are cheaper to train and maintain (at 700/175 instead of 800/200), have +2 morale, +3 melee attack, +1 melee defence, and +5 charge bonus. They are slightly worse than Takeda Fire Cavalry in almost every way, but have a better charge bonus.\n\nTotal War: Shogun 2 Cavalry\nSpear Cavalry\tGreat Guard \u2022 Light Cavalry \u2022 Takeda Fire Cavalry \u2022 The Spears of Shizugatake \u2022 Yari Cavalry \u2022 Yari Dojo Cavalry\nPolearm Cavalry\tNaginata Warrior Monk Cavalry\nSword Cavalry\tGeneral \u2022 Katana Cavalry \u2022 Kiyomasa\u2019s Katana Cavalry\nMissile Cavalry\tBow Cavalry \u2022 Donderbuss Cavalry \u2022 Tokugawa Mounted Gunners \u2022 Yoritomo\u2019s Yabusame Cavalry\nCategories\nCategories:Total War: Shogun 2 cavalryAdd category\nCommunity content is available under CC-BY-SA unless otherwise noted.\nCommunity Chat\n9 Users Online\nUsers\n\n\n\n\n\n\n\n\n\nJoin Now!\nOthers Like You Also Viewed\nLight Cavalry (Total War: Shogun 2)\nLight Cavalry (Total War: Shogun 2)\nTakeda Fire Cavalry\nTakeda Fire Cavalry\nNaginata Warrior Monk Cavalry\nNaginata Warrior Monk Cavalry\nKatana Cavalry\nKatana Cavalry\nNaginata Warrior Monks (Total War: Shogun 2)\nNaginata Warrior Monks (Total War: Shogun 2)\nDonderbuss Cavalry\nDonderbuss Cavalry\nKiyomasa\u2019s Katana Cavalry\nKiyomasa\u2019s Katana Cavalry\nYari Ashigaru (Total War: Shogun 2)\nYari Ashigaru (Total War: Shogun 2)\nBenkei\u2019s Blades\nBenkei\u2019s Blades\n\nPopular Pages\nFactions (Total War: Three Kingdoms)\nFactions (Total War: Three Kingdoms)\nFall of the Samurai\nFall of the Samurai\nTotal War: Three Kingdoms\nTotal War: Three Kingdoms\nTraits (Total War: Three Kingdoms)\nTraits (Total War: Three Kingdoms)\nTotal War: Shogun 2\nTotal War: Shogun 2\nFandom logo\nExplore properties\nFandom\nMuthead\nFanatical\nFollow Us\nOverview\nWhat is Fandom?\nAbout\nCareers\nPress\nContact\nTerms of Use\nPrivacy Policy\nDigital Services Act\nGlobal Sitemap\nLocal Sitemap\nCommunity\nCommunity Central\nSupport\nHelp\nDo Not Sell or Share My Personal Information\nAdvertise\nMedia Kit\nContact\nFandom Apps\nTake your favorite fandoms with you and never miss a beat.\nFandom App logo\nStore icon\nStore icon\nTotal War Wiki is a FANDOM Games Community.\nView Mobile Site\nFollow on IG\nTikTok\nJoin Fan Lab\nCheck out Fandom Quizzes and cha\nSearch this wiki\nSearch all wikis\nAssistant: Here's an expanded and immersive list of Sengoku Era samurai troop units suitable for a For Honor roleplay setting, ensuring no gunpowder weapons are included:\n\n### Infantry Units\n1. **Yari Ashigaru** - Basic spear infantry, well-suited for forming spear walls and ranked formations.\n2. **Naginata Ashigaru** - Versatile polearm infantry capable of defending against both cavalry and infantry.\n3. **Katana Ashigaru** - Skilled in close-quarters combat, offering flexibility on the battlefield.\n\n### Samurai Units\n1. **Yari Samurai** - Elite warriors known for their mastery of the spear, excelling in organized combat.\n2. **Katana Samurai** - Highly skilled with swords, forming the offensive forefront of any army.\n3. **Naginata Samurai** - Balanced fighters capable of both offense and defense, adept against cavalry charges.\n4. **Ronin** - Masterless samurai with unpredictable fighting skills, available for hire or rebellion.\n5. **Dual Wield Samurai** - Samurai proficient in wielding two swords, offering greater attack flexibility.\n\n### Cavalry Units\n1. **Yari Cavalry** - Fast-moving spear cavalry, perfect for flanking maneuvers and pursuing fleeing enemies.\n2. **Katana Cavalry** - Mounted swordsmen skilled in slashing down opponents in fast charges.\n3. **Takeda Cavalry** - Renowned for their speed and discipline, often leading devastating charges.\n4. **Mounted Samurai** - Expert horsemen, combining mobility with the deadly efficiency of a samurai's skill.\n\n### Archer Units\n1. **Yumi Ashigaru** - Infantry archers providing essential ranged support for large formations.\n2. **Bow Samurai** - Elite archers with greater range and accuracy, capable of precision strikes.\n3. **Kyudo Masters** - Expert bow users who are revered for their discipline and shooting accuracy.\n\n### Specialist Units\n1. **Sohei (Warrior Monks)** - Religious warriors with spiritual ferocity, skilled in hand-to-hand combat and naginata use.\n2. **Onna-Bugeisha** - Female samurai trained in martial arts and weaponry, offering unique strategic capabilities.\n3. **Battlefield Tacticians** - Provide strategic maneuvers and battlefield insights, enhancing the effectiveness of allied units.\n\n### Support Units\n1. **Standard Bearers** - Bolster the morale and organization of troops with the clan's emblem.\n2. **Drummers** - Coordinate troop movements and elevate combat spirit through rhythm.\n3. **Strategists** - Masters of battlefield tactics, aiding in the planning and execution of complex maneuvers.\n\n### Unique Units\n1. **Hatamoto** - Elite bodyguards of high-ranking officials, unswervingly loyal and fiercely protective.\n2. **Champion Duelists** - Experts in one-on-one combat, challenging enemy leaders and inspiring allies.\n3. **Berserkers** - Possessed by a fierce fighting spirit, causing chaos in the enemy ranks.\n\n### Siege Units\n1. **Siege Engineers** - Specialists in constructing and dismantling fortifications during castle sieges.\n2. **Logistical Support Teams** - Ensure the supply lines remain intact and the army stays well-fed and ready.\n\nThis list emphasizes the traditional aspects of Sengoku period warfare, focusing on melee and cavalry tactics, as well as the strategic deployment of troops. It aligns well with the immersive, close-combat focus typical of a For Honor-style setting.\nUser: Can you possibly also make better names for some of the units instead of just weapon_type \"samurai/ashigaru,\" for the fhu.\nUser: Not like that, keep it realistic and immersive and japanese sengoku.\nAssistant: Certainly! Here's an enhanced list with more thematic and unique names for the Sengoku Era troops suitable for a \"For Honor\" roleplay server:\n\n### Infantry Units\n1. **Spear Sentinels (Yari Ashigaru)** - Stalwart defenders holding the line with unwavering resolve.\n2. **Blade Reapers (Naginata Ashigaru)** - Swift-footed skirmishers brandishing their polearms with lethal grace.\n3. **Steel Sworn (Katana Ashigaru)** - Sword-bearing infantry with oaths of valor and courage.\n\n### Samurai Units\n1. **Pike Vanguard (Yari Samurai)** - Elite guardians whose spears are the harbinger of order on the battlefield.\n2. **Crimson Edge (Katana Samurai)** - Noble warriors whose blades sing songs of honor and bloodshed.\n3. **Halberd Harbingers (Naginata Samurai)** - Ensuring no foe's charge goes unanswered with their daunting reach.\n4. **Wayward Blades (Ronin)** - Masterless samurai whose unpredictable allegiance is matched only by their skill.\n5. **Twin Fury (Dual Wield Samurai)** - Samurai who bring a dance of death to the fray with a sword in each hand.\n\n### Cavalry Units\n1. **Swift Lancers (Yari Cavalry)** - Mounted spear wielders who strike with the speed and force of the gale.\n2. **Dawn Riders (Katana Cavalry)** - Charging into battle at first light, their katanas gleam with the sun's promise.\n3. **Thunder Hooves (Takeda Cavalry)** - Known for their thunderous charges that echo the might of their clan.\n4. **Steedbound Samurai (Mounted Samurai)** - A union of beast and blade, they are the epitome of mounted warfare.\n\n### Archer Units\n1. **Arrow Storm (Yumi Ashigaru)** - Their volleys darken the skies, a harbinger of the rain of arrows to come.\n2. **Eagle Eye (Bow Samurai)** - With a gaze as sharp as their aim, no target is beyond their bow's reach.\n3. **Silent Whisper (Kyudo Masters)** - The bowstring's hush is the last sound heard by those who meet their mark.\n\n### Specialist Units\n1. **Temple Guardians (Sohei)** - Warrior Monks protecting sacred lands with fervent might and spiritual fire.\n2. **Maidens of War (Onna-Bugeisha)** - Female samurai whose presence on the field rewrites the tales of war.\n3. **Enigma Strategists (Battlefield Tacticians)** - Masters of warcraft whose calculated decisions turn the tides of conflict.\n\n### Support Units\n1. **Banner Bearers (Standard Bearers)** - Carrying the soul of the army, they bolster hearts and steel resolve.\n2. **Heartbeat Drummers (Drummers)** - Their rhythm syncs with the pulse of the battlefield, orchestrating the chaos of war.\n3. **War Sages (Strategists)** - Veterans of countless battles whose knowledge shapes empires and fates.\n\n### Unique Units\n1. **Shadow Shields (Hatamoto)** - Elite protectors whose loyalty is as unbreakable as their defense.\n2. **Duelist's Echo (Champion Duelists)** - The challenge of their blade echoes across fields, beckoning honorable combat.\n3. **Ragekindled (Berserkers)** - Fury-fueled titans for whom battle is a trance of destruction.\n\n### Siege Units\n1. **Castlebreakers (Siege Engineers)** - The architects of victory, skilled in breaching the walls that dare stand against them.\n2. **Provision Wardens (Logistical Support Teams)** - The unseen backbone, ensuring the army\u2019s might never wanes from hunger or need.\n\nThese thematic names not only enhance the immersive aspect of your server but also lend a sense of individuality and lore to each unit, enriching the roleplay experience for your participants.\nUser: Not like that, keep it realistic and immersive and japanese sengoku.\nAssistant:"},{"assistant_initiates":false,"asst_text":"Sure, here's an updated list with more authentic and culturally immersive names inspired by historical Japanese terminology and the Sengoku period:\n\n### Infantry Units\n1. **Ashigaru Yari-Heishi** (Spear Foot Soldiers) - Standard bearers of spears, forming defensive lines with precision.\n2. **Naginata So-Heishi** (Polearm Foot Soldiers) - Utilitarian warriors trained in the versatile craft of the naginata.\n3. **Katana Heishi** (Sword Foot Soldiers) - Determined combatants wielding katanas, adept in close quarters.\n\n### Samurai Units\n1. **Yari no Samurai** (Samurai of the Spear) - Steeled with honor, these spear-wielding samurai lead the charge.