Gekokujo - The low conquers the high

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Gekokujo v0.85
Gekokujo - The low conquers the high
1.0Introduction...............................................................................................................2
1.1 Historical introduction.........................................................................................2
1.2 Ground scale, playing area – and the cho............................................................2
1.3 Time scale............................................................................................................2
1.4 Dice and other playing aids.................................................................................2
2.0 Troop representation and organization.....................................................................2
2.1 Troop type definitions and basic statistics...........................................................3
2.2 Organising an army: clans, taisho and the daimyo..............................................3
3.0 Pregame events.........................................................................................................4
3.1 Determine attacker and defender.........................................................................4
3.2 Setting up terrain..................................................................................................4
3.3 Army deployment................................................................................................5
4.0 Sequence of play......................................................................................................5
5.0 Command and movement.........................................................................................6
5.1 Command and control; and itchiban....................................................................6
5.2 Action points and cost.........................................................................................7
5.3 Movement............................................................................................................8
5.3.1 Movement distances.....................................................................................8
5.3.2 Single element moves..................................................................................8
5.3.3 Wheeling......................................................................................................8
5.3.4 Strategic movement.....................................................................................8
5.3.5 Moving through friendly units (interpenetration)........................................9
5.3.6 Moving backwards.......................................................................................9
5.3.7 Zone of control.............................................................................................9
5.4 Breaking contact................................................................................................10
5.5 Terrain effects on command and movement.....................................................10
6.0 Combat...................................................................................................................11
6.1 Combat basics....................................................................................................11
6.2 Missile combat...................................................................................................11
6.3 Close combat.....................................................................................................12
6.4 Combat outcome................................................................................................12
6.5 Recoiling elements.............................................................................................13
6.6 Destroyed elements............................................................................................13
6.7 Impetuous elements...........................................................................................13
7.0 Victory and defeat..................................................................................................13
7.1 Losses and beaten clans.....................................................................................13
7.2 Impetuosity and beaten enemies........................................................................14
7.3 Beaten armies.....................................................................................................14
8.0 Notes on army lists.................................................................................................14
In general.................................................................................................................14
9.0 Scenario rules.........................................................................................................14
Version comment: Only update from 0.84 are factors for «yari
ashigaru»
1
1.0 Introduction
1.1 Historical introduction
Gekokujo is an element based wargames rule set for simulating the warfare in
Japan during the latter part of the sengoku jidai, “the age of the country at
war”. This period begins with the Onin-no-Ran in 1467 and ends with the
battle of Tenno-ji in 1615. This century and a half saw tremendous social and
political changes, and the era has also been labeled gekokujo, “the low
conquers the high”. Warfare was constant, and Japan was split into dozens of
fiefdoms, ruled by ambitious daimyo. They needed huge masses of soldiers to
fight their rivals. Consequently the lower class ashigaru gained importance as
the armies grew and the need for soldiers increased. Additionally, European
firearms were introduced from 1543, and this changed Japanese warfare
forever. This rules set will work well during 1530 and later periods.
1.2 Ground scale, playing area – and the cho
All distances are measured in cho. One cho will be equal to the width of the
base your figures are mounted on. Cho is a Japanese measurement used in
military manuals of the period; it is approximately equal to 100 meters. We
recommend using a table-top cho of 4 cm, but other distances can be used as
well. In particular, several people will have bases of 6 cm or 2,5 cm width, and
a cho of either will be fine. Just make sure that your base width equals the
cho you use for measuring movement and shooting distances, and you'll be
fine.
A cho of 4 cm creates a battlefield at a scale of approximately 1 : 2000. If
using a cho of 4 cm, we recommend a playing area of 60 cm square for small
battles (under 20 bases per side) and about 180 x 120 cm for large battles
(more than 40 bases per side).
1.3 Time scale
The game is divided into turns. One turn is thought to represent about 15
minutes of fighting.
1.4 Dice and other playing aids
One normal six-sided dice is needed for each clan present on the table and
these are used for all purposes in this game. They should all be of different
colour. As cho are used to measure all distances you'll additionally need
customized rulers marked with cho. They should be at least 4 cho long.
