OHW Samurai Wargames Rules
This game features the unit types of Pike, Shot (differentiated into Bows and Teppo or arquebus), Cavalry and Foot Samurai. Figures are on a base of 4” frontage.
Sequence of Play
Each complete turn comprises two player turns. Each wargamer follows the sequence listed below in their player turn:
3. Hand to Hand Combat
4. Eliminating Units
Pike move 6”
Shot move 9”
Foot samurai move 8”
Cavalry move 12”
Turning Units turn by pivoting on their central point. They may do so at the start and/or the end of their move.
Terrain Units are affected by terrain as follows:
i. Woods. Half Movement
ii. Towns. Cavalry may not end their moves in a town.
iii. Marshland and Lakes. These are impassable to all units.
iv. Rivers. These may only be crossed via bridges or fords.
v. Roads. Units moving by road increase their movement distance by 3” if their entire move is spent on the road. This bonus may not be received if charging.
Moving and shooting Shot armed with bow may shoot at the end of their move. Shot armed with teppo may either move or shoot.
Interpenetration Units may never pass through each other.
Charges are resolved by moving the attacking unit into contact with its target. Shot can only charge if out of ammunition. Pike and Foot Samurai may not charge Cavalry.
They are subject to the following restrictions:
i. Turning. A charging unit may turn once, at the start of its move. This evolution may not exceed 45o.
ii. Limited Engagement. Only one attacking unit may contact each face of the target (these being Front, Left Flank, Right Flank, and Rear).
iii. Fighting. Combat is resolved during the Hand-to-Hand Combat phase.
Shooting Only Shot can fire. The procedure is as follows:-
- Adjudge field of Fire. Units may only shoot at a single target within 45o of their frontal facing.
- Check range. Both bows and teppo shoot to 12” range.
- Assess casualties. Units roll a die when shooting. Bows roll 1D6. Teppo roll 1D6 and add 1. The result gives the number of hits the target acquires, which is modified by cover: units in woods or towns only suffer half the registered number of hits (any fractions are rounded in favour of the unit shooting).
- Check ammunition. Units roll a second die whenever they fire. If this scores 1 the unit has run out of ammunition, and may not fire for the remainder of the game.
Hand to Hand Combat
The procedure for Hand to Hand Combat is as follows:
One Sided Combat
Units only inflict casualties during their own player turn.
Units roll a die. Cavalry add 2. Foot Samurai add 1.
The final score gives the number of hits the target acquires, which is modified as follows:
i. Cavalry. These units only inflict half the number of registered hits if attacking Pike armed infantry (rounding any fractions in favor of the attacking unit).
ii. Shot only inflict half the number of registered hits (rounding any fractions in favour of the attacking unit).
iii. Terrain Advantage. Defenders in woods, towns, on a hill, or defending a river crossing, only suffer half the indicated number of hits (rounding any fractions in favour of the attacker).
iv. Flank or Rear Attacks. Units engaging the enemy flank or rear double the registered number of casualties.
Movement within Combat
Hand-to-Hand Combat only concludes with the elimination of one of the contesting sides. Units may however turn to face an attack upon their flank or rear, but only if they are not simultaneously being engaged frontally.
Units are eliminated upon the acquisition of 15 hits.