Samurai Battles Art of Tactics Rules Text

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    SAMURAIBATTLESTM

    www.art-of-tactic.com

    6413/B

    Art-of-Tacticby Konstantin Krivenko

    Rules

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    BATTLEFIELD BASICSHere are a few basic features of the Art of Tactic thatyou should understand before you begin your first

    battle: Simultaneous Play: During each game phase, allplayers act simultaneously. You give orders to yourtroops at the same time, and then resolve your orderssimultaneously. For ease of play, some actions maybe done in turnssuch as rolling dice when units areengaged in combatbut the results of those actionsoccur simultaneously.

    Units and Unit Cards: Your army is made up of anumber of units. Each unit is an independent groupof warriors that you control. Every unit has a matchingUnit Card, where all of the units abilities and available

    orders are listed. You cannot give an order to a unitif that order is not on the matching Unit Card! Forexample, a unit of Samurai swordsmen does not showthe Fire Ranged Weapons order: You cannot order thisunit to re arrows at an enemy unit because they haveno bows!

    20-Sided Dice: This game uses special 20-sided dice,which may be different from other dice you are familiarwith. These dice are used just like traditional 6-sideddice: roll the dice and read the number that lands ontop to determine the result of your roll.

    Art of Tactic is based on realistic battlefield

    encounters. While it is impossible to consider everydetail of a battle in a board game, you must keepin mind the same rules of engagement that realcommanders must remember. This valuable tacticaladvice will help you lead your army to victory:

    - Try to foresee the actions of your opponent.

    - Bluff: try to mislead your opponent.

    - Use reconnaissance to uncover your enemys plans.

    - Use the terrain to your advantage.

    - Focus your efforts against your main targets andobjectives.

    - Spare your troops: dont expose them to enemyattack needlessly.

    Samurai Battles is an expandable game system. Thisstarter set has everything you need to create manybattles, but its only the starting point. New sets ofunits can be purchased separately to expand yourarmy with new and different types of units. Each setincludes the Unit Card you need for the game. You canlearn about new sets and game expansions on ourwebsite: www.samurai-battles.com.

    This game includes a few scenarios for you to play.You can create your own scenarios too, or you can

    download them from our website. These rules assume that you are playing with twoplayers. Each player commands one of the two armies.If more than two are playing, the units of one or both

    armies are divided among the players, in any mannerthey agree on. Regardless of the number of players ineach army, they always ght as a team.

    Four levels of play: To help you learn the Art of Tactic,these rules are divided into four parts. The Basic Rulesexplain how units move and ght. The IntermediateRules add unit Morale and Honor. The Advanced Rulesexpand the effects of terrain. Finally, the Expert Rulesadd Fatigue. You can play Samurai Battles at any levelof diffi culty, or work your way up as you sharpen yourskills!

    PREPARATION FOR PLAYBefore you begin your rst game, you will need tocarefully separate the pieces from the frames andassemble the units.

    When you are ready, choose a scenario to play. Eachscenario has a map of the battleground. Set up thegame board using the terrain tiles as shown on themap and place the units on the board.

    The scenario you have chosen will explain the lengthof the game, and how you can earn Glory Points. Theplayer who scores the most Glory Points wins thebattle.

    BASIC RULES

    UNITS AND UNIT CARDS

    10

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    Before we get into the details of how to play, lets takea look at the units you will command in the battle.Every unit is represented on the game board by agroup of models set into a base so they are easy tomove around. Each unit has a matching Unit Card thatshows all of the units abilities as well as the orders youmay assign to it.

    Unit FlagsEvery unit has a Unit Flag that shows the symbol forthis unit type (Ashigaru, Samurai, Monks, etc.), thetype of armament (naginatas, bows, arquebus, etc.),

    Welcome to Samurai Battles and the Art of Tactic System! ese are all of the rules that youwill need to create epic battles on the fields of feudal Japan, using the innovative and unique

    Art of Tactic System.

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    and experience level (experience level will be used in afuture expansion release).

    Each units ag and Unit Card must be marked with thesame number, so it is always clear which card belongsto which unit on the game board.

    Unit CharacteristicsThe front side of a Unit Card lists all of

    the units characteristics. In the BasicGame, you only use the abilities inthe orange boxes.

    Unit Type and SymbolA unit can be one of many different types, and canbe identied by the symbol on the Unit Card andmatching Unit Flag:

    ASHIGARU WITH YARIAshigaru were the common soldiers of Japanese armies. Thoughnot as well trained as Samurai, Ashigaru armed with yari (spears)

    were much more numerousin fact, they formed the backboneof Japanese armies in the XVI and XVII Centuries.

    ASHIGARU WITH ARQUEBUSThe Arquebus was introduced to Japan by Portuguese traders inthe middle of the XVI Century. Easier to master than the bow, thearquebus soon became popular with Ashigaru soldiers.

    SAMURAI WITH NAGINATASamurai were trained to use a plethora of melee weapons, andwould often use a polearm called the naginata. This versatileweapon could be used in massed formations as well as in singlecombat.

    MOUNTED SAMURAIMedieval Japanese armies lacked good horses, and therefore alsolacked true heavy cavalry. Nevertheless, Samurai cavalrycompensated for the poor quality of their horses with superiorskill.

    ASHIGARU ARCHERSThe bow was traditionally regarded as a weapon of the Samurai.Eventually, however, Ashigaru began using them too. Throughtheir superiority in numbers, Ashigaru archers could achieveadequate results.

    GENERAL STAFFJapanese generals were Samurai from the noble families, andwere as proficient in fighting as they were at commanding anarmy. Surrounded by his elite loyal bodyguards, the generalcould change the course of a battle.

    Range Chart and Firepower Value

    Only units armed with ranged weapons, such asmounted archers or arquebusiers have this ability.

    A units Firepower Value is determined by the range ofthe attack. The chart on the Unit Card shows differentFirepower Values for each range that unit can hit. If aspace on the chart is marked with an x, the unit maynot attack an enemy at that range.

    The Firepower Value tells you how likely the unit is to

    hit when attacking with its ranged weapons. You mustroll the number shown or less on a die to score a hitwhen this unit makes a ranged attack. The FirepowerValue is the same whether you are attacking infantry orcavalry (see Ranged Combat).

    Example: This unit of archers can fire on an enemytarget that is between 2 and 6 hexes away. If it attacksa unit 3 hexes away, the Firepower value is 4, but ifthe target is 5 hexes away, the Firepower is only 2.

    range 3 hexesFirepower 4

    range 5 hexesFirepower 2

    Attack Values

    A units Attack Values determine how likely the unitis to hit an enemy when it attacks. You must roll thenumber shown or less on a die to score a hit (see MeleeCombat).

    Example: This unit has an Attack Value AgainstInfantry of 4. When it attacks, any die roll of 1-4 iscounted as a hit, while any result of 5-20 is a miss.

    All units have 2 Attack Values:

    Attack Value Against Infantry is used only when theunit attacks an enemy infantry unit.

    Attack Value Against Cavalry is used only when the unitattacks an enemy cavalry unit.

    Cavalry units show two numbers in each Attack Valuebox, such as 8x3. The rst number is the units AttackValue. The second number is the number of dice youroll for each model in the unit when attacking.

    Example: When this cavalry unit attacks an enemyinfantry unit, it rolls 3 dice for each model in the unit,with a base Attack Value Against Infantry of 8, and

    Attack Value Against Cavalry of 6.

    Defense Value

    The quality of a units defensive equipment, as wellas the level of training and combat experience,determines how well the unit can avoid losses duringa combat. These abilities are combined into a single

    number called Defense Value. A units Defense Value isthe number of hits the unit can take without sufferingany casualties. Each time a unit is hit, its currentDefense Value is reduced by 1 point for each hit.

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    Some orders can increase or decrease a units DefenseValue, as can some types of terrain. Always record thecurrent Defense Value for each unit in the matchingbox of the Unit Card.

    At the beginning of each turn, the Defense Value of allunits return to their original, unmodied values.

    The Order Chart

    The back side of the Unit Card shows a chart which listsall of the orders that you may assign to that unit. Youcannot issue any orders to a unit that are not listed onits Order Chart!

    During the Planning Phase, place a mark in theright hand column for the order you wish toissue to each unit. If you issue Fire Ranged

    Weapons or Assault orders, write the numberof the target enemy unit in this box.

