Friday, October 22, 2021

Die Hard the Revolution (2)


Concentric attack by infantry and armour against 
a fortified machinegun post.
The early successes and gains of the government forces against the BARFist revolutionaries holed up in Maimajikwand seemed to suggest an imminent collapse of defence, and even the Revolutionary movement as a whole. Half the infantry in the town - a whole company, withal - had dispersed under a concentrated barrage from the Government's field artillery, and the whole line was under intense, unrelenting assault.
Beleaguered BARFist infantry at the south end of 
of the trench line.

The cornerstone of the town's defence, the fortified machine gun nest, came under concentric attacks from two infantry companies, supported by a squadron of medium tanks (D/6th Armoured). The six-pounders destroyed and the Stuarts driven out, a whole line of entrenchments were left abandoned, 'D' company of the BARFist infantry left isolated at the end of the line. C/6th pushed into the fieldworks, then drove along the line to take this lone company in flank, just as 'A' and 'B' Squadrons continued their close assaults. The lighter rebel armour took the opportunity to take the Government tanks in flank. What with the infantry hand-held anti-tank weapons in the field works and the incoming gunfire from the right flank, very soon a good two-thirds of 'A' Squadron's strength lay abandoned and burning close by the minefield.
18th Siliputti Battalion - still scarcely engaged 
apart from 'D' Coy assault on the trenches.

For their part, the Siliputti Battalion was having an easier time of it, only slowly and in piecemeal fashion coming into action. Only 'D' Company was in close action, 'B' Company engaging the remaining BARFists in the town with a long range small arms fire. In rear of this part of the line, the platoon of BARFist machineguns left the shelter of the oasis and pushed up towards the fieldworks to bring their fire to bear. At once the Silliputti commander, Major Inzamam Laghari, ordered up artillery support against the menace.

The second time the government gunners 
demonstrate their skill...!

Dead on target...
Once again, the gunners demonstrated their skilled practice. The shells rained down upon the machine gunners.... but with surprisingly few casualties, they simply scuttled a few hundred yards to their rear where they set up a new gun line. As this happened to be out of range of the 25 pounders, they were able safely to bring the immediate front of the whole trench line under fire from the rear position. This was to cost the Silliputti Battalion dear.

... and the machine gunners bug out to a new 
position out of artillery range.

At end of the line the remnants of the BARFist 'A' Company continued to hold out, even as  C/18th (Siliputti)  joined their companion 'D' company in the assault. As both sides' 'B' Companies fought it out in the town, 'A' Company pushed up through the gap. The BARFists in the town were coming under pressure now from three Government companies: 'A' and 'B' Siliputti Rifles, and 'D' Choklit Ghandhi. Surely the BARFist resistance must soon collapse?

Siliputti Battalion closing in. 'D' and, especially 'C'
Coys have taken heavy losses...

No such thing.  The whole assault upon the BARFist defences had as it were hit a stone wall, though for the time being at least they were able to keep up the pressure.  
The Government assault seems to have stalled 
on the south flank...

Suddenly, the BARFist line gave - at little.  The resistance from the machine gun nest collapsed, whereat C/17th Choklit Ghandhi forced their way further into the town, into the left rear of the BARFist 'B' Company.  'D' Squadron ran through the earthworks into the rear of the BARFist 'D' Company, where they engaged the rebel armour in flank.  

The MG nest cleared, 'D' Squadron pushes 
into the rear of the trench line.

This was too late for 'A' Squadron, its tanks left smoking wreckage in the plain, and 'B' Squadron was also left depleted. Yet, for all their stout resistance, the BARFists on the south flank were now in parlous case, the infantry, reduced to 75% surrounded by enemy armour and soon to come under infantry attack.

