Showing posts with label killer katanas 2. Show all posts
Showing posts with label killer katanas 2. Show all posts

Monday, 27 April 2015

Killer Katanas 2 - playtesting

The lads were up for trying out Killer Katanas on Thursday.  Except for Jon who - unlike Mark - wasn't prepared to lie to his spouse that he was popping out to Tescos and would be back 'soon' - then sneaked off to wargame for the next 4 hours.  Even worse, she was laid up on the coffee table with a bad back. 

I set up with a limited number of units per side and sort of evenly matched.  The Black team (Russ and Ian) had a larger unit of ronin, but sans armour and a unit with long lance (essentially pike) alongside the expected samurai and ashigaru.  The Red team (Mark and me) had some sohei warrior monks - which let me tell you now are crap against cavalry!

Reds below, Black above.  The Black cavalry get to move next

As with all new rule sets there was a bit of flicking through the rule book initially but, to be fair, once we got into the swing of things it seemed to move along quite nicely.  Very soon - especially as combat began - we were all hanging on the next card with hope (or trepidation) that we or the opposition would get their licks in first.

The card system works well.  Each card represents cavalry or infantry of either side.  If a Black Infantry card is pulled, all Black's infantry units (including commanders on foot) get to move.  There are 4 cards of each type (cavalry and infantry of both sides) - so a turn last 16 cards.  Some units like ashigaru with arquebuses need 2 cards to fire (reload then shoot) and as we found it is easy to get stuck waiting for your infantry cards to turn up to let you reload as the enemy bears down on you.

The Blacks plot their next move - onto the hill

Terrain played its part.  Movement is not speedy and being stuck on terrain (such as hills and paddy fields) severely restricts movement.  The Black ronin in particualar were picked on as they would be slow to come down the hill and our ashigaru arquebusiers certainly took their toll on them.

Interestingly, bow units are quite effective compared to other rule sets (they don't need to reload like arquebusiers) but to keep it balanced all shooting units can only shoot twice per turn.  I made up some counters to keep track of who had done what and we felt we needed a Reload counter for the arquebusiers.

Movement is randomish - you know your units will move but the distance is not fixed which can make charging slightly more of a lottery if you stop 1/2 inch short!

Counters a plenty as the shooting takes place.  

It was quite funny how we all seemed to get into it.  I forgot to take many photos as I was a) usually flicking through the rule book when an event came up or b) engrossed in the action.  All results seemed fair and there was certainly no shout of "These Rules Are Shit" as has been heard in the past.

We certainly didn't scratch too deep into the potential depth of the rules - there are loads of optional items we can introduce over time but we'll need some time to get acquainted with the nuances of these (such as historic battle formations and command and control distances).

One element that certainly had us going was the personal challenges.  Basically a unit commander, the main commander or unattached commanders can issue personal challenges to their opposite numbers.  We soon found that with the right leader, this could be devastating.  You roll for the commander ability on 2d6 - low is bad, high very good.  If you can get double 6 (as I managed for one of ours) he becomes a +3 unstoppable killing machine who takes out enemy unit commanders which then forces morale checks on the unit they were commanding (if you kill him, make him run away or if he refuses to fight). 

Our super duper +3 guy managed to scare off a flanking samurai unit and an ashigaru unit on the hill.  Similarly a Black commander opened up a significant hole in our ranks doing the same thing.

Carnage as a single samurai causes consternation and confusion to his enemies.  Run Away!
However, such units (if they engage in single combat) can suffer wounds and even be killed by an inferior opponent - and the wounds are cumulative.  In this way a crafty commander can send in his crappy -1 commanders in the hope of a) inflicting some wounds on the superior hero and b) getting his own crappy commander killed and replace him with a shiny, new higher rank commander!

I definitely need to spring for some small movement trays to keep units together and work on the paperwork needed to keep track of damage to units and individual commanders (especially noting the 20% and subsequent 10% damage which results in increasingly lower morale status and hence crucial in marking down).

At the end of the evening, both sides had reasons to be pleased.  Cavalry are not numerous but are highly effective and certainly the Blacks won the battle of the flanks while the Reds could claim victory in the centre.  Combat had been bloody and you can see why some historical formations allowed for rapid switching of troops to let those that had been battered retire to the rear before being wiped out or routing.

Feedback was positive.  Everyone had a good word to say about them and generally a thumbs up for Killer Katanas 2!

