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N'aldaan 1.18

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N'Aldaan theme

The N'Aldan armies generally consist of infantry, called Garu, from a single N'aldaan Alliances 'Zan House. At times they consist of two or more 'Zan Houses, rarely Houses from 2 or more Alliances and even more rarely contingents of Allies. Each unit are proud of its ancestry and flashing their personal or lords colours on back-strapped banners, or on mighty Battle Banners, also used for command signals.

Being the most fierce teeth-gritting of the Human races their armies are based on well armoured hard hitting units and skirmishing archers raining death upon enemy flanks. Their commander is normally protected by Ugaar (elite Igaar). They mostly use trained soldiers from the ranks of Asgaar (trained soldiers) in heavy Armour and Igaar (noble elite), and only rarely include Rogaar (peasants or citizens) or Bugaar (female warrion class).

In rare situations Alliances also recruit units from the mountain tribes of Kogaar (monks) and Shogaar (assassins), or allies from other races.

 

- - - - - - - - - - - - - - - - - - - - - - - - ARMY - - - - - - - - - - - - - - - - - - - - - - - -

Must have 1 General, and Core Units making up for at least 40% of army total.

 

- - - - - - - - - - - - - - - - - - - - - - - - Command - - - - - - - - - - - - - - - - - - - - - - - -

1 General in 1 Unit of 1 (Gen)

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
7 8 1 0 0 1-4 2 9

Command Level: May buy up to Command Level 5.

Wield either: 1 long spear (kamaya) / 1 halberd (nagina) / 1 spear-sword (nagama), 1 spear-trifork (yari) / 1 2H sword, 1 longbow. Or 2 swords (katana).

Mount: Horse / Warhorse / Temple Beast

Special Rule:  Models within 20cm use the generals Morale value.

 

0-2 Garu Ugaar (Bodyguard) in 1 unit of 1-2 (Cmd)

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
7 8 1 0 0 1-4 2 9

Wield  : They must wield like the General.

Mount: They must mount like the General.

Special Rule: Wound Soaker

 

0-1 Jinmaku Command Camp in 1 unit of 1 (Cmd)

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
- - - - - 1 9 -

Special Rule: Prebattle Deploy (Deployment Zone). Gives Units within a range of 10cm*its current Health, +1 to Morale.

 

0-4 Army Banners in 1-4 units of 1 (Cmd)

(Image is a draft of the upcoming Army Banners)

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
7 8 1 0 0 1-4 1 9

Wield: 1 1H sword (katana).

Special Rule: Each extends the Generals Order Passing by +20cm.

 

0-2 Army Musician in 1-2 units of 1 (Cmd)

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
7 8 1 0 0 1-4 1 9

Wield: 1 sword (katana).

Special Rule: Allow models within 20cm to Rest without spending an Order.

 

- - - - - - - - - - - - - - - - - - - - - - - - Core - - - - - - - - - - - - - - - - - - - - - - - -

All core units may buy back-banners for 1 Point per model giving the unit +1 Morale, and may buy 1 Unit Banner and 1 Unit Musician.

 

2-24 Garu Igaar in 1-4 units of 2-8 (Cor)

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
7 8 1 0 0 1-4 1 8

Wield either: 1 2H Kamaya / 1 2H Naginata / 1 2H Nagama / 1 2H Yari / 1 2H Yumi / 2 1H Katana.

May mount: Horse

All Units may buy: Dual Wield

All Units may buy: Veteran

1 Unit may buy; Marksman

 

2-24 Garu Bugaar in 1-4 units of 2-8 (Cor)

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
7 8 1 0 0 1-4 1 8

Wield either: 1 2H Naginata / 1 2H Yari / 1 2H Yumi / 2 1H Katana

All Units may buy: Veteran

 

2-24 Garu Asgaar in 1-4 units of 1-8 (Cor)

Shown in Armour class 4

Shown in Armour class 1

Shown in Armour class 1.

 

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
7 8 1 0 0 1-4 1 8

Wield either: 1 2H Zuyari / 1 2H Kamaya / 1  2H Naginata / 1 2H Nagama, 1 2H Yari / 1 2H Yumi / 1 2H Arquebus, 1 1H Katana.

All Units may buy: Veteran

Any Unit equipped with Yari (spears/pikes), may use Spear-wall against mounted chargers.

Any Unit may be used to Ambush, for which I have sculpted some with Juzu (rice ration belts)

Any Unit with Yumi or Arquebus may buy pavise.

 

- - - - - - - - - - - - - - - - - - - - - - - - Auxiliary - - - - - - - - - - - - - - - - - - - - - - - - -

These Units does not wear back banners.