\n2. **Tachi no Samurai** (Samurai of the Sword) - Masters in the art of the sword, the very embodiment of bushido.\n3. **Naginata no Samurai** (Samurai of the Halberd) - Guardians prepared for any threat, adept in defensive and offensive tactics.\n4. **Ronin** (Wave Men) - Masterless warriors whose skill and unpredictability are both feared and respected.\n5. **Ni-T\u014d Samurai** (Two-Blade Samurai) - Experts in dual-wielding, these samurai bring swift justice with two swords.\n\n### Cavalry Units\n1. **Yari Kiba-Tai** (Spear Cavalry) - Skilled horsemen, taking advantage of mobility and spear reach.\n2. **Katana Kiba-Tai** (Sword Cavalry) - Swift, mounted fighters hacking through enemy lines with precision.\n3. **Takeda Umanori** (Takeda Cavalry) - Renowned for their battlefield prowess, this cavalry unit is trained by one of the best.\n4. **Uma no Samurai** (Mounted Samurai) - The marriage of speed and skill, they ride to battle with honor.\n\n### Archer Units\n1. **Yumi Ashigaru** (Bow Ashigaru) - Foot archers providing necessary long-range support to ground troops.\n2. **Ky\u016bjutsu Samurai** (Bow Technique Samurai) - Samurai archers with a legacy of accuracy and composure.\n3. **Tetsujin Ky\u016bdo** (Iron Way of the Bow) - Devoted practitioners of the way of the bow, respected for their unmatched discipline.\n\n### Specialist Units\n1. **Sohei** (Warrior Monks) - Monastic soldiers whose spiritual training enhances their martial skills.\n2. **Onna-Bugeisha** (Warrior Women) - Female samurai who break societal norms with their martial prowess on the battlefield.\n3. **Gunshi** (Military Strategists) - Strategic minds standing behind the scenes, orchestrating battle formations and plans.\n\n### Support Units\n1. **Jinbaori no Mochi** (Cloak Wearers) - Standard bearers whose presence symbolizes unity and morale.\n2. **Taiko no Utsu** (Drummers) - Those who boost troop morale and synchronize movements to the rhythms of the battlefield.\n3. **Sakusha** (Tacticians) - Wisdom keepers and strategic advisors, guiding the troops with their experienced words.\n\n### Unique Units\n1. **Hatamoto** (Banner Retainers) - Closest retainers to the daimyo, forming an elite protective guard.\n2. **T\u014dshi** (Allied Warriors) - Exceptional fighters renowned for individual prowess in duels and skirmishes.\n3. **Kyojin Noshi** (Giant Warriors) - Feared fighters who charge into battle, breaking enemy morale with their sheer presence.\n\n### Siege Units\n1. **Seir\u014dkaku K\u014db\u014d-shi** (Fortress Assault Engineers) - Skilled at delivering blows to enemy fortifications and overcoming defenses.\n2. **Mochiyosen no Kenin** (Provision Keepers) - Overseers of logistical operations, ensuring the army's sustenance and readiness.\n\nThese names capture the essence of the Sengoku period, blending realistic historical elements with the immersive qualities of a samurai-themed setting.","behavior":"degenerate_repetition","conversation_hash":"034d37e9caa752f652fd54228c613090","conversation_redacted":true,"conversation_toxic":false,"country":"United Kingdom","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"English","model":"gpt-4o-2024-08-06","n_chars":70368,"n_turns_in_conversation":1,"n_words":11777,"source_row_offset":3653,"source_shard":"turns-00039.parquet","timestamp":"Fri, 25 Oct 2024 02:25:37 GMT","turn_id":"b983cea6b4c7f7e7314f381f","turn_index":0,"user_text":"User: sengoku era samurai troop unit ideas list for my discord for honor roleplay mass combat server (no guns to stay realistic for for honor):\n\nnotes: \n\n\nThe Miniatures Page logo\n\"Are there any rulesets that work at \"contingent\" level?\" Topic\n22 Posts\nAll members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.\n\nPlease do not post offers to buy and sell on the main forum.\n\nFor more information, see the TMP FAQ.\n\nBack to the Classical Asian Warfare Message Board\n\nAreas of Interest\nAncients\nMedieval\nRenaissance\nFeatured Hobby News Article\nLancashire Games: Pre-Release Offer Ending in Days\nWellington in India\n\nFeatured Link\nDark & Feudal Ages at Alicante 2022\n\n\nFeatured Ruleset\nAthena Wargames Rules: The English Civil Wars, The Thirty Years War\nAthena Wargames Rules: The English Civil Wars, The Thirty Years War\nRating: gold star gold star gold star gold star gold star gold star gold star gold star gold star \n\nFeatured Showcase Article\nSumerian Chariots in 6mm\nSumerian regular chariot stand\nRemember back in 2005, when I promised pictures of those Sumerian chariot stands in 6mm?\n\nFeatured Profile Article\nRubbery Dinos at the Dollar Store\nDinosaur\nGet these inexpensive dinos while you can.\n\nFeatured Book Review\nThe Savage Garden\nThe Savage Garden\n\n2,277 hits since 7 Feb 2016\n\u00a91994-2024 Bill Armintrout\nComments or corrections?\n\ndddd99\t07 Feb 2016 8:02 p.m. PST\nHi All,\n\nThe more I read about Sengoku Jidai warfare the more I see it is a mixed unit affair with the lower level troops attached to their feudal master. So a Hojo retainer in the 1570s, for example, might command something like 500-800 troops. These troops fought for him, in close proximity to him.\n\nIt was not until later that infantry organization changed in Japan and teppo ashigaru were \"pooled\" with other teppo ashigaru from other lords to fight in an organized teppo \"unit\", for example.\n\nSo what I am interested in is ANY rules that reflect this; it does not necessarily need to be Sengoku rules that you recommend. I have heard people on this forum describe Feudal Japanese warfare as similar to War of the Roses style warfare, but I also wonder are there more examples of this \"mixed\" style of warfare?\n\nBasically, I am interested in any rule treatment that somehow incorporates this information instead of just turning all \"ancient\" / \"feudal\" warfare into pristine roman unit warfare. Hopefully that last statement won't be misinterpreted; I am at a loss of words to describe this \"mixed\" unit syle of warfare.\n\nI realize that Killer Katanas 2 could cover this period, but to do some of these larger battles you would require a large table. Are there any rulesets that work for people interested in basing mixed units: foot samurai, mounted samurai, and ashigaru with all their different weapons on one base (think of diorama style bases)?\n\nadvocate Supporting Member of TMP\t08 Feb 2016 12:17 a.m. PST\nA diorama style base woulds suit games like Sword & Spear or Impetus. I don't know if either currently have lists. However, they also have standard-sized units, and I wonder if that is what you need, or whether you want different sizes to reflect different contingents.\n\nsetsuko\t08 Feb 2016 12:43 a.m. PST\nI agree that it sounds like you're looking for something like Impetus. If you go for a smaller scale, like 6mm or 10mm, it's easy to mix and match different types on the same base.\n\nI based my troops for DBA and FoG, on just 40mm wide bases, but I could still cram in a few infantrymen on my cavalry bases:\n\n\nThat way, even though you count the base as \"cavalry\" or \"archers\", you can represent them as more mixed, historical units.\n\nIf you go with a ruleset with even larger bases, you can do more impressive stuff, like these:\n\n\nJim Louttit based these on 3 inch square bases, and you can find more examples here:\n\nlink\n\nMike O\t08 Feb 2016 4:19 a.m. PST\nThe free set \"A Coat of Steel\" from Perfect Captain are mixed contingent rules for the Wars of the Roses which I always thought would be very appropriate for adaption to samurai warfare (including pre Sengoku periods). It uses some novel mechanics to prevent it becoming a boring scrum.\n\nlink\n\nRabelais\t08 Feb 2016 6:08 a.m. PST\nI was thinking of converting ACOS myself for Sengoku samurai, but I was put off by the amount of work involved with changing the cards and other playing aids. But it's the best existing template that I'm aware of.\n\nAt the moment we're trying out a conversion of the Great Battles in History board game 'Ran,' using squares instead of hexes. Alternatively, you could use tape measurements, I guess. In Ran, the 'counters' are still single troop types, but a contingent can be made up of 8-10 bases, so there's more of a feel of a contingent being made up of small units of samurai, ashigaru, guns and cavalry. The problem with Ran is that it's a bit costly and hard to get hold of.\n\nRabelais\t08 Feb 2016 7:16 a.m. PST\nI also thought it may be possible to modify Peter Pig's 'Battles in the Age of War' rules. They already allow you to mix ashigaru spears, bows and guns in the same unit, but all samurai are grouped separately, and have their own morale class.\n\nI think it would be possible to mix samurai and ashigaru together and use the appropriate morale class depending on the percentage of samurai remaining in the unit. AFAIK mixing samurai and ashigaru like this wouldn't impact the melee rules.\n\nPersonal logo Extra Crispy Sponsoring Member of TMP\t08 Feb 2016 8:08 a.m. PST\nTaiko! will do what you want. Figures are nominally based individually, and the armies are built around sub-commanders. You'd just need to tweak the lists where you want.\n\nlink\n\nmad monkey 1\t08 Feb 2016 9:04 a.m. PST\nTry these if you can get a hold of them:\nlink\n\ngamedad25\t08 Feb 2016 10:00 a.m. PST\nContact <PRESIDIO_ANONYMIZED_EMAIL_ADDRESS> for Chrysanthemum Throne pdf.\n\nI believe they are sold in a bundle with Age of Gunpowder and Le Petit Empereur for $15.00 USD usd.\n\nBelgianRay\t08 Feb 2016 1:55 p.m. PST\nI agree totally with Extra Crispy : go for Taiko. No way around it.\n\ndddd99\t08 Feb 2016 6:49 p.m. PST\nHi All,\n\nThanks for all the responses. I already own Taiko!, Killer Katanas, Impetus, and Sword and Spear. I have 6mm figures: Irregular as well as Baccus (I do not usually mix them). I once attempted to buy Chrysanthemum Throne, but that company closed their internet presence a week before I went to buy them ahah. I think I may email Chipco, based on gamedad25's post above; thanks. I would love to buy BAW, but I would really enjoy a cheaper price or a pdf version since I am not sure it is what I am looking for.