Cuaderno De Escenarios Índice De Contenidos 1

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Cuaderno De Escenarios Índice De Contenidos 1 Grandes Batallas de la Historia – Volumen V SAMURAI LA GUERRA SAMURÁI EN LA “SENGOKU JIDAI” Japón en el Siglo XVI OKEHAZAMA (1560) y KAWANAKAJIMA (1561) y ANEGAWA (1570) MIKATA-GA-HARA (1572) y NAGASHINO (1575) y SEKIGAHARA (1600) Versión 2 Un juego de Richard Berg y Mark Herman Una traducción de Manuel Suffo CUADERNO DE ESCENARIOS ÍNDICE DE CONTENIDOS 1. Las Batallas.……………………………………… 2 5. Mikata-ga-hara……………………………………... 12 2. Okehazama………………………...................... 2 7. Nagashino…………………………………............. 14 3. Cuarta Kawanakajima…………………………... 7 8. Sekigahara………………………………………...... 17 4. El Anegawa……………………………………… 10 © ESTA TRADUCCIÓN SÓLO SE INCLUYE CON LOS JUEGOS DISTRIBUIDOS POR EL VIEJO TERCIO S.L. Samurai, Escenarios 2 mos para épocas y ejércitos similares en Occidente. Las Batallas Normalmente, la única pieza de información indicada es el clan y sus números (normalmente redondeados). A mitad del siglo XVI, el “shogunado” Ashikaga se La composición del clan – cuántos ashigaru, tenían había vuelto débil e ineficaz. Aunque teóricamente el yumi, etc – queda abierta. Hemos extrapolado los nú- emperador controlaba el país, el verdadero poder esta- meros relativos de esas batallas y los documentos don- ba en manos de su consejero, el shogun. Esta situación de tal información estaba presente. no pasó desapercibida para el mayor grupo de podero- sos daimyo (una suerte de señores feudales) quienes, Hay que ser cuidadoso cuando se despliegan los Bus- con el Ashikaga cayendo en el olvido, pensaban en hos. Varios están diferenciados sólo por sus primeros extender los límites de su poder, posiblemente hacia la nombres y el ID del Clan. capital misma, Kyoto. Lo que dio lugar a la Sengoku excepto para Jidai, cincuenta años de constante guerra entre clanes Algunos Consejos de Juego Básicos: Okehazama, virtualmente todas las batallas se desarro- que acabaron con el supremo Tokugawa. llan bastante rápidamente. No hay mucha sutileza Samurai proporciona seis escenarios históricos para las aquí; y no debe subestimarse la capacidad del samuái batallas claves de la era Sengoku. Como con otros individual [10.2] para cambiar el curso de una batalla. periodos de la historia, la mayoría de estas batallas no alguna de estas batallas están bien equilibradas, al menos no históricamente. Una Nota sobre Películas: están descritas con algún detalle en el cine japonés, Algunos de los escenarios son para el jugador historia- siendo Kurosawa un gran fan del periodo Sengoku. dor y solitario; otro son más apropiados para la com- Para aquellos interesados en algún trasfondo visual, petición. proporcionamos referencias de películas. Una Nota sobre el Despliegue y las Unidades: los ejércitos y sus despliegues están indicados por ID de Clan y Busho y el número de unidades utilizado para determinar la Huida de Clan, más sus unidades de combate, que están identificadas por tipo y, donde sea necesario por claridad, Factor de Tamaño (por ejem- plo, 4-8, se refiere a Tamaño y TQ). Todo esto está coordinado por colores, así por ejemplo todas las uni- dades de Tokugawa son amarillas. Excepción: las unidades teppo y yumi no tienen ID de Clan [véase 8.16]. EJEMPLO: En 1806: NIWA Nagahide (5[4]); 1 AS (7-7), 1 AS (7-6), 2 AS (6-6) 1905-7 Okehazama El Busho es Niwa Nagahide (un subordinado de Oda), con un ID de Clan de 5, que está en la ficha del Busho. 19 de Mayo, 1560 Su clan consta de 1 ashigaru (con un ID de Clan de 5) con un Tamaño-TQ de 7-7; un ashigaru con un 7-6, y 2 Trasfondo Histórico ashigaru con factores 6-6. El deseo de cada uno de los poderosos daimyos en la Sengoku Jidai era marchar sobre Kyoto, la residencia La columna 4 en la Tabla de Huida de Clan se usará del Emperador, y tomar el poder, convirtiéndose en cuando se determina la Huida de Clan. Donde las shogun por decreto. Ninguno de los daimyos de la pri- unidades individuales no tengan hexes específicos (en mera mitad del siglo XVI se había sentido lo suficien- lugar de eso el clan tiene permitido situarse dentro de temente poderoso como para intentar esto, hasta que los hexes indicados) el jugador es libre de poner las Imagawa Yoshimoto, cuya provincia estaba justo en el unidades de ese clan como desee. camino a la capital, decidió hacer un intento, con la Las abreviaturas son como sigue: ayuda de su extraordinario y muy joven samurái, Ma- zudaira Motoyasu. El único clan que bloqueó su ca- AS = ashigaru (a pie) mino fue el Oda, y Mazudaira había sido más astuto y KB = kibamusha (caballería) había superado al Oda varias veces en los últimos dos KBH = kibamusha hatamoto (guardia personal a caba- años. Con un ejército