Sengoku Jidai: Shadow of the Shogun - Alberto
Pike & Shot and the recently released Sengoku Jidai have a quite unique system: players have, under certain conditions, limited control of their units. Entire regiments can be locked in close combat and the player won’t be able to order to disengage. This becomes even more evident when an enemy unit routs as the consequence of a charge and the player’s unit continues its charge independently from the player’s wishes. The author of Sengoku Jidai: Shadow of the Shogun and Pike & Shot Campaigns, Richard Bodley Scott, explains the reasons behind his decisions.

In the days when battles were decided by hand-to-hand combat it was largely impossible for a commander to successfully order a unit to disengage and go and do something else. In fact, in the rare cases where this was attempted, it often led to a mass panic as neighbouring units thought that the retreating unit was broken and themselves broke as a result.
Even the Romans, who reportedly had a system of line replacements (although nobody has yet figured out satisfactorily how this worked) only replaced one unit with the one immediately behind it (if indeed they did so). The replaced unit did not then go off and do something else.
Likewise it was normal for troops who routed their opponents in close combat to pursue the enemy at least for some distance before being brought back under control.



What led you to implement such a feature? Would you say you were inspired by any particular game or system?


I have been playing Ancient, Medieval and Renaissance tabletop minatures games since 1971. Loss of control of units in close combat is normal in such games, as is units pursuing routed enemy (except in some rather abstracted systems such as DBx). This is because those games are based as closely as possible on the history and this was normal behaviour for troops in the era before battles were decided almost entirely by shooting. Pike and Shot and Sengoku Jidai follow the tradition of tabletop miniatures games, without all the hassle of collecting and painting figurines.

Would you say that it adds to the realism of the game?

Certainly it does.

What notable examples from history are there of this occurring?

There are countless historical examples of pursuits getting out of hand and troops either not returning to the fray soon enough to influence the result of the battle, or themselves being routed in their turn by enemy reserves. To name a few: At the Battle of Magnesia in 190 BC, the victorious Seleucid right wing, under the command of King Antiochos in person, pursued the routed Roman left wing as far as the Roman camp, and failed to come back in time to save the rest of the Seleucid army, resulting in a decisive Seleucid defeat. During the Imjin War the Japanese used the Korean and Ming cavalry’s tendency to pursue in a disorganized fashion to lure them into a trap and destroy them at the Battles of the Imjin River and Byeokjegwan. In the English Civil War the Royalists lost several battles because their victorious cavalry pursued for several miles right off the battlefield and failed to return in time to influence the infantry fight. At the battle of Waterloo the Scots Greys completed their objective of routing the French 1st Corps, but then carried on without orders to Napoleon’s Grand battery, only to be counter charged by French cavalry and routed.

How does this feature affect the tactical depth of the game in your opinion? And how is the gameplay affected?

This feature increases the tactical depth of the game because it forces the player to act like a real general and allow for the fallibility of his own troops. It also increases the tension in the game play, because a local victory can soon turn into a reverse if troops pursue into danger. The player needs to take precautions to retrieve the situation if this occurs.

Are there times when the player can use it to their advantage?

Very definitely. A properly set up flank charge can roll up several units by routing one unit, pursuing into another, routing that and pursuing into another.




Example: The Samurai cavalry can charge the nearest Korean infantry unit in the flank. If they rout it, they will pursue into the next unit’s flank and so on. They may succeed in rolling up several units.


Are there ways a skilled player can mitigate the effects of this?

That too. In Sengoku Jidai, infantry who originally received a charge at the halt will seldom pursue enemy infantry and almost never pursue enemy cavalry.
Careful positioning prior to charging can result in units pursuing behind the enemy flank instead of off the table. This can then leave the pursuing unit in a good position to attack the rear of the enemy line in subsequent turns.
Charging disrupted enemy front line infantry with cavalry can lead to the cavalry routing their immediate enemy then pursuing into lower quality rear echelon units and routing them too.




Example: The samurai cavalry are not in a position to flank the Korean infantry, but if they charge the indicated unit and rout them, they will pursue behind the Korean line. The Koreans have no reserves, so once the cavalry come back under control they are likely to be in a position to charge the Korean infantry in the rear.