Monday, 20 April 2015

Killer Katanas 2

It was my birthday last week so I decided to splash out on a few goodies (which will be covered by other posts).

One of the 'goodies' was a copy of Killer Katanas 2 - a rule set by Brian Bradford covering the Sengoku period in Japan (The Age of The Country At War) - in other words the 16th and 17th century combat involving samurai and ashigaru as competing clans vied with each other to control Japan.



I've tried a number of rule sets to simulate combat in Japan during this period.

Renaissance Principles of War does quite a good job but doesn't hit the mark in some respects (such as reflecting how armaments and their use dramatically changed during this time - such as mounted samurai changing from mobile shooting platforms into lance-armed cavalry, foot samurai moving from bow and sword to arquebus and spear and of course the rise of the ashigaru (fast foot) who made up the bulk of the armies in the later period - armed with yari, teppu and yumi (spear, arquebus and bow).  However, it does not lend itself to using the specific battle formations used at the time.

Age of the Country At War is a simplistic rule set based squarely on DBA.  It has some novel elements (such as use of heroes to engage in heroic actions) and some useful elements (such as being able to manouvre while outside of tactical range of the enemy) allowing for fast deployment and changing formations which is closer to the nature of combat at the time.

DBR is another rule set I've briefly tried (to be honest, only once) and I'm sure with a tweak or two would be ideal.

However, I've read that Killer Katanas is highly regarded by people who've played it so I have sprung for a copy.  I've briefly scanned through it and although it looks a bit complicated (and also does not lend itself easily to 6mm scale that I use), initial impressions are good.

The rules are written for 15mm although it can lend itself to 6mm scale by reducing scales from inches to cm (although base sizes I assume stay the same - it doesn't say so in the rules).  There are three classifications for troop type, armour type and weapon type.  Players can choose clans with different percentages of troop classification (e.g. some are cavalry heavy, some ashigaru heavy) and then equip units accordingly.  Basically better armour and weapons cost more but are more effective.  Cavalry are powerful but costly.  I like this idea as it allows players a lot of customisation based on points and reflects the challenges facing clan leaders (daimyos) at the time. Lots of troops with poor weapons and armour or less troops much better armed and protected?



Turns are card based.  Each turn consists of 16 cards (8 cards per side - 4 cavalry and 4 infantry) being turned over and then allowing actions for those troop types only. There are some good ideas here - arquebus units need to load and shoot (essentially requiring 2 infantry cards to be played) so if you get two cavalry cards before your opponent gets two infantry cards you can ride own his arquebusiers before they can shoot.  However, the opposite can happen and your cavalry can find itself in front of an arquebus unit that has had time to move and reload.

In addition, infantry card movements are non-standard (2.5" or 3") so your infantry charge may stop short of contact.

So when an infantry card for the Red team is turned over, all the Red infantry can move (or conduct an action such as reloading) - including individual leaders who can challenge their opposite numbers.  A declined challenge results in a morale check for the leader challenged and the unit he is attached too (in face of such cowardice, how can hey respect him as a leader?).  Similarly if a general is challenged and refuses all units under his command check for morale!  Which is why most battle formations have the general far away from the conflict!  Challanges are fought out using 2D6 and a reference table wiht outcomes such as wounds (it takes 5 wounds to kill), and outright kill, no effect or run away.  In any event, losing a challenge is not good but better quality leaders have a much better chance of winning.

General combat involves shooting or melee.  Firing can be done in one rank or two (the latter is much more effective) but requires troops to be stationary to do so - and hence at risk of being charged before they are ready to unleash!  Moving your missile troops reduces their effectiveness.  Sticking them behind a pallisade and keeping them still improves their effectiveness.  Nagashino, anyone?



However, opponents can opt for bullet-tested armour which reduces the effect of arquebus fire and allows your pointy and slashy troops to get in for the kill.  But it is expensive.

Melee combat involves lining units up and counting how many are able to fight (based on bases, ranks and weapons used).  For example a unit of 16 samurai armed with yari attack a unit of 24 ashigaru armed with katanas.  The samurai get a charge bonus as they contacted first and get some second rank support as they are using long weapons (spears).  The ashigaru only have short weapons and so only the front rank can get involved.  The samurai get 12 units 'in' against the ashigaru's 8.  The samurai have better armour (+1) and they throw their leader in to the fray (as do the ashigaru).  The samurai have a base factor of 4, +1 for charge, +1 for leader, +1 for armour.  You then reference the combat table (factor 7 and 12 troops) to get a result of 2.3 : 2 kills and another kill if the attacker rolls 3+ on a d6.  The ashigaru are base 3, +1 for leader giving them 4 and 8 troops which yields 1:0 - 1 kill and a 6 required for another kill.  They both roll 4 - the samurai get another kill, the ashigaru don't.  The result is 3 - 1 (both leaders survive the melee) and the ashigaru are pushed back and the samurai will get an additional +1 next time for winning the prior round of melee (but the more numerous ashigaru will get more troops in next time as they now flank the samurai).