2.0 Troop representation and organization
Your figures should be fixed to bases. Bases with figures on them are called
elements. The bases all need to be one cho wide. Base depth doesn't matter
2
that much; we recommend using a base depth of one cho as well, as that will
produce visually pleasing elements which are simple to get in and out of
column. Several gamers have elements with shallower base depths; that's
fine as long as both sides use the same conventions.
Each element represents about 150 cavalry or 300 foot soldiers in the field.
The army consists of different types of troops that are defined by their
weaponry and tactics.
2.1 Troop type definitions and basic statistics
Move Fighting Missile Comment
Yari Bajo 4
3
-
Mounted samurai
Yari
3
ashigaru
3
-
Go-kenin (attendants of samurai) or
armed baggage-carriers etc primarily
armed with spears
Yumi
3
2
2
Bow-armed ashigaru
Teppo
3
2
3
Matchlock-armed ashigaru
Bushi
2
4
-
Samurai on foot
Nagae
Yari
2
3
-
Ashigaru with very long spears
All except Yumi and Teppo are classed as close combat troops. 2.2 Organising an army: clans, taisho and the daimyo
You must organise your stands of figures into one or more clans. Each clan
has one stand designated as taisho, clan leader. This stand must be of Bushi
or of mounted. If the taisho's stand is removed from play the morale of that
clan will suffer. The clan may contain any additional number of stands.
The taisho from the largest clan will be called daimyo, army leader. If this
stand is of element type Bushi his base should be 2 cho wide and deep,
depicting the daimyo seated with his advisors behind his camp curtain, and
surrounded by his hatamoto bodyguard. The base will be immobile, and have
a larger command radius than normally. If he is mounted none of this applies.
If the daimyo stand is removed from play the army collapses.
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3.0 Pregame events
3.1 Determine attacker and defender
After each player has organized his army, initiative is determined. The players
throw one die, making the higher scorer the attacker, and his opponent the
defender.
3.2 Setting up terrain
The defender places two to six features. None of these features may be
closer to the center point of the table than 4 cho (16cm). The attacker
chooses his base table edge. If table edges are of unequal length a long table
edge must be chosen.
Features larger than 10 cho across count as two area features. Ditches can
be circular or square if they enclose a fort or encampment. The table can also
be edged by coastline that stretches from one baseline to another. This
coastline cannot go further in on the table than one third of the table width.
Terrain can affect movement, combat and command range:
Affects
move?
Woods
Affects combat? Affects command?
Yes
Yes
yes
Flooded rice fields, Yes
marshes,
broken
ground
Yes
No
Villages
No
Yes
Yes
Steep hills
Yes
Yes
Yes
Gentle hills
No
No
Yes
Dry
rice
gardens
fields, No
No
No
Fences
No
Yes
No
Roads allow troops to double their movement as long as they are deployed in
a one element wide column and make their movement entirely along them.
Roads should be made slightly narrower than one base width.
Obstacles such as fortifications, large ditches and rivers are crossed as if they
are bad going. A river cannot be wider than one cho (4cm) to be crossable,
4
and in this case the river counts as bad going. Rivers wider than this are
treated as impassable. Steep cliffs, lakes and sea are treated as impassable.
3.3 Army deployment
After terrain is set up, the players secretly write down the positions of the
clans relative to each other. If they want to perform an off-table flank march,
they should instead write down the side of the table the clan should enter
from.
E.g: Clan Takeda left, clan Sanada right of Takeda, clan Obu behind Sanada,
clan Hara flank marching on the right flank.
Armies may not deploy nearer the centre line of the gaming table than 4 cho
(16 cm). Likewise, they may not deploy nearer the edge of the table than 4
cho. Clans may not intermingle; you must be able to draw a rectangle around
each of your clans when they are deployed, and the rectangles may not
intersect.
The defending player first deploys his camp and his daimyo's clan. The
attacking player then does the same. Then the defending player deploys the
rest of his army and the attacker does the same.
Clans on a flank march are not deployed. They dice for control normally, and
enter the table anywhere on the enemy half of the table on the first turn the
score is a roll of more than five. In subsequent turns, the clan functions
normally. The daimyo's clan may not flank march.
Any element in a clan may be left un-deployed if they are hidden from enemy
sight. To do this, they must be behind fortifications, at least 1 cho into wooded
or built-up areas or behind the crest of a hill. Their position must be accurately
noted for each element and they will remain un-deployed until they move or
are discovered by the enemy. Discovery by the enemy happens when the
enemy comes within one cho from the hidden group. After the discovery the
group is deployed on the tabletop. Neither daimyo nor taisho may be hidden
in this way.