At last overrunning the whole of the trench line north of the town, the Siliputti Rifles pushed on to bring the anti-tank gun platoon and the mortars under attack.  The anti-tank gunners proved more than happy to accept a close quarter fight, where they were to give at least as good as they received.  But the mortars, despite the encouraging presence of their Revolutionary leader, failed in the crisis.  The crews cut down, Colonel Peenut Buttahjars barely escaped the Government clutches - speeding away in his jeep, neither waiting upon the order of his going, nor the kind invitations for him to remain. (As the command element was with the mortar unit destroyed by gunfire, then close assault, I rolled a die for his fate: 2xD6, 12 = KIA, 11 = WIA, 10 = MIA/POW.  The roll was nowhere near indicating such a fate...).
Northern trenches overrun
The demise or capture of the Colonel might have ended the Revolution then and there. The action was quite lost, the Revolutionary fighters exhausted, and the Government troops triumphant - but the fighting was not yet finished. From their rearward position, the machine gunners mowed down in windrows the onrushing companies of the Siliputti Battalion. The surrounded BARFist 'B' Company refused to budge from the northwest sector of town it occupied, even when Government armour could distantly be heard in the eastern suburbs.
What happened to the Siliputti Battalion?!

However, the southern defences had been quite overrun, and what was left of the BARFist 'D' Company - about platoon strength - after driving off the Government armour, was all that escaped to join the light tank squadron in the rear. The foreign press sympathetic to the Revolution were to laud the heroic lost-cause resistance of 'B' Company; the more hostile news outlets - notably the Daily Post of Londontown - deplored the fatalistic fanaticism of a people no better than anarchists...
Southern trenchline finally overrun.
Only a pathetic remnant of his fine army accompanied Col Buttahjars's retreat to Madasaiwannabe, the little regional town at the head of the Maimajikwand valley: apart from a few stragglers, the squadron of light tanks (for a wonder having lost none), a single rifle platoon and a Vickers platoon.  Lacking the means to shift them, the 2-pounder anti-tank guns remained on the field.  Surrounded, with no hope of escape, 'B' Company was finally forced to surrender. 
Government armour enters the eastern suburbs
of Maimajikwand
Though decisive, the Government's victory was not yet complete. It had been costly, too, especially to the Siliputti Battalion late in the the action. Eighteen Strength Points was the Government's 'butcher's bill' - nearly two-thirds of them from the Siliputti Battalion alone. But it was short of the exhaustion point.  The BARFist battle losses were the same: 18SP, well beyond its exhaustion point.  If I had a '50% Rule', perhaps it would have been enough to occasion a collapse or surrender. On top of the 18SP lost, a further 5SP were left as the remaining 12SP departed the field.  

'We will fight on,' quoth Colonel Buttahjars to any news correspondents who were brave (or foolhardy) enough to venture into the fastnesses of the upper Maimajikwand valley.  

I admit to being very tempted to end the whole campaign here, with the collapse of the Revolutionary movement.  Had the revolting Colonel been captured or killed, that certainly would have been the end.  But no - there is still one more battle to fight. A last stand - or a resurgence?  Who knows?

To be continued...

Tuesday, October 19, 2021

Die Hard the Revolution

Government forces (18th Battalion) advancing on the left 
(northern) flank and ('D' and 'C'/17th up the road.
At last we draw near a turning point, or possibly the conclusion of the campaign in Tchagai, a revolt against the Nawab, and against the ruling Ruberian imperialism. This posting follows on from the second Battle of Khandibar, a decisive victory by the government forces that deprived the BARFist Revolution of its only seaport, and the vital Izumrud-Zeleniyan military equipment that they hoped to import. For the background story, please refer to the following: Long Live the Revolution: The War Against the Raj, and following posts.  

