Fishbreath Plays: Sengoku Jidai: Shadow of the Shogun

The clunkily-named Sengoku Jidai: Shadow of the Shogun is, at its core, a turn-based tactical wargame set on the battlefields of Asia during the Sengoku period, developed by Byzantine Games and published by Slitherine.

That sells it short, though.

The Sengoku period is a fascinating time in Japanese history, familiar to anyone who’s played a Total War game with ‘Shogun’ in the title. Competing daimyo fought for the title of shogun, de facto ruler of Japan. Usefully, at least for wargame designers, it was a century or so of near-constant war.

Sengoku Jidai has a number of expansions which extend it well beyond Japan in the 16th century, to China and Korea in the same era, all the way back to Japan in the 12th and 13th centuries. With the exception of gunpowder, warfare in those eras was broadly similar, so I won’t make too much of the differences. (Also, my interest in the era mainly runs toward the Sengoku period, and that’s what I’ve played extensively, so I’ll stick with talking about it.)

Gameplay

I can’t find a solid source to confirm or deny that the battlefield rules in Sengoku Jidai are based on a tabletop wargaming system, but it feels like they could be. They’re clean and simple.

Movement is on a square grid. Combat is pretty mathy, but comes down to Points of Advantage which affect the result, and which are gained or lost based on many of your typical wargame conditions. (Think spears against horses, rough terrain and disorder, morale, and so on.) Turning units is hard, as is shifting them long distances; they’re fairly slow, and 45-degree turns are about as much as you can manage without running out of action points. Units outside of their generals’ command range are even less mobile, an unusual but sensible design choice. Rather than stack up more combat modifiers, generals simply yield a more flexible, better-coordinated force. Works for me.

When units get into melee combat, they usually stay there for a few turns, wearing each other down and slowly inflicting losses until someone breaks. Once units get into close combat, you lose control over them, and even if your unit routs its opponent, you may not get control back—units automatically pursue routers, and may charge enemies in their paths.

There are good tutorials, both in the sense of tutorial missions and in the sense of tutorial popups explaining events as they happen, and between those and the elegance of the rules, it’s easy to get to grips with the system and start with the generalship.

Finally, for the cost of entry, you get a random map generator, a random battle generator, some historical scenarios, and some dynamic campaigns (simple ones, but enough to contextualize battles). Even the base game gets you the Sengoku Jidai campaigns and the Imjin War, I believe. If you enjoy the gunpowder- and artillery-heavy armies of the latter, I’d recommend picking up the Mandate of Heaven DLC, too, which buys you expanded Chinese factions and four more dynamic campaigns.

Presentation

I don’t have a lot to say here. The sounds are competent but uninspired, though the music is pleasantly atmospheric. The unit graphics are little groups of men and horses, more in the vein of counters than anything else. The landscapes are quite pretty, to the extent that they can be given the square grid they have to fit, and have a whiff of Japanese landscape painting about them in color palette and design.

One notable trouble spot is the lack of anti-aliasing, which is a bother for a game featuring spearmen aplenty. Another is that units don’t shrink as you batter them. A 1500-man unit of yari ashigaru looks the same at full strength as it does after losing 600 men, the only difference being a more tattered flag. As far as I’m aware, there’s no game mechanic which requires easy knowledge of a unit’s original size, so I count this as a flaw.

Verisimilitude

If you’ve read any of my previous wargame reviews, you’ll probably remember that verisimilitude is just about my favorite word in this kind of article. The point of a wargame is not to simulate every arrow and every man down to the smallest wound. The point of a wargame is to evoke a sense of place.

So, what is evocative about Sengoku Jidai’s gameplay? What puts me in the mindset of a field commander in 16th-century Asia?

First: deployment is crucial. On the scale of a battlefield, infantry is slow. Even cavalry takes a while to get where you want it. If you deploy your main body poorly, you can easily lose a battle you should have won. If you deploy your main body well, taking advantage of the terrain and the strengths of your units, you can win battles you might otherwise have lost.

Second: loss of control is rapid. Once the lines crash together, the outcome is largely out of your hands, except insofar as you contribute to key points with flanking maneuvers. As the general in command of an army, your responsibility is to deploy your forces well and, on the approach, meet weak points in the enemy’s deployment with strength. That seems accurate to me.

Like all the best wargames, when I get into the groove, it doesn’t feel like a game, in spite of the tabletop feeling of the rules. I give it my recommendation.

Miscellaneous

It’s available on Steam, but doesn’t work with Steam Play/Proton/Wine on my Mint 19.1 system, and as far as I know, doesn’t have high-DPI support.

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