Casualties are taken off units furthest from the fighting (i.e. rear or flanking units) to simulate filling on the gaps in the line of combat.  These should be marked off on sheets to denote total unit strength.  As units lose strength, they lose combat effectiveness and may soon fail morale checks as a result.

Morale checks come all the way through a battle - when unit leaders die, when a unit loses 20% casualties (with a -1 for every 10% thereafter), when they see a friendly unit rout etc.  Bad rolls cause units to retire or rout which can trigger a general retreat.  But morale can be regained on a 7+ but only if the unit has a card in play or a leader contacts the unit in question.

There are optional rules for artillery, sieges, fanatical troops, inspirational icons (such as standards which give a +1 to morale), rotational fire, loyalty (opposing players can choose units to defect and then roll to see if they do - if successful the unit turns to face their previous allies and engages them!) and good/bad karma (an additional coloured dice is rolled during combat - on a 1 the combat effect is reduced by 1, on a 6 it is increased by 1 - in the combat scenario above it could have been a drawn combat if the ashigaru got a good karma and the samurai a bad one).

The key attraction of Killer Katanas 2 though is the use of battle formations.  There were at least 22 formal battle formations available to samurai generals and using these rules you can replicate the formations themselves.  Each unit is designated as a Vanguard, a Division, Support, Flanker, Bodyguard etc. and therefore takes its place in the formation (and direction) as required by the formation.  On the table, this may require that more space is required (so 6mm is certainly a better scale to think about) as each formation takes up 24" x 24" in 15mm.  On a 6 x 4 table that means they would be practically touching each other so scale is a factor to consider here.  However, both formations start 24" apart (24cm for 6mm).



Both sides choose their formation (in secret) and then both roll a d6 and add their sotaisho (main leader) bonus - if any.  The high score gets to choose to accept the formations as they are (e.g. he sees that his formation is better than his opponents) or to change his.  If the formation is changed then the process is repeated and both sides dice again.  The process is completed when the high scorer decides to begin.  The high scorer then chooses the position of his army (the 24" square), followed by the loser.  The initiative player can choose to set up first or last.

However historical formations do not have to be used.  In such circumstances both players write down the formation of the army in secret and are revealed at the same time but deployment must be within 24".

Summary
Proof of the pudding will be in the eating - or rather the playing.  The rules themselves look fairly straightforward although a lot of bookkeeping may be required to keep track of casualties. The formations, use of leaders and choosing of armour, weapons etc. can make for many and varied battles.  The rules have a comprehensive list of leaders (with bonuses) and also clan composition - to make army selection easier.  There are also a number of scenarios to try (with maps and army lists).  If it plays half as good as it looks, we could be onto a winner!  

Monday, 30 December 2013

Japanese Battle Formations in the Sengoku Period


Japanese battle formations were instigated once the samurai army drew near to its enemy (i.e. from order of march to order of battle) and dependent on the terrain on which conflict would take place and also the expected formation the enemy would itself be in.  Many formations were counters to other formations (e.g. the Keyhole and other similar formations were used to counter the Arrowhead). 

In addition, the daimyo would aim to change the formation mid-battle in order to secure an advantage or to counter a move by the enemy.

Note that the terrain over which the Japanese fought was rarely a large, empty field!  They fought over strategic positions like bridges, castles, mountain passes and the like.  At that time Japan had few roads and much of the terrian was mountainous (or at least hilly) and heavily wooded.  Most formations therefore kept the daimyo at the rear or centre of the formation with significant strength at all sides (flank, rear and vanguard) unless they knew the territory well or knew that their rear was protected.

Hoshi formation
As you can see from the above illustration, the Daimyo is centre rear.  At the front, arqubusiers are densely packed to blast a hole for the troops behind (usually samurai and ashigaru yari) to burst through.  However, the formation keeps a strong screen to the rear and the flanks can similarly be protected from an unexpected attack.