Why can’t your units always charge what you want?

The priority target system is there to enhance the realism of the game.
Firstly, it prevents units from charging one enemy unit while ignoring a more pressing threat from another unit. This helps to compensate for the IGOUGO system – in reality the other enemy units would not stand by idly while your unit attacked the unit of your choice. Because of this, no sane unit commander would order the attack against the non-priority target, and if he did, the troops might not obey. The player is supposed to represent the C-in-C, and although he gets to move all the units, he cannot override the tactical priorities of the unit commanders – in reality he would not have time to do so.
Secondly it prevents units facing a line or chequerboard of enemy units from ganging up on one unit while ignoring the enemy directly to their front. Allowing this would be very unrealistic.
Most infantry cannot charge cavalry. This is because their historical tactical doctrine would not allow them to do so. The normal behavior of infantry in the presence of enemy cavalry was to adopt a defensive posture to repel any attack. To avoid micromanagement, the game assumes this happens automatically, it does not require you to issue an “adopt defensive formation” order.
Even when the cavalry are already engaged in close combat, disciplined infantry would not normally charge them. This is because cavalry combats were not in reality the static affair that they appear to be on the map. In real life the cavalry would not be in one position long enough for the infantry to attack them, and if the infantry were foolish enough to break defensive formation to attack them they would be putting themselves at risk of a counterattack which they would not be able to repel because they would no longer be in the correct formation. Hence they would not risk it.


So you have little control of your units most of the time after the initial deployment?


This is not true at all.
In the early stages of the battle you have full control of all of your troops. As the battle develops and you commit units to hand-to-hand combat, you lose control of those units for a variable length of time while the combat continues, but you regain control of them once the combat and any pursuit that may occur is over.
This is part of the realism of the simulation and follows Motke’s famous dictum: “No plan survives contact with the enemy”.
However, you still have full control of all troops not in hand-to-hand combat or pursuing, and proper tactical use of those is what will usually decide the issue. In fact locking enemy units in hand-to-hand combat can keep them pinned long enough for you to set up and execute a flank attack on them.
It is a stark fact that skilled players will almost always beat less skilled players in Pike and Shot and Sengoku Jidai. This clearly demonstrates that they have enough control over their units to achieve this.
Sengoku Jidai: Shadow of the Shogun - Alberto
Pike & Shot and the recently released Sengoku Jidai have a quite unique system: players have, under certain conditions, limited control of their units. Entire regiments can be locked in close combat and the player won’t be able to order to disengage. This becomes even more evident when an enemy unit routs as the consequence of a charge and the player’s unit continues its charge independently from the player’s wishes. The author of Sengoku Jidai: Shadow of the Shogun and Pike & Shot Campaigns, Richard Bodley Scott, explains the reasons behind his decisions.

In the days when battles were decided by hand-to-hand combat it was largely impossible for a commander to successfully order a unit to disengage and go and do something else. In fact, in the rare cases where this was attempted, it often led to a mass panic as neighbouring units thought that the retreating unit was broken and themselves broke as a result.
Even the Romans, who reportedly had a system of line replacements (although nobody has yet figured out satisfactorily how this worked) only replaced one unit with the one immediately behind it (if indeed they did so). The replaced unit did not then go off and do something else.
Likewise it was normal for troops who routed their opponents in close combat to pursue the enemy at least for some distance before being brought back under control.



What led you to implement such a feature? Would you say you were inspired by any particular game or system?


I have been playing Ancient, Medieval and Renaissance tabletop minatures games since 1971. Loss of control of units in close combat is normal in such games, as is units pursuing routed enemy (except in some rather abstracted systems such as DBx). This is because those games are based as closely as possible on the history and this was normal behaviour for troops in the era before battles were decided almost entirely by shooting. Pike and Shot and Sengoku Jidai follow the tradition of tabletop miniatures games, without all the hassle of collecting and painting figurines.

Would you say that it adds to the realism of the game?

Certainly it does.

What notable examples from history are there of this occurring?