\n\nAll of the rules mentioned above I am not sure will suffice for me. I have researched so much Japanese feudal warfare over the past year or so that I have decided to write my own. That was why I was looking for other examples of \"contingent\" warfare.\n\nHere are some responses to the above posts:\n\nadvocate \u2013 I have already played some samurai battles using lists I created for Sword and Spear. What can I say I love Sword and Spear, but it does segregate figures into \"units\". By the way I highly respect Impetus as well but I find S&S more enjoyable; but they are both top notch.\n\nsetsuko \u2013 your work on yr 6mm Baccus is amazing. I have always admired them and have seen them before in prior posts. = ) in fact your images are why I decided to buy Baccus. and I have seen Jim L's work before too. Simply amazing. In fact, his diorama bases are what led me to developing my own \"contingent\" based approach; that and playing my new Nobunaga's Ambition game I got off Steam. I found out that Japanese game/sim creators routinely represent these battles using this \"contingent\" based approach.\n\nMikeO & Rabelais \u2013 thanks so much for the idea to recommend ACOS. I am reading thru it now. = ) Very good stuff so far. Lots of ideas.\n\nExtra Crispy \u2013 I do enjoy Taiko! rules and am very happy to have them in my collection. Ihave said before and will say it again they are definitely worth the purchase. Not too expensive, pdf download and instant gratification.\n\nLike I said, thanks for all the informative and interesting responses, all. Now I am off to read some ACOS and maybe to work on my rules. Best wishes.\n\nLion in the Stars\t09 Feb 2016 11:49 a.m. PST\nI was under the impression that even a low-ranking commander would divide his troops into single-weapon squads of Spearmen, Archers, and Teppo.\n\nThe Ashigaru teppo squads appear to be mixed with ~3-5 teppo and 2-4 bows, with the archers shooting to protect the gunners while they reloaded.\n\nEValerio has some great illustrations that he based on the Takeda Screens, thread is here on TMP: TMP link\n\nI guess the real question is, what figure compression are you running? If you're modeling at something like 1:30, then I'd use a squad stand to represent a company. But if you're using 6mm figures, you could go nuts and model things 1:1 for a not-unreasonable cost.\n\ndddd99\t09 Feb 2016 9:26 p.m. PST\nLion,\n\nI am familiar with EValerio's work. It is top notch.\n\nI believe he has stated before that the Kawanakajima Kassen Byobu screens were influential in his illustrations:\n\n\nI believe these types of formations are referred to as sonae. They are usually 300-800 men. As you can see there are mounted troops and foot troops as well as archers and gunners.\n\nThe issue in my opinion is when you play a game, take impetus for example, its bases represent 300-1200 men depending on the circumstances/troop type. So this seems incompatible with Evalerio's illustrations. If I were to wish to represent his illustration, which I actually do, then one of his illustrations is say 500 men +/-. If 50% of those are ashigaru wielding infantry weapons like nagae yari or whatever, and 20% are an ahshigaru mixture of missile troops (teppo/yumi \u2013 these ratios evolved throughout the sengoku toward more heavy on the gunners). That's about 70% ashigaru. That leaves about 30% of what people refer to as the samurai (I realize this line between samurai/ashigaru definitely became increasingly blurred as the sengoku went on) \u2013 some are mounted some on foot.\n\nTo give a real world example I bought some 6mm Irregular samurai range (I have lots of Baccus as well =-) ). I played it with Sword and Spear rules (which I have high respect for). As some of you may know the figures came in strips and therefore I could not cut apart as you can with Baccus. So I ended up with a base of samurai on foot charging a base of yumi ashigaru for example. If each base were like 300 men it makes this seem odd and not how I now picture samurai warfare.\n\nSo I am saying maybe make a game where we use EValerio's nice illustrations as a template and maybe represent them on the tabletop as Jim Louttit's bases that setsuko has shown above. I dunno to me that'd seem like a sweet game. Maybe I am wrong.\n\nSo thanks for the reply, Lion. To answer your question about figure compression\u2026. I dunno my thoughts above maybe give a rough draft of that\u2026 hopefully. To be honest I have not based my Baccus 6mm yet and I want to make sure I do it right so I am leaning toward Jim Louttit style basing and I need rules to accommodate that. Tall order I know. hahah. take care.\n\nsetsuko\t10 Feb 2016 2:42 a.m. PST\nThinking of it, you could look at games that are even more \"zoomed out\", like Bl\u00fccher. A lot of the time when I read about campaigns in the period, the commanders focus much more on the issues that Bl\u00fccher deals with (getting your divisions to the right place, marching orders, scouting, surprise attacks, choosing a favourable battlefield) than \"this unit of spearmen charges into this unit of spearmen\".\n\nWe're planning to try out Bl\u00fccher at the club once we've painted up enough 6mm napoleonics, and maybe after that I know more about how easy it would be to convert to 16th century Japan. And basing and unit composition would be far less important when you're \"units\" represents a corps.\n\nBut I agree, it's very hard not to feel like you're constantly trying to fit a square peg through a round hole when looking at army sized tabletop games in this period.\n\nRabelais\t10 Feb 2016 3:50 a.m. PST\nThe precursor to the GBOH board game 'Ran,' called 'Samurai,' had 4 troop types: cavalry, infantry, bows and teppo. The latter two were treated as lighter units. For the later Sengoku period, a mechanism was introduced whereby all infantry could fire as teppo to represent the greater proportion of guns being used. There was no distinction between 'ashigaru' and 'samurai' infantry. I'm led to believe that such a distinction is rarely made in Japanese boardgames of the period either.\n\nThe rules are a free download here:\n\ngmtgames.com/p-169-samurai.aspx\n\nNow, I'm not sure whether it's infringing copyright, but there are scans of the playsheets on the Board Game Geek page for the game, too.\n\n\nAnyway, the rules are maybe worth looking at. I still feel a conversion of ACOS would work well, particularly if you use the system of counters from the ACOP campaign game to build your contingents. But it's too much work for me at the moment. I'd love to see any progress you make with it, however.\n\nLion in the Stars\t10 Feb 2016 8:06 p.m. PST\nI think I'd have to give every unit a shooting attack of some level at the stand=500men level of representation.\n\nJust lump it all together, and assume that the clan commander will make whatever formation changes are necessary.\n\nThen again, I'm pretty much a pure 1:1 gamer, so army level battles aren't something I do very often.\n\ndddd99\t11 Feb 2016 8:36 p.m. PST\nSetsuko & Rabelais thanks so much for the replies. I have been reading about Bl\u00fccher lately. Yes I think the \"zoomed out\" approach is more what I am going for. Not that I have anything against a smaller approach; I just do not think that many rules and basing systems achieve a historically accurate experience. In other words, if you look at the Kawanakajima Kassen Byobu screens or an EValerio illustration -- I have never seen that represented on the tabletop satisfactorily. It would require quite a large tabletop to achieve that with the individual unit approach.\n\nSo Lion, a 1:1 representation would prohibit you from simulating some of the medium and larger sengoku battles. I think you're all right with that though; It is just what you prefer. But if you invited me to a game of 1:1 and it involved samurai I would definitely accept and be happy for the game =-) . And your comment about giving each unit at the stand=500men level of representation a shooting attack is something I have already done in my humble homebrew rules. I think it is a must in that case.\n\nRabelais, I am definitely paging thru ACOS. And if I do make any progress I will try to update. And also thanks for the samurai rules link. I downloaded them and read thru them briefly at quiet points in my day.\n\nSo again, thanks for the comments. It has been enlightening for me to get so many good recommendations and exposure to other good rulesets. Take care and best wishes.\n\nRabelais\t17 Apr 2016 4:50 a.m. PST\nWe finally got round to trying 'Ran' on the tabletop. It worked well, all thing considered. Each 'clan' can have around 10-20 'units' so there is more of a feel of a clan being composed of small contingents than other sets.\n\nAnyway, thoughts and report are here:\nwargamesasp.wordpress.com/2016/04/17/ran\n\nMike O\t18 Apr 2016 2:07 p.m. PST\nGreat report there, Rabelais, lots of food for thought. I own the original \"Samurai\" boardgame but not \"Ran\" \u2013 just curious, in general terms, if there were many changes in the CRT and other charts between the two?\n\nWulfgar\t18 Apr 2016 8:56 p.m. PST\nWell done, Rabelais. Using the rules from the \"Ran\" boardgame is inspired.\n\nHopefully there are more copies out there. I just bought the last copy of GMT's \"Samurai\" from Fine Games through Amazon. I think that Noble Knight Games still has a copy or two of \"Ran,\" but its getting into collector's item prices. About $119 USD or so, I think.\n\nHowever, The rules can still be downloaded for free through the GMT website, so actually purchasing the actual games might not be necessary.\n\nFor myself, I stumbled across \"Irregular Wars,\" which provides a similar game, but without all of the markers cluttering things up. I've been very happy with being able to play battles between small clans, and the table top looks much like the one in your photos.\n\nIrregular Wars can be perused at this link from the author, Nicholas Wright:\n\nirregularwars.blogspot.com\n\nIrregular Wars provide lists for the earlier Muromachi period, the Sengoku Jidai, the Ikko Ikki and Sohei, the Ming, the Manchurians, and the Joseon Koreans.\n\nRabelais\t19 Apr 2016 2:10 a.m. PST\n@MikeO\n\nAs far as I can tell the CRT and other tables are exactly the same. However, the combat numbers are different due to the extra number of troop types. 