    Below the Order Chart is a series ofhexes. When you issue a movementorder to a unit, you must writedown the hex numbers that theunit will move through that turn.

    THE COURSE OF THE BATTLEThe game is played over a series of turns. The numberof turns played is determined by the scenario youchose before the game.

    Each turn is divided into two phases:

    1. Planning Phase

    2. Execution Phase

    The phases must be completed in order. Both playersplay simultaneously during each phase. A phase iscomplete when both players have nished all of theiractions for that phase. You cannot begin the nextphase until the current phase is complete.

    The Planning Phase:Issuing Orders to Units

    All players must secretly give orders to all of their unitsduring this phase. Do not reveal your orders to your

    opponent at this time!To issue an order, mark the Order Chart on the back ofyour Unit Card in the row that matches the order youwant that unit to execute. Some orders also require

    you to write in additional information, such as thetarget of an attack. After you write the units orders,place the Unit Card on the table face up (so youropponent cannot see the orders you have given).

    When all players have issued orders to all of their units,the Planning Phase ends.

    If for any reason you do not issue an order to a unitthat is not engaged in melee combat, that unit

    automatically executes the Rest order.

    The Execution Phase:Carrying Out the Orders

    The players now turn over all of their Unit Cards toreveal the orders that were issued. After this moment,no orders can be cancelled or changed!

    All units now execute their orders, following the stepslisted below. All units with the rst order (DefensiveOrders) execute their orders before any units with thesecond order (Ranged Combat Orders) execute theirs,and so on. Orders of the same type always occur at the

    same time. To simplify play, you may complete yourorders by taking turns, but the effects of orders of thesame type are always simultaneous.

    Execution Phase SequenceThe Execution Phase is divided into 6 steps. Each stepmust be completed before the next step begins:

    1. Defensive Orders (All-Around Defense, Defend, Fireand Retreat)

    2. Ranged Combat Orders (Fire Ranged Weapons)

    3. Movement Orders (Assault, March, Move and Fire,

    Pursue, Run)

    4. Special Orders (Ambush, Join Up, Receive Supplies,Reconnaissance, Rest)

    5. Melee Combat

    6. Retreat Orders (Flee, Panic, Retreat)

    Note: Flee and Panic are special orders that a unit maybe forced to execute if it fails a Fortitude Test. Theseorders are not listed on the Unit Cards.

    UNIT COMMANDERS

    Commanders are special modelsthat can be added to a unit toincrease its abilities. Units withCommanders have a higherFortitude, and roll additional dicewhen attacking. You may onlyassign 1 Commander to each unit.

    Important: Your General Staff unitalways counts as having a Commander, and has all thebenets listed below.

    Units Without a Commander

    Normally, a unit will not have a Commander. A unitwithout a Commander is limited to certain types oforders. You can only give these orders to a unit withouta Commander:

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    Defend

    All-Around Defense

    Rest

    March

    Units without Commanders can engage enemy unitsby using the March order, and will defend themselvesnormally if attacked. But, these units cannot gain thebenets of the Assault order and cannot make any

    ranged attacks.Important: These restrictions do not apply to a unit ifyou have a Commander in any adjacent hex. Any unitadjacent to a friendly unit that has a Commander maybe given any order that is listed on its Unit Card, andmay assault the enemy and make ranged attacks asnormal.

    Commander AbilitiesA unit that includes a Commander receives thesebenefits:

    The unit can be assigned any order that is listed on

    the Unit Card. Units without Commanders that areadjacent to a unit with a Commander can also beassigned any listed order.

    The Commander ghts with the rest of the unit, and iscounted when the unit attacks.

    Example: A unit of spearmen includes 5 warriors and1 Commander. Since this is an infantry unit, eachmodel rolls 1 die when the unit attacks. There are 6models total, so the unit attacks with 6 dice.

    A cavalry unit with a Commander has suffered1 casualty, so it now includes 1 warrior and 1

    Commander. The Unit Card shows x3 in the AttackValue box, so each model rolls 3 dice when the unitattacks. Since there are 2 models total, the unitattacks with 6 dice.

    If the unit suffers casualties, the Commander model isalways the last one removed from the unit stand (theother warriors will lay down their lives to protect theirCommander).

    Exception:If an enemy Ninja unit attacks and inictscasualties, the Commander model is the rst casualtyremoved! The unit loses all the benets of having aCommander if enemy Ninjas kill the Commander.

    MOVEMENTMovement orders are used to move your units aroundthe battleeld. When you give a movement order toa unit, you must write down the exact path that theunit will follow when it moves. During the MovementOrders Step of the Execution Phase, all units withmovement orders will take their actions.

    Movement ValueEach unit has a limit to how far it can move eachturn. This is called the Movement Value. All infantryunits have a Movement Value of 1 when marching,

    or 2 when running or charging. All cavalry units havea Movement Value of 2 when marching, or 4 whenrunning or charging. Battleeld terrain can affect aunits Movement Value (see Terrain).

    All units with movement orders must follow the exactroute written on their Unit Cards. Usually, it is moreconvenient to move the units one at a time (e.g., therst unit moves its entire route, then the next unitmoves, and so on). But, when several units are tryingto move into the same hex, or when enemy units moveinto adjacent hexes, these units must move one hexat a time. Once all such units have moved one hex, allof them that still have moves to make move a second

    hex, and so on.Example: These archers have been given the MarchOrder. They will move straight ahead 2 hexes, aswritten in the Order Chart.

    EncountersOnly one unit may occupy a hex at a time. If, duringmovement, two units try to enter the same hex at thesame time, they have an encounter. Both units muststop moving in the last space they occupied beforeentering the same hex.

    Example 1: After both moving 1 hex, these 2 units tryto enter the same hex for their next move. Both unitsmust stop.

    If the units are in adjacent hexes and try to movetowards each other, both units must stop.

    Example 2: After each moving 1 hex, these units findthemselves adjacent to each other. Now their ordersrequire them to move into each others hex, so bothunits must stop. Since they are enemies, they entermelee combat.

    If several units try to enter the same hex and one ofthem has the Assault order, this unit enters the hex. Ifseveral units with Assault order try to enter the samehex, roll a die for each of them and add the unitscurrent Fortitude to the result of the roll. The unit withbiggest total enters the hex.

    Zone of Control and MovementA unit must stop moving if it enters an enemy Zone ofControl or Defense Zone, or it it moves in a way thatcauses an enemy unit to enter its own Zone of Control.

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    Those units will attack during the Melee Combat Stepof the Execution Phase.

    ZONE OF CONTROL

    A unit threatens the areaaround it with itsweapons, and this limits

    the enemys ability tomove through that area.

    This is called a Zone ofControl. The Zone ofControl for all unitsincludes all 6 adjacenthexes.

    No unit may ever move through an enemy units Zoneof Control. If a unit enters an enemy Zone of Control,it must stop moving and enters melee combat withthat unit. Similarly, if a unit moves in a way that puts anenemy in its own Zone of Control, it must stop moving

    and engage the enemy.Example: A unit of Samurai cavalry moves acrossthe battlefield, and into a hex adjacent to an enemyarcher unit. Since this hex is in the archers Zone ofControl, the cavalry must stop moving for the turn.It is now engaged with the archers and they willfight during the Melee Combat Step of the ExecutionPhase.

    A unit that has the Defend, Ambush, or Fire and Retreatorder does not have a Zone of Control. Instead, thisunit has a Defense Zone.

    Important: A unit engaged in melee combat does nothave a Zone of Control.

    Defense Zone

    Only units that have been given Defend, Ambush, orFire and Retreat orders have a Defense Zone. When

    you give one of these orders to a unit, you must turnthe unit on the game board so it is facing a single sideof the hex it occupies. This will determine where theDefense Zone is.

    MELEE COMBATMelee combat is fought between units in adjacenthexes, using hand weapons such as swords or spears.A unit enters melee combat if any of the followingoccurs:

    If the unit attacks an enemy unit when executing theAssault order;

    If the unit is attacked by an enemy unit executing theAssault order;

    If the unit moves into an enemy units Zone of Controlor Defense Zone when executing any movement order;

    If the unit moves in such a way that an enemy unitenters its own Zone of Control; or

    If an enemy unit move into this units Zone of Controlor Defense Zone when executing any movement order.