(Eventually I will post the Table of Contents in a panel beside this main column)
Machine gun platoon, anti-tank gun and
mortar positions - north flank.
If the defeat at Nawabisbad - just when the Revolution seemed on the brink of successfully taking over the country - was a source of exasperation for the Baluchistan Armed Revolutionary Front (BARF), the subsequent loss of the vital rail junction at Maibad, and the sea port of Khandibar proved depressing to the martial enthusiasm of their movement. Their ardour for freedom and change dampened, the scale of recruitment was diminishing as fast as the rates of desertion were growing. Colonel Peenut Buttahjars ordered a retreat to Maimajikwand, the capital of the provincial valley that was the cradle of Revolt.
'A' Company, 1st BARFist Volunteers.  'B' Coy
in the town
For his part, General Lord Redmond entrusted the hitherto unfortunate Lt-Col Mugglethwaite with the pursuit into the Maimajikwand Valley. Mugglethwaite had with him: 17th Choklit Ghandi and 18th Siliputti Infantry, 6th Bananarahmaputra Hussars (armoured regiment), and two batteries of 1st Tchagai Field Regiment. Reaching Maimajikwand a few days ahead of the pursuing forces, the BARFists turned at bay. Those few days' respite allowed time to prepare defences against the attack to come.
Rebel centre covered by barbed wire

This action, as for the whole 'Long Live the Revolution' campaign, was fought using Bob Cordery's Developing the Portable Wargame rule set, and the conventions, modified to 'fit' my 'hex' table, of his mini-campaign example of the same name. One of those conventions involved rolling for each force's Strength Points (SP), adding the dice score to a basic minimum. As my table is rather larger than Bob's standard one, I added 50% to the starting minima and added dice rolls with the results you will now see.
Rebel southern wing. The minefield and anti-tank
obstacles will force any eenemy right up against
the end of the BARFist line.
Revolutionaries, Defending:
Number of SPs: (16+2D6) + 50% = 24 + 3D6 = 24 + 11 (OK roll - about average) = 35SP 

Government, Attacking:
Number of SPs: (20+4D6) + 50% = 30 + 6D6 = 30 + 30 (what a roll!!) = 60SP(!)

That was a huge roll for the Government, and I think the first time anything of the sort happened so far in this whole affair.  As had become my habit in this campaign, I permitted the defending side half the difference in SPs 'worth' of defence works: field works and barbed wire to cover one hex at 1SP each, and minefields and fortifications at 2SP.  
A very effective salvo from the Government artillery!

Baluchistan (Brotherhood) Armed Revolutionary Front:
Commander: Col Buttahjars, staffs etc = 6SP
1st 'Volunteers of the Revolution' Brigade 
     4 Rifle Companies @ 4SP

     2 MG Platoons @ 2SP
     1 Mortar Platoon @ 2SP = 22SP
'Tulwars of the Revolution' Armoured Group
     1 Squadron Light Tanks (1xM3 Stuart) = 3SP
Fixed Anti-tank gun positions:
     1 6pr medium AT gun troop = 2SP

     1 2pr light AT gun troop = 2SP

11 units, activation mean = 6
35 SP, exhaustion point = -12SP

This garrison was augmented by 4 stretches of barbed wire covering the approaches to the town from the west, 5 field works extending north and south outwards from the town, one fortified machinegun post, and a set of mined antitank obstacles far out from the south flank placed to draw any enemy trying to skirt around the place closer to the entrenchments.
... and the end of the BARFist 'C' Company, its 
remaining strength destroyed

Rajistan Government:

Commander: Lieutenant-Colonel E. Mugglethwaite = 6SP
17th Choklit Ghandhi Infantry 
     4 Rifle Companies (A-D) @ 4SP
     HQ Company, 1 Vickers Machine Gun @ 2SP = 18SP
18th Siliputti Infantry
     4 Rifle Companies (A-D) @ 4SP
     HQ Company, 1 x 3-inch Mortar (2SP) plus carrier (2SP) = 20SP
6th Bananarahmaputra Hussars 
     4 Squadrons (A-D) Sherman medium tanks @3SP = 12SP
1st Tchagai Artillery Regiment 
     2 Batteries, 25pr field guns @ 2SP = 4SP

17 Units, activation mean = 9
60SP; exhaustion point = -20SP
18th Battalion taking a while to move up ...
Already the pictures will have conveyed something of the narrative. Mugglethwaite massed his armour on his extreme right (the southern flank), with the intention of sweeping around or over the field works there, into the rear of the town. The tanks were to be supported and joined by A, B, and HQ Companies of 17th Battalion. The remaining two rifle companies were to approach the town directly up the road, clear way some of the wire, then storm the eastern suburbs. For this attack, they were given the immediate support of the 25pr artillery.
'D' and 'C'/17th Bn about to clear away the wire...

