Axis & Allies Wiki

.                                The Shōgun                                    .

by Ebbe (graphics) & TheDog (coding)

Introduction

Nippon/Japan in 1467-1615 had a very turbulent period of war and unrest they called it Sengoku Jidai meaning Warring States period.

    This map is meant to simulate that period starting about 1561.

Can your Clan climb to the top and become The Shogun?


Features

·        10 Clans plus a playable Ikko-Ikki with Wako/Pirates.

·        Each Clan has a Palace and Castle in their historical clan territories and 3 permanently politically allied minor clan Castles/territories randomly placed.

·        Each Clan can have up to 1 Daimyo and 3 Sodaisho/Generals.

·        Clan Politics has 3 relationship, War (default), Neutral and Allied.

·        Each fortification can sustain the following damage; Palace 4 damage, Castle 3, Fort 2 before they are destroyed.

o   Capturing a fortification causes 1 damage.

o   Any damage stops the fortification from recruiting units or giving a Well supplied +1 move.

·        Ninja can assassinate Sodaisho/Daimyo and can firebomb Forts/Castles/Palaces using Strategic bombing.

·        Be aware that Allied relationship has givesBackOriginalTerritories, this means that if you hold or take an allied Original Territories it goes to that ally, not to the faction that took/holds it.  The Original Territories are denoted in the Territory header/label with a Clan Mon/Flag on the right Eg. Oda’s original territory.   

·        Terrain types are Mountain Passes, Urban and Open Sea, see Status Bar for effects.

·        Open Sea cannot be entered by coastal vessels Kobaya, Sekibune and Atakebune.

·        Upkeep/maintenance, most units cost 1 PU to maintain per turn.

·        Unit Icons can be as big as 68px, this is with 4K screens in mind.

·        Dice are 6-sided.

·        Turn sequence, for each Clan; Combat Moves, Non-Combat Moves, Repair Fortifications, Purchases then Placements.  At the very end of the turn, all Clans have a Politics phase straight after each other.

·        Battles can only last up to 3 battle rounds.


Win Conditions, in Map Options, select one of the following;

·        Triggered Victory (Default) for a Political Allied Clan Victory 11VC out of 22 with a warning pop-up if a Political Allied Clans has 9VC+

1VC for each of the 10 clan capitals

1VC for Spiritual Capital of the Ikko Ikki in Kaga

1VC for Mount Fuji in Suruga

1VC for Kyoto

1VC for Yamashiro

1VC for each of the 7 territories surrounding Yamashiro

1VC for Osaka city

These VCs have a yellow star in the territory header.   

·        Projected Victory is achieved by one clan having 10VC.

·        Economic Victory is achieved by one clan collecting 300 PU.


Game Play

It is a small map, with 137 land locations and is intended for;

·        solo play with 1 to 10 AI, using Hard AI.

·        Free for All for 2-11 players, with the remainder as Hard AI.

·        Can Use/not use or AI=Do Nothing, all factions, to learn to play for faster game play.


The Clan Factions

Famed for, are free themed reinforcements for the Clans on turns 1-10-ish.  The Clans original Palace must be owned to receive these Famed for units.

   The Rebels reinforcements are turns 1-20 for Wako-Jong and 6-10:16-20 for Ikko-Ikki.

Clan             Starting PU     Clan Palace is located in;   Famed for;

Date                       100         far east of Honshu               Samurai

Shimazu                110         far west on Kyushu              Samurai

Uesugi                   120         east of Honshu                     Sohei/Warrior Monks

Mori                      130         far west of Honshu              Atakebune, Kobaya & Ashigaru

Otomo                    140         far west on Kyushu              Teppo-Ashigaru

Amago                    150         west of Honshu                    Yumi-Samurai/Archers

Miyoshi                  160         west on Shikoku island       Atakebune, Kobaya & Ashigaru

Hojo                       170         east of Honshu                     Ninja

Takeda                   180         east of Honshu                     Bajutsu/Cavalry

Oda                         150         middle of Honshu                Teppo-Ashigaru, Yari-Ashigaru

Rebels                    150         central Honshu                     Warrior Monks, Ronin & Farmers


Units:

All Clan factions share the same unit list, except the Rebels;

Yumi- Ashigaru     First Fire, conscript farmers armed with bow

Teppo- Ashigaru   First Fire, conscript farmers armed with matchlock musket

Yari-Ashigaru        Good v Mounted Samurai, conscript farmers armed with Spears/Yari

Yumi-Samura         First Fire, longbow armed Samurai that can support other Samurai

Samurai                  Good heavy infantry, Samurai with their Bushi/retainers

Bajutsu                   Move 2, Blitz, Mounted Samurai

Daimyo                   Move 2, Blitz, inspire big armies, Clan leader, max 1, Mounted Samurai

Sodaisho                Move 2, Blitz, inspire armies, Clan general, max 3, Mounted Samurai

Ronin                      Masterless ex-bushi/warrior class retainers

Ninja                       Move 4 Assassin can attack Sodaisho, Daimyo, Fort, Castle or Palace

Fort                        Protects defenders and hinders attackers, raise 1 Yari-Ashigaru, Kobaya

Castle                     Protects more defenders and hinders more attackers, raise 2 units

Palace                     Daimyo Palace & Castle, even better version of a Castle, raise 3 units

Kobaya                   Small fast coastal boat

Sekibune               Slow coastal medium warship

Atakebune            Slow coastal large warship

Jong                        Ocean going merchant/transport, commonly called a Junk in the west


Rebel units

Farmers                 Ikko Ikki peasant farmers can appear in eight    territories

Sohei                      Ikko Ikki Buddhist Warrior Monks, appear with farmers

Yumi-Sohei            Ikko Ikki Buddhist Warrior Monks armed with longbow

Wako-Jong             Open Sea, Pirate ship, can appear in the six  sea zones north & east of the island of Shikoku.


Territory Effects:

·        Sea borne landings for Daimyo, Sodaisho, Bajutsu, Samurai, Ronin, Sohei suffer -1 Attack

·        Open Seas can only be entered by Jong and Wako-Jong/Pirates

·        Mountain ranges cannot be crossed

·        Rocky Shores includes cliffs cannot be crossed by sea landings and ship building

·        Mountain Passes, most units suffer -1 Attack, but not Ninja

·        Urban (Kyoto, Osaka) most units suffer -1 Attack, but Ninja +2 Atk/Def


Game Options - FYI

·        Can turn off the Territories Are Assigned Randomly and place them manually, so more historical in Map Option before the Game start.

·        Can turn off the Use Politics in Map Option before the Game start,  If you don’t like Alliances Can Chain Together used for Allied politics this can be turned off

·        For those players who don’t like the maps colours, for a slight alternative in game. View> Show Map Blends (Tick)

·        Can turn off the Rebels faction (Ikko Ikki and Wako/Pirates) by Unticking the Use Rebels faction before the Game start

·        If playing Rebels you might want to turn off Notification failures by;                      Game> User Notifications> Show Tigger/Condition  Chance Roll Failure (Untick)


Credits:

·        Michael Hoover Sound

Nations: Date Shimazu Uesugi Mori Otomo Amago Miyoshi Hojo Takeda Oda Rebels

Units: Yumi-Ashigaru Teppo-Ashigaru Yari-Ashigaru Yumi-Samurai Samurai Bajutsu Ninja Ronin Sodaisho Daimyo Fort Castle Palace na-1 Kobaya Sekibune Atakebune Jong Farmer Yumi-Sohei Sohei Wako-Jong Mon