    If a unit enters melee combat with an enemy unit, wesay that the unit is engaged with that enemy. Youmust turn the unit model so that it is facing towardsthe enemy unit. A unit can only attack an enemy inmelee combat if it is facing that enemy.

    If a unit moves into an enemys Zone of Control orDefense Zone, it must immediately stop moving andengage that enemy. Point the moving unit so it isfacing the enemy unit.

    If a unit is attacked by two or more enemy units at thesame time, it must turn to face the enemy unit thathas the highest total Attack Value (multiply each units

    current Attack Value by the number of gures in theunit).

    Example: The defending unit 1 must turn to faceattacking unit 3, since it has a higher total AttackValue (40) than unit 2 (24).

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    Exception:If a unit moves to attack an enemy thatis already engaged in melee with another unit, thatdefender does not turn to face the strongest attacker.Instead, it remains engaged with the current enemy,for as long as both units are still involved in the meleeghting.

    Teaming Up: Units 1 and Unit 2 are engaged in meleeat the beginning of the turn. Unit 3 joins the attack onUnit 1 from the front, but Unit 1 cannot turn to facethis attack as long as Unit 2 is still engaged.Unit 4 is making a ank attack against Unit 1,and Unit 5 is attacking the rear.

    Melee Attacks

    A unit engaged in melee can only be given one order:Retreat. If the unit was not ordered to Retreat, it gets tomake an attack during the Melee Combat step of theExecution Phase. Each unit can make 1 melee attackeach turn, against the enemy that it is facing. Theseattacks take place simultaneously.

    To make a melee attack, you must follow these steps:

    1. Determine Attack Value:The units Attack Value isbased on the type of unit you are attacking (infantryor cavalry). Add or subtract all modiers to determineyour nal Attack Value.

    2. Roll Attack Dice:Each model in the unit rolls dice

    when you attack. All infantry units roll 1 die for eachmodel (including any Commander). Cavalry units rollthe number of dice listed on the Unit Card for eachmodel (including any commander).

    3. Count Hits:The number rolled on each die iscompared to the nal Attack Value. If the die roll isequal to or less than the Attack Value, you score a hit! Ifthe roll is higher, it missed. Add up the total number ofdice that rolled hits.

    4. Apply Damage:Each die that rolled a hit in step 3inicts 1 damage to the target unit. Damage is appliedto the targets Defense Value rst. Each hit reducesthe Defense Value by 1 point. If the Defense Value isreduced to 0, each hit that remains inicts 1 casualty.Remove 1 model from the unit for each casualtyinicted.

    Important:Always write the current Defense Valueof the target unit when it takes damage. The reducedDefense Value remains until the beginning of thenext turn, and does not protect the unit against otherattacks this turn. When 2 or more units attack the sametarget, they are more likely to inict casualties sincethe defender does not recover its Defense Value untilthe beginning of the next turn.

    Flank and Rear AttacksUnits are trained to ght facing their enemy, wheretheir weapons and formations are most effective. But, ifa unit is engaged in melee, it cannot turn to face otherfoes that attack from the sides or rear where it is morevulnerable to attack.

    When a unit is engaged, the model must be turned toface the enemy unit. This is called the units front side.

    The sides of the unit are called anks and the sideopposite the front is the rear (see the illustration).

    A unit can keep 2 enemy units in its front side if theyare in adjacent hexes. If the second attacking unit isnot in an adjacent hex, it can attack the anks or rear ofthe defending unit. So, you can use one unit to engagean enemy, then assault the defender through the ankor rear sides to gain the benet of a ank or rear attack.

    Important: If your unit enters an enemys ank or rearhex when executing a March or Run order (instead ofthe Assault order), your unit must engage in meleecombat with the defender but it is not a ank or rearattack! Only units with Assault orders can benet fromthese bonuses.

    CONTINUING MELEE COMBATAny unit that is engaged in melee at the beginningof the turn that was not given a Retreat order mustcontinue to ght in melee combat. Do not issue anyorders to these units: units involved in a continuingmelee do not receive any ability modiers for theirorders.Units that do not retreat may not move away from themelee combat.

    Zone of Control in MeleeA unit engaged in melee combat at the beginning ofa turn does not have a Zone of Control for the entireturn.

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    Unit 1 is still engaged in melee at the beginning of theturn, so it does not have any Zone of Control. Unit 2can move through hex 320 without entering meleecombat with unit 1, but only if it has been given anAssault order against unit 3 : If unit 2 is executing aMove or Run order, it must stop in hex 315 and enter

    melee because unit 2 does have a Zone of Control.

    Ending Melee CombatUnits engaged in melee combat must continuefighting until one of the following occurs:

    The unit is issued the Retreat order;

    The unit is completely destroyed; or

    The enemy unit is destroyed or retreats.

    When your enemys unit is destroyed or retreats, youmust check if there is another enemy in your unitsZone of Control. If there is, your unit immediately turns

    to face the next strongest of these enemy units (theenemy with the highest total Attack Value). Turn yourmodel to face the next enemy.

    If there are no more enemies to ght, you may issueorders to your unit normally on the next turn.

    RANGED COMBATRanged combat occurs when a unit with the Firepowerability (a ranged unit) attacks an enemy unit from adistance.

    Line of SightA unit can only make a ranged attack against an enemythat it can see. Where a unit can see is called Line ofSight. Some types of terrain and most units on thebattleeld block Line of Sight.

    To determine if a unit has Line of Sight to an enemyunit, draw an imaginary straight line from the center ofthe attackers hex to the center of the targets hex. It isrecommended that you use a piece of string or similarobject stretched between the centers of the two hexesto help determine if a unit can see the target. If anypart of this imaginary line crosses any part of a hex thatis occupied by a terrain type or a unit that blocks Line

    of Sight, the attacker cannot see the target and cannotmake a ranged attack.

    Important:All units except Ninja units block Line ofSight.

    Important:Units engaged in melee combat cannot bea target of a ranged attack.

    RangeWhen you make a ranged attack, you must rstdetermine the range between the attacker and itstarget. The range is the number of hexes between the2 units, counting the targets hex but not counting theattackers hex.

    Example: The archers are at range 3 from the cavalryunit.

    Every unit with a ranged attack has a range chart atthe top of its Unit Card. The arrow symbol on the rangechart shows the hex that the unit is in. Find the rangeto the target on the chart. The number in that box isthe Firepower Value for the attack.

    If the box for that range shows an x, your unit may notmake a ranged attack against an enemy at that range.

    Ranged AttacksRanged attacks follow the same procedure as meleeattacks, except that the attacker uses its FirepowerValue instead of its Attack Value. When you determinethe nal Firepower Value, remember to check therange chart on the attackers Unit Card.

    AmmunitionWhile melee weapons such as swords and spears canbe used for the entire battle, ranged weapons likebows or the arquebus require ammunition each timethey are red. Every ranged unit (archers, mountedarchers, arquebusiers, etc.) begins the game with a fullsupply of 7 Ammunition points.

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    Each time the unit executes an order that requires itto re its weapons (such as Fire Ranged Weapons) itmust spend 1 Ammunition point. If the unit has noAmmunition left, it cannot execute one of these orders.

    The arrow models are used torecord the amount ofAmmunition a unit has. At thebeginning of the battle, insert7 arrows into the units stand.Each time an Ammunitionpoint is used, remove 1 arrow.

    A ranged unit can get moreAmmunition from a Peasant

    Transport by executing the Receive Supplies Order (seeOrders).

    Note that the Peasant Transport unit is not included inthis Starter Set, but may be purchase separately.

    Kill ZonesSome orders, such as Defend or Ambush, will give

    a ranged unit a Kill Zone. This is the area of thebattleeld that the unit can re its weapons at. TheKill Zone is a cone of hexes that begins at the frontside of the unit, based on the direction it is facing,and extends to the maximum range that it will re(determined when you issue the order to the unit).A unit with a Kill Zone will automatically attack anyenemy unit that enters this part of the battleeld,interrupting that units movement.

    ORDERSEach turn, you will assign orders to all of your units.Each unit can only be assigned 1 order each turn. Markthe order you choose on each units Unit Card. Allorders are resolved during the Resolution Phase.