'Ran' is a more streamlined set of rules than 'Samurai' IMO, but you should be able to continue to play 'Samurai' and use whichever changes you like from the 'Ran' rules without too much trouble.\n\nWe played 'Samurai' first and I liked that they had one infantry class rather than splitting samurai and ashigaru (which is apparently the norm among Japanese board games). Overall I think 'Ran' is an improvement but 'Samurai' works fine too.\n\nRabelais\t19 Apr 2016 2:17 a.m. PST\n@Wulfgar\n\nThanks for that, another set to check out!\n\nSorry - only verified members can post on the forums.\n\nRadious Mods Wiki\nExplore\nWiki Content\nCommunity\n FANDOM\nFan Central\nBETA\nGames\nAnime\nMovies\nTV\nVideo\nWikis\nStart a Wiki\nSign In\nRegister\nRadious Mods Wiki\n50\npages\nExplore\nWiki Content\nCommunity\n\n\nUnit Pack 2 -- Sengoku Jidai Campaign\nView source\nS2 unit pack 2\n\n\n\n\n\n\n\n\n\nLink to the original thread posted on Total War Center forums (This is where you can find download links)\n\nThe second unit pack released by Radious adds 38 brand new units to the original Shogun 2 campaign making it one of the largest mods of its kind. This mod is fully compatible with all of Shogun 2's dlc's and *should* work alongside any other mods that add custom units to the game. Note: This only adds units to the default campaign and custom battles. It will not work on MP unless both parties have the mod installed.\n\nRadious published two other unit packs that correspond with the other two dlc campaigns (click to navigate to their respective pages):\n\nUnit Pack 1 -- Rise of the Samurai Campaign\nUnit Pack 3 -- Fall of the Samurai Campaign\n\nTo see specific stats and pictures of units added by this pack simply click the name of the unit you wish to view:\n\n\nContents\n1\tBow/Matchlock Units (Misc.)                                                           \n2\tCavalry\n3\tNinjas\n4\tOnna Bushi (Female Warriors)\n5\tPirates\n6\tPortuguese Tercos\n7\tSamurai\n8\tWarrior Monks\nBow/Matchlock Units (Misc.)                                                           \nBow Warrior Nuns\nMatchlock Ronin\nCavalry\nMounted Katana Ashigaru\nMounted Yari Ashigaru\nNaginata Cavalry\nYari Ronin Cavalry\nNinjas\nBow Ninjas\nKatana Ninjas\nMounted Katana Ninjas\nMounted Naginata Ninjas\nNaginata Ninjas\nNinja Hero\nTetsubo Ninjas\nYari Ninjas\nOnna Bushi (Female Warriors)\nElite Onna Bushi\nMounted Onna Bushi\nYari Onna Bushi\nPirates\nBow Pirates\nHeavy Sword Pirates\nKatana Pirates\nMounted Yari Pirates\nNaginata Pirates\nPirate Captain\nTetsubo Pirates\nYari Pirates\nPortuguese Tercos\nMounted Tercos\nPike Tercos\nSabre Tercos\nSamurai\nBow Light Samurai\nHeavy Armored Samurai\nKatana Light Samurai\nMounted Naginata Light SamuraiMounted Naginata Light SamuraiNaginiata Light Samurai\nNaginata Light Samurai\nNodachi Ronin\n<PRESIDIO_ANONYMIZED_PERSON>\nWarrior Monks\nKatana Warrior Monks\nMounted Katana Warrior Monks\nTetsubo Warrior Monks\nCommunity content is available under CC-BY-SA unless otherwise noted.\nPopular Pages\nPike Tercos\nPike Tercos\nUnit Pack 2 -- Sengoku Jidai Campaign\nUnit Pack 2 -- Sengoku Jidai Campaign\nMounted Tercos\nMounted Tercos\nSabre Tercos\nSabre Tercos\nFandom logo\nExplore properties\nFandom\nMuthead\nFanatical\nFollow Us\nOverview\nWhat is Fandom?\nAbout\nCareers\nPress\nContact\nTerms of Use\nPrivacy Policy\nDigital Services Act\nGlobal Sitemap\nLocal Sitemap\nCommunity\nCommunity Central\nSupport\nHelp\nDo Not Sell or Share My Personal Information\nAdvertise\nMedia Kit\nContact\nFandom Apps\nTake your favorite fandoms with you and never miss a beat.\nFandom App logo\nStore icon\nStore icon\nRadious Mods Wiki is a FANDOM Games Community.\nView Mobile Site\nFollow on IG\nTikTok\nJoin Fan Lab\nCheck out Fandom Quizzes and cha\nSearch this wiki\nSearch all wikis\n\nSkip to content\nWisely lead\u2026 without a head!\n\nRules for the Sengoku Jidai: Core Mechanics\nOct 15, 2020 by mmcv, posted in Feudal Japan, Rulesets\nIn my last post I gave a bit of background for my thinking on how a Sonae based Sengoku Jidai ruleset might work and some of my early experiments with it. To recap, the Sengoku Jidai refers to the period of civil war that devastated Japan in and around the 16th century. Armies were generally organised into sub units of mixed arms clans known as Sonae. The terrain of Japan meant warfare tended to favour looser formations and manoeuvre than would typically be seen elsewhere in the world at the time.\n\nFor the moment I\u2019ve settled on \u201chit dice\u201d as my randomisation method, namely rolling 4 dice, adding or removing dice based on situational modifiers, then counting any 6\u2019s as a success. In this post I hope to explore some of the core mechanics I\u2019ve been trying out; command and control, movement, combat and morale.\n\nI am writing these into a more \u201ctechnical\u201d rules document, but wanted to lay out some of the general concepts here. At the end I will have a brief pencil and paper battle report to show how some of the mechanics play out.\n\nCommand and Control\nThis refers to the means in which the players actually command their armies and give orders to commanders and units. There are essentially three levels of command. The first and lowest level is the individual units, typically a mixed arm Sonae, commanded by a Samurai-daisho (military leader) a minor Daimyo (feudal lord). These commanders are abstracted into the units themselves and assumed to be dealing with the individual allocation of troops within the Sonae.\n\nMultiple Sonae will generally be grouped together into a Te, or division. The most senior, and usually most powerful, Sonae within this division, is known as the Honjin (or headquarters Sonae), usually commanded by a senior Daimyo. This Honjin Sonae is the Commander for the entire Te, and is the one from which actions to the individual units will flow.\n\nAn army will generally consist of several of these Te with the leader of the most senior Daimyo\u2019s Te being designated the overall Army General. Unlike the Commanders who are embedded into their Honjin Sonae, the Army General is treated as a stand alone entity based separately to a Sonae, though they will usually have one or more powerful Sonae in their own Te commanded by trusted retainers, usually including a Honjin Sonae with it\u2019s own Commander. Typically there will be one Army General per side, but in large, multiplayer battles, there could potentially be multiple Army Generals, each leading their own set of divisions in coordination with their ally. This can lead to some fun possibilities for betrayal and treachery, as was common in the period.\n\nThese Army Generals may be in one of two states. The first is \u201cEncamped\u201d whereby they are based with their Maku screen and retainers, usually in a prominent but well defended position in the battle field. In this state they have powerful defensive modifiers, can send out messengers to their commanders, but cannot move themselves.\n\nThe second is \u201cMobile\u201d whereby they mount up with their personal unit of bodyguard troops, known as the Hatamoto, and become a powerful unit in their own right with rapid movement but no ability to send out messengers to commanders and a greater chance of personal injury.\n\nThe fourth Battle of Kawanakajima: Takeda Shingen Vs Uesugi Kenshin - by  Dmitry Filatov. | Takeda shingen, Samurai art, Japanese history\nThere is a somewhat fanciful story of the great rivals Uesugi Kenshin and Takeda Shingen engaging in a brief duel when Kenshin, mounted with his Hatamoto personal guard burst into the Takeda camp and engaged an unprepared Shingen, who was forced to defend with his steel war fan until his own Hatamo could drive Kenshin off. While it likely never happened, it does provide a good example of the two different ways Generals can operate.\nGiven the hierarchical clan status of the armies, the loss of a Commander will generally mean the loss of an entire division, and the loss of the Army General will usually spell the loss of the entire battle. So there is a fine balance between using these as powerful offensive units, while keeping them safe from harm at risk of collapsing the army. There is some potential around loyalty and successor mechanics that may mitigate this collapse somewhat, likely a series of Morale tests for the units and a test or special trait that allows a Commander or General to have a worthy successor to take the reigns of battle, but I\u2019ve still to shake out the details on them.\n\nEach commander (including the general) will have an Authority value representing their right to rule and the respect they hold from their retainers. This can be a positive or negative value, depending how powerful or weak they are. This value will be used to modify the number of orders that they can give. The commanders will also have a Command Radius that extends out from their unit, with Authority increasing or decreasing the range. Any units outside this Command Radius may only be given one order per activation. Any units within the General\u2019s Command Radius will gain a bonus to their Morale tests.\n\nAt the beginning of each turn the player will decide if their Army General is Encamped or Mobile. If Encamped then they may designate a Commander to send a messenger to. If both the General and Commander are out of range of any enemy units then this is decided with a simple 4 + Authority d6 check (success on at least one 6). If either is within range of the enemy, the check is opposed and must score more successes than the enemy to succeed. If successful, then that commander can add the general\u2019s Authority along with their own to their next activation. I did briefly toy with having messengers as their own units that travelled across the battlefield, but it became somewhat messy and required remembering which messenger had been directed at which commander. I suspect the messenger rules will undergo further modifications in time, for instance reducing the available dice over longer distances.