In 1571 Oda Nobunaga campaigned against the sohei (warrior monks). The Seige of Mount Hiei was a major battle of this campaign and Nobunaga's forces killed all those that lived on the mountain. This campaign is a fictional series of battles set against the backdrop of this period.
As Nobunaga travelled across the country destroying the Monasteries he tasks several minor lords with mopping up the remaining Monks in their mountain hideouts. Great rewards await the Hero that can claim the head of the local abbot. Hence two forces set off by different paths towards the Katsuragi Mountains to win fame and bring the Monks riches back to Nobunaga. |
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Delays
One of the campaign metrics is essentially the time taken for each force to make it to the top of the mountain while maintaining the health of their force. Delays will provide the monks with more time to organize their defense and perhaps conduct some counterattacks. As the force makes its way up the mountain they will acquire time delays due to;
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Objectives
Search the village to find the spy and escort them back to your starting table edge. To search an objective a unit needs to be within 3” of the objective token. An action can be used to conduct a search action (Test of Wits). The first successful search locates the spy. Note that a search cannot be conducted if an enemy warrior is within 3” of the objective marker. While being escorted the spy cannot be attacked or harmed in any way and does not block shooting or charges. A units movement is reduced to 5” per action while escorting the spy. If the escorting warrior is cut down or forced back by an enemy melee action then the control of the spy passes to the attacker. If the controlling warrior loses his nerve or is cut down by shooting then the spy will hide in the nearest terrain. Ending the Battle As soon as a warrior escorting the spy reaches his starting table edge, his force has won – the battle ends immediately. |
Results Game 1: Both teams accomplished the objective of getting to the bridge before the end of Turn 6; in fact both teams achieved the objective on Turn 6, so a good tight finish for both teams. Team Greg Team Paul Time (Scenario) 0 0 Casualties 1 Ashigaru 1 Ashigaru Blood Drops 5 Blood Drops 3 Blood Drops Total Time 55 minutes 45 minutes Game 2: Both teams paid the travelling Samurai to boost their ranks but neither team accomplished their objective as the Monks charged forward (not caring for their own safety), found the spy and escorted them from their field. A mixture of luck and strategy! All over by turn 3! Team Greg Team Paul Time (Scenario) 1 hour 1 hour Casualties nil nil Blood Drops nil 4 Blood Drops Total Time 1 hour 1 hour 20 minutes Notes for Battle 4: Greg/Brett's Wise Samurai is 'Drained'. Both sides also took the opportunity to purchase an additional group of archers; arrive on Turn 3 of Game 3. Game 3: The Ninja's entered each of the compounds and successfully set alight to one point of baggage before the alarm was raised. A second baggage point was lost in each battle as the defenders scrambled to respond to the Ninja threat. Team Greg Team Paul Time (Scenario) 2 hour 2 hour Casualties 1 Ashigaru 2 Ashigaru Blood Drops nil 2 Blood Drops Total Time 2 hour 30 minutes 3 hours 10 minutes Game 4: As Paul's force entered the Shrine they encountered a group of Ronin thugs that had beaten them to it. They managed to fight off the force and gather 4 gold, but at what cost, both Samurai engaged in the battle were cut down!. Further up the mountain Greg's Samurai Bunny bounded past the enemy muskets, but had to come back for his men! It took the full 6 turns, but casualties were relatively light as the Monks continually shot themselves in the foot! Team Greg Team Paul Time (Scenario) 0 0 Casualties 3 Ashigaru 2 Samurai Blood Drops nil nil Total Time 1 hour 30 minutes 2 hours In addition, the death of Paul's Hero will cost him two gold to heal and his Hero will not get to role on the injury chart in the next battle. Game 5: In a perfectly coordinated attack, Greg's archers struck out at the advancing army, forcing the lead elements to dodge their arrows and leaving them vulnerable to a ground assault. Unfortunately, the ground assault failed to score any hits and the ambushing force was wiped out...to the man! As these troops were 'excess' to requirements this has no impact on the final battle for Greg and Brett. As the ambush failed to inflict any significant damage, or even a blood drop, there was no additional time delay imposed on Paul...or loss of forces for the final battle. Victory Total Time delay incurred by each team is starting to trend in favour of the Greg/Brett team, especially with the time delay incurred due to Samurai casualties in Paul's team for Game 4. Note that both players will start the final scenario at the same time, however, the player with the time advantage will have the opportunity to conduct recon, spy, heal etc. prior to the climactic battle. The team running late may also be penalized by recieving blood drops to start the battle with! Time delays end of Game 5 Greg/Brett - 5 hour 55 minutes Paul/Les - 7 hour 15 minutes I hadn't formalized this at the start of the campaign, but something like; 0-1 hours, no penalty, 1-2 hours blood drops, more than that, blood drops and some other advantage. Consequently, team Paul/Les was allocated blood drops (one per unit) for their forces at the start of Game 6. Game 6: An interesting final tussle. Despite the blood drops, Greg/Brett's failure to score hits or successful dodging meant that Paul/Les didn't really feel the impact of this penalty until later in the game. Hence early points go to Paul/Les as Greg/Brett suffered a number of Ashigaru deaths. However, after this initial set-back, it was Greg/Brett who forced their way onto the plateau, entered the Temple and finally defeated the Head Monk. THE END |
Paul's forces attempt to rush past the decorative pool to get to t he shrine, but get mugged on the way. Meanwhile, Greg attempts to outflank the Monks shooting from their towers.
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