Daimyo
Samurai Wargames Rules
1550-1615

6. Firing

by Ian Duncan

Firing takes place after movement has been conducted. Only troops of the active clan or the target of a charge by the active clan may fire. Eligible stands may fire at the nearest enemy unit or headquarters within range and arc of fire. A maximum of 2 stands may fire from a building. Stands being charged may only fire at troops charging them and the chargers must be in line of sight for the entire charge. If chargers begin their charge outside of effective range, firing must be conducted at long range, unless the firing troops are behind cover or are at least veteran quality when they can fire at effective range. To be eligible a stand must be:

Armed with Bow or Arquebus.
Not have fired earlier in the turn.
Infantry within a 45° arc from the front corner edge or Cavalry within 360° arc.
Within range.
Not charging or in melee.

Disordered troops can only fire 1 rank deep.
Good Order troops can fire 2 ranks deep.

Ranges

Effective Range: 0cm-8cm
Long Range: 8cm-15cm

Range in woods is reduced to 3cm unless firing out from the edge at a target not in the woods.

Line of Sight – Stands cannot fire over other units. Stands must have at least a 4cm gap to fire through.

Procedure

2d6 are rolled for each stand firing. To each dice score, add the following Firing Factors. For each result of 8 or more, a hit is scored on the target.

Firing Factors
+2 1st volley in game (good order only) -2 Target occupying a building
+1 Target in Light armour -1Firing Bow vs. Heavy armour
+1 Arquebus vs. Cavalry -1Firing unit is disordered
+1 Firing at Effective Range -1Firing unit is Raw
+1 Target in column or flanked -1Firing unit is being charged
--1 Firing unit moved/manoeuvred this turn
--1 Target behind cover (except buildings)

Result

When a unit has taken 3 hits, a stand is removed. Hits can be recorded by placing markers beside the unit or noted on a roster sheet. The actual stand removed is irrelevant but is normally taken from the rear rank of the target. Receiving hits from firing does not in itself cause a unit to take a morale test but should sufficient hits be inflicted on the target unit to remove a stand, then a morale test will be required at the end of turn. Also, a unit that is the target of firing may still successfully rally unless any hits were inflicted. Should a leader be attached to a unit losing a stand, roll 1d6 and add the number of stands remaining in the unit. A result of 4 or less means the leader is killed and a morale test will be required. A headquarters counts as 1 remaining stand.

Daimyo Samurai Wargames Rules 1550-1615


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