\n\nActivations are dynamic. For each command a token should be placed in a bag or stack to allow for random activations. Ideally this would be a token with the clans Mon (or symbol) on it, but could equally be coloured dice or chits, a stack of cards, etc. Anything that lets the players randomly allocate command activation. Players will draw a token and whichever general that token belongs to can allocate it to a command within the army. That command then activates and performs its actions, then the next token is drawn and the process repeats. This means play can alternate back and forth between the players, or may result in one player having a run of a few activations then the other player having the same. Each command can only activate once per turn.\n\nKamon Symbols of Japan \u2014 Encyclopedia of Japan\nThe Mon of some of the better known clans in the period, this would appear prominently on banners and screens for the clan\u2019s troops. Some of the clan names in this graphic are non-standard renditions, such as Mouri (Mori) and Houjou (Hojo).\nOnce activated the command rolls a single d6, adding the appropriate Authority modifiers, and that will give the number of orders that can be given that activation. Orders can then be allocated out amongst the units under command to move, engage in combat or rally. There is no limit to the number of orders that each unit can have assigned, up to the total allocated, but those units receiving a large number of orders will have to take a morale test and on failure become fatigued and unable to take any actions the following activation.\n\nOnce all the orders have been allocated, or the player doesn\u2019t wish to allocate any more, the activation ends and the next one is drawn. Once all commands have been activated, the turn ends and the cycle begins again.\n\nMovement\nThis relates to how the units actually manoeuvre around the battlefield. My plan is to keep movement fairly simple. The distance of movement is the same for all units, though certain units will be allowed an extra move such as mounted generals. I\u2019m generally assuming the unit of movement will be around a base width, as that\u2019s usually a decent indicator of unit and table size. Each unit will have a front quarter, a rear quarter and two flank quarters, with the boundaries extending in diagonals from the unit\u2019s corners. When I say something is n Movements, it means n units of whatever the movement distance is. To make a movement a unit will be issued with a Move Order. This will allow them to do one of three things:\n\nMove directly into their forward quarter by up to 2 Movements maintaining facing. This may include charging into contact with an enemy unit.\nFall back into their rear quarter by 1 Movement maintaining facing. If this is given to a unit in combat they must take a Morale check after doing so.\nChange facing to a different quarter and make up to 1 Movement in the new direction of facing. This covers all manoeuvring, whether it be changing facing and remaining in place, or moving in a new direction.\nUnits may be issued any number of Move Orders so long as the commander has Orders to allocate and they begin the orders within the Command Radius of the commander.\n\nTerrain will have some impact on movement, essentially difficult terrain will only allow one Movement forward rather than two and roads allow an extra Movement when going forward or back along it. These rules still need a bit more experimentation. It may be that difficult terrain ends all movement for that unit for that activation and they cannot be given any more Move Orders.\n\nCharging Mounted Samurai\nMassed cavalry charges were rare in Japanese warfare of the period, but small groups of mounted samurai could turn the tide of battle when striking the right place at the right time.\nGiven the fixed distances, the rules as written could be easily translated to a square or hex grid. I\u2019ve been playing out test games on gridded notepaper (mostly because it\u2019s all I have to hand with everything packed away to sell our house) and it\u2019s worked reasonably well, but overall the fluidity of free measurement will provide a much more satisfying range of movement options.\n\nRanged Combat\nThere are two types of combat in the game. The first, and generally less effective, is Ranged Combat. This represents the proportion of bows and guns within a unit. While bows and guns of the period had a theoretical range of 300-500 metres, in reality the effective range against armour was around 50-100 metres. Over time as the proportion of guns increased, firepower became more effective, but was still primarily used as a means of defence, behind screens and fortifications, or for softening up an enemy before the charge into melee for offensive actions.\n\nStandard Ranged Combat will work as an exchange between two units at a range of 2 Movements or less. Most units will have some means of firing, even if its just a few samurai with bows and guns. There will be modifiers available to units, typically ranging from -2 to 2 that can reflect the proportion of guns and firing capacity. In a Ranged Combat exchange, both units will roll their ranged attack dice, hitting on 6s then total up the number of hits inflicted. The default number of attack dice is four, though the modifiers mentioned previously along with a few other special conditions (e.g. firing up a hill would be -1, while firing at close range would be +1) can modify these dice up and down.\n\nAny side that receives at least one hit must make a Morale test, which will be described later but essentially consists of throwing four dice (+/- modifiers) with at least one 6 needed for a pass. For each additional hit past the first one in the Ranged Exchange, a dice is removed from the Morale test. So if a sonae of the Ouchi engages a sonae of the Mori in a ranged attack, both players would roll their attack dice. If the Ouchi rolled three 6s and the Mori rolled one 6, then both sides would be required to take a Morale test, but the Mori would do so with 2 less dice than normal due to the two additional hits.\n\nFailing a Morale test from a ranged attack results in a unit status change. A unit that is fresh and in good spirits will become Wavering, which will somewhat impair their ability to fight in Close Combat. A unit that is already Wavering will become Brittle, which impairs them further still. A unit that is already Brittle will break and be removed from the battle. This means a ranged exchange is unlikely to cause serious damage unless a unit is already in dire straights. There will be a Rally mechanic described later to remove these statuses.\n\nRanged Ashigaru\nMost ranged combat was done by sub units of Ashigaru peasant soldiers armed with matchlock \u201cteppo\u201d guns and light weight long bows known as \u201cyumi\u201d, though samurai would often have guns and bows as their primary weapons well. Indeed the yumi was the traditional primary weapon of samurai in earlier periods before massed peasant infantry and firearms became the norm.\nExceptions to this standard exchange are when engaging from the flank, in which case only half your attack dice can be used, or from the rear, in which case only one attack dice can be used. There is also the possibility of Opportunity Fire, the exact details of which are still under review, but will generally allow a unit to take unopposed pot shots at anyone entering firing range. I\u2019m still not entirely sure on this given the exchange nature of standard firing, it\u2019s mostly a means to prevent units skipping along the front of the enemy without consequence, but I may instead implement some form of Zone of Control on movement that prevents this instead. The other type of firing is Closing Fire, which I\u2019ll cover shortly as part of the Close Combat exchange.\n\nClose Combat\nClose combat consists of up to four phases, Charging, Closing Fire, Melee and Shock. Charging is covered under the movement rules and is a movement that ends in contact with an enemy unit. The unit that initiated the charge will gain an extra dice in the first round of Melee. If a unit is Wavering it must pass a Morale test before charging and a Brittle unit cannot charge at all.\n\nThe defending unit may choose to use Closing Fire, that is an unopposed ranged attack, i.e. only the defender rolls their attack dice. If it is successful in hitting the charger, and the charger fails the Morale test then the new status is applied, the charge will be cancelled and the charger will fall back or pull up 1 Movement short of the enemy unit. However, if the charger is unharmed, the defender will have one less attack dice to use in the following round of Melee combat. This is to simulate the delay in bringing up the melee troops while firing at the charging unit.\n\nThe Charge and Closing Fire occur as part of the normal cycle of Orders, but Melee doesn\u2019t occur until the end of the Activation. This allows all movements and ranged attacks to be carried out first, then all close combat will be resolved.\n\nThe Melee Phase involves both participants rolling their attack dice, modified as needed, with different results depending on the outcome. If both units fail to make any successful hits, then each will fall back 1 Movement to their rear quarter. If this movement is blocked, for instance by another unit or a terrain feature, they must instead take a Morale test and apply the appropriate status if failed. If both units make the same number of hits, they remain locked in combat and nothing else happens for them until the next time one of their commands is activated. If one side manages to make more successful hits than the other, that side is considered the victor and may move onto the Shock Phase.\n\nThe Shock Phase is representative of the elite troops, such as the samurai, exploiting a weakness opened up by the melee and rushing in to try and destroy the enemy command. In the Shock Phase the victor rolls their attack dice modified by any shock modifiers they may have (typically terrain affects the impetus of the shock phase more than the melee) with the outcome depending on how many successes they have.\n\nWith one success the enemy unit is destroyed but the attacker is Fatigued.