This left the whole of 18th Battalion to attack the entrenchments north of the town.  

Though action developed rather more swiftly on the southern flank. the first contacts came in the centre.  There the town's precincts formed a salient - a species of bastion against attack - covered by barbed wire entanglements. As the 25pr artillery bombarded the defenders of this section of the line - 'C' Company of 1st Volunteers, 'C' and 'D' companies of 17th Choklit Ghandhi Battalion drew up to the wire.  they might have found the clearing of the wire difficult under fire, but the artillery support proved overwhelmingly effective (see the 'double sixes' in the pic earlier). The pounding proved too much, and the whole defending company dissolved and vanished from the line. 'C' Company was able to clear the wire unimpeded, and 'D' Company had to endure only a minor nuisance.

The wire cleared, they were able to penetrate the western suburbs where 'D' Company made contact with the rebel 'B' Company, and 'C' was able to bring under fire the rebel machine gun nest in the southwestern corner.

'D' and 'C' having cleared the wire find little 
to oppose their entry into the town

On the southern flank, the entrenched defenders came under fire from the machine guns of the whole of the 6th Armoured Regiment. The infantry - 'A' and 'B' Companies and the machineguns of 'HQ' company  - were rather slower moving up. A long-distance tank and anti-tank duel opened up, with the sole rebel tank squadron engaging the heavier Shermans with their popgun 37mms.  As the more dangeous weapon, the Shermans were inclined to concentrate their fire upon the 6pr AT guns, which, without the means to withdraw, were eventually destroyed.
6th Armoured rolling forward...

... and running up against strong defences.
With the focus of action in the south, the assault on the northern front developed in a more piecemeal fashion. After its success against the town's defenders, the artillery joined 18th Battalion's mortar fire against the entrenched position of 'A' Company 1st BARF Volunteers. Under cover of this barrage, 'D' Company of the 18th brought the enemy position - its defenders already somewhat depleted - under a close assault. 
Under cover of mortar fire 'D'/18th attempt s to
storm the BARFist entrenchments

'B'/17th moving up to aid 'C' Coy.
The close assault by 'C' Company against the fortified rebel machine guns allowed 'B' Company to come up and join the action, bypassing the remaining barbed wire. Meanwhile, the gunnery duel was going rather the Government's way, despite the rebel entrenchments. 
Tank vs anti-tank... At the moment the 
Rebel light tanks don't have the range!
The light tanks driven from the line, and the anti-tank guns overwhelmed, 'A' and 'B' squadrons tried to force the gap between the manned field works at the end of the rebel line, and the minefield a short distance south from it. This was precisely why Colonel Buttuhjars had ordered it placed there - to force the armour up close against his own 'D' Company. After all the early successes by the Government forces, they were to find what remained of the Revolution were not going to go out easy.
The 6pr guns overwhelmed, despite their protective 
Just about all along the rebel line, now, the defenders were closely engaged: 'A' company - much reduced - under mortar fire as well as a close assault; 'B' Company in a duel with equal numbers in the town; the machine-gun nest under assault by two Government companies, and 'D' Company in a short-ranged duel with Government armour.  
Fighting at the edge of town.  Three companies 
of the Choklit Ghandhi Battalion held up

Could the Revolution yet hold out against such a seemingly overwhelming assault?

To be continued...

Friday, October 15, 2021

Some catching up...

 This is a quick heads up on what's coming on this blog soon.  Really just catching up on a variety of stuff that's been going down...