As such, most Japanese formations tended to be 'deeper' than 'wider' - although there were some exceptions such as Lying Dragon (used when defending a hillside)

Before moving into formation, the daimyo would typically be seated inside a maku (a semi-enclosed space) on a folding camp stool and generally communicate his orders through subordinate generals - these would then be transmitted down the chain of command.

The simplest formations were mainly based on ancient Chinese models - the simplest of all was the nanasonae (Seven Units) - three vanguard units, two flanking units, the daimyo with the main body and a rear guard.  All of the formations had some elements in common - the daimyo at centre rear and a vanguard of missile troops (formed and skirmish) protected by ashigaru yari and samurai (who tended to form the flanks as well).  The baggage train would be well defended.

Units would communicate using highly mobile Courier Guards - usually but not exclusively mounted.  

Moving into different formations required a highly trained army and the more complex formations were prevalent more towards the latter stages of the Sengoku period (as professional ashigaru rather than levy peasants were employed).

The hachijin - the 8 most important traditional Chinese battle formations - were associated with Tang Emperor Taizong who reigned from AD626 to AD649 and were themselves probably derived from the writings of Chinese strategist Wu Zi (born around 400BC).  It seems incredible that the Japanese formed their battle tactics on the writings of around 1,100 years ago (a bit like fighting WW2 based on the tactics of the Norman Conquests) - and where the main troop types (crossbowmen and chariots) were not even used. However, early Japanese armies fought according to the writings of Sun Tzu and Takeda Shingen had a quote from the Art of War emblazoned on his battle flag.

Most battle formations became adaptations of the hachijin and so were variations of hochi, kakuyoku, gyorin, engetsu, choda, hoen, koyaku and ganko) and it is these we will talk about first


1. Hoshi (arrowhead)--This was a formation for a fierce charge. A dense screen of arquebusiers headed the vanguard samurai and softened up the enemy ranks for them. This formation was made for a fierce attack so the flanks were more lightly protected.  The formation literally took the form of an arrowhead - a wedge facing the enemy.  It was used by the Takeda when using their famed cavalry and most famously used by Shimazu Yoshihiro who, when he realised he was surrounded at the Battle of Sekigahara, placed himself at the head of 80 men in a hoshi formation to break out. 


2. Kakuyoku (crane's wing).  This was a defensive arrangement which allowed for rapid deployment into an offensive movement to surround an attacking enemy.  The vanguard absorbed the enemy advance using missile weapons and skirmishers while the main strength (the outstretched and reverse-curved 'wings') spread out to envelope the enemy.  It was used by Takeda Shingen at the 4th Battle of Kawanakajima in 1561 to receive what he thought was the fleeing Uesegi army. 


3. Gyorin (fish scales).  This would be adopted if your army was outnumbered.  It was essentially a blunted hoshi - a less risky version for an army that couldn't risk everything in a rapid charge.  A strong centre is supplemented by overlapping units but there was more ability to protect the flanks.  

4. Engetsu (crescent moon). This was a highly defensive formation named for the assymetric shape the troops form around their general.  This was the ideal formation for a last stand - but also if attacked with a gyorin formation.  

5. Choda (long snake).  Although the name implies a long, thin formation it was actually quite wide so an enemy advance against either flank can be held in check.  The middle troops (behind the front line) provide support to either front or rear.  Meanwhile the vanguard is held centrally to break out into an attack.  It was a great counter to an enveloping kakuyoku.

6. Hoen (a square and a circle) aka Saku (keyhole).  The best formation for countering a hoshi attack.  Six ranks of arquebusiers and 2 of bows angled to receive the hoshi attack.The troops in the centre formed a square and circle (the keyhole shape) - best shaped to absorb the charge proper.

7. Koyaku (yoke). Named after the wooden yoke (kubiki) used on an ox cart this was considered a good defense against most attacks - especially the "cranes wing" and "arrowhead" attacks. The vanguard would hold the enemy long enough to know their intentions. The commander could then react with the most suitable formation.  As such it provided strength at the vanguard but also flexibility to adapt.

8. Ganko (birds in flight). This was a very flexible and deep arrangement of troops that could be changed as the situation developed. Arquebuses screened the front and rear, but, could move if needed to a flank if the enemy altered their attack.  The arrangement of many ranks deep could absorb a fierce charge (as happened at the Battle of Anegawa in 1570).  Essentially a defensive formation but as an attacking model it worked well against a keyhole.

Many more formations were added later and appeared sporadically during the Sengoku period.  Some are only described in text so guessing the actual formation itself is not easy.