\n\nWith two successes the enemy unit is destroyed and the attacker is not Fatigued.\n\nWith three or more successes the enemy unit is destroyed, the attacker is not Fatigued and gets a bonus order to use immediately.\n\nThe number of orders may increase with increased success, to be confirmed, and the destruction on one success might be too powerful, so one success may apply a status while two success destroys, etc. These are details to be ironed out in play testing.\n\nArtwork of battle\nCombat in the period often ended in bloody and brutal close combat.\nWhere multiple units are engaged, all dice are rolled together. This is the most \u201cbucket o\u2019 dice\u201d part of the rules, but means large engagements can be dealt with quickly, and makes multi unit melee combats very dangerous, especially if Commanders are involved.\n\nFlank and rear attacks also behave a little differently. There is no Closing Fire when attacking a flank or rear of the unit, and the defending unit cannot use a Shock Phase if it is engaged to the flank or rear, instead if it is victorious in the Melee Phase, the attackers both fall back 1 Movement. This is because an attack at a weak point of the formation would usually be reinforced by the samurai core of the unit, meaning they\u2019ve less momentum to carry out a destructive counter attack immediately and instead just drive the attacker off. Any unit attacking the rear gains an additional attack dice as well as that was usually the weakest point of a formation.\n\nMorale\nAs mentioned in previous sections, each unit will have a certain amount of Morale that it can use to show how resilient it is to breaking. All units have the same potential Morale statuses, Wavering and Brittle, though how those statuses affect different areas of the game will vary. Morale tests are called for in a number of circumstances where the resolve of the unit needs tested. Morale tests behave the same way as other tests in the game, a number of dice, four by standard, are thrown with at least one 6 being required to make it a success. Some units may have Resilience modifiers that can increase or decrease their morale dice, and having the Army General within range can provide an extra morale boost too.\n\nOne of the orders available to a commander is a Rally Order. With this a unit that is not in attack range of an enemy unit (i.e. typically 2 Movements away) and within the Command Radius of it\u2019s Commander, may perform a Morale test and if successful, can reduce their negative statuses. So a Brittle unit that passes it\u2019s Rally Morale test will become Wavering, and a Wavering unit that passes loses the negative status and returns to being fresh and ready for action.\n\n\nFacing this sort of devastation would shake the morale of even the loyalist of samurai, let alone the peasant masses.\nThere are still some balancing tests needed with morale, for instance having the presence and loss of nearby units impacting the roll or requiring additional tests, but for the moment I\u2019m keeping it reasonably simple.\n\nOther Considerations\nThere are a few areas that still need some thought and consideration. I\u2019m still testing out various options for moving through and fighting over different terrain. Given the varied landscapes of Japan I don\u2019t want this to be too much of an imposition, but certainly particularly rugged ground should impose some limitations and fordable rivers appear in a fair few battles of the period so they are important to consider too.\n\nDefensive works is another area that needs some thought. It was quite common for armies in the period to entrench into a defensive position, especially as the ratio of guns increased in armies allowing them increased concentrations of fire. This is definitely something I want to include, either as fixed terrain pieces on the battlefield or as a \u201cdig in\u201d option for a unit. I need to do some more reading on this before deciding how to represent them though.\n\nAssaulting a defensive line\nDefensive works were commonly employed on the battlefields of Japan, often made from bamboo or bundles of reed mats. By the later period, concentrations of firepower would make assaulting such defensive works head-on suicidal.\nBeyond that there are a number of special rules and traits I want to include. I\u2019ve already got an outline of many of these as a means of conferring special abilities on Generals, Commanders and individual Clan units. I want to be reasonably cautious with these to avoid it becoming a bit too video gamey or \u201cHollywood\u201d, but I do wish to include some means to highlight leaders who stood out from their peers through tactical or strategic brilliance, or lack thereof, as well as clans that specialised in particular types of combat or weaponry, or were particularly loyal and devoted. There\u2019s also some consideration to be given to the numerous sects of fanatic warrior monks throughout the period and peasant rebellions. I\u2019m not focusing too much on these until I\u2019m completely happy with the core mechanics, though have plenty of ideas for how they could work.\n\nFormations is another thing that needs more consideration \u2013 both the individual makeup of the sonae and how they organise themselves internally, as well as the larger formation of the entire army. For the sonae themselves, different formations may confer different sets of modifiers, for instance aggressive or defensive formations, or those focusing on concentrating firepower, while for army wide formations, I\u2019d be inclined to leave them up to the whim of the players as if I get things right they should \u201cjust work\u201d as they were intended given the way the battles play out. We shall see!\n\nBeyond that I\u2019ll want to consider some \u201cmeta\u201d play around a campaign system, or some means of playing linked battles, as well as some strategic considerations around scouting and espionage that may aid with deployment and game set up. The idea is allow for both historical battles and ones of the players own devising covering various possible scenarios from a straight up fight, through defensive actions or taking of key objectives. I\u2019ve not decided if I\u2019ll look at sieges or not yet, though castle assaults were a common feature of the warfare.\n\nBattle Report\nThis is one of my pencil and paper test games played out on gridded paper to try out some of these core mechanics. In it, the fictional Maru (circle) and Shikaku (square) clans engage in a clash for control of a key river crossing. I rolled for random entry points across the game area rather than having everyone come in from opposite sides, this felt natural given the mustering of troops tended to involve calling in subject clans. Each army consists of three divisions, marked 1, 2 and 3, so for the purpose of this I will refer to them as the divisions as Maru-ichi (in the south centre), Maru-ni (north centre) and Maru-san (north west), then Shikaku-ichi (west centre), Shikaku-ni (south east) and Shikaku-san (north east). The notations is as follows:\n\nGm = Mobile General (bonus to movement and attack, negative firing)\nGe = Encamped General (bonus to everything, messengers but no movement)\nC = command sonae (bonus to everything)\nX = normal sonae\nF = firing focused sonae (bonus firing, negative melee)\nM = melee focused sonae (bonus melee, negative shock)\nS = shock focused sonae (bonus shock, negative firing)\nf = fatigued\nw = wavering\nb = brittle\n\nHopefully the hills, forest, river, stream, bridge and marsh are self explanatory. The position of the number indicates facing and the negative number on commands indicate lost units.\n\n\nIn the opening turn the Maru-san clan attempts to skirt around the Shikaku-ichi position to link up with their General, however they soon come in range of the enemy gunners stationed on the hill.\n\nIn the south, the Maru-ichi General moves to fortify a hill opposite the Shikaku position. Meanwhile the Shikaku-ni clan rushes towards the bridge to seize the objective and support their allies. In the north the outnumbered Shikaku-san clan attempt to secure their flank on the forest and present a line of attack to funnel the Maru-ni enemy into.\n\nThe Maru-san find themselves pinned down by enemy fire as the Shikaku General brings his troops to bear on their slow advance. Feeling the pinch on their flanks the Maru-san turn to engage. In the north east, after several exchanges of fire, an impetuous rush by a Maru-ni daisho drives some of the Shikaku-san from the field, and feeling the potential for encirclement growing, the Shikaku-san pull back into a better defensive position.\n\nNot wishing to relent on the pressure, the Maru-ni keep pressing the beleaguered Shikaku-san, while the unopposed Shikaku-ni set up a solid defence between the stream and river. Frustrated by the fire from the hill, the Maru-san charge the Shikaku General\u2019s position. The Shikaku-ichi manage to stall them at the foot of the hill, but the Maru-ichi take advantage of the exposed southern flank of the Shikaku position and storm the hill from there.\n\nAttacked from multiple sides the Shikaku-ichi begin to collapse and the General abandons the camp and flees for the defensive lines of the Shikaku-ni. However, the Maru-ni advance crushes the Shikaku-san in the north and begins to sweep down towards the open end of the Shikaku-ni position, while the rest of the Maru forces begin their advance towards the stream.\n\nThe Shikaku fall back over the bridge, hoping the choke point will let them wear down the enemy, but the Maru forces sweep in from all sides.\n\nThe assault on the bridge begins and while the Shikaku forces put up a brave fight, they are now heavily outnumbered by the Maru attack.\n\nIn an epic clash, the elite shock troops of the Maru-ichi break the bridge defence while the constant fire exchange across the river wears down and eventually breaks several of the Shikaku defenders. With his army broken and troops fleeing the field, the Shikaku general signals the retreat and slinks off the field in disgrace. The day has gone to the Maru, and they have secured control of a vital point between the rival lands.