There are countless historical examples of pursuits getting out of hand and troops either not returning to the fray soon enough to influence the result of the battle, or themselves being routed in their turn by enemy reserves. To name a few: At the Battle of Magnesia in 190 BC, the victorious Seleucid right wing, under the command of King Antiochos in person, pursued the routed Roman left wing as far as the Roman camp, and failed to come back in time to save the rest of the Seleucid army, resulting in a decisive Seleucid defeat. During the Imjin War the Japanese used the Korean and Ming cavalry’s tendency to pursue in a disorganized fashion to lure them into a trap and destroy them at the Battles of the Imjin River and Byeokjegwan. In the English Civil War the Royalists lost several battles because their victorious cavalry pursued for several miles right off the battlefield and failed to return in time to influence the infantry fight. At the battle of Waterloo the Scots Greys completed their objective of routing the French 1st Corps, but then carried on without orders to Napoleon’s Grand battery, only to be counter charged by French cavalry and routed.

How does this feature affect the tactical depth of the game in your opinion? And how is the gameplay affected?

This feature increases the tactical depth of the game because it forces the player to act like a real general and allow for the fallibility of his own troops. It also increases the tension in the game play, because a local victory can soon turn into a reverse if troops pursue into danger. The player needs to take precautions to retrieve the situation if this occurs.

Are there times when the player can use it to their advantage?

Very definitely. A properly set up flank charge can roll up several units by routing one unit, pursuing into another, routing that and pursuing into another.




Example: The Samurai cavalry can charge the nearest Korean infantry unit in the flank. If they rout it, they will pursue into the next unit’s flank and so on. They may succeed in rolling up several units.


Are there ways a skilled player can mitigate the effects of this?

That too. In Sengoku Jidai, infantry who originally received a charge at the halt will seldom pursue enemy infantry and almost never pursue enemy cavalry.
Careful positioning prior to charging can result in units pursuing behind the enemy flank instead of off the table. This can then leave the pursuing unit in a good position to attack the rear of the enemy line in subsequent turns.
Charging disrupted enemy front line infantry with cavalry can lead to the cavalry routing their immediate enemy then pursuing into lower quality rear echelon units and routing them too.




Example: The samurai cavalry are not in a position to flank the Korean infantry, but if they charge the indicated unit and rout them, they will pursue behind the Korean line. The Koreans have no reserves, so once the cavalry come back under control they are likely to be in a position to charge the Korean infantry in the rear.

Why can’t your units always charge what you want?

The priority target system is there to enhance the realism of the game.
Firstly, it prevents units from charging one enemy unit while ignoring a more pressing threat from another unit. This helps to compensate for the IGOUGO system – in reality the other enemy units would not stand by idly while your unit attacked the unit of your choice. Because of this, no sane unit commander would order the attack against the non-priority target, and if he did, the troops might not obey. The player is supposed to represent the C-in-C, and although he gets to move all the units, he cannot override the tactical priorities of the unit commanders – in reality he would not have time to do so.
Secondly it prevents units facing a line or chequerboard of enemy units from ganging up on one unit while ignoring the enemy directly to their front. Allowing this would be very unrealistic.
Most infantry cannot charge cavalry. This is because their historical tactical doctrine would not allow them to do so. The normal behavior of infantry in the presence of enemy cavalry was to adopt a defensive posture to repel any attack. To avoid micromanagement, the game assumes this happens automatically, it does not require you to issue an “adopt defensive formation” order.
Even when the cavalry are already engaged in close combat, disciplined infantry would not normally charge them. This is because cavalry combats were not in reality the static affair that they appear to be on the map. In real life the cavalry would not be in one position long enough for the infantry to attack them, and if the infantry were foolish enough to break defensive formation to attack them they would be putting themselves at risk of a counterattack which they would not be able to repel because they would no longer be in the correct formation. Hence they would not risk it.


So you have little control of your units most of the time after the initial deployment?