1. Long Live the Revolution:  A further episode in the occasional campaign in distant Tchagai.

Second Battle of Maimajikwand

2. The Second Sino-Union War: A proxy campaign closely based on the ideas of Tony Adams, author of The Woodscrew Miniature Army blog.   

Opening battle of the war...

3. The Battle of Kantsi Strait:  The long ago foreshadowed battle between the heavy units of my 'Mighty Armadas' battleships.  

The combined navies of Kiivar and Saabia 
challenge the mighty Ra'esharn 
Cacodaemon class battleships.

Thursday, October 7, 2021

Some Sengoku action...

The other day, having several idle moments to string together, I thought have a look at another Sengoku battle, using the Portable Wargames set of rules.  While I was about it, I dug out my Shogun (Milton Bradley) board game.  

First, the battle.  This was based loosely on the battle of Kawanakujima, 1564.  This was the moment that Takeda's flanking force had just crossed the Chikuma River into the right flank of Uesugi's army.  This was played on the Memoir '44 game board.  The choice of colours in this action was quite arbitrary: instead of Purple Takeda ought to have been more or less Red; and instead of orange, Uesugi more or less Purple.  Never mind.  

One small feature I added into this action: Uesugi's command tent, wherein he sat.  To this immobile element I gave 4 Strength Points against attack, and Elite status.  A reading of the battle indicates that Takeda Shingen also brought his command pavilion to the field, wherein he was personally attacked until his bodyguard came in to help.  So really he ought to have been so represented on the edge of the board in rear of his main line.

The Armies comprised:

Uesugi Clan:

Leader and Commander: Uesugi Kenshin, Command pavilion, = 4SP (strength points), Elite
2 Mounted samurai units @ 3SP = 6SP, Elite
2 Bow armed Foot Samurai @ 4SP = 8SP, Elite
1 Sword-armed Samurai = 4SP, Average (they might have been Ronin!)
3 Ashigaru Yari, @ 3SP = 9SP, Average

9 Units, Mean point 5*.
31SP, Exhaustion point -11SP.
* Note: I used my 'standard' activation system as being simpler and straightforward than that 'per book'..

Takeda Clan:

Main body:
Leader and Commander: Takeda Shingen, Mounted samurai, 3SP, Elite
1 Bow-armed Foot Samurai = 4SP, Elite
1 Sword-armed Foot samurai = 4SP, Average
2 Ashigaru Tepo @ 2SP = 4SP, Average
2 Ashigaru Yari @ 3SP = 6SP, Average

Flanking force:
Leader (adds +1 to combat die): Sword Armed Foot Samurai = 4SP, Average
1 Bow armed Foot Samurai = 4SP, Elite
2 Ashigaru Yari @ 3SP = 6SP, Average.

11 Units, Mean point 6.
35SP, Exhaustion point -12SP

The action opened with Clan Uesugi charging the flanks of the Takeda main line, hoping to do some damage before the flanking body got close. For their part, the flanking ashigaru reached the Uesugi first, whose right wing mounted and foot samurai, even after chasing off some hund gunners, found themselves sandwiched between strong enemy forces.
Practically surrounded as they were, the Uesugi people gave as good as they were getting. A band of ashigaru, struck in the rear, amazingly stood off a force of bow-armed samurai, before themselves being forced back into line by swordsmen.  Otherwise, the Uesugi line was too engaged with enemies to their front to think of turning to deal with the incursion into their rear.  
The right flank mounted samurai having drawn especial attention from the Takeda people, were soon overcome.  The whole right flank was soon practically surrounded.  But a knot of Uesugi samurai were not to go under without a fight. After throwing back a weak force of arquebusiers, they sought an escape.  Selecting a part of the enemy line where they seemed thinnest - a somewhat reduced force of ashigaru - they charged... 

...and broke through!

At the same time, Clan Uesugi was doing spectacularly well against the Takeda right. There, too, the Takeda ashigaru, yari and tepo, were being forced back, and chopped to pieces. Although taking heavy losses in the centre, that part of the Uesugi line was still holding... just!   