de unos 20.000 (bastante grande llo) para estos tiempos), el control de varios castillos claves YU = yumi (arqueros) (incluyendo Ohkadaka, recientemente robado delante TP = teppo (arcabuceros) de las narices de las tropas de Oda por Mazudaira), y un pasado histórico de éxito contra el Oda (cuyas tro- Algunos de nuestros despliegues y clanes pueden pare- pas eran menos de 5.000), Imagawa imaginó un paseo cer bastante genéricos. Incluso en Japón, no hay mu- militar hacia la capital. No contaba con el nuevo cha información fiable sobre estas batallas como tene- daimyo de Oda, Oda Nobunaga. Distribuido por el Viejo Tercio S.L. Tel./Fax: 91 8060157 http://elviejotercio.tripod.com [email protected] Samurai, Escenarios 3 Al comienzo de la “fiesta”, los contingentes de Ima- Fuerzas Relativas: el ejército completo de Imagawa gawa tomaron los fuertes de Marune y Washizu, contiene casi 20.000 hombres; el número total de tro- mientras que el contingente personal de Imagawa se pas de Oda es unos 3.800, aunque su contingente per- movía en secreto hacia occidente para asegurar el con- sonal sólo tenía 2.400. Si no hay nada más, Okehaza- trol del Tokaido. Incluso avisado de que Oda estaba ma prueba que no es lo que se tiene, sino lo que se moviéndose, Imagawa destacó su pequeño ejército y, hace con eso. habiendo tomado el importante cruce de caminos en Dengakuhazama (la batalla es nombrada de forma Despliegue Inicial algo incorrecta por un cruce pantanoso similar más al Ejército de Imagawa Yoshimoto: todos los clanes sur) y con Mazudaira ocupado al este intentando echar están Inactivos al comienzo, excepto aquellos que a algunos pequeños contingentes de Oda, decidió de- están haciendo Asedios, como se indica. Las unidades tener su ejército para tomar sake, algunas representa- pueden ser orientadas como se desee. Como sólo hay ciones Noh, y una vista general de las cabezas cogidas un tipo de unidades para Imagawa, hemos prescindido en Ohdaka (donde está sentado ahora Mazudaira, de su fuerza cuando se indican. esperando órdenes). A 2 hexes o menos de 3042: Mientras tanto, Oda había tomado residencia en Fuer- IMAGAWA Yoshimoto (ST [9]) [a]; 1 KBH, 2 KB, te Zenshoji, desde donde cruzó el río y situó una serie 6 AS, 2 YU, 1 TP de campamentos armados señuelo, los cuales, como A (pero no dentro) un hex de 2309; Asedio/Activo: había planeado, confundieron a Imagawa bastante. Y MAZUDAIRA Motoyasu (2 [4]); 1 KB, 3 AS, cuando una tormenta repentina surgió en medio de 2 YU, 1 TP una tarde sofocante, Oda atacó. La sorpresa fue com- pleta, y Oda tuvo pocos problemas en despachar y A (pero no dentro) un hex de 2705; Asedio/Activo: dispersar a toda la fuerza principal de Imagawa. El ASAHINA Yasuyoshi (3 [4]); 1 KB, 3 AS, 2 YU propio Imagawa tuvo una muerte de samurái, su cabe- En cualquier parte en Arai, c. 3800: za fue cortada mientras luchaba contra sus atacantes. KUZUYAIVIA Nobusada (4 [7]); 2 KB, 5 AS, Los sueños de Imagawa de soberano feudal murieron, 2 YU y Oda Nobunaga surgió como un daimyo al que tener en cuenta. En 3611: OKABE Motonobu (5 [2]); 2 AS, 1 YU Algún tiempo después de Okehazama, Mazudaira se unió a las fuerza de Oda y cambió su nombre a Toku- Cualquier hex de carretera con/en 2 hexes de 2402: gawa Ieyasu. MIURA Bingonokami (6 [4]); 1 KB, 3 AS, 1 YU Información de la Colocación Inicial En 3243: ASAT Masatoshi (7 [2]); 2 AS, 1 YU Tiempo de Juego: 3-4 horas En 2303: Equilibrio del Juego: a primera vista este es un juego grotescamente desnivelado, ya que Imagawa supera en UDONO Nagateru (8 [1]); 1 AS, 1 YU número al Oda en unos 5-1, y tiene la posesión de la a = Imagawa no comienza en un honjin; véanse las reglas para esto, mayor parte (pero no todas) las posiciones claves. Sin abajo. embargo, excepto por Mazudaira, el Imagawa está Ejército de Oda Nobunaga: todos los clanes están pobremente liderado, y sus tropas no están ni cerca de Inactivos al principio, excepto aquellos bajo Asedio, la capacidad de las de Oda. Además, Imagawa tiene como se indica. Las unidades pueden ser orientadas capacidades de mando bastante restringidas (era un como se desee. Los siguientes clanes comienzan en el sabio más que un guerrero). Aún así, es un examen de mapa; la mayor parte del ejército de Oda llega como habilidad lúdica ganar con el Oda. ¡Y el Oda ganó! refuerzo. NOTA DE JUEGO: aquellos que encuentren a Imagawa En 4109: demasiado incompetente pueden tirar un dado al comienzo de MIZUNO Tadamitsu (2 [1]); 1 AS (2-7), 1 YU cada turno: un 0-6 le da un “1”; un 7-9 le da un “2”. En 3614: Dificultad: pocas fichas y mucha maniobra – más un SAKUMA Nobumori (3 [1]); 1 AS (2-7), 1 YU juego operacional que una batalla real – hacen de ésta una situación bastante abierta.
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