This is not true at all.
In the early stages of the battle you have full control of all of your troops. As the battle develops and you commit units to hand-to-hand combat, you lose control of those units for a variable length of time while the combat continues, but you regain control of them once the combat and any pursuit that may occur is over.
This is part of the realism of the simulation and follows Motke’s famous dictum: “No plan survives contact with the enemy”.
However, you still have full control of all troops not in hand-to-hand combat or pursuing, and proper tactical use of those is what will usually decide the issue. In fact locking enemy units in hand-to-hand combat can keep them pinned long enough for you to set up and execute a flank attack on them.
It is a stark fact that skilled players will almost always beat less skilled players in Pike and Shot and Sengoku Jidai. This clearly demonstrates that they have enough control over their units to achieve this.
Sengoku Jidai: Shadow of the Shogun - contact@rockpapershotgun.com (Alice O'Connor)

“This samurai-stuffed Pike & Shot spin-off is currently my favourite wargame of 2016,” our resident warmaster Tim Stone declared when he looked at Sengoku Jidai: Shadow of the Shogun [official site] last week. Unless young Master Stone has flitted to a new warflower like a warhummingbird since then, you can now get into the same groove as our lad. That will bring you one step closer to your goal of becoming his bestie. Of becoming HIM. By which I mean Sengoku Jidai launched today.

… [visit site to read more]

Sengoku Jidai: Shadow of the Shogun - Alberto
From the 15th until the early 17th century, Japan’s Shogunate was heavily contested by powerful lords from around the country. The rebellious local Daimyo had grown stronger and began to question and challenge the leadership of the nation. This period, called Sengoku Jidai or the Warring States Period, would become one of the most renowned civil wars of human history.

https://youtu.be/X_lUZQN4AhA

Sengoku Jidai: Shadow of the Shogun is developed in collaboration between Richard Bodley Scott, the mastermind behind Field of Glory and Pike & Shot, and Jayson Ng an active member of the community. It enhances the highly successful formula of Pike & Shot, enriching it with new features such as battlefield generals and a beautiful and unique art style! Sengoku Jidai features fourteen historical battles on Japanese and Korean soil, three historical campaigns, one sandbox campaign, and a skirmish mode that generates random encounters between more than a hundred army lists from Japan, Korea, China, Manchuria and Mongolia.

For the ultimate Sengoku Jidai experience, a Collector’s Edition is also available adding 2 exclusive campaigns, 4 extra army lists and 3 Field of Glory e-books.

A special 10% launch discount is available for a limited time period. We are going to offer a free Steam key to anyone who bought a copy from the Matrix Games or Slitherine store, once the game is available on this digital platform!

If you want to read more about the game, it has been covered extensively by the press on sites such as Rock, Paper, Shotgun, Digitally Downloaded, Brash Games and Final Boss Fight.

Last but not least, don’t miss tonight’s exciting release stream on our official Twitch channel at CEST 8 PM / UTC 6 PM / EDT 2 PM!

So what are you waiting for? Get Sengoku Jidai:Shadow of the Shogun now!

http://store.steampowered.com/app/397190/
Sengoku Jidai: Shadow of the Shogun - Alberto
From the 15th until the early 17th century, Japan’s Shogunate was heavily contested by powerful lords from around the country. The rebellious local Daimyo had grown stronger and began to question and challenge the leadership of the nation. This period, called Sengoku Jidai or the Warring States Period, would become one of the most renowned civil wars of human history.

https://youtu.be/X_lUZQN4AhA

Sengoku Jidai: Shadow of the Shogun is developed in collaboration between Richard Bodley Scott, the mastermind behind Field of Glory and Pike & Shot, and Jayson Ng an active member of the community. It enhances the highly successful formula of Pike & Shot, enriching it with new features such as battlefield generals and a beautiful and unique art style! Sengoku Jidai features fourteen historical battles on Japanese and Korean soil, three historical campaigns, one sandbox campaign, and a skirmish mode that generates random encounters between more than a hundred army lists from Japan, Korea, China, Manchuria and Mongolia.

For the ultimate Sengoku Jidai experience, a Collector’s Edition is also available adding 2 exclusive campaigns, 4 extra army lists and 3 Field of Glory e-books.

A special 10% launch discount is available for a limited time period. We are going to offer a free Steam key to anyone who bought a copy from the Matrix Games or Slitherine store, once the game is available on this digital platform!

If you want to read more about the game, it has been covered extensively by the press on sites such as Rock, Paper, Shotgun, Digitally Downloaded, Brash Games and Final Boss Fight.