    Defensive OrdersThese orders are used for units that you want todefend themselves against enemy attacks. They areexecuted during the Defensive Orders Step of theExecution Phase:

    All-Around DefenseThis order prepares a unit to defend itself againstenemies from all directions. This unit does not haveany ank or rear sides, and no attacker receives thosebonuses, even if they assault it from a direction thisunit is not facing.Cavalry units cannot be issued the All-Around Defenseorder.

    Ranged units may not shoot ranged weapons whenexecuting this order.

    DefendThis order tells a unit to defend part of the battleeld.The defending unit has a Defense Zone (see DefenseZone) You must write down which hex the unit willface when it executes this order. This will determinethe direction of the units Defense Zone.

    If a unit with this order is attacked, it engages theattacking enemy units. If an assault comes from theunits front facing, it can engage 2 enemy units at once.

    Turn the unit to face the attacker with the highesttotal Attack Value. If the unit is assaulted from anyother direction, it is treated as a ank or rear attack, asappropriate.

    Most cavalry units cannot be issued the Defend order.However, mounted samurai archers can be issued thisorder.

    A ranged unit with Defend orders gains a Kill Zone in

    addition to its Defense Zone. You must write down themaximum range that the unit will re (in the order boxfor the Defend order).

    The unit will re its ranged weapons at the rstenemy unit that moves into its Kill Zone, or thatbegins its movement inside the Kill Zone. The enemysmovement is temporarily interrupted until the rangedattack is complete. If multiple enemies move intothe Kill Zone at the same time, the defender chooseswhich 1 enemy unit to shoot at. The ranged unit mustspend 1 Ammunition point to make this attack (seeAmmunition).

    Example: This unit of archershas the Defend order with aKill Zone range of 3 hexes.The highlighted hexes are inthe Kill Zone. As soon as theenemy Samurai enter the KillZone, the archers willimmediately attack. Then theSamurai can continue moving(assuming they survive).

    Fire and RetreatThis order tells a ranged unit to re at any attackersand fall back. You must write down the direction theunit will be facing when it executes this order. This willdetermine the direction of the units Defense Zone. Youmay issue this order only to units that have a rangedattack.

    The unit gains a Kill Zone with a maximum range of2 hexes. If an enemy unit enters this Kill Zone, the

    defending unit immediately makes a ranged attackagainst the moving unit (its movement is temporarilyinterrupted). Then, the defending unit moves directlybackwards 1 hex.

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    If multiple enemies move into the Kill Zone at the sametime, the defender chooses which 1 unit to attack.

    The unit must spend 1 Ammunition point if it res itsweapons at an attacker.

    If the defending unit is assaulted from any directionthat is not covered by the units Kill Zone, it is treatedas a ank or rear attack, as appropriate. The defenderdoes not get to re its weapons or retreat.

    Example: An arquebusier unit has Fire and Retreatorders, when a unit of enemy cavalry with Assaultorders moves to attack through their Kill Zone.The arquebusiers immediately fire their weapons,inflicting 1 casualty, then they move back 1 hex.The cavalry unit passes its Fortitude Test and keepsmoving, but because the arquebusiers retreated 1hex, the cavalry cannot reach themthe attack fails!

    Playing Hint: Use this order with caution: on the onehand, it allows you to shoot at an enemy from a shortdistance and then retreat, thus disrupting his assault.On the other hand, if your unit is attacked by theenemy it will fight at a disadvantage. Think carefullybefore giving this order!

    Ranged Combat OrdersThese orders can only be issued to units that can makea ranged attack. They are executed during the RangedCombat Step of the Execution Phase:

    Fire Ranged WeaponsThis order tells the unit to re its ranged weapons atan enemy unit. You may only issue this order to unitsthat have a ranged attack. You must write down thenumber of the enemy unit you want to shoot at. The

    target enemy must be within your weapons range andin Line of Sight (see Ranged Combat).

    The unit must spend 1 Ammunition point.

    Movement OrdersThese orders are used for units that you want to movearound the battleeld. They are executed during theMovement Orders Step of the Execution Phase:

    AssaultThis order instructs a unit to move across thebattleeld and attack an enemy in melee combat. You

    must write down the exact path that the unit will takewhen it moves. Infantry units may move up to 2 hexeswhen making an assault. Cavalry units may move up to4 hexes. You must also write down the number of theunit you want to attack. You can only target an enemyunit that is in Line of Sight of the assaulting unit andis within the assaulting units assault distance (2 hexesfor infantry and 4 hexes for cavalry) when the order isissued. When a unit with Assault Orders moves, it hasno Zone of Control.Assault orders are resolved at the same time as othermovement orders. To see if any units run into each

    other, you must resolve all movement 1 hex at a time(see Movement). Your assault movement may beinterrupted by an enemy unit that res on or attacksyour unit.

    If your unit can move adjacent to the target unit, yourassault succeeds and you engage that enemy in meleecombat.Note:You can only receive bonuses for ank and rearattacks when you execute an Assault order.

    If an assaulting unit has moved through all the hexesit was ordered, but still didnt enter melee combat, itmust move towards the target unit via shortest routeuntill it either enters combat or uses up its maximummovement allowance (2 hexes for infantry and 4 hexesfor cavalry).

    MarchThis order tells your unit to move carefully across thebattleeld. You must write down the exact path yourunit will take when it moves. Infantry units may move1 hex. Cavalry units may move up to 2 hexes. Sometypes of terrain can prevent your unit from executinga March order (see Terrain). Your movement may beinterrupted by an enemy unit that res on or attacksyour unit.

    If your unit moves into an enemy Zone of Control orDefense Zone, it must stop moving and engage thatenemy (see Movement).

    Move and FireThis order instructs your unit to move across thebattleeld and re its ranged weapons at the enemy.You may only issue this order to cavalry units withranged weapons, such as mounted Samurai archers.Infantry units may not execute a Move and Fire order.Note that mounted Samurai archers are not included inthis Starter Set, but may be purchased separately.

    You must write down the exact path your unit will takewhen it moves. Your unit may move up to 4 hexes. Youmust also underline the exact hex that your unit willre from during its movement, and write the numberof the enemy unit you want to attack. The targetenemy must be within your weapons range and inLine of Sight when you make the attack.

    Example: A unit of mounted archers has beenassigned the Move and Fire order. It will move 2 hexesto the right, fire its weapons, and then move 2 hexestowards the rear.

    The unit must spend 1 Ammunition point.

    Some types of terrain can prevent your unit fromexecuting a Move and Fire order (see Terrain). Yourmovement may be interrupted by an enemy unit thatres on or attacks your unit.

    RunThis order tells your unit to move as quickly as possibleacross the battleeld. You must write down the exactpath your unit will take when it moves. Infantry unitsmay move up to 2 hexes. Cavalry units may move upto 4 hexes. Some types of terrain can prevent your unitfrom executing a Run order (see Terrain).

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    Special OrdersThese orders include a number of activities that are notdirectly related to movement or combat. Not all unitscan execute all of these orders. You can only issue aspecial order to a unit if it appears on the Order Chartof its Unit Card. All special orders are executed duringthe Special Orders Step of the Execution Phase:

    AmbushThis order tells your unit to hide from the enemy. A unitthat executes the Ambush order becomes hidden. Youmay only issue this order to a unit that is not engagedin melee combat, and there must be no enemy unitswithin 2 hexes. You can only issue this order to a unitthat is in certain types of terrain (see Terrain).When you execute this order, remove the unit modelfrom the game board, and place it on its Unit Card. Youmust write down the hex number where the unit islocated, and the direction that the unit is facing.A hidden unit has a Defense Zone and a Kill Zone (if ithas a ranged attack):

    If an enemy unit enters the Kill Zone of a hiddenranged unit, and is within 2 hexes range, the hiddenunit immediately res its weapons. If several enemyunits move to within 2 hexes range (and are in the KillZone), you must choose which single enemy unit toshoot at. Your unit must spend 1 Ammunition point tomake this attack.

    Important:A hidden unit can only re if the enemy iswithin 2 hexes range! If an enemy unit enters the Defense Zone of thehidden unit, the units are engaged in melee. Thehidden unit attacks normally, but the enemy unit does

    not to get to attack the hidden unit this turn. If an enemy unit approaches the hidden unit from anydirection that is not in its Defense Zone, the units areengaged in melee combat, but it does not count as aFlank or Rear attack.