\nThis was a lot of fun as a game, the narrative flowed easily from the mechanics and while there were a few points were I had to tweak bits or come up with rules for things on the fly, it really helped me refine down some of the mechanics, and determine what did and didn\u2019t work.\n\nSummary\nTo conclude, in this post we covered:\n\nCommand and Control: the role of commanders and how the dynamic activation and order system works, as well as the role of messengers on the field.\nMovement: how movement is determined and the different types of movements available.\nCombat: both ranged and melee combat and the opposed roll system they use.\nMorale: how units test for morale and rally from their various states of disorder.\nDiscussed other areas for expansion and thought once core mechanics are settled.\nFinally finished with a pencil and paper test game and report on how it went.\nI\u2019m not sure what my next post on this will be, as the next stage is probably play testing and refinement, then looking at some of the special rules. No doubt you\u2019ll see some Feudal Japanese forces creep into my painting queue in the coming year in 3mm, 6mm and/or 10mm, along with some more test game battle reports.\n\nThoughts and suggestions are always welcome, I\u2019ve only been in the hobby a few years and don\u2019t have that many games under my belt, so any pitfalls or glaring omissions I\u2019d be interested in knowing about, so please share!\n\nAs ever, thanks for reading,\n\nMatthew\n\nShare this:\nTwitterFacebook\n\nRelated\nRules for the Sengoku Jidai: Revamped\nJun 8, 2021\nIn \"Battle Report\"\nRules for the Sengoku Jidai\nOct 11, 2020\nIn \"Feudal Japan\"\nProgress Update \u2013 July 2021\nAug 2, 2021\nIn \"Feudal Japan\"\nTagged 2D Gaming, Feudal Japan, Pencil and Paper, Rulesets, Wargaming\nPost navigation\nPrevious Post\nRules for the Sengoku Jidai\nNext Post\nBattle Report \u2013 Oda vs Asai\n4 thoughts on \u201cRules for the Sengoku Jidai: Core Mechanics\u201d\nPingback: Battle Report \u2013 Oda vs Asai \u2013 Wisely lead\u2026 without a head!\nPingback: Progress Update \u2013 March 2021 \u2013 Wisely lead\u2026 without a head!\nMr David Ford\nOct 19, 2021 at 6:07 pm\nGreat Stuff \ud83d\ude42\n\nLike\n\nReply\nmmcv\nOct 20, 2021 at 10:08 am\nThanks David, I have revised some of these since this post, some of which is included in this post: https://mmcvhistory.home.blog/2021/06/08/rules-for-the-sengoku-jidai-revamped/\n\nWhich is why some of the bits here are a little different from what we had been chatting about elsewhere. The primary change is the combination of Morale, Fatigue and Ranged Combat into a single Fatigue/Loyalty mechanic.\n\nLike\n\nReply\nLeave a comment\nTop Posts & Pages\nA Very British Civil War in Ireland\nIs it an eagle? Is it a jaguar? No...\nBattle Report - The Battle of Dorylaeum (1097)\nRules for the Sengoku Jidai: Core Mechanics\nAVNICW Faction: The Loyal Democratic State of Northern Ireland\nCategories\nBattle Report (22)\nGeneral (12)\nHistory (6)\nCrusades (5)\nPeriods & Projects (57)\n2D Armies (3)\nAncient China (8)\nBronze Age (9)\nClassical Period (7)\nColonial (3)\nEarly 20th Century (7)\nFantasy (2)\nFeudal Japan (15)\nLate 19th Century (3)\nMedieval (14)\nPike & Shot (11)\nPre-Columbian America (10)\nTerrain (3)\nProgress update (28)\nRulesets (13)\nTags\n2D Gaming 2mm 10mm Ancient China AVBCW AWI Battle Board Battle Report BBB Bronze Age Celts Chu Classical Period Crusaders Early 20th Century English Civil War Factions Fantasy Feudal Japan Flippant History General Great War Greeks Han History Introduction Irish History Late 19th Century Medieval Miniatures Napoleonics Pencil and Paper Pre-Columbian America Qin Reflections Romans Rulesets Saracens Shadow of the Eagles Sharp Practice Ships Showcase Skirmish Games Soldiers of God Tarascans Terrain TooFatLardies To the Strongest Trojan War Turks Twilight of Divine Right Twilight of the Sun King Wargaming Zombicide\nBlogs I Follow\nwe all have our roles to play\nBogenwald\nCooking Without Limits\nA Sincere Love of Food\nWARdROBE Plays WWII\nMark A. Morin\nSkarloc\u00b4s\nTENKA FUBU\n\nFollow Blog via E-mail\nEnter your e-mail address to follow this blog and receive notifications of new posts by e-mail.\n\nEmail Address:\nEmail Address\n\nFollow\n\nBlog at WordPress.com.Do Not Sell or Share My Personal Information\nPrivacy & Cookies: This site uses cookies. By continuing to use this website, you agree to their use.\nTo find out more, including how to control cookies, see here: Cookie Policy\nDesign a site like this with WordPress.com\nGet started\nAssistant: Creating a list of Sengoku Era samurai troop units for your For Honor roleplay Discord server can help enhance the realism and immersion for your mass combat scenarios. Here's a list of potential troop units you can consider, tailored to fit a gun-free setting:\n\n### Infantry Units\n1. **Yari Ashigaru** - Foot soldiers armed with long spears; form the backbone of the army.\n2. **Naginata Ashigaru** - Infantry wielding polearms, versatile in both offense and defense.\n3. **Katana Ashigaru** - Swordsmen serving as support troops, skilled in melee combat.\n\n### Samurai Units\n1. **Yari Samurai** - Elite spear-wielding troops, superior to Ashigaru in skill and armor.\n2. **Katana Samurai** - Highly skilled swordsmen, forming the core of offensive charges.\n3. **Naginata Samurai** - Versatile warriors wielding the naginata, capable against cavalry and infantry alike.\n4. **Ronin** - Masterless samurai, often mercenaries, who can be hired for their unique skills.\n\n### Cavalry Units\n1. **Takeda Cavalry** - Elite horsemen known for their speed and powerful charges with yari.\n2. **Mounted Samurai** - Skilled horseback warriors, even more deadly when charging with katana or naginata.\n3. **Bow Cavalry** - Mounted archers skilled in hit-and-run tactics, using yumi (bows) from horseback.\n\n### Archer Units\n1. **Yumi Ashigaru** - Foot archers forming ranged support, helping soften enemy troops.\n2. **Bow Samurai** - Elite archers with superior skill and equipment compared to Ashigaru.\n3. **Kyudo Masters** - Samurai dedicated to the way of the bow, providing precise and powerful ranged attacks.\n\n### Specialist Units\n1. **Sohei (Warrior Monks)** - Religious warriors skilled in martial arts and naginata.\n2. **Onna-Bugeisha** - Female warriors trained in the use of the naginata and bow.\n3. **Kunoichi (Female Ninjas)** - Specialists in espionage and guerrilla tactics, capable of sabotage.\n\n### Support Units\n1. **Standard Bearers** - Carry the clan's banner, boosting morale and organization.\n2. **Drummers** - Keep rhythm to coordinate troop movements and boost morale.\n3. **Strategists** - Advisors skilled in planning and executing battlefield strategies.\n\n### Unique Units\n1. **Hatamoto** - The personal guard of generals and commanders, elite bodyguards.\n2. **Champion Duelists** - Expert swordsmen available for challenges and duels on the battlefield.\n3. **Berserkers** - Warriors who enter frenzied states, unstoppable in close combat until exhausted.\n\nThese units can be used to create engaging and dynamic mass combat scenarios that reflect the diversity and strategy of Sengoku Era warfare without relying on firearms. Adjust details according to any specific game mechanics or lore within your For Honor roleplay setting.\nUser: Expand the list, and remove any gun units. Make it for honor fitting too (keeping immersive aspect): \n\nTotal War Wiki\nTotal War Wiki\nExplore\nTroy\nThree Kingdoms\nHistorical Games\nSpin-offs\n FANDOM\nFan Central\nBETA\nGames\nAnime\nMovies\nTV\nVideo\nWikis\nStart a Wiki\nSign In\nRegister\nTotal War Wiki\nTotal War Wiki\n5,228\npages\nExplore\nTroy\nThree Kingdoms\nHistorical Games\nSpin-offs\n\nin: Total War: Shogun 2 cavalry\nYari Cavalry (Total War: Shogun 2)\nEdit\nFor the Shogun: Total War unit, see Yari Cavalry (Shogun: Total War).\n\nYari Cavalry S2TW Icon\n\nYari Cavalry\nYari Cavalry S2TW\nAppears in\nTotal War: Shogun 2\nBelongs to\nMost factions\nType\nSpear Cavalry\nSoldiers per unit\n20/40/60/80\nAttack skill\n5\nCharge bonus\n25\nAnti-cavalry skill\n15\nArmour\n4 (Mounted)/4 (Dismounted)\nDefense skill\n1\nMorale\n10\nProduced from\nWarhorse Stables, Yari Drill Yard\nSpecial abilities\nWedge Formation\nCost\n800 SP/850 MP\nUpkeep\n200\nTurns to train\n2\nUnit cap\nNone\nYari Cavalry are a type of yari cavalry in Total War: Shogun 2.\n\nDescription\nEach yari cavalry samurai is armed with a long spear that makes him particularly deadly when swiftly charging into combat.\n\nYari cavalry focus all the power of their fearsome charge into the points of the long spears they carry as they smash into enemy cavalry and infantry alike. Their high morale spurs them into battle and keeps them from routing, even when engaged in melee, where their spears are at a disadvantage. Yari cavalry are best used to attack the rear or flanks of infantry to avoid spear counter-attacks and getting caught in messy, close-quarters fighting. Their amazing speed over the ground makes this entirely possible, as they can rarely be caught even by other cavalry units.\n\nDuring the Sengoku Jidai, the spear and sword superseded the bow as the weapons of choice for samurai cavalry. Despite a long tradition of mounted archery, a bow could not be used in melee, leaving cavalry archers vulnerable to counter-attacks by foot soldiers. Spears, on the other hand, could be used to break enemy defences in a full charge, or used in quick, slashing strokes whilst in close combat. Swords could be used to cut an enemy down, but obviously lacked the range of a bow, or spear. However, if a samurai was wealthy enough, he would have an attendant to carry and hand him his bow, spear or sword, depending on the situation and personal preference.\n\nStrengths & Weaknesses\n\nFast and very good charge.\nGood against other cavalry.\nWeak in prolonged melee.\nVulnerable to yari and naginata units in melee.