 

0-2 Kannusi Manipulator in 1-2 units of 1 (Aux)

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
7 8 1 0 0 1-3 1 9

Wield: 1 1H Katana.

Mount either: Horse / Warhorse / Temple Beast / Palanquin

Special Rule: Can buy Mana Manipulator (Cyan, Green, Yellow, Orange and Red) up to Level 5 @  10 pts per level.

 

0-12 Garu Suhemar in 1-2 units of 2-6 (Aux)

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
7 8 1 0 0 1-2 1 8

Wield either: 1 2H Kamaya / 1 halberd (Nagina) / 1 spear-sword (Nagama), 1 spear-trifork (Yari) / 1 2H sword / 1 great mallet (Ōtsuchi), 1 great club.

 

0-16 Garu Ronin in 1-2 units of 2-8 (Aux)

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
7 8 1 0 0 1-3 1 8

Wield either: 1 halberd (nagina) / 1 spear (yari) / 1 sword (katana).

 

0-16 Garu Ikko-Ikki in 1-4 units of 2-6 (Aux)

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
7 8 1 0 0 1-2 1 8

Wield either: 1 long spear (kamaya) / 1 halberd (nagina) / 1 spear-sword (nagama), 1 spear-trifork (yari) / 1 sword, / 1 axe, / 1 flail, / 1 mattock / 1 bow.

 

0-16 Rogar Militia in 1-4 units of 1-8 (Aux)

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
7 8 1 0 0 1-2 1 6

Wield either: 1 long spear (kamaya) / 1 halberd (nagina) / 1 spear-sword (nagama) / 1 spear-trifork (yari) / 1 sword /1  axe / 1 flail / 1 mattock / 1 bow.

Special Rule: Weapon Mixer

 

0-8 Wakato Horsetenders in 1-8 units of 1 (Aux)

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
7 8 1 0 0 1-2 1 6

Wield: 1 sword.

Special Rule: Must be within 2,5cm of the mounted unit, or in the Deployment zone. Giving its Mounted Unit +1 Morale.

 

0-16 Kogaar Monk in 1-4 units of 1-4 (Aux)

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
7 8 1 0 0 1-3 1 9

Wield either: 1 long spear (kamaya) / 1 halberd (nagina) / 1 spear-sword (nagama), 1 spear-trifork (yari) / 1 2h-sword, 1 giant club.

 

0-4 Shogaar Shadow in 1-4 units of 1 (Aux)

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
7 8 1 0 0 1 1 10

Each wield random hand weapon(s).

Special Rule: Assassins Disguise within any Asgaar unit.

 

0-16 Kabu-Odor in 1-2 units of 1-8 (Aux)

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
7 8 1 0 0 1 1 9

Each wield: Warfan / Spiked Handbell.

@ 10 points the Unit may buy Kagura Masks so it causes Fear

@ 10 points the Unit may buy fire Lamps allowing 1 pre-melee fire attack in the battle.

Special Rule: May perform one of these Hand-to-hand combat dance against small Bases;

Kabu-Mai: Mesmerize the Enemy so that each successfull hit on the Kabu-Odor ahs to be re-rolled to see if it really hits.

Kabu-Odori: Confusing the Enemy so that each Model has to pass a Morale in order to attack the Kabu-Odor.

 

0-8 Bandits/Pirates in 1-2 units of 2-4 (Aux)

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
7 8 1 0 0 1-4 1 7

Wield either: 1 1H Stick / 1 1H sword / 1 1H axe  / 1 1H mattock / 1 2H flail / 1 2H halberd (nagina) / 1 2H spear-sword (nagama) / 1 2H spear-trifork (yari) / 1 2H long spear (kamaya) / 1 Throwing Rock / 1 2H bow.

Special Rule: Weapon Mixer

 

- - - - - - - - - - - - - - - - - - - - - - - - Machines -- - - - - - - - - - - - - - - - - - - - - - - -

As the artillery Die machines works by lobbing a missile high into the air, they may overshoot obstacles like other Units, buildings, hills, woods, etc. This can occur by missile scatter or targeting by a Spotter which must have a direct line of sight to Machine and target -or another Spotter giving further directions.

 

0-1 Great Cannon in 1 unit of 1 (Mac)

4 Crew, armed with hand weapons.

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
7 8 1 0 0 2-4 1 7

1 barrel (Use Combat Die). Reduce crew move by 4.