4.0 Sequence of play
References to relevant sections are sub-points. The sequence of play is:
- Moving player throws one command die for each clan he possesses.
-
See 5.1 for details and significance of first die
Moving player executes movement orders.
See 5.2 for action point cost, 5.3 for distance and allowable
movement, 5.5 for terrain effects (burde det flyttes?)
- Obligatory moves are executed.
5
Uncertain clans: 5.1
Clans determined for itchiban: 5.1
Cost to avoid obligatory moves: 5.2
-
Beaten clans: 7.1
Impetuosity: 7.2
Missile combat is resolved in the order moving player wishes and
-
results are applied immediately.
Section 6.2
Close combat is resolved in the order moving player wishes and results
-
are applied immediately.
Section 6.3
Opponent repeats the process above to complete the turn.
5.0 Command and movement
5.1 Command and control; and itchiban
The moving player throws one die for each clan in his army. These dice are
referred to as command dice.
The result, the number of action points, indicate how many orders a taisho or
daimyo can give to his troops this turn, and determine how complex they can
be. Each clan will spend the action points received from its own command die.
Action points from command dice are not transferable between the clans.
Action points that are not used by one clan may not be transferred to other
clans or saved for use in subsequent turns.
If the first command die thrown is a six, the clan is determined to be first into
battle (“itchiban”) and thus gain glory. All elements in the clan will move
straight ahead its full move every round as an obligatory move until the first
element in the army contacts enemy or the enemy base edge, or the clan
receives a command die of one. Elements or groups not initially pointed at the
enemy base edge will be wheeled to do so before the first movement
sequence. This wheel is completely free and not paid for either by movement
or action points. Groups will keep their cohesion; if this means that some
elements in the groups will move shorter than their full move this is OK.
To be able to issue orders, the taisho or daimyo cannot be further away from
the troops he wishes to command than 15 cho (60 cm). A daimyo depicted as
Bushi is immobile, and has a command radius of 25 cho (100 cm).
Groups are defined as any stands from the same clan that are in edge and
corner contact.
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5.2 Action points and cost
If groups or elements receive no action points and suffer no obligatory moves,
they stand still.
- To change formation from line to column or vice versa, the group must
-
receive two action points.
To move straight ahead and/or wheel up to its maximum movement
-
allowance, the group or single element must receive one action point.
To move backwards as a group (yumi only) the group must receive one
-
action point.
To stand still to prevent an obligatory move, the group or element must
-
receive one action point.
Any group or element that has moved during the turn will not perform
any obligatory moves.
1
Stays
put
New
New
New
position position position
for
for
for
4
3
2
2
3
4
Drawing 1: Four elements of Yari Bajo changing from
column to line. The arrows cannot be longer than the
elements' maximum move
When a taisho dies, the action points available for his clan each turn for the
rest of the game is halved, rounding down. So if you throw a 5, the clan will
have 2 available action points this turn. When the daimyo dies, the army is
counted as beaten.
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5.3 Movement
5.3.1 Movement distances
Maximum allowable movement for each troop type is as follows:
Movement distance
Yari bajo
4 cho (16 cm)
Nagae Yari, Bushi
2 cho ( 8 cm)
Yumi, Teppo, Yari Ashigaru
3 cho (12 cm)
Movement for the whole turn is halved if part of it is in bad going.
5.3.2 Single element moves
Single elements are elements not in a group. They can move in any direction
as long as no corner exceeds the maximum allowable movement rate.
5.3.3 Wheeling
Wheeling allows for a group to change facing for the whole group while
moving. The outer element may move up to its maximum move. The inner
elements will shorten their movement distance to preserve the cohesion/
formation of the group.
1
2
3
4
1
2
3
4
Drawing 2: Wheeling. The arrow can not be longer than
the move of the elements.
5.3.4 Strategic movement
Clans may move more than once per turn if their daimyo so desires. Extra
movement costs one action point for each time the maximum movement limit
is exceeded. Strategic movement cannot go within 5 cho of enemy troops.