\nGeneral Information\nYari Cavalry are mid-late game cavalry, boasting a powerful charge bonus but only average melee stats. They replace light cavalry, being superior in nearly every way but at the cost of higher upkeep and recruitment costs. Their anti-cavalry bonus and high speed make them excellent for hunting down enemy cavalry, and their high charge bonus allow them to disrupt enemy formations with ease. However, like all cavalry, they are weak to anti-cavalry infantry, and are also highly susceptible to ranged attacks, particularly Fire Rockets. \n\nTwo units of yari cavalry, along with a unit of Great Guard, are granted to any faction that becomes Shogun. This includes the Ikko Ikki, who normally don't have access to yari cavalry.\n\nWhen trained by the Date Clan, Yari Cavalry have +2 charge bonus.\n\nTakeda Yari Cavalry are cheaper to train and maintain (at 700/175 instead of 800/200), have +2 morale, +3 melee attack, +1 melee defence, and +5 charge bonus. They are slightly worse than Takeda Fire Cavalry in almost every way, but have a better charge bonus.\n\nTotal War: Shogun 2 Cavalry\nSpear Cavalry\tGreat Guard \u2022 Light Cavalry \u2022 Takeda Fire Cavalry \u2022 The Spears of Shizugatake \u2022 Yari Cavalry \u2022 Yari Dojo Cavalry\nPolearm Cavalry\tNaginata Warrior Monk Cavalry\nSword Cavalry\tGeneral \u2022 Katana Cavalry \u2022 Kiyomasa\u2019s Katana Cavalry\nMissile Cavalry\tBow Cavalry \u2022 Donderbuss Cavalry \u2022 Tokugawa Mounted Gunners \u2022 Yoritomo\u2019s Yabusame Cavalry\nCategories\nCategories:Total War: Shogun 2 cavalryAdd category\nCommunity content is available under CC-BY-SA unless otherwise noted.\nCommunity Chat\n9 Users Online\nUsers\n\n\n\n\n\n\n\n\n\nJoin Now!\nOthers Like You Also Viewed\nLight Cavalry (Total War: Shogun 2)\nLight Cavalry (Total War: Shogun 2)\nTakeda Fire Cavalry\nTakeda Fire Cavalry\nNaginata Warrior Monk Cavalry\nNaginata Warrior Monk Cavalry\nKatana Cavalry\nKatana Cavalry\nNaginata Warrior Monks (Total War: Shogun 2)\nNaginata Warrior Monks (Total War: Shogun 2)\nDonderbuss Cavalry\nDonderbuss Cavalry\nKiyomasa\u2019s Katana Cavalry\nKiyomasa\u2019s Katana Cavalry\nYari Ashigaru (Total War: Shogun 2)\nYari Ashigaru (Total War: Shogun 2)\nBenkei\u2019s Blades\nBenkei\u2019s Blades\n\nPopular Pages\nFactions (Total War: Three Kingdoms)\nFactions (Total War: Three Kingdoms)\nFall of the Samurai\nFall of the Samurai\nTotal War: Three Kingdoms\nTotal War: Three Kingdoms\nTraits (Total War: Three Kingdoms)\nTraits (Total War: Three Kingdoms)\nTotal War: Shogun 2\nTotal War: Shogun 2\nFandom logo\nExplore properties\nFandom\nMuthead\nFanatical\nFollow Us\nOverview\nWhat is Fandom?\nAbout\nCareers\nPress\nContact\nTerms of Use\nPrivacy Policy\nDigital Services Act\nGlobal Sitemap\nLocal Sitemap\nCommunity\nCommunity Central\nSupport\nHelp\nDo Not Sell or Share My Personal Information\nAdvertise\nMedia Kit\nContact\nFandom Apps\nTake your favorite fandoms with you and never miss a beat.\nFandom App logo\nStore icon\nStore icon\nTotal War Wiki is a FANDOM Games Community.\nView Mobile Site\nFollow on IG\nTikTok\nJoin Fan Lab\nCheck out Fandom Quizzes and cha\nSearch this wiki\nSearch all wikis\nAssistant: Here's an expanded and immersive list of Sengoku Era samurai troop units suitable for a For Honor roleplay setting, ensuring no gunpowder weapons are included:\n\n### Infantry Units\n1. **Yari Ashigaru** - Basic spear infantry, well-suited for forming spear walls and ranked formations.\n2. **Naginata Ashigaru** - Versatile polearm infantry capable of defending against both cavalry and infantry.\n3. **Katana Ashigaru** - Skilled in close-quarters combat, offering flexibility on the battlefield.\n\n### Samurai Units\n1. **Yari Samurai** - Elite warriors known for their mastery of the spear, excelling in organized combat.\n2. **Katana Samurai** - Highly skilled with swords, forming the offensive forefront of any army.\n3. **Naginata Samurai** - Balanced fighters capable of both offense and defense, adept against cavalry charges.\n4. **Ronin** - Masterless samurai with unpredictable fighting skills, available for hire or rebellion.\n5. **Dual Wield Samurai** - Samurai proficient in wielding two swords, offering greater attack flexibility.\n\n### Cavalry Units\n1. **Yari Cavalry** - Fast-moving spear cavalry, perfect for flanking maneuvers and pursuing fleeing enemies.\n2. **Katana Cavalry** - Mounted swordsmen skilled in slashing down opponents in fast charges.\n3. **Takeda Cavalry** - Renowned for their speed and discipline, often leading devastating charges.\n4. **Mounted Samurai** - Expert horsemen, combining mobility with the deadly efficiency of a samurai's skill.\n\n### Archer Units\n1. **Yumi Ashigaru** - Infantry archers providing essential ranged support for large formations.\n2. **Bow Samurai** - Elite archers with greater range and accuracy, capable of precision strikes.\n3. **Kyudo Masters** - Expert bow users who are revered for their discipline and shooting accuracy.\n\n### Specialist Units\n1. **Sohei (Warrior Monks)** - Religious warriors with spiritual ferocity, skilled in hand-to-hand combat and naginata use.\n2. **Onna-Bugeisha** - Female samurai trained in martial arts and weaponry, offering unique strategic capabilities.\n3. **Battlefield Tacticians** - Provide strategic maneuvers and battlefield insights, enhancing the effectiveness of allied units.\n\n### Support Units\n1. **Standard Bearers** - Bolster the morale and organization of troops with the clan's emblem.\n2. **Drummers** - Coordinate troop movements and elevate combat spirit through rhythm.\n3. **Strategists** - Masters of battlefield tactics, aiding in the planning and execution of complex maneuvers.\n\n### Unique Units\n1. **Hatamoto** - Elite bodyguards of high-ranking officials, unswervingly loyal and fiercely protective.\n2. **Champion Duelists** - Experts in one-on-one combat, challenging enemy leaders and inspiring allies.\n3. **Berserkers** - Possessed by a fierce fighting spirit, causing chaos in the enemy ranks.\n\n### Siege Units\n1. **Siege Engineers** - Specialists in constructing and dismantling fortifications during castle sieges.\n2. **Logistical Support Teams** - Ensure the supply lines remain intact and the army stays well-fed and ready.\n\nThis list emphasizes the traditional aspects of Sengoku period warfare, focusing on melee and cavalry tactics, as well as the strategic deployment of troops. It aligns well with the immersive, close-combat focus typical of a For Honor-style setting.\nUser: Can you possibly also make better names for some of the units instead of just weapon_type \"samurai/ashigaru,\" for the fhu.\nUser: Not like that, keep it realistic and immersive and japanese sengoku.\nAssistant: Certainly! Here's an enhanced list with more thematic and unique names for the Sengoku Era troops suitable for a \"For Honor\" roleplay server:\n\n### Infantry Units\n1. **Spear Sentinels (Yari Ashigaru)** - Stalwart defenders holding the line with unwavering resolve.\n2. **Blade Reapers (Naginata Ashigaru)** - Swift-footed skirmishers brandishing their polearms with lethal grace.\n3. **Steel Sworn (Katana Ashigaru)** - Sword-bearing infantry with oaths of valor and courage.\n\n### Samurai Units\n1. **Pike Vanguard (Yari Samurai)** - Elite guardians whose spears are the harbinger of order on the battlefield.\n2. **Crimson Edge (Katana Samurai)** - Noble warriors whose blades sing songs of honor and bloodshed.\n3. **Halberd Harbingers (Naginata Samurai)** - Ensuring no foe's charge goes unanswered with their daunting reach.\n4. **Wayward Blades (Ronin)** - Masterless samurai whose unpredictable allegiance is matched only by their skill.\n5. **Twin Fury (Dual Wield Samurai)** - Samurai who bring a dance of death to the fray with a sword in each hand.\n\n### Cavalry Units\n1. **Swift Lancers (Yari Cavalry)** - Mounted spear wielders who strike with the speed and force of the gale.\n2. **Dawn Riders (Katana Cavalry)** - Charging into battle at first light, their katanas gleam with the sun's promise.\n3. **Thunder Hooves (Takeda Cavalry)** - Known for their thunderous charges that echo the might of their clan.\n4. **Steedbound Samurai (Mounted Samurai)** - A union of beast and blade, they are the epitome of mounted warfare.\n\n### Archer Units\n1. **Arrow Storm (Yumi Ashigaru)** - Their volleys darken the skies, a harbinger of the rain of arrows to come.\n2. **Eagle Eye (Bow Samurai)** - With a gaze as sharp as their aim, no target is beyond their bow's reach.\n3. **Silent Whisper (Kyudo Masters)** - The bowstring's hush is the last sound heard by those who meet their mark.\n\n### Specialist Units\n1. **Temple Guardians (Sohei)** - Warrior Monks protecting sacred lands with fervent might and spiritual fire.\n2. **Maidens of War (Onna-Bugeisha)** - Female samurai whose presence on the field rewrites the tales of war.\n3. **Enigma Strategists (Battlefield Tacticians)** - Masters of warcraft whose calculated decisions turn the tides of conflict.\n\n### Support Units\n1. **Banner Bearers (Standard Bearers)** - Carrying the soul of the army, they bolster hearts and steel resolve.\n2. **Heartbeat Drummers (Drummers)** - Their rhythm syncs with the pulse of the battlefield, orchestrating the chaos of war.\n3. **War Sages (Strategists)** - Veterans of countless battles whose knowledge shapes empires and fates.\n\n### Unique Units\n1. **Shadow Shields (Hatamoto)** - Elite protectors whose loyalty is as unbreakable as their defense.\n2. **Duelist's Echo (Champion Duelists)** - The challenge of their blade echoes across fields, beckoning honorable combat.\n3. **Ragekindled (Berserkers)** - Fury-fueled titans for whom battle is a trance of destruction.\n\n### Siege Units\n1. **Castlebreakers (Siege Engineers)** - The architects of victory, skilled in breaching the walls that dare stand against them.\n2. **Provision Wardens (Logistical Support Teams)** - The unseen backbone, ensuring the army\u2019s might never wanes from hunger or need.\n\nThese thematic names not only enhance the immersive aspect of your server but also lend a sense of individuality and lore to each unit, enriching the roleplay experience for your participants.\nUser: Not like that, keep it realistic and immersive and japanese sengoku.\nUser: Not like that, keep it realistic and immersive and japanese sengoku.\nAssistant:"}],"shard":{"index":39,"name":"turns-00039.parquet","rows":41893}}