 MOVE  MORALE   ARMOUR  HEALTH
-4 - 5 3

 

0-2 Small Cannon in 1-2 units of 1-2 (Mac)

3 Crew, armed with hand weapons.

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
7 8 1 0 0 2-4 1 7

Barrel (Use Combat Die). Reduce crew move by 3.

 MOVE  MORALE   ARMOUR  HEALTH
-3 - 4 2

 

0-8 Hand Cannon in 1-4 units of 1-4 (Mac)

1 crew armed with 1 Hand Cannon, and 1H sword.

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
7 8 1 0 0 2-4 1 7

Barrel (Use Combat Die).

 MOVE  MORALE   ARMOUR  HEALTH
-1 - - -

Special rule: If a detachment, this unit activates with it parent unit.

Special Rule: if a defachment to charging unit, these loose supportive fire before impact.

 

0-1 Bombard in 1 unit of 1 (Mac)

3 Crew, armed with hand weapons.

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
7 8 1 0 0 2-4 1 7

Barrel (Use Artillery Die). Reduce Crew move by 4.

 MOVE  MORALE   ARMOUR  HEALTH
-4 - 5 3

Special Rule: Can buy Spotter(s) for 15 Points each.

 

0-2 Rocket Ramp in 1 unit of 1-2 (Mac)

3 Crew, armed with hand weapons.

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
7 8 1 0 0 2-4 1 7

Heavy Rocket (Use Artillery Die).

 MOVE  MORALE   ARMOUR  HEALTH
-3 - 3 2

Special Rule: Can buy Spotter(s) for 15 Points Each.

 

0-2 Hwacah Ramp in 1-2 units of 1-2 (Mac)

3 Crew, armed with hand weapons.

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
7 8 1 0 0 2-4 1 7

Small Rocket (Use Artillery Die, then if struck use 1D6 for no. of hits).

 MOVE  MORALE   ARMOUR  HEALTH
-3 - 3 2

Special Rule: Can buy Spotter(s) for 15 Points Each.

 

0-1 Mangonel in 1 unit of 1 (Mac)

4 Crew, armed with hand weapons.

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
7 8 1 0 0 2-4 1 7

(Use Artillery Die).

 MOVE  MORALE   ARMOUR  HEALTH
-3 - 5 2

Special Rule: Can buy Spotter(s) for 15 Points Each.

 

- - - - - - - - - - - - - - - - - - - - - - - - Support -- - - - - - - - - - - - - - - - - - - - - - - -

0-4 Army Shrines in 1-4 Units of 1 (Sup)

These Army Shrines of any Deity come with a crew of 4.

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
7 8 1 0 0 1-2 1 9

Wield: 1H weapon

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
-6 - - - - 3 5 -

1-2 extra bearers can be bought @ 5 points

Special Rule: Bearers each add 1cm to cancel out Shrines Movement penalty.

 

0-2 Torii Gates in 1-2 units of 1 (Sup)

 MOVE  MORALE   ARMOUR  HEALTH
- - 3 6

Comes with a crew of 4.

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
7 8 1 0 0 1-2 1 9

Wield: 1H weapon

Special Rules: They are mobile Teleport Gates brought to live if a Torii Maiden performs their Gate Dance. Thus may any friendly model move into a Torii Gate and use remaining move to come out through any other friendly Tori Gate and continue spending actions from there.

 

0-2 Torii Maidens in 1-2 units of 1 (Sup)

MOVE CHARGE ATTACK STRENGTH REACH ARMOR HEALTH MORALE
7 8 1 0 0 2 1 9

Special Rules: They may perform 1 of 2 dances; Shrine Activation, or Astral Swirl giving the Shrine a unmodified Armour save of 5.

 

4" of Rice bales (Sup)

 MOVE  MORALE   ARMOUR  HEALTH
- - 3 1

Prebattle Deploy

3 Points each. Prebattle (Deployment Zone).

 

4" of Palisade  (Sup)

 MOVE  MORALE   ARMOUR  HEALTH
- - 5 1

3 Points each. Prebattle Deploy (Deployment Zone)

 

1 Mantlet  (Sup)

 MOVE  MORALE   ARMOUR  HEALTH
-3 - 4 1

3 Points each. May be bought per missile Model and can be abandoned

 

 - - - - - - - - - - - - - - - - - - - - - - - Allies - - - - - - - - - - - - - - - - - - - - - - - -

HERO(ES): Max 1 per Battle Banner (Cyan, Green, Yellow, Orange, Red)
ALLIES: Maximum 15% of total army cost from above and these Races: Ogryl, Utarik, Moss'ari, Izir, Utarik, Clovincaz, Findograa, Tatongol, Markian, Darim, Ortagui, Common and Realmar.