That could not last. Regathering their strength, the flanking force fell upon the rear of the Uesugi line, and swallowed up the ashigaru remnants. Meanwhile the samurai that had broken through the Takeda left found their escape still cut off, and turned to face their pursuers. Although victorious on their left, it was clear the game was up for the surrounded samurai...

At this point a count revealed that having lost 12 strength points, Clan Uesugi had reached their exhaustion point. The still intact left flank began to withdraw. For their part Clan Takeda knew they had been in a fight: 10SP having fallen. A victory for Takeda, then, but one that left Uesugi still with an army in being.

Off and on playing through this battle, I set up an ongoing game of Shogun.  This was begun some 20 years ago with my daughter, Ursula, but we really got in only one game turn.. Noting down the situation, we intended to resume another time.  We never did.

Cardinal points are the corners, the top right being North.
Top edge, then, is northwest.

Ursula had the Red and Orange factions; I had the Blue and the Green.  The picture shows where we had left off.  Here, Red had established quite a compact empire on the island of Shikoku and in the southeastern corner of the mainland, Honshu, where they established a castle stronghold at Kii - an important nexus of sea lanes.  The small enclave in the east (bottom right) is connected to the main Red strength by a sea way.

Orange never did establish a particularly coherent realm.  The two armies in the centre protect a tiny region sandwiched between Green and Blue.  The third Orange Army is isolated and alone on the northwest coast. The offshore islands off the northwest coast had no real communication with the scattered holdings on the mainland.

Blue is nominally the poorest of the four factions at the moment, having enough provinces to bring in just 4 koku to spend on developing their strength.  Orange, Red and Green may garner 5, 6, and 7 koku respectively. But Blue is nice and compact, and about to engulf the isolated Orange army in the middle of its bloc.  Those armies are in close contact, and once they start getting seriously experienced, will form a formidable combined force.

Green is the richest of the four factions, and has a fine bloc, separated from the northeast coast by a smattering of weak enclaves of the other factions.  But Green's situation was complicated from the start by having a strong enclave also on the far distant island of Kyushu.  Two of Green's armies have been placed in the main area of strength, with a castle built on the important strategic province of Shinano.

The third army has been placed close by the western tip of Honshu, with some notion of preserving some of the enclave in that part of the world. It might have been better placed on Kyushu, specifically at Bungo, where a Red army is preparing to make a seaborne landing.

The flagged figure represent armies, which are kept separate on special army boards, with the numbers being made up of a Diamyo (with the name heading the board), up to 4 Samurai (who may be bow, or sword armed), and up to 10 ashigaru, who may be armed with spear or handgun.  Although the Diamyo is not a mounted figure, he represents the slender cavalry arm that was a feature of Sengoku armies.  

Armies begin with Diamyo, 1 bow, 1 sword and 2 shot.  Extra troops may be obtained by expenditure of koku, or by incorporating garrison troops.  In the above picture, three of the six armies have their original complement.  One Orange army has picked up a couple of spearmen; one Red army recruited a bowman (at the cost of a whole koku - very expensive these fellows) and lost a gunner conquering some province or other (Izumi).  Oda's army seems to have found stiff opposition winning its battle: not a lot left of his army.  But he stands where the Clan has built its first stronghold.