9. Koto (tiger's tail - or more specifically treading on a tigers' tail.  The formation takes its name from a poem about being very daring and was seen as a good defensive formation when facing an enemy of equal strength.  It was a deep formation which provided flexibility as well.

10. Garyo (reclining dragon).  The formation to adopt when defending a hillside.  The divisions are able to move easily to new positions when there is a need to change formation. Skirmishing troops were deep to the front and all round protection was provided.

11. Taimo (great gamble).  This was used to assess the enemy strength on the flanks.  Once the weakness was found, the centre force is used to penetrate it.  Again, considerable skirmish firepower was at the front and the forces were arrayed to rush into any gap that formed.

12. Koran (dancing tiger).  The formation to adopt if your army is about to be attacked on both flanks.  The leading division strikes the enemy's 'head' then the rear divisions move to take the enemy in the rear. Bows and arquebuses formed the head of the tiger (with support) and other divisions would move out and around as the tigers head withdrew.

13. Kenran (dancing sword).  Similar to koran but with greater strength to the rear, increasing its defensive value for a general that fears attacks from all sides.

14. Shogi-gashira (captain of chess).  The formation for pursuing a retreating or retiring enemy.  The central units form  a shape similar to the playing pieces in shogi (Japanese chess) and advance upon the enemy.  Meanwhile the flanks, middle and rear press forward and expand left and right to allow an envelopment.

15. Matsukawa (bark of the pine tree).  An unusual formation as it places cavalry, missile troops and spears in the middle of the formation (cavalry on the outside with foot samurai behind them.  The main benefit was greater mobility and protection from all sides.  The cavalry could easily wheel to vanguard or rear - but by keeping the shooting troops inside it meant that this was vulnerable to shooting.

16, Kuruma gakari (winding wheel). This formation formed in a circle. While moving on the enemy it maintained this composure. When the point of attack was decided units were detached from the circle. Once the unit grew weary, another would be rotated in its place. Fresh units would continue to be sent upon the target until a breakthrough was achieved. This Formation was used by Uesugi Kenshin to counter Shingen's "cranes wing" at Fourth Kawanakajima.  It is an idealised representation of a tactical move that replaces tired units with fresh ones without breaking momentum.

17. Wachigai (interlaced circles).  The formation takes its name from the shape presented by the front and rear of the formation.  It was apparently of most use when outnumbered and fighting in woodland.

18. Sei ganko choku (variation on ganko).  Representing an elaborate ganko, it combined depth and flexibility.  Arquebusiers were found in more strength to the centre and rear and samurai and yari ashigaru spaced to adapt to an attack from any side.

19. Betsute naoshi (different direction).  Recommended for one's reserve troops if the enemy is drawing near - especially in the case of a disadvantage in height (i.e. the enemy is above you).  There is a considerable defensive element - especially around the daimyo / general.

20. Ryukei (flowing current).  Used in a fighting retreat, the inclined flanking units provided excellent cover from enemy harassment.

21. Unryo (cloud dragon).  Adopted when the enemy had the advantage in terrain (such as steep or difficult places) but not in numbers.

22. Hicho (flying bird).  Similar to unryo in appearance but adopted when the enemy has the advantage in terrain AND numbers.

The following formations have no diagrams as guidance so their shape and size (and the units used) can only be guessed at.

23. Suki no seki (vanguard's plough).  A combination of gyorin and kakuyoku - therefore essentially defensive.

24. Choun (cloud of birds).  Described as being like the gathering and dispersal of birds or the changing appearance of clouds when an army takes position on a hill.  A defensive formation which suggests quick movement by units (hence adapatability)

25. Kanchi (sink into the ground).  Essentially a defensive formation where the troops provided mutual protection.  Used by a unit at the battle of Hibikino which thereby avoided certain death.

26. Hidaka (high sun).  Adopted when a large Korean army cut the road along which the Mori clan were travelling. Has to be assumed as being an attacking formation and one that was effective against a static defence.

27. Hyori (principle of law).  Used at the battle of Aoino. 

28. Ryu (dragon).  

29. Ryu no maru (dragon in a circle).  Sounds like a variation of engetsu (or possibly karuma gakari) and appears in an account of the 4th battle of Kawanakajima.  The Takeda surprise attack force arrived at the summit of Saijosan.  The Uesegi position was deserted and they could hear the sound of battle coming from the plain in the north.  The attack force therefore rushed down the paths to support the main body but Uesegi Kenshin had left a body of 1,000 troops to guard the river crossing in the ryu no maru formation.  The Takeda did eventually with through but at a high cost.  Assume it is a defensive position for a narrow area.

