The stage is set in a mountain village. A River down one side and wooded mountains on the other. A road runs through the center of the village south to north and the houses contained within have been variously set light too.

The wind is blowing to the north it is a damp day with slow cloud in the early afternoon.
The Iekogo force is contained at this link:
http://www.vertigostudio.es/zenit/kense ... 7=2&wme7=0
The Sessho-Seki force is contained at this link :
http://www.vertigostudio.es/zenit/kense ... 7=2&wme7=0
The Sessho-Seki are laying in ambush for this game and because of this will have initiative at the start of the game. The Iekogo must advance one unit into the village unsupported at the start of the game.

They advance a unit of ashigaru yari in column and are subsequently pounced upon by various Sessho-Seki units. They do however make a good show of themselves and manage to put down a couple of the Sessho-Seki spear men before succumbing to weight of numbers.







The Iekogo force proper arrives on the table edge and forms up. It has yet to decide if to move forward or wait for the smoke to clear. If the smoke had cleared and they had been able to see the initiative would've reverted to normal.


Suddenly the Watch tower collapses in flames barely missing the Sessho-Seki Katana Samurai.

The Iekogo decide to move forward, their troops haven't returned and they can see that the fires are taking hold quite badly in the village. The Taisho gets a good move in and his samurai hurry to keep up while the ashigaru amble across the fields.


Meanwhile the Sessho-Seki reform behind the cover of smoke and redress their ranks.

The Iekogo boss and his retinue burst through the smoke!

Despite the shock the Iekogo Taisho wins initiative and smashes into the front line of the ashigaru taking three out of the fight for only one light wound himself.

His retinue meanwhile get bogged down by the Sessho-Seki Katana and No-Dachi samurai. The Ashigaru both move up slowly yet again.

The Ashigaru finally get stuck in and start prodding the Sessho-Seki Samurai who suffer terribly from them and the Iekogo samurai

The Iekogo Taisho grinds through the ranks of the Sessho Seki Ashigaru and finally gets to grips with the second unit. This however turns out to be his undoing

He is wounded past his total wounds and using out campaign system that means he must retreat or start accumulating serious wounds.... He ends up suffering 1 serious wound but still manages to withdraw (just)

Meanwhile the archers have been having their own battle and the Sessho-Seki manage to eliminate the last of the Iekogo archers

The Iekogo Taisho is forced to retreat through his own spear men and leaving them vulnerable to attacks by the Sessho-Seki.


The spearmen make a good account of themselves stopping two No-Dachi and withdraw in good order while the Taisho attempts to move to the table edge while under fire.



The game ends with the Iekogo withdrawing from the field. They suffer 3 dead, 2 seriously injured (including the Taisho who suffers a serious wound to his knee,) 9 moderately to lightly injured and 2 lucky escapes!
The Sessho-Seki, the theoretical victors, suffer 8 dead (mostly ashigaru,) 2 seriously injured, 7 moderately to lightly injured and 2 near misses.
Despite the serious losses in the campaign setting the victory is the Sessho-Seki's. The unit of the game however definitely was the Taisho for the Iekogo who single handedly decimated the Sessho-Seki spears!
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Below are our additional workings for this game just to give some context for additional factors:
roll for burning D6:
1 not alight
2 starting to burn small plume of smoke
3 4 5 burning medium plume of smoke
6 burned out large plume of smoke terrain piece is ruined.
D6 for wind. smoke drifts 1" for still 2" per turn or 4" in gale.
1 still ( roll again for direction)
2 north
3 south
4 east
5 west
6 gale. ( roll again for direction)
D6 when iekogo enter table 6 = spot the sessho
D6 when 1/3rd of the way onto the board
5 or 6 if no units visible
4 5 6 if units visible
D6 when half way
5 or 6 if no units visible
4 5 6 if units visible
After game:
commoners:
1 lucky escape
2 escape but miss next game
3 light injured miss next game
4 moderate injury only useable in last stands
5 serious injury. Unavaliable
6 Dead. unavaliable
elites:
1 lucky escape
2 escape but miss next game
3 light injured miss next game
4 moderate injury miss 2 games
5 serious injury. only usable in last stands.
6 Dead. unavaliable
characters:
1 lucky escape
2 escape but miss next game
3 light injured
4 moderate injury
5 serious injury
6 Major injury.