Box Description
SAMURAI WARFARE IN THE SENGOKU JIDAI
16-17th Century Japan
RAN is the 12th volume in the 'Great Battles of History' Series, and the second game on the battles of the Samurai (following GMTs Samurai (Vol. V). RAN covers several of the less famous of the Sengoku Jidai, the Age of Warring States (more or less), in which powerful Daimyo - Japanese feudal lords - strove to both maintain and extend their power bases while seeking to attain the office of Shogun, the power behind the throne of the Emperor.
RAN simulates the highly personal form of warfare developed by the Japanese samurai, wherein formal battles played out almost as backdrops to individual feats of courage, bravery and devotion much of it outstanding, some of it rather foolhardy, all of it very Homeric.
Although political and tactical victory was the bottom line, collecting the severed heads of enemy samurai reigned a very close second in importance.
In terms of tactics, this was, as in Europe, the Dawn of Modern Warfare, with the introduction of guns - arquebuses - by the Portuguese. Even with the revelatory effect of musketry, Japanese battles were still pretty much a swirling, non-linear affair.
RAN, the name the famous Japanese film director, Kurosawa, chose for his samurai version of King Lear, roughly means 'Chaos.'
The Battles of RAN
- MIMASETOGE, 1569
The Takeda too far from their base opt to retreat. The Hojo plan an ambush at Mimase Pass.
- NUNOBEYAMA, 1570
The Mori move to besiege the Amako castle base, but are attacked during a river crossing.
- MIMIGAWA, 1578
Chaotic battle between warlords Tawara Chikataka and Shimazu Yoshihisa near Takajo Castle.
- NAGAKUTE, 1584
The climactic battle between two great warlords, Toyotomi Hideyoshi and Tokugawa Ieyasu.
- OKITANAWATE, 1584
The Ryuzoji clan, headed by Takanobu battle Iehisa and Arima forces west of Moritake castle.
- SURIAGEHARA, 1589
The battle arose when Ashina, seeing Date's grab for power, marched out to meet him.
- TENNOJI, 1615
Last major battle of the Sengoku era; the Toyotomi's last grasp to take power from the Tokugawa.
Game Scale
UNIT: Each Strength Point - 100 men, Individual Leaders/Samurai
TIME: Each game turn = 20 minutes
MAP: 100 yards per hex
COMPLEXITY: Medium (6/9)
SOLITAIRE SUITABILITY: High (8/9)