Last but not least, don’t miss tonight’s exciting release stream on our official Twitch channel at CEST 8 PM / UTC 6 PM / EDT 2 PM!

So what are you waiting for? Get Sengoku Jidai:Shadow of the Shogun now!

http://store.steampowered.com/app/397190/
Sengoku Jidai: Shadow of the Shogun - Alberto
This will be our last faction preview for Sengoku Jidai: Shadow of the Shogun. This time we'll speak briefly of the Manchu, the Mongols and the Wokou pirates. As a bonus, we'll also speak of how banners and flags are represented in game.

Sengoku Jidai: Shadow of the Shogun will be available on PC tomorrow, Thursday May 19, both in standard and in a Collector's Edition containing unique content. And don't miss the release twitch stream tomorrow evening at CEST 8 PM / UTC 6 PM / EDT 2 PM on our official twitch channel!


Manchu

The Manchus originated from the Jurchen tribes who settled in present-day Manchuria. During the 16th century, the tribes were unified under the leadership of Nurhaci and were organised into the Eight Banners. The Jurchen banner armies fought in a similar manner to other steppe armies like the Mongols. They fielded mounted archers, some armoured, some unarmoured.



By 1622, the Jurchen had a substantial population of assimilated Han Chinese. These formed the core of the Jurchen foot units which utilised the same equipment and tactics as the Ming. A contingent of Ming artillerymen surrendered to the Jurchen during the fall of Yongping in 1629. These guns were influential in the subsequent battles against the Ming.
Hong Taiji succeeded Nurhachi and changed the name of the Jurchen to Manchu in 1635. In 1636, Hong Taiji proclaimed the creation of the Qing Dynasty. The Qing differentiated Han bannermen from ordinary Han subjects and created the Green Standard Army in 1644. The Green Standard Army would subsequently see much of the fighting against the remnants of the Ming. The original Banner Armies were now considered royal guards.
Manchu armies during the Qing period fought in a similar way to the Ming. They formed mixed battalions of protected missile troops and utilised a large amount of artillery. Close combat units of swordsmen with large rattan shields were commonly fielded. Cavalry remained an important component of the army and were still composed of the traditional horse archers.



Mongols

The Mongols were split into two major groups during the 1600s, the Oirats of western Mongolia and the Khalkha of eastern Mongolia. The Khalkha were often referred to as the Northern Yuan, paying homage to the former rulers of China, the Yuan Dynasty.
Mongol armies were composed of mounted archers. Higher quality units would wear lamellar or brigandine armour. Standard steppe hit and run tactics were prevalent.



Wokou

Wokou pirates raided the Chinese and Korean coasts from the 13th to the 16th centuries. They used Japanese-style weaponry like the yari, katana, and yumi. They were also enthusiastic users of Portuguese matchlocks. Due to their sea-faring nature, they did not wear heavy armour and most would usually be unarmoured. They were organised into several bands of warriors with mixed weaponry.







Banners and Flags

Each faction in game has unique banners matching those actually used in history. Note that icon banners will deteriorate as a unit takes losses, so damaged regiments are rather easy to spot on the battlefield.

Japanese Banners

Japanese troops may be pretty hard to distinguish when fighting against fellow Japanese. That is because a common uniform for a unit was rare despite popular depictions. No clan would wear something unique to their clan. Sengoku era armours were predominantly lacquered black or brown with different colour lacing. Some samurai wore red armour. Some samurai wore bulkier and more colourfully laced classical armour of an older era. The lack of a military uniform gave rise to several means of identification.
Sode Jirushi were small emblems attached to the shoulders and arms, only useful to distinguish friend from foe in close combat.
Sashimono were banners worn on the backs of the soldiers. These are probably the most unique and iconic of all Sengoku flags, but we did not use them in the game as they are not appropriate for the scale of the unit blocks.
Hata Jirushi were tall narrow unit banners hung from a cross bar. These flags fell out of favour during the Sengoku Jidai, but in the game you will see them used in the Honjin.