30. Hangetsu (3 day old moon).  Used at the battle of Konodai.  Similar to engetsu as it is used specifically to neutralise a hoshi attack.

31. Minotenari (winnowing fan).  Defensive formation enhanced with bamboo bundles which provides a protective screen for arquebusiers.


Despite the samurai being well drilled, we cannot expect armies to easily move from one of the formations to another of the 31 easily (if at all).  Some of the shapes of formations were radically different and there is a risk in moving troops when an enemy is close (or in actual contact).  Some movements were more important than others and so better rehearsed.  Formations whose style and constitution (such as ganko and unryo) would be relatively easy to do.  Going from a kakuyoku to a hoshi would be much more difficult (impossible if in contact with the enemy) but not beyond the remit of a well drilled army and a good commander.  








Signalling and identification in Sengoku Period

Signalling and identification was crucial to the Japanese art of warfare in the Sengoku (Warring States) period (the period of almost perpetual war from 1450 to 1615).  
As armies increased in size, especially during the Warring States period, opponents often had trouble identifying each other and commanders could not recognize important samurai amid the crush of bodies. 
Signals became an effective means of controlling troops from a distance during battles, since only coordinated efforts could be successful. Strategies included the use of items such as flags, drums, and conch shells, as well as deployment of fire signals and messengers. 
For instance, many samurai and ashigaru affixed a sashimono, or personal banner, on the back of their armor. The family crest (mon) of the army commander was usually painted on the field of the sashimono, which later developed into the more visible vertical banner called a nobori carried by standard bearers into battle. 
Similarly, recognizing the potential of messengers, daimyos invested in preparing elite corps of messengers. A commander relied upon his messaging system to convey orders to other generals and ensure timely compliance with directives. These messengers were specially identified by cloaks or distinctive sashimono. For example, Toyotomi Hideyoshi had 29 messengers, all of whom were fitted with a golden sashimono. Nobunaga provided his messengers with a horo, a fabric bag similar to a cloak attached to the back of the armor, in either red or black.

Messenger with horo
During the Warring States period, as the military became more professionalized and battles were plentiful, specialized signaling and other means of identifying entire companies as well as specific figures were instituted. To ensure quick identification of opposing forces at a distance or ready identification of a military leader in poor weather, high-ranking figures had elaborate helmets and other distinguishing characteristics that made them readily recognizable. 
Nobori, uma-jirushi and sashimono

At the dawning of this era of many feuding daimyo, the tradition of affixing a sashimono was abandoned, perhaps because such devices could hinder the progress of an elite warrior. Regardless, high-ranking samurai had attendants (standard-bearers) who were charged with carrying the large vertical flag known as a nobori identifying the entire company or unit.
Personalized armor or helmet elements functioned like a crest which might be etched into or painted on European armor to indicate one’s allegiance to a particular ruler. However, overall, Japanese use of banners and flags contrasted with European styles. Apparently, free-flying banners, as commonly seen in recreations of European battles, were not favored in Japan. The most typical banner style of the 15th century and after, the nobori, was a long, vertical piece of fabric that hung from the arm of a pole, which could be easily seen from both sides. Essentially these were larger versions of sashimono made more visible as well as less personal, a change that underscores the increasing grandeur of well orchestrated combat at the end of the Warring States period.
Other types of flags and banners served diverse purposes. Signal flags (as well as fires) could be employed in directing unit movements. Another banner used for identification was the uma-jirushi, or horse insignia, which was worn by the standard-bearer of a daimyo and used to determine whether a leading figure had lost his mount.


In peacetime, banners and flags served to distinguish rank and status of samurai in service to the Tokugawa shogunate. Under the reorganization of the feudal system, samurai rank was equated with banner size. For example, samurai with an income of 1,300 koku were entitled to bear a small flag, while those possessing more than 6,000 koku of annual income could display a large flag. Thus, an entourage approaching the Tokugawa castle in Edo could be identified from a distance. Such banners required three soldiers to serve as bearers, more than the single figure that had accompanied the sashimono of high-ranking retainers in the medieval period. However, due to the dearth of battles, such flags were displayed primarily during processions of daimyo to and from the capital, and represented no hindrance to the typically slow and ceremonious progress of such entourages.