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5.3.5 Moving through friendly units (interpenetration)
2
3
4
Original Original
Position position
1
3
4
New
New
Position position
A group of elements or any single element may move through any friendly unit
from any angle it desires as long as the movement allows the whole group to
end up clear of the unit it moves through. There can be no change of
formation during such a move, but strategic movement is allowed to complete
Drawing 3: All elements are from the same side. Interpenetration like
this is allowed.
the move.
5.3.6 Moving backwards
Groups completely of Yumi can move and wheel backwards. Other elements
can only do this as single element moves, or as outcome moves.
5.3.7 Zone of control
Any element having part of its base within the one-cho square immediately in
front of an enemy element's front finds itself locked:
• It may stand still
•
It may move directly backwards without changing its facing
9
•
It may move into frontal contact with the element
No other movement is permissible; however, if the element finds itself within
Drawing 4: Both 1 and 2 are ZOCed by Yumi4, and Yumi4 is ZOCed by
both of them. 3 is not in any ZOC. 1 and 2 can also be fired upon by Yumi
1
2
3
ZOC
Yumi
4
4, but 3 cannot.
several zones of control it may choose which of these elements it wants to go
into contact with. An element exactly one cho distant – e.g. it has just recoiled
from contact – is within the zone of control.
5.4 Breaking contact
Elements in contact may retreat up to one full move directly to its rear. Yumi
can do this as a group move, other element types as a single element move.
No element can break contact if also contacted to the side or rear or if they
are in contact with enemy with movement rate superior to their own. Close
combat troops immediately follow up any break-off move by advancing one
cho. (Dette er problematisk hvis ytterste elementet i en linje kontaktes. Fix for
dette?)
5.5 Terrain effects on command and movement
Terrain restricts the way troops move and receive orders. For troops out of
sight from their taisho or daimyo (in woods, in villages or behind hills), the
distance orders can be issued at is reduced to half (usually 8 cho; 12 cho for
stationary daimyo). Troops in a one element wide column which moves along
a road, double their movement speed. Movement rates for the whole move
are halved for all troop types if parts of the move are in bad going.
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6.0 Combat
6.1 Combat basics
Missile combat is resolved before close combat, but otherwise the moving
player decides in which order the fighting elements engage each other. All
outcomes are applied immediately, before any new dice are rolled.
When combat is resolved, both sides dice and add the results they get with
the basic combat modifiers for their fighting element type. Favourable combat
results are achieved by scoring more than the enemy. The basic combat
modifiers are as follow:
Combat
Yari Bajo
3
Yumi
2
Missile Factor
Classed as
Close combat troops, mounted
2
Missile troops
Teppo
2
3
Missile troops
Bushi
4
Close combat troops
Yari
Ashigaru
3
Close combat troops
Nagae
Yari
3
Close combat troops
Daimyo and taisho get a +1 bonus to all combat rolls since they are
representing the Hatamoto, the general’s elite bodyguard.
6.2 Missile combat
After all orders and obligatory moves are executed, missile combat takes
place. To be able to fire, the target must be within the shooter's ZOC and the
shooter must not be in contact with enemy.
The target will always fire back if it can. If this isn’t the case, the shooting
element will ignore any negative results it receives. The tactical modifiers
for missile combat are as follows:
11
-
A target behind pavises, built-up-area or in wooded areas receives a
-
+1 bonus if enemy scores more.
An element firing downhill inflicts a -1 penalty on its target.
6.3 Close combat
When troops are moved into contact with the enemy, they must line up their
front corners to the corners of the enemy elements. The only exception to this
is when a group contacts a single enemy element. In this case the single
element conforms to the group that contacts it. Non-corner-to-corner contact
is not considered contact for the purposes or these rules. (what about groups
of elements lined up 0,5cho apart?)
It is allowed to contact the side or rear of the enemy element. Unless already
in frontal contact, the enemy will immediately change facing to fight the
attacking element. The tactical modifiers for close combat are as follows:
-
If outflanked by the enemy, the element suffers a -1 penalty for each
-
flank.
Elements fighting uphill, suffer a -1 penalty to their combat modifier.
-
Elements defending a riverbank impose a -1 penalty on opponents.
-
Elements behind fortifications will receive a +1 bonus if enemy scores
-
more.