Nobori were tall stiffened flags used to identify units with a similar construction to the sashimono. These were the most prominent flags on Sengoku battlefields and are the ones used for identification and depicting unit quality.
As in real life, the player needs to familiarise himself with the nobori being used by his clan and the opponent as there are no real clan uniforms. Historically, prominent generals had their own flag designs but we don't go that far in the game.
Another tip for those playing Japanese: missile foot units (yumi and teppo) wear brown armour, close-fighting foot units black or red.

Ming and Joseon Banners

Ming Chinese and Joseon Koreans have similar banners (although the Korean flags have longer tails) because the Joseon civilisation adopted several aspects of Chinese culture. What we see in the game are three of the Four (actually Five) Guardian Creatures of Direction.

English Name / Chinese Name / Korean Name / Japanese Name
Azure Dragon / Qing Long / Cheong-ryong / Seiryuu (East)
White Tiger / Bai Hu / Baek-ho / Byakko (West)
Black Turtle / Xuan Wu / Hyeon-mu / Genbu (North)
Vermilion Bird / Zhu Que / Ju-jak / Suzaku (South) [not in game]
Yellow Dragon /Huang Long / Hwang-ryong / Kouruu (Centre) [not in game]
Their use was most probably to show positions in a formation (left wing, right wing, centre, etc.), but we don’t go that far in the game.



Jurchen / Manchu / Qing Flags

The Jurchen tribes later called themselves Manchu and became the Qing Dynasty, the last dynasty of China. They went by the Eight Banners system.
These banners were used for both administrative and military purposes. The banner system organised Manchu society from fragmented tribes into unified armies. Membership of a banner did not go by ethnicity, Chinese and Mongols were also accepted. Before and during the Manchu invasion of the Ming, Chinese defectors were incorporated into the banners. When the numbers became too large, the "Old Han Army" created their own eight banners. The subjugated Mongols too had their own banners. But eventually, the growth of the banners stopped. They formed the core and the most elite of the Qing dynasty army, while the rest were relegated to the Green Standard Army. The Green Standard Army eventually saw more fighting than bannermen.
The game only shows the plain Yellow Banner which was considered one of the most elite "upper" banners. The skirmish army lists have banner armies, mixed armies, and pure Green Standard armies.



Mongol Banners

The Mongols used a combination of flags and tugs. Average Mongol units carry two flags, while Superior Mongol units carry two flags and a tug. A tug is a standard made of horse or yak hair. A white tug is used during peace time and a black tug during war. Skirmishers don't carry flags, but we gave the Superior skirmisher units a tug.

Sengoku Jidai: Shadow of the Shogun - Alberto
This will be our last faction preview for Sengoku Jidai: Shadow of the Shogun. This time we'll speak briefly of the Manchu, the Mongols and the Wokou pirates. As a bonus, we'll also speak of how banners and flags are represented in game.

Sengoku Jidai: Shadow of the Shogun will be available on PC tomorrow, Thursday May 19, both in standard and in a Collector's Edition containing unique content. And don't miss the release twitch stream tomorrow evening at CEST 8 PM / UTC 6 PM / EDT 2 PM on our official twitch channel!


Manchu

The Manchus originated from the Jurchen tribes who settled in present-day Manchuria. During the 16th century, the tribes were unified under the leadership of Nurhaci and were organised into the Eight Banners. The Jurchen banner armies fought in a similar manner to other steppe armies like the Mongols. They fielded mounted archers, some armoured, some unarmoured.



By 1622, the Jurchen had a substantial population of assimilated Han Chinese. These formed the core of the Jurchen foot units which utilised the same equipment and tactics as the Ming. A contingent of Ming artillerymen surrendered to the Jurchen during the fall of Yongping in 1629. These guns were influential in the subsequent battles against the Ming.
Hong Taiji succeeded Nurhachi and changed the name of the Jurchen to Manchu in 1635. In 1636, Hong Taiji proclaimed the creation of the Qing Dynasty. The Qing differentiated Han bannermen from ordinary Han subjects and created the Green Standard Army in 1644. The Green Standard Army would subsequently see much of the fighting against the remnants of the Ming. The original Banner Armies were now considered royal guards.
Manchu armies during the Qing period fought in a similar way to the Ming. They formed mixed battalions of protected missile troops and utilised a large amount of artillery. Close combat units of swordsmen with large rattan shields were commonly fielded. Cavalry remained an important component of the army and were still composed of the traditional horse archers.



