Daimyo
Samurai Wargames Rules
1550-1615

8. Artillery

by Ian Duncan

Artillery was rarely used on the battlefields of Feudal Japan during this period other than in sieges but these rules are included for those wishing to use them.

There are two classes of artillery, Light and Heavy. An artillery piece and its crew should be based on a 40mm x 30mm base (as cavalry) but depth can be increased if necessary to accommodate the models. Artillery can be attached to a clan for activation purposes or can be its own clan. The crew should be seasoned quality.

Movement is 5cm for Light and 3cm for Heavy artillery, directly forward on clear terrain only but can move double speed on roads. Alternatively, the stand can be rotated to face any direction but no forward movement is allowed on the same game turn. Artillery cannot make charge(!), pursuit, rout or follow-up moves. A turn is permitted only as part of an enforced retreat move. Rotating is classed as movement. An artillery stand cannot move and fire in the same turn but can make a retreat move after firing as a result of a morale test. Should an artillery stand receive a rout morale result, the piece is abandoned by its crew and can subsequently be controlled by the first unit, friendly or enemy, to contact it.

Firing

ArtilleryEffective RangeLong Range
Light Artillery0cm – 20cm20cm – 40cm
Heavy Artillery0cm – 30cm30cm – 60cm

Firing procedure is conducted as for bows and arquebuses but only using the following firing factors.

    Artillery Firing Factors
    +1 Target is Cavalry
    -1 Long Range
    -1 Target behind cover

Melee

Artillery stands count as improvised melee weapon armed foot in melee. Should they lose the melee, the piece has been captured and the crew killed/dispersed. The melee winner can take control of their prize next turn with activation of the piece being with its new owner.

Daimyo Samurai Wargames Rules 1550-1615


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