Yari bajo receive -1 when partly in, or fighting opponents partly in, bad
going
6.4 Combat outcome
To determine how an element is affected by combat, the modified combat
result must be compared with that of the enemy. If the enemy score is
higher than friendly element, the element recoils. Exceptions:
Yumi or teppo in Destroyed if their enemy is Yari Bajo in contact with their
good going:
go-kenin.
Bushi,
ashigaru:
yari Destroyed by Yari Bajo in their own bound if the Yari
Bajo are also in contact with their go-kenin.
12
Troops behind Are not destroyed even if their combat outcome says so,
pavises,
but they will recoil
fortifications or
fences:
If the element scores double or more their opponent is destroyed. An element
supporting a combat with side or rear contact will recoil if it looses, but will not
be destroyed.
6.5 Recoiling elements
Recoiling elements immediately move one cho directly to its rear without
changing their facing. If a recoiling element is also contacted at the side or
rear, it will be destroyed instead. Missile troops recoil through elements lined
up with them. Elements lined up behind other types of recoiling element will
be pushed backwards along with it.
If an element doesn’t have enough room to recoil because of e.g. impassable
terrain features or friendly troops facing in another direction than their own, it
will be destroyed instead.
6.6 Destroyed elements
Destroyed elements make one recoil move before being permanently
removed from the tabletop. This represents the surviving members of a unit
panicking and dispersing.
6.7 Impetuous elements
Close combat troops will follow up recoiling or destroyed enemies by moving
one cho directly forwards. All elements fighting enemies behind fortifications
and fences will always follow up if they destroy or recoil their opponent in
close combat. Elements placed behind fortifications, fences or pavises will
never follow up in close combat.
7.0 Victory and defeat
7.1 Losses and beaten clans
Destroyed elements are counted as lost. So are elements where part of its
base crosses the table edge for any reason. Clans where 1/3 or more of the
elements are lost, and who, at some later time in the game, receive a 1, 2 or 3
for command die, are counted as beaten. They fight as normally, but they
move their full move directly towards their own base line as an obligatory
13
move every round. Once a clan is beaten it can never become un-beaten,
regardless of subsequent good command dice.
7.2 Impetuosity and beaten enemies
Elements that find themselves closer to a beaten enemy element than any
other enemies will move a full move towards them as an obligatory move.
7.3 Beaten armies
When half the elements of an army are counted as lost, or belong to beaten
commands, the army will be counted as beaten. The army is also counted as
beaten if the daimyo is lost. When this happens, the game is over and the
remaining army will be declared victorious.
8.0 Notes on army lists
In general
● There should be an element of Yari Ashigaru per element of mounted troops or bushi, if these bushi are samurai. These are the element's go­kenin followers and need to be in the same clan as them.
● 10 to 25% of an army, depending on clan, was usually missile troops. Teppo should only be used after 1575 unless some specific scenario is fought out. ● After 1550 the large majority of ashigaru not acting as go­kenin or missile troops should be nagae­
yari.
9.0 Scenario rules
Ikke les dette, det er en god blanding greie og gamle ting - Arnstein
Allegiance uncertainty:
If the first command die thrown is a one, the clan is uncertain of its allegiance and
will not move any ement until it has received a command die of six in some future
bound. This doesn't affect the daimyo's clan; they will fight regardless of throwing a
one first turn.
If such an uncertain clan receives an additional command die of one before it has received a six, it will change sides and become a determined clan on the opposing side. The opposing player will receive the die for the clan and can use the clan as his own from his next turn.
Missile combat and fortifications:
-
A target behind fortifications receives +2 bonus if enemy scores more, but the shooting element will ignore any reversed results due to this modifier.
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Tsutsu may also shoot at field fortifications if there are no defenders. This happens exactly as normal combat. The defender uses the fortification tactical modifier, +2, as his combat factor.
Samurai and monks classed as Yumi, fight close combat with a factor of 3
15
Quick ref:
Move
Fighting
Missile
Yari Bajo 4
3
-
Yumi
3
2
2
Teppo
3
2
3
Yari
ashigaru
3
3
-
Bushi
2
4
-
Nagae
Yari
2
3
-
Comment
Quick killed
By supported
yari bajo if in
good going
Go-kenin,
By supported
baggage
yari bajo in
carriers
and their
own
others
bound, if in
good going
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