Mongols

The Mongols were split into two major groups during the 1600s, the Oirats of western Mongolia and the Khalkha of eastern Mongolia. The Khalkha were often referred to as the Northern Yuan, paying homage to the former rulers of China, the Yuan Dynasty.
Mongol armies were composed of mounted archers. Higher quality units would wear lamellar or brigandine armour. Standard steppe hit and run tactics were prevalent.



Wokou

Wokou pirates raided the Chinese and Korean coasts from the 13th to the 16th centuries. They used Japanese-style weaponry like the yari, katana, and yumi. They were also enthusiastic users of Portuguese matchlocks. Due to their sea-faring nature, they did not wear heavy armour and most would usually be unarmoured. They were organised into several bands of warriors with mixed weaponry.







Banners and Flags

Each faction in game has unique banners matching those actually used in history. Note that icon banners will deteriorate as a unit takes losses, so damaged regiments are rather easy to spot on the battlefield.

Japanese Banners

Japanese troops may be pretty hard to distinguish when fighting against fellow Japanese. That is because a common uniform for a unit was rare despite popular depictions. No clan would wear something unique to their clan. Sengoku era armours were predominantly lacquered black or brown with different colour lacing. Some samurai wore red armour. Some samurai wore bulkier and more colourfully laced classical armour of an older era. The lack of a military uniform gave rise to several means of identification.
Sode Jirushi were small emblems attached to the shoulders and arms, only useful to distinguish friend from foe in close combat.
Sashimono were banners worn on the backs of the soldiers. These are probably the most unique and iconic of all Sengoku flags, but we did not use them in the game as they are not appropriate for the scale of the unit blocks.
Hata Jirushi were tall narrow unit banners hung from a cross bar. These flags fell out of favour during the Sengoku Jidai, but in the game you will see them used in the Honjin.



Nobori were tall stiffened flags used to identify units with a similar construction to the sashimono. These were the most prominent flags on Sengoku battlefields and are the ones used for identification and depicting unit quality.
As in real life, the player needs to familiarise himself with the nobori being used by his clan and the opponent as there are no real clan uniforms. Historically, prominent generals had their own flag designs but we don't go that far in the game.
Another tip for those playing Japanese: missile foot units (yumi and teppo) wear brown armour, close-fighting foot units black or red.

Ming and Joseon Banners

Ming Chinese and Joseon Koreans have similar banners (although the Korean flags have longer tails) because the Joseon civilisation adopted several aspects of Chinese culture. What we see in the game are three of the Four (actually Five) Guardian Creatures of Direction.

English Name / Chinese Name / Korean Name / Japanese Name
Azure Dragon / Qing Long / Cheong-ryong / Seiryuu (East)
White Tiger / Bai Hu / Baek-ho / Byakko (West)
Black Turtle / Xuan Wu / Hyeon-mu / Genbu (North)
Vermilion Bird / Zhu Que / Ju-jak / Suzaku (South) [not in game]
Yellow Dragon /Huang Long / Hwang-ryong / Kouruu (Centre) [not in game]
Their use was most probably to show positions in a formation (left wing, right wing, centre, etc.), but we don’t go that far in the game.



Jurchen / Manchu / Qing Flags

The Jurchen tribes later called themselves Manchu and became the Qing Dynasty, the last dynasty of China. They went by the Eight Banners system.
These banners were used for both administrative and military purposes. The banner system organised Manchu society from fragmented tribes into unified armies. Membership of a banner did not go by ethnicity, Chinese and Mongols were also accepted. Before and during the Manchu invasion of the Ming, Chinese defectors were incorporated into the banners. When the numbers became too large, the "Old Han Army" created their own eight banners. The subjugated Mongols too had their own banners. But eventually, the growth of the banners stopped. They formed the core and the most elite of the Qing dynasty army, while the rest were relegated to the Green Standard Army. The Green Standard Army eventually saw more fighting than bannermen.
The game only shows the plain Yellow Banner which was considered one of the most elite "upper" banners. The skirmish army lists have banner armies, mixed armies, and pure Green Standard armies.