    A hidden unit cannot be the target of any rangedattacks or the Assault order.If the hidden unit is engaged in melee by any enemyunit, or if it makes any ranged attack, it is immediatelyrevealed. Return the unit model to the game board inthe space written on the Unit Card.A Ninja unit (and only a Ninja unit) can detect a hidden

    unit by executing the Reconnaissance order within 2 or3 hexes of the hidden unit.Note that Ninja units are not included in this StarterSet, but may be purchase separately.

    Join UpThis order allows you to combine two damaged units.You must issue this order to two units of the same typethat are in adjacent hexes, and may do so only if thetotal number of models left in both units (combined)is not larger than the full strength starting size of oneunit of this type. You must also write down which hex

    the joined unit will be located in after the order isexecuted.

    Place the models from the smaller unit in the base ofthe larger unit. Remove the empty model base and its

    matching Unit Card from the game.When two ranged units join together, the new unit hasAmmunition points equal to amount of Ammunitionthe larger of the two joined units had.

    If a resulting units includes more than oneCommander, replace all the excess commanders withordinary trooper models.

    Example: Two damaged Samurai units in adjacenthexes are issued the Join Up order. The smaller unitonly has 2 models left, so they are added to the largerunit. Together, they have a total of 6 models, so thecombined unit is back to full strength!

    Receive SuppliesThis order allows a ranged unit to rell its Ammunitionpoints. You may only issue this order to a unit that isadjacent to a Peasant Transport unit. You may givethis order to multiple ranged units that are adjacentto the same Peasant Transport. You must also give theReceive Supplies order to the Peasant Transport unit.

    The ranged unit cannot have more Ammunition than itbegan the game with (7 arrows per unit).

    Peasant transport units dont have Ammunitionmarkers. They can give to allied units any number ofAmmunition.

    RestA unit with Rest orders does nothing during the turn,though it may ght in melee if attacked.Any unit that did not receive an order (for any reason),or which received an order that it cannot execute(such as shooting at a unit that is out of Line of Sight),automatically executes the Rest order instead.

    ReconnaissanceThis order can only be given to a Ninja unit. If there areany hidden enemy units within 3 hexes of the Ninjaunit, all of them are revealed. Return the hidden unitsto the game board.

    Retreat OrdersUnits that are ordered to leave melee combat moveduring the Retreat step of the Execution Phase, after allmelee combat is complete.

    RetreatThis is the only order that allows a unit to voluntarilyleave melee combat. You must write down the exactpath your unit will take when it moves. Infantry unitsmay move 1 hex. Cavalry units may move up to 2hexes. You cant order your unit to retreat to a hexadjacent to an enemy unit when the order is given.

    This order is only executed if your unit is not destroyedor Put to Flight during melee combat this turn (seeMelee Combat).

    If all units engaged in a melee combat are issued

    Retreat orders, the melee is abandoned and all unitsmove without any combat rolls being made.

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    SPECIAL UNIT ABILITIESSome units have special abilities that apply only to thatunit. These elite units can be very powerful, and cansway a battle in a moment.

    Ninja UnitsNinja are highly-trained assassins, often used toeliminate key enemy leaders during a battle. All Ninja

    units have these special abilities: Agility: Ninja units may enter types of terrain that

    are forbidden to other units, such as thick forests orsteep slopes (see Terrain).

    Spies: Only Ninja units may execute theReconnaissance order (see Orders).

    Assassins: If a Ninja unit inicts casualties onan enemy unit that includes a Commander, theCommander must be taken as the rst casualty(instead of the last see Unit Commanders). If aninja unit shoots at an enemy unit simultaneouslywith an allied unit, or if it attacks an enemy unit in

    melee together with an allied unit, then the enemycommander should be removed if the ninja unit hitthe enemy at least once and the enemy unit suffers acasualty.

    Ninja units dont require a commander. You cantinclude a commander gure into a ninja unit.However, ninja units act as if they had a commander:you can issue them any order that is on their Unitcard.

    Ammo Supply: Ninja units dont have Ammunitionmarkers. They can shoot any number of times pergame.

    Mounted Samurai ArchersThese units are very mobile, and can strike an enemyfrom a distance, making them an extremely valuableaddition to your army. Only mounted Samurai archerscan execute the Move and Fire order.

    Peasants with ammo supply Peasants with ammo supply dont require a

    commander. You cant include a commander gureinto a peasant unit. However, peasant units act asif they had a commander: you can issue them anyorder that is on their Unit card.

    Ammo Supply: Peasant transport units dont haveAmmunition markers. They can give to allied unitsany number of Ammunition.

    General Staff UnitsEach army has 1 General Staff unit. This representsyour generals and their staff, and must be protected.General Staff units have the following special abilities: High Command: General Staff units always count as

    having a Commander, as long as any models are stillpart of the unit. All rules that apply to units with aCommander also apply to General Staff units.

    TERRAINMost battleelds are not simple, wide open, atelds. Hills, trees, or buildings can all appear on abattleeld, and each type of terrain can inuence abattle in different ways. Clever use of terrain can be thedifference between victory and defeat, so consider theterrain carefully during the battle!Some types of terrain grant bonuses to unit abilities,such as Defense Value, for any unit that occupies thehex. Many terrain types also reduce movement, andsome block Line of Sight.Units may only execute an Ambush order if they are inthe right kind of terrain.Any reduction to movement is applied only when theunit enters a hex with this terrain.Example: An Infantry unit assaults an enemy andmust move into a hex with light woods. The unit canonly move 1 hex when entering light woods, so it willonly reach the enemy if it began its movement in ahex adjacent to the light woods.

    PlainsPlains hexes do not block Line of Sight.You cannot issue the Ambush order toany unit that is in a plains hex.

    Light WoodsLight woods hexes block Line of Sight.No unit can execute the Run order intoor through a light woods hex.If a unit executes an Assault or Move and

    Fire order into or through a light woodshex, its movement is reduced: infantry units may onlymove 1 hex and cavalry may only move up to 2 hexes.All units may execute an Ambush order when in a lightwoods hex.

    Heavy WoodsHeavy woods block Line of Sight. No unitcan execute Assault or Run orders into orthrough a heavy woods hex.Cavalry units cannot move into orthrough a heavy woods hex.

    Infantry units may execute an Ambush order when in aheavy woods hex.

    Rice FieldsRice elds hexes do not block Line ofSight.No unit can execute the Run order intoor through a rice elds hex.If a unit executes an Assault or Move

    and Fire order into or through a rice elds hex, itsmovement is reduced: infantry units may only move 1hex and cavalry may only move up to 2 hexes.You cannot issue the Ambush order to any unit that isin a rice elds hex.

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    RiverRiver hexes do not block Line of Sight.Any unit can attempt to cross a river, butit must make a Loss Test. The Loss Test ismade immediately when the unit enters

    the river hex. All units except Ninja units must spendtheir entire turn to enter a river hex (they can onlyenter the river from an adjacent hex). The unit movesout of the river hex normally during the next turn, butit can only use the March order (the unit may not run):infantry may only move 1 hex, cavalry may move up to2 hexes.If a unit crossing a river enters a hex adjacent to anenemy unit, it must enter melee after the Loss Test, anddoes not recieve any benets from the Assault order.

    Loss TestTo make the Loss Test, roll 1 die for each model in theunit. Each die roll that is 1-10 means that one modelhas safely crossed the river. Each result that is 11 orhigher means that the unit suffers 1 casualty (thesoldiers have drowned). Defense Value has no effect

    on these casualties. If a unit suffers any casualties dueto a Loss Test, the unit must make a Fortitude Test asnormal (if using the Intermediate Rules).

    FordFord hexes do not block Line of Sight.A ford is a shallow part of a river than canbe crossed more safely. A unit crossing ariver at a ford hex does not make a Loss

    Test.No unit can execute the Run order into or through aford hex.

    If a unit executes an Assault or Move and Fire orderinto or through a ford hex, its movement is reduced:infantry units may only move 1 hex and cavalry mayonly move up to 2 hexes.You cannot issue the Ambush order to any unit that isin a ford hex.

    BridgeBridge hexes do not block Line of Sight.No unit can execute the Run order intoor through a bridge hex.If a unit executes an Assault or Move and

    Fire order into or through a bridge hex, its movementis reduced: infantry units may only move 1 hex andcavalry may only move up to 2 hexes.You cannot issue the Ambush order to any unit that isin a bridge hex.

