Thanks to the response
to our recent Flashing Steel game got us thinking “way back when”
we first got it there was mooted a Japanese game.
I didn't much of
an excuse to buy a few figures and following a small thread in TMP
and/or the old yahoo site we did a few Japanese games pre-blog. Then
came along OGAM and these drifted into history.
Now we present a
different type of pirate, the Japanese Wako. I wanted a group that
would not follow orders, a leader without leadership ability and a
couple of individuals. As it happened, I got this fairly spot on.
In reflection, Battlesworn would have given a similar result without
the bookwork.
The Boss
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Points 58
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Quality 5+
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Combat 3
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Gang, Leader, Ranger/Light Infantry,
Strong, Sword - Rapier
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Rebel Priest -
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Points 50
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Quality 4+
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Combat 2
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Blur of Steel,
Ranger/Light Infantry, Sword - Rapier
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Archer
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Points 32
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Quality 4+
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Combat 2
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Bow and Crossbow,
Ranger/Light Infantry
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Stroppy Bandits x 5
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Points 35
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Quality 5+
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Combat 3
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Gang, Pole Arm,
Ranger/Light Infantry
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The locals, a Samurai
and his cronies. I could have spent time making these more
individual but erred on the side of laziness. The servant cost less
to balance the points exactly.
Samurai Archer
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Points 75
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Quality 4+
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Combat 3
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Bow and Crossbow, Leader,
Murderous, Sword - Rapier
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Followers
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Points 43
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Quality 4+
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Combat 2
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Forester, Gang, Pole Arm,
Sword - other
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Servant
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Points 25
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Quality 4+
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Combat 2
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Forester, Green, Sword - other
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You'll note that I'm
using the same basic scenery as last week plus some of my “to hand”
buildings. The bamboo is trial 3, this time guilty. I thought I had
enough to do a decent table. Damn. I've a few I can upgrade but I
need to buy another packet via Amazon and this time cut 'em in 1/3
not ½.
The Game. The wako
have been rumbled and being chased by the local cop. We decided on a
selection of start points and Tony won the initiative, but promptly
lost it.
I pushed my men forward and sent one chap to watch their
rear, just in case they tried anything sneaky. An exchange of
archery saw one pirate badly wounded.
I managed to head them
off at the junction. As their boss started down the rat run a
follower charged him, to be beaten down. Another one, same result!
The archer shoots one, making him withdraw, the priest moves up to
intercept the servant charging in on reaction. Another wako comes to
the aid of his boss. The Samurai charges in and engages him, but
he's side-charged by another and gets knocked down. The servant
takes on the monk, wins, and he's down wounded.
The archer wounds a
follower at the back. Yet another wako runs in and 2 of them kill
the Samurai. Mine go back out of range a bit sharpish, but I don't
lose anyone. Now my end guy runs in, and out, then follows until he
gets to run at the archer who turns and shoots him stone dead.
My last remaining 3
make the usual stupid gesture, but they're outnumbered--.
A good fast game, Tony
was frustrated by his sides inability to carry out cohesive action.
Pirates, herding cats, got it.
The Samurai side was
more cohesive and responsive. Not as good in combat. I was able to
use Tony's fails-as-reactions to push them forward and shoot.
The action was very cinematic, we could see it in our minds eye, and I'd advise you to give it a go.
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My rear guard comes forward to take the pressure off. |
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The second follower goes for the leader, the servant for the monk. |
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In comes the Samurai, I've removed the building for ease. |
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He's BEHIND you! |
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No he's not 'ees deaded! |
The wako are mostly 15mm.co.uk except for the archer.
The Samurai is an eureka and the rest Red Dragon.
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