Mongol Banners

The Mongols used a combination of flags and tugs. Average Mongol units carry two flags, while Superior Mongol units carry two flags and a tug. A tug is a standard made of horse or yak hair. A white tug is used during peace time and a black tug during war. Skirmishers don't carry flags, but we gave the Superior skirmisher units a tug.

Sengoku Jidai: Shadow of the Shogun - Alberto
While you’re waiting for Sengoku Jidai: Shadow of the Shogun, you can have a taste of the game by looking at the five new screenshots we just released.











The game is going to be released on Thursday May 19 on PC. It will also be available in a Collector's Edition, containing additional content for the ultimate Sengoku Jidai experience!

http://store.steampowered.com/app/397190/
Sengoku Jidai: Shadow of the Shogun - Alberto
While you’re waiting for Sengoku Jidai: Shadow of the Shogun, you can have a taste of the game by looking at the five new screenshots we just released.











The game is going to be released on Thursday May 19 on PC. It will also be available in a Collector's Edition, containing additional content for the ultimate Sengoku Jidai experience!

http://store.steampowered.com/app/397190/
Sengoku Jidai: Shadow of the Shogun - Sukhoi
Sengoku Jidai: Shadow of the Shogun’s release date is approaching. The game will be released on the 19th of May and you’ll finally be able to fully experience warfare in East Asia in the 16th and 17th centuries.

But we have a special treat for you: a Collector’s Edition will be available, adding extra content to an already extremely rich game!

Here is a breakdown of what is contained in the Collector’s Edition of Sengoku Jidai:

  • Byeongja Horan Campaign: 1637, the Manchu have invaded Korea, and the Joseon stand alone against the Qing. Will you play as the Joseon and try to expel the invaders? Or will you side with the Qing and complete the conquest of the peninsula?

  • Genko Campaign: 1282, with the conquest of China almost complete, Kublai Khan turns his glance towards the land of the Rising Sun and demands it bend the knee and pay tribute to his empire. The Japanese refuse, and it leads to war. Historically, a great storm stopped the invading fleet, the “Divine Wind”. But what if there was no storm? Fight the war for Japanese independence in this what-if campaign!

  • Genko Skirmishes: 4 new army lists are added to the Skirmish mode of Sengoku Jidai, introducing a Yuan army list (Mongol Invasion) and 3 Japanese ones (Hojo and two generic clans called Aoi and Akai). This skirmish module allows you to experience the very different tactics of late 13th century Japanese warfare both against the Mongol invaders and against other Japanese clans.

  • Field of Glory Renaissance Core Rules E-Book: Do battle with friends and enemies alike with Field of Glory: Renaissance, the miniatures tabletop wargaming rules on which Sengoku Jidai and Pike and Shot were based. Bring history to life as you engage in ferocious combat with the finest armies of the Renaissance world. The Field of Glory: Renaissance rulebook contains all the information you need to play your first epic battle with figurines, terrain, tape measures and dice.

  • Empires of the Dragon Army E-Book: The 11th companion book for Field of Glory: Ancient and Medieval reveals the secrets of the armies of Asia, from the earliest times until the end of the 15th century, from the samurai of Japan and the forces of the Qin to the elephant hordes of India and Thailand.

  • Colonies and Conquest Army E-Book: Following in the footsteps of Marco Polo, Colonies and Conquest, the 4th Field of Glory Renaissance Companion, presents the armies and allies of the great civilizations of Asia in the 16th and 17th centuries, as well as the European forces that began to colonize the fringes of Asia.
And that’s not all! We’ve just published a trailer tackling the specifics of the Asian military concepts of the period. The local peculiarities are reflected on the digital battlefields of Sengoku Jidai and understanding them will be crucial to repelling the enemy!

https://youtu.be/Sz8BwSOuZVA
Sengoku Jidai: Shadow of the Shogun will be available for PC on 19th May: are you ready for the clash of spears and swords, the roaring thunder of the teppo guns and the hiss of a thousand arrows?

http://store.steampowered.com/app/397190/
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