    RavineRavine hexes do not block Line of Sight.Cavalry units cannot move into orthrough a ravine hex.Infantry units cannot execute the Run

    order into or through a ravine hex.If an infantry unit in a ravine hex executes an Assaultorder, its movement is reduced: the unit may onlymove 1 hex.

    A unit in a ravine hex is visible only to units in adjacenthexes, and only has Line of Sight to the adjacent hexes.

    Rocky GroundRocky ground hexes do not block Line ofSight.No unit can execute the Run order intoor through a rocky ground hex.If a unit executes an Assault or Move

    and Fire order into or through a rocky ground hex, itsmovement is reduced: infantry units may only move 1hex and cavalry may only move up to 2 hexes.You cannot issue the Ambush order toany unit that is in a rocky ground hex.If there is rocky ground on a hill hex, cavalry unitscannot move up the slope into that hex.

    VillageVillage hexes block Line of Sight.All units may execute an Ambush orderwhen in a village hex.

    HILLSHills are created using the plastic tiles. A hill hex canhave any type of terrain on top of the hill. Simply placethe right kind of terrain tile on the hill tile. The terrainon top of the hill determines any bonuses or penaltiesunits receive for being in that hex.

    You can create hills of any height by stacking 1 or morehill tiles in the same hex. The difference in numberof hill tiles between two adjacent hexes determineshow steep the slope is. The type of slope may apply

    a movement penalty to some units if they movebetween those hexes:

    Gentle Slope

    If the difference in height is 1 hill tile, there is a gentleslope.

    Infantry units with the Run order may not move acrossa gentle slope.

    If an infantry unit executes an Assault order across agentle slope, its movement is reduced: the unit mayonly move 1 hex.

    Abrupt Slope

    If the difference in height is 2 hill tiles, there is anabrupt slope.

    Cavalry cannot move up or down an abrupt slope.

    Infantry units with Assault or Run orders may not moveup or down an abrupt slope.

    No unit may engage in melee with an enemy that is onthe other side of an abrupt slope.

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    UNITS AND UNIT CARDS

    Unit AbilitiesIn addition to the unit abilities in the Basic Rules, thefront of each Unit Card shows some other information:

    Attack ValuesThe orders you assign to a unit may modify its AttackValues, as can the terrain your unit occupies. Thesemodiers always apply to both Attack Values.

    If a unit has an Honor Marker, both of its AttackValues are increased by +1 (see Honor).

    Fortitude 10No matter how well trained they are, warriors on thebattleeld are still human: they hope to survive thebattle! The willingness of soldiers to continue ghtingwhen things get tough is represented in the gameby the units Fortitude. Fortitude determines how aunit will react to the psychological impact caused bysuffering casualties and enemy attacks on their ankor rear. A units Fortitude can change during the game.You must always mark the current Fortitude value in thecorresponding box of the Unit Card (see Fortitude Tests).A units Fortitude immediately decreases when the unit

    suffers casualties (-1 Fortitude for each casualty).If a unit has a Commander, it receives a +3bonus to its Fortitude.

    If a unit is within 2 hexes of a friendly GeneralStaff unit, it receives a +4 bonus to its Fortitude.

    If a unit has an Honor Marker, its Fortitudevalue increases by +2.

    The units orders and the terrain it occupiesmay also modify its Fortitude (See Orders and

    Terrain Modiers).

    Order ModifiersBelow the units abilities is a row of boxes you can use towrite down the ability modiers the unit receives fromthe orders you have issued to that unit (see Orders).

    Steep Slope

    If the difference in height is 3 hill tiles, there is a steepslope.

    Only Ninja units can move up or down a steep slope.

    No unit may engage in melee with an enemy that is onthe other side of a steep slope.

    Hills and Line of Sight

    Hills block Line of Sight for all units except thosestanding on the hill itself.

    If the ring unit is on a hill hex, its Line of Sight isblocked for only 1 hex behind any terrain that blocksLine of Sight, but not any hexes farther away.

    Example: The archers on this hill cannot see theAshigaru right behind the forest, but they can see the

    mounted Samurai farther away.

    INTERMEDIATE RULES

    Once you have mastered the Basic Rules, you are ready for even greater challenges. Now you will haveto consider the morale and fortitude of your units. Sometimes, it will be the braverrather than the

    stronger unit that carries the day.

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    Unit ConditionsBeneath the Order Modiers row is a chart showing allof the different conditions that may apply to that unit,as well as the modiers that those conditions apply tothe units abilities.

    The Order Chart

    The columns of the Order Chart show the abilitymodiers that apply to the unit for each order.

    The Course of the BattleEach turn is now divided into threephases:

    1. Morale Phase2. Planning Phase

    3. Execution Phase

    The Planning Phase and Execution Phase are playedthe same as the Basic Rules.

    The Morale PhaseAll units that are Hesitant, Shaken, or Panicked mustmake a Fortitude Test. If a unit passes this test, itsMorale Level will improve. If it fails, the Morale Leveldoes not change (see Unit Morale).

    UNIT MORALEMorale represents a units willingness to risk its life andcontinue ghting the enemy. A unit can have one offour different Morale Levels, which may change overthe course of the game. The Morale Level for each unitis shown by adding red Morale Markers to the UnitFlag. The more markers, the worse the units MoraleLevel:

    Normal (0 Morale Markers)

    Hesitant (1 Morale Marker) Shaken (2 Morale Markers)

    Panicked (3 Morale Markers)

    A units Morale Level affects its ability to ght, and mayrestrict the orders that you may assign to that unit:

    NormalA unit at the Normal Morale Level has no modiers andacts normally.

    Hesitant

    A unit with 1 Morale Marker is Hesitant. A Hesitant unitsuffers these penalties:

    -2 Attack Value;

    -1 Defense Value; and

    -1 Fortitude.

    During the Morale Phase of each turn, every Hesitantunit must make a Fortitude Test. If the unit passes thetest, it becomes Normal (remove the Morale Markerfrom the Unit Flag). If it fails this test, its Morale Level

    does not change.Hesitant units may be given orders normally.

    Shaken

    A unit with 2 Morale Markers is Shaken. A Shaken unitsuffers these penalties:

    -3 Attack Value;

    -2 Defense Value; and

    -2 Fortitude.During the Morale Phase of each turn, every Shakenunit must make a Fortitude Test. If the unit passes thetest, it becomes Hesitant (remove 1 Morale Markerfrom the Unit Flag) and can be given orders normally. Ifit fails this test, its Morale Level does not change.

    Shaken units will move during the Retreat Step ofthe Execution Phase, starting in the turn that the unitbecame Shaken. The unit will execute the Flee orderevery turn, as long as it remains Shaken (see Flee). Thisorder is executed automatically, and is not listed on theUnit Card.

    If a Shaken unit is engaged in melee combat, and failsany required Fortitude Test before combat (such asbeing assaulted on a Flank side), it becomes Panickedbefore the ghting begins. If it fails a Fortitude Testbecause of casualties it has suffered, it becomesPanicked after the ghting for the turn.

    PanickedA unit with 3 Morale Markers is Panicked. A Panickedunit suffers these penalties:

    Its Attack Value is reduced to 0;

    Its Defense Value is reduced to 0; and -3 Fortitude.

    During the Morale Phase of each turn, every Panickedunit must make a Fortitude Test. If the unit passes the

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    test, it becomes Shaken (remove 1 Morale Marker fromthe Unit Flag) and must be given the Flee order. If itfails the test, its Morale Level does not change.

    Panicked units will move during the Retreat Step ofthe Execution Phase, starting in the turn that the unitbecame Panicked. The unit will execute the Panic orderevery turn, as long as it remains Panicked (see Panic).

    This order is executed automatically, and is not listedon the Unit Card.

    If a Panicked unit is engaged in melee combat, andfails any required Fortitude Test before combat (suchas being assaulted on a Flank side), it immediatelysurrenders before the ghting is resolved and isremoved from the game board (the unit is treated asdestroyed). If the unit passes the test, it continues toght, but with the penalties listed above.

    If a Panicked unit suffers any casualties during meleecombat, it immediately surrenders and is removedfrom the game board (the unit is treated as destroyed).

    The unit does not get to make a Fortitude Test to avoid

    surrendering.