Green and Blue have been more thorough with their recruitment drives, and added considerably to their strength.  In Blue's case, that may have come at the expense of early territorial expansion.
I decided to play out a turn.  One begins by planning one's expenditure.  There are a number of things one might buy
  1. Take swords.  The swords are marked with a number stars, one to five, to determine order of purchases, recruitment and placement of troops, movement, battles and so on.  Perhaps it represents the extra pay for extra service from one's troops.  Normally these are selected at random, but you can buy the sword of your choice.  Usually it will be the first, but on one occasion years ago, I deliberately bought the 5-star sword one, in order to purchase the 1-star the following turn.  Great way, however expensive, of stealing a march!  On this occasion, there is no reason to buy a sword.
  2. Build castles ... or fortify an existing castle.  It costs 2 koku to build a castle, and another 2 - in a subsequent turn - to fortify it.  A fortified castle is very strong, especially if it has a fair sized garrison (which need not be an army).  Quite a number of castles were fortified during this turn.
  3. Levy units.  The prices vary according to type.  One koku will buy you 1 bowman; or 2 swordsmen or gunners or one of each; or 3 spearmen.  Now, only one such figure my be recruited to any given province.  If you buy a bowman for the army, you can not add further troops to a non-army garrison in the same province. However, by placing them in nearby provinces, they might gradually be picked up as the army moves through during the movement phase.  All factions bought troops during this turn.
  4. Hire  Ronin.  These cost the same as Samurai swordsmen and are as effective.  But their hire is temporary only: one turn (but you get them for the whole turn).  Usually you'll hire Ronin to reinforce an army about to attack - or defend against - a strong enemy.  There was no occasion in this turn to hire Ronin.
  5. Hire Ninja. There is but one ninja, and he goes to the highest bidder, for one whole turn. This singular chappy may be used as a spy ('May I indulge in a quick shufti at your planning tray, old chap?  You know, before I make my own plans...?) or an assassin. The assassin can strike at any time - any time! - wipe out one diamyo, and that can be a very serious blow.  The diamyo gone, the army is left immobile for the remainder of the turn (though the army can still defend itself if attacked), and when a successor is appointed, all the previous experience gained has been lost.  Having said that, there is always a chance that if the assassin fails (one chance in three), he'll come back to slice and dice one of the hirer's diamyos.  If seen that happen <grin!>.  No one had any real reason to hire a ninja this turn.
The swords were chosen at random, and went:
* - Blue
** - Red
*** - Orange
**** - Green

After recruiting extra troops for his armies, and fortifying the castle in Tamba, two armies were directed to attack the Orange Army in Tajima.  The blue arrow counters commit one to attacks - or at least the first attacks - by the armies. As it turned out, the attack from Tango could have done the job on its own, but called off the attack with the only the Orange daimyo remaining.  The Army attacking from Inaba finished the job.  

This was a serious blow to Orange, who at once lost all influence in the western peninsula of Honshu.  Blue was able to consolidate a considerable bloc 
The yellow counters represent the ashigaru I took 
from the board for the above battle game...

His programme was simple and easy to determine: from it enclave in the southern corner of Honshu, and the Island of Shikoku, to begin an assault upon Kyushu and the small, but strategic, island of Awaji in the Inland Sea. Given that the Red armies were not large, it was anticipated that the opposed landing at Bungo would be touch and go, but it was effected at less cost than was feared.

Reduced to two armies, and they cut off from its scattered enclaves, it was not easy to determine a decent plan for them.  In the end they seized some provinces from Green.  It might have been an idea to have reinforced its hold upon the strategically very important province of Ise - a long slender region that links the centre of Honshu, to Kii at the southern corner.  

Though having lost 4 provinces in this turn already (2 to Red and 2 to Orange), Green position was quite strong.  They were able at once to get back two provinces from Orange, and one from Red.  At the same time, aware of the two Orange armies close to its castle stronghold at Shinano (another strategically significant region), Green chose to fortify the place.  Looking at the armies, its successful defence might have been touch and go had Orange decided to chance his arm this turn!

The third Army was placed in the western corner of Honshu where it was hoped to carve out a route to Kyushu if it could, or merely to maintain some kind of consolidated enclave at the far end of the island from its main area of influence.  

During the course of this turn, every army but one got to advance along the 'experience' track, the exception being the Blue army that called off its attack on the brink of victory.  Blue, Red and Green all have reason to be reasonably satisfied with their position; Orange not so much.  Orange has lost an army, and lost more territory than it gained.  Nor is its strategic position such as to delight its nominee for Shogun... 

(Will this narrative ever be continued?  Who knows?)