Sources for the army

https://sengokudaimyo.com/

https://www.japanesewiki.com/history/Ashigaru.html

https://www.perry-miniatures.com/product-category/metal-ranges/samurai/

https://www.steelfistminiatures.com/product-category/samurai-wars-c1550-1615/samurai/

https://awminiatures.com/product-category/28mm-samurai-16th-century/

https://badsquiddogames.com/shop#!/Feudal-Japan/c/26170741

http://theminiaturespage.com/boards/msg.mv?id=277195

https://www.kingsfordminiatures.org/sengoku-jidai

https://www.oshiromodels.co.uk/28additions

https://badsquiddogames.com/shop/#!/Feudal-Japan/c/26170741

https://gunbai-militaryhistory.blogspot.com/2018/03/sengoku-period-warfare-part-1-army-and.html

https://deltavector.blogspot.com/2015/12/game-design-60-movement-shooting-ratios.html

https://gunbai-militaryhistory.blogspot.com/

 

More elaborate types of palanquins were made of wood, and the term norimono is used to describe ornate palanquins decorated with lacquer and limited to passengers of high status. https://zebregsroell.com/product/japanese-norimono-palanquin-nabeshima-family

Added armour values and restrictions to the list.

Models for the army

General: mounted, standing, advancing, fighting, sitting, comitting hara kiri (Daimyo/Shogun)

Maku camp:

Messengers w. Horo: Igaar, and Asgaar: mounted, standing, kneeling

Following Ugaar, Igaar, and Bugaar = Samurai

Ugaar Bodyguard: mounted, standing, advancing, fighting

Igaar Command: mounted, standing, advancing, fighting

Bugaar Command: mounted, standing, advancing, fighting (Female)

Igaar w. Yari, bow, swords, arquebus: mounted, standing, advancing, fighting

Following Asgaar = Ashigaru

Command: standing, advancing, fighting

Army Banner: standing, advancing

Army Musician: standing, advancing

Unit Leader: standing, advancing, fighting, commanding

Unit banner: standing, advancing, fighting, weaving

Unit musician: standing, advancing, fighting, playing

Asgaar w. Katana, Yari, Naginata, Yumi, Teppo, Hand Cannon, rice balls: standing, advancing, marching shouldered, firing (standing/kneeling), fighting, kneeling vs. cavalry. (W. Rice rations, straw coat, haori coat)

Asgaar munition bearers with bullets and arrows.

Peasants, townsfolk, villagers: standing, advancing, fighting, working, fleeing, wounded, dead

Ikko Ikki w. guns, bows, mixed: standing, advancing, fighting, firing

Monks w. naginatas: standing, advancing, fighting, firing

Ninja: standing, advancing, fighting, firing

Mantlets

Rice stacks

Palisades

Changed range of melee weapons, added the cannon range and altered unit classification.

Rethinking the army after this weekends test-game, and reviewing  20+ Samurai manufactureres today I have altered the content and composition of the N'aldaan army quite a lot.

I also adjusted all Ability ranges, removed Barding from all Mounts and changed the effect of Battle Instruments.

 

 

N'Aldaan 1.5

Added Mangonel and altered Machines descriptions. Altered sword(katana) to sword for most units. Altered some Unit limitations, amounts, and sizes. Added Unit Banner and Musician. Added Great Wrestlers, Wakato Horsetenders, and Kabu-Odor Units.

N'Aldaan 1.5.2

Moved Garu Great Wrestlers from Aux to Core, now merely as 'Wrestlers'.

Thus can they buy Banner and Musician for the Unit.

N'Aldaan 1.5.3

Moved bandits from Auxiliary to Allies.

N'Aldaan 1.5.4

Garu Igaar

May also have armour 1, so the range is 1-4.

N'Aldaan 1.5.5

Elaborated
Banner and Musician: elaborated cost and abilities
Ugaar: elaborated on weapon cost and mounting
Ronin: weapon description
Points for Rice Bale, Palisade, Mantlet and Rerolls

Altered
General: Removed Palanquin, elaborated on armour and weapon costs
Command Camp: renamed and elaborated on stats and ability
Shrine: Altered cost and ability
Core Unit Back Banners now Cost 1 Point and adds +1 to Morale
Asgaard: may now use Armour 1
Kannusi Caster renamed to Kannusi Manipulator
Militian got a Special rule
Kabu-Odor got a special rule
Bandits/Pirates got a special rule

Removed
Palanquin is out
Peasants merged into Militia
Civilians merged into Militia

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