    Commander Abilities

    In addition to the abilities explained in the Basic Rules,a unit with a Commander gains a +3 bonus to itsFortitude.

    Melee Combat ModifiersThe orders assigned to the attacker can increase or

    decrease the units Attack Value. The defenders orderscan increase or decrease its Defense Value(see Orders).

    If the attacker has an Honor Marker, it receives a +1bonus to its Attack Value (see Honor).

    The attackers Attack Value may be modied by theunits Morale Level. The defenders Defense Value mayalso be modied by its Morale Level.

    If a unit with the Assault order attacks an enemy fromthe Flank or Rear, it receives the bonuses listed below.

    Flank AssaultIf a unit with the Assault order attacks an enemy from aank side, it receives these benets:

    The defender must immediately make a Fortitude Testwith a -3 penalty. Note that this penalty is applied tothis test only.

    The attacker receives a +2 bonus to its Attack value,+1 to its Defense value, and +1 to its Fortitude.

    Rear Assault

    If a unit with the Assault order attacks an enemy fromthe rear side, it receives these benets:

    The defender must immediately make a Fortitude Testwith a -5 penalty. Note that this penalty is applied tothis test only.

    The attacker receives a +3 bonus to its Attack value,+2 to its Defense value, and +2 to its Fortitude.

    Combined AssaultsIf a unit is assaulted from both anks, or from the ankand the rear at the same time, it must make 2 Fortitude

    Tests (1 for each attack).

    ENDING MELEE COMBATUnits engaged in melee combat must continue

    fighting until one of the following occurs: The unit is issued the Retreat order;

    The unit is completely destroyed;

    The enemy unit is completely destroyed or retreats;

    The unit is Put to Flight; or

    The enemy unit is Put to Flight.

    If a unit destroys an enemy unit in meleecombat, the winning unit receives 1 HonorMarker.

    A unit with an Honor Marker gains +1 Attack Value (seeHonor) and +2 Fortitude (see Fortitude).If there is another enemy unit in the winners Zone ofControl, the winning unit must engage the strongestof these enemy units during the next turn (the enemywith the highest total Attack value)turn the unit toface the next enemy.

    If the enemy unit is Put to Flight, the winning unit doesnot receive an Honor Marker. If there is another enemyunit in the winners Zone of Control, the winning unit

    must turn and engage the strongest of these enemyunits next turn. If there are no more enemies, thewinner will try to pursue (see Pursue).

    Put to FlightA unit engaged in melee combat will be Put to Flightif it is Hesitant or Shaken and it fails a Fortitude Testfor any reason. After combat is resolved for the turn,during the Retreat Step of the Execution Phase, a unitthat was Put to Flight will make a Flee or Panic move(see Unit Morale).

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    Melee Combat Example

    This unit of Samurai cavalry has engaged someAshigaru spearmen. The Samurai are attacking!

    Step 1: Determine Attack Value: Since the Samuraiare attacking an infantry unit, it must use the AttackValue Against Infantry, which is 8. This is modied bythe Samurai units Assault orders (+2) for a nal Attack

    Value of 10.Step 2: Roll Attack Dice:There are 2 models in thesamurai unit, so it rolls 6 dice. The die results are: 1, 3, 4,9, 13, and 13.

    Step 3: Count Hits:Each die that rolls less than orequal to the Attack Value (10) scores 1 hit, so theSamurai inict a total of 4 hits on the Ashigaru!

    Step 4: Apply Damage:The Ashigaru unit has notbeen attacked yet this turn, so it still has its baseDefense Value of 1. The rst hit reduces this value to0 (which is marked on the Ashigaru Unit Card). Theremaining 3 hits each cause 1 casualty, so 3 models

    are removed from the Ashigaru unit. This reduces theunits Fortitude by 3. Since the Ashigaru unit sufferedcasualties, it must make a Fortitude Test against itsreduced Fortitude value. The roll is a 14: the unit failsthe test!

    All melee combat is simultaneous, so the Ashigaru unitwill get to attack the Samurai unit at the same time,before the 3 casualties are inicted. Since the Ashigaruunit had 4 models at the start of the ghting, it will roll4 dice when it attacks.

    FORTITUDE TESTSWhen the stress of battle may cause a unit to losethe will to ght, it must make a Fortitude Test. Thefollowing situations force a unit to make a Fortitude

    Test:

    Each time the unit suffers casualties (after the attackis complete). Remember that the unit loses 1 Fortitudefor each casualty before it makes the Fortitude Test.

    When the unit is attacked from one of its Flank sides.Remember that the unit suffers a -3 penalty to itsFortitude for this test only. This test must be madebefore the melee combat is resolved.

    When the unit is attacked from its Rear side.Remember that the unit suffers a -5 penalty to itsFortitude for this test only. This test must be madebefore the melee combat is resolved.

    If the unit is Hesitant, Shaken, or Panicked, and notengaged in melee combat, it must make a Fortitude

    Test during the Morale Phase each turn (see TheMorale Phase). If your General Staff unit is destroyed, all of your unitsmust make a Fortitude Test once the attack is resolved,with a -2 penalty. For the rest of the game, all of yourunits suffer a -2 penalty to Fortitude.

    Making Fortitude TestsWhen you must make a Fortitude Test, rst determinethe current Fortitude value of your unit. Rememberto count all modiers (if the unit has a Commander,bonuses or penalties for Orders you have given, ifyour General Staff is within 2 hexes, from sufferingcasualties, etc.) and mark the correct value on the UnitCard. Then roll the die: If the number rolled is less thanor equal to the units current Fortitude, it passes thetest. If the result is higher, the unit fails the test.

    Example: A unit of Ashigaru archers began the

    battle with a Fortitude of 10. This turn it has Fire andRetreat orders, which imposes a -1 Fortitude penalty,but it is only 2 hexes away from its HQ unit. Thearchers just suffered their first casualty, so they mustmake a Fortitude Test. The units current Fortitude is10 (base) -1 (Orders) +4 (HQ) -1 (1 casualty) = 12. Ifthe die roll for the Fortitude Test is 12 or less, the unitpasses. If the roll is 13 or more, it fails.

    Failing a Fortitude TestIf your unit fails a Fortitude Test, its Morale Level willget worse:

    If the unit has an Honor Marker:The Honor Markeris lost (remove it). The unit suffers no other penalty.

    If the unit did not have an Honor Marker:The unitsMorale Level decreases by 1 level:

    - If the unit was at the Normal Morale Level, it isnow Hesitant.

    - If the unit was Hesitant, it is now Shaken.

    - If the unit was Shaken, it is now Panicked.

    - If the unit was Panicked, it may now rout orsurrender.

    To show that the units Morale Level has decreased,

    add 1 red Morale Marker to its Unit Flag.Exception: If a unit fails a Fortitude Test during theMorale Phase, or when testing to see if it must pursuean enemy unit that is Put to Flight, its Morale Leveldoes not get worse (see The Morale Phase and Put toFlight).

    HONORIf a unit is victorious in melee combat, it may gainan Honor Marker. Each unit on the winning side of amelee combat receives 1 Honor Marker if the enemyunit is completely destroyed or if it surrenders (by

    failing a Fortitude Test when Panickedsee UnitMorale).

    A unit may never have more than 1 Honor Marker at atime. Any additional Honor Markers are lost.

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    If a unit has an Honor Marker, it receives the followingbonuses:

    +1 Attack Value

    +2 Fortitude

    If a unit with an Honor Marker fails a Fortitude Test, theHonor Marker is lost instead of the unit losing a MoraleLevel. Do not put a red marker on the Unit Flag.

    ORDER COMBAT MODIFIERSThe orders you issue to a unit may increase or decreasethe units abilities, such as Attack Value or Fortitude.

    These modiers apply for the entire turn, unless theunits orders change (due to a failed Fortitude Test).

    A few orders are changed from the Basic Rules, andthere are new orders that apply to units that failFortitude Tests.

    Defensive OrdersAll-Around DefenseModiers: -2 Attack; +1 Defense; -1 Fortitude

    DefendModiers: +1 Defense; +1 Fortitude

    Fire and RetreatModiers: -2 Attack; -1 Defense; -1 Fortitude

    If the attacker suffers casualties from the defenders

    re and fails the resulting Fortitude Test, it must stopmoving.

