by Bill Boyle
This is a DBA scenario based on the movie RAN. The plot involves three sons fighting over their inheritance. Hidetora has divided his lands between his sons and 'retired' with only his personal army of 6 Bd (S). These arrogant troops move at +50 paces. They have also created hard feelings at Castle One and Hidetora has decided to go to Castle Two at the start of the game. Tiro is the son at Castle One with his 120 point army and his sub-general Ogura. His goal is to subdue Castle Three and have Jiro recognize him as Head of the Clan. Ashamed that he threw Hidetora out, he demands that Jiro does not allow Hidetora's Army inside Castle Two. Hidetora will not enter a castle without his retainers. Jiro controls Castle Two with his 120 point army and desires to become Clan Leader. Kurogane is his able sub-general. Castle Three belongs to Saburo, the son who advised Hidetora that the plan to divide the Clan between three brothers would not work. He has been banished and found refuge at the Court of Fujomaki. His 120 point army still controls Castle Three. Tango is his sub-general who is in disguise protecting Hidetora. Saburo wishes to be loyal to his father and protect him. His Army will withdraw to Fujomaki's lands if asked to leave by an equal force. Ayabe is a former ally who sees the way the wind is blowing and wishes to increase his lands at other's expense. He has a 120 point army and one castle. Fujomaki is another former ally who shelters Saburo and wishes only to remain as strong as Ayabe. He has an 120 point army and one castle. UNIT COSTS Leader or sub-general: 15 for Ln(F) or 11 Bd(O). Bd(O) = 7 Bd(F) = 5 Bw(l) = 3 Sh(O) = 6 Ln(F) = 11 SEQUENCE OF PLAY
2) Move 3) Battle PLOT: During the plot phase, the player may direct his sub-general to take one of three actions (the sub-general will be unavailable for the rest of the turn). Actions are written down in secret.
Action Two - Assassinate someone. If Hidetora is the target, failure means player must kill himself (Sepiku). Action Three - Protect Hidetora; no attempts to kill him can be successful. Plot Success Chart (Roll 1D6)
4-5 = fail (roll again and odds the sub-general is killed) 6 = fail and found out; must Sepiku if assassinating someone MOVEMENT: The players may divide their armies as they see fit. Units must be in a castle or with either a brother or sub-general. Units move from one box to another, one per turn. Leaders can start anywhere, regardless where they ended last turn. Armies can not go past a hostile, unsubdued castle. SIEGE: Roll a 1D6 and castle falls; add the following:
+1 if outnumber defenders by two to one or more +2 if a successful bribe A successful siege destroys the castle. BATTLE: Battles are fought as per the DBR rules. Defeated may withdraw to Friendly Castle along road that attacker did not use this turn.
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