    Ranged Combat Orders

    Fire Ranged WeaponsModifiers: None

    Movement Orders

    AssaultModiers: +2 Attack

    MarchModifiers: None

    Move and FireModiers: -1 Attack; -2 Firepower

    RunModiers: -1 Attack; -1 Defense; -1 Fortitude

    Flee

    Modiers: -3 Attack; -2 Defense; -2 FortitudeUnits that are Shaken (units with 2 red Morale Markerson their Unit Flags) will execute the Flee order everyturn, during the Retreat Step of the Execution Phase.

    The unit must move at its fastest rate towards yourGeneral Staff unit, following the shortest possible path(2 hexes for infantry and 4 hexes for cavalry). Unitsexecuting the Flee order can leave melee combat.

    If the unit reaches a hex that is adjacent to the GeneralStaff unit, it immediately becomes Hesitant and stopsmoving for the turn. Remove 1 Morale Marker from theUnit Flag (automatically: do not make a Fortitude Test).

    If you have no General Staff unit (because it wasdestroyed), units executing the Flee order must movetowards your edge of the game board instead.

    PanicModiers: Attack = 0; Defense = 0; -3 Fortitude

    Units that are Panicked (units with 3 red Morale Markeron their Unit Flags) will execute the Panic order everyturn, during the Retreat Step of the Execution Phase.

    The unit must move at its fastest rate towards thenearest edge of the game board, following the shortestpossible path (2 hexes for infantry and 4 hexes forcavalry). Units executing the Panic order can leavemelee combat.

    If the unit reaches the last hex on the edge of the gameboard, the unit is routed and removed from the game(treat it as if it was destroyed).

    PursueModifiers: None

    This order is given to a unit in melee combat if itsenemy is Put to Flight, if there are no other enemies

    engaged with the unit and it fails its Fortitude Test. Ifthere is another enemy unit in its Zone of Control, itimmediately turns to face the strongest enemy andengages it in melee combat instead (see Ending MeleeCombat).

    You must write down the number of the enemy unitthat your unit is going to pursue (your choice if thereare multiple enemy units running away from thatmelee combat).

    A unit with Pursue orders always moves directlytowards the eeing unit at maximum speed (2 forinfantry or 4 for cavalry). If it can reach the enemy unit,it will engage that unit in melee combat again.

    Special Orders

    AmbushModiers: +3 Attack; +1 Defense; +2 Firepower;+1 Fortitude

    If an enemy unit approaches the hidden unit fromany direction that is not in its Defense Zone, the unitsare engaged in melee combat, but it does not countas a Flank or Rear attack. The hidden unit does

    not receive the +3 Attack value bonus, but it stillreceives +1 Defense and +1 Fortitude.

    If an enemy unit enters the Kill Zone of a hiddenranged unit, the hidden unit shoots with +2 Firepower.

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    Join UpModiers: -2 Attack; -1 Defense; -1 Fortitude

    If two Hesitant units join up, the combined unit is stillHesitant. If a Hesitant unit joins a Normal unit, thecombined unit will be at the Normal Morale Level.

    After the two units join up, recalculate the unitsFortitude based on the new units size.

    Example: A Hesitant unit with 2 models joins aNormal unit with 3 models. The new unit will beNormal and include 5 models. The combined unit willonly be at -1 Fortitude.

    Receive SuppliesModifiers: None

    ReconnaissanceModifiers: None

    RestModiers: -2 Attack; -1 Defense; -1 Fortitude

    Retreat Orders

    RetreatModiers: Attack = 0; +1 Defense; +1 Fortitude

    SPECIAL UNIT ABILITIES

    General Staff UnitsEach army has 1 General Staff unit. This representsyour generals and their staff, and must be protected.General Staff units have the following special abilities:

    High Command: General Staff units always count ashaving a Commander, as long as any models are stillpart of the unit. All rules that apply to units with aCommander also apply to General Staff units.

    Inspirational:Units close to the General Staff are lesslikely to break. When a friendly unit is within 2 hexesof your General Staff unit, it receives a +4 bonus toall Fortitude Tests (see Fortitude), +2 bonus to AttackValues, and +1 bonus to Defense Value.

    Rally Point:If a Shaken unit is able to move into a hexadjacent to a friendly General Staff unit, it immediately

    becomes Hesitant and stops moving. Remove 1 MoraleMarker from the Unit Flag (See Flee).

    Dishonor: If your General Staff unit is destroyed, all ofyour units on the game board must immediately makea Fortitude Test with a -2 penalty. For the rest of thegame, all of your units have -2 Fortitude (See Fortitude

    Tests).

    PlainsModifiers: None

    Light WoodsModiers: +1 Defense

    Heavy WoodsModiers: +2 Defense

    Rice FieldsModifiers: None

    RiverModiers: -3 Attack; -2 Defense; -2 Firepower;-2 Fortitude

    FordModiers: -1 Attack; -1 Defense; -1 Firepower;-1 Fortitude

    BridgeModiers: -2 Attack; -2 Firepower

    VillageModiers: +1 Defense; +1 Fortitude

    Rocky GroundModifiers: None

    RavineModifiers: None

    HillModiers: A unit in melee gains +1 Attack Value if itis 1 level higher than the enemy it is fighting.

    A unit in melee suffers -1 Attack Value if it is 1 levellower than the enemy it is fighting.

    ADVANCED RULESTERRAIN MODIFIERS

    In addition to its effect on unit movement, terrain can modifya units combat abilities.

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    Fighting battles is hard work, and just running arounda battleeld in heavy armor will tire the hardiest ofmen. During the game, units gain Fatigue when theyperform various actions. Fatigue can reduce the unitsability to perform.

    A units level of Fatigue is represented by FatigueMarkers. These grey markers are placed on the tip ofthe Unit Flag. 1 Fatigue Marker is gained when the unit:

    Executes an Assault order;

    Goes up a slope when executing any type ofmovement order;

    Executes a Move and Fire order;

    Executes a Retreat order (unless both sides retreat atthe same time);

    Executes a Run order; or

    Crosses a River without using a Bridge or Ford.

    The number of Fatigue Markers on the Unit Flagdetermines the penalties the unit suffers:

    Fatigue Points:

    Unit Ability: 2 or 3 4 or more

    Attack -1 -1

    Defense no effect -1

    Fortitude -1 -2

    Firepower -1 -2

    If a unit has 4 or more Fatigue Markers, you cannotissue Assault or Run orders to that unit.

    If a unit has 6 or more Fatigue Markers, it can onlyexecute the Rest order. If this unit is engaged in meleecombat, it surrenders to the enemy at the end of theMelee Combat Step of the Execution Phase (removethe unit from the board and treat it as destroyed).

    A unit can remove Fatigue Markers by executing theRest or Ambush orders. Remove 1 marker each turn

    that a unit rests or remains hidden.

    ORDERS

    AssaultWhether the assault succeeds or not, your unit receives1 Fatigue Marker.

    Move and FireYour unit receives 1 Fatigue Marker when it executes aMove and Fire order.

    RetreatAfter moving, your unit receives 1 Fatigue Marker.

    If all units engaged in a melee combat are issuedRetreat orders, the melee is abandoned and all unitsmove without any combat rolls being made.The units

    do not suffer any casualties, and they dont receiveFatigue Markers.

    RunYour unit receives 1 Fatigue Marker when it executes aRun order.

    AmbushA hidden unit also recovers Fatigue. Each turn that theunit remains hidden, remove one Fatigue Marker fromthe Unit Flag.

    Join UpIf either unit has Fatigue Markers, the new unit hasFatigue equal to the unit with the most FatigueMarkers.

    RestThis order instructs the unit to rest so it can recoverfrom Fatigue. When the unit executes this order,remove 1 Fatigue Marker.

    TERRAIN

    RiverIf a unit crosses a river, it receives 1 Fatigue Marker.

    FordA unit crossing a river at a ford hex does not make aLoss Test and does not receive a Fatigue Marker.

    BridgeA unit crossing a river at a bridge hex does not make aLoss Test and does not receive a Fatigue Marker.

    HILLS

    Gentle SlopeIf an infantry unit moves up a gentle slope, it receives 1Fatigue Marker.

    Abrupt Slope

    If an infantry unit moves up an abrupt slope, it receives2 Fatigue Markers.

    EXPERT RULESFATIGUE

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