Do you remember Yahoo Groups? We got into Ganesha Games via Flashing Steel's piratey goodness. Then we moved onto Flying Lead for SF glory.
Well, there was a mention that the author of these Worthy Tomes Rich Jones was working on a Japanese version that would go into great depth.
Ahah! Went I! Rebuying Dixons 28mm Legends of Nippon. Some I've painted up as Japanese Gods whence came OGAM.
Somehow I missed these when they came out. A chance mention of a chap running a game in the Feudal Japanese facebook site. I tried to find the rules but my google-fu was weak. Two friendly members and I have them!
I spent a day copy & pasting. There's not a printer friendly version (that I could spot) For the first game we simply used what was on the QRS.
Cracking on, I used the examples to come up with 4 retinues called Tomozei. A Bushi, Ronin/bandit, Monk and Oni. These will all feature betwix now and sacred Halloween.
Here are our first 2. Although the names have been changed (you need/gain a sound knowledge of Japanese) the principals and effects are similar to the other rules. Indeed, I have run Samurai games with both of the above in the past. I've copied this from the rules. As they are free, I presume there's no problem with this.
Main difference is the event cards. Each turnover you get to try for 2. Some are played immediately, others stack.
Daimyo – Cost 12 Koku. Kyu Grade 2+ (quality) Bu3 (combat)
(armed with) Kyu and Daisho or Naginata
Well, there was a mention that the author of these Worthy Tomes Rich Jones was working on a Japanese version that would go into great depth.
Ahah! Went I! Rebuying Dixons 28mm Legends of Nippon. Some I've painted up as Japanese Gods whence came OGAM.
Somehow I missed these when they came out. A chance mention of a chap running a game in the Feudal Japanese facebook site. I tried to find the rules but my google-fu was weak. Two friendly members and I have them!
I spent a day copy & pasting. There's not a printer friendly version (that I could spot) For the first game we simply used what was on the QRS.
Cracking on, I used the examples to come up with 4 retinues called Tomozei. A Bushi, Ronin/bandit, Monk and Oni. These will all feature betwix now and sacred Halloween.
Here are our first 2. Although the names have been changed (you need/gain a sound knowledge of Japanese) the principals and effects are similar to the other rules. Indeed, I have run Samurai games with both of the above in the past. I've copied this from the rules. As they are free, I presume there's no problem with this.
Main difference is the event cards. Each turnover you get to try for 2. Some are played immediately, others stack.
Daimyo – Cost 12 Koku. Kyu Grade 2+ (quality) Bu3 (combat)
(armed with) Kyu and Daisho or Naginata
Shuryou * (Leader) – the character is the leader of the Tomozei and has a Command Distance of a Long Length. They are capable of giving a ‘Group Order’ and enhance a character’s Kyu Grade (-1) if the character is activated within the Command Distance and Line of Sight of the Leader. This also effects various Kyu Grade tests such as Morale.
Yuuki – the character is fearless, they are immune to the effects of gory deaths and test for morale at -1 to their Kyu Grade.
Youjinbou –Bodyguard. 9 Koku Kyu Grade 2+ Bu3 Kyu and Daisho or Naginata
Gunshin * – the character is a Hero. They automatically pass one die roll on a 6 for activation, task and morale purposes. In addition to this they may cause a reroll of any one set of dice for their force or the opponents per game.
Yuuki – the character is fearless, they are immune to the effects of gory deaths and test for morale at -1 to their Kyu Grade.
Juukan – the character is adept at striking while moving past an opponent. They may strike at any point of their movement action. So long as the character does not lose the combat the character may continue moving.
Iai jutsu – the character is skilled at drawing and cutting with their weapon while they are moving. The character can strike with their weapon at the end of a movement action. However, this attack is at -1 to the Combat Total.
Sakki – the character can sense danger and can not be surprised or ambushed. All ‘fighting’ personality characters and all Gunshin have this ability as standard.
Menkyo Kaidan * – the character has attained the highest ability in their particular ryuha (martial arts school). They may make more than one attack per activation, using an action to make each attack.
Hatamoto – Hanchou – 9 Koku Kyu Grade 3+ Bu3 Daisho or Naginata
Yuuki – the character is fearless, they are immune to the effects of gory deaths and test for morale at -1 to their Kyu Grade.
Hanchou * – the character is the Leaders ‘right hand man’ and has a Command Distance of a Short Length. Within this Command Distance a character will act as one better Kyu Grade during activation and Morale.
Hatamoto – 7 Koku Kyu Grade 3+ Bu3 Kyu and Daisho
Yuuki – the character is fearless, they are immune to the effects of gory deaths and test for morale at -1 to their Kyu Grade.
Ashigaru – 5 Koku Kyu Grade 4+ Bu2 Shoto and Kyu or Yari
You get 60 points and spend about half on personalities and half on "other ranks".
Diamyo 12, Bodyguard 9, Hatamoto – Hanchou – 9, , all in full armour – 6 = 36
2 Followers Yari 5 Koku Kyu Grade 4+ Bu2 Shoto and Kyu, partial armour = 12
2 Followers Koku Kyu Grade 4+ Bu2 Shoto and Yari, partial armour = 12
Ronin "The Tomozei will typically consist of: A Shuryou (Leader) who may be as ruthless or as honourable as the player desires. A dedicated follower/bodyguard who will probably be a Gunshin. A Hanchou (right hand man). A number of followers."
Shuryou– 12 Koku Kyu Grade 2+ Bu3 Kyu and Daisho or Naginata
Skills-(Nouroku)
Shuryou * (Leader) – the character is the leader of the Tomozei and has a Command Distance of a Long Length. They are capable of giving a ‘Group Order’ and enhance a character’s Kyu Grade (-1) if the character is activated within the Command Distance and Line of Sight of the Leader. This also effects various Kyu Grade tests such as Morale.
Yuuki – the character is fearless, they are immune to the effects of gory deaths and test for morale at -1 to their Kyu Grade.
Youjinbou – 19 Koku Kyu Grade 2+ Bu3 Kyu and Daisho or Naginata
Gunshin * – the character is a Hero. They automatically pass one die roll on a 6 for activation, task and morale purposes. In addition to this they may cause a reroll of any one set of dice for their force or the opponents per game.
Yuuki – the character is fearless, they are immune to the effects of gory deaths and test for morale at -1 to their Kyu Grade.
Juukan – the character is adept at striking while moving past an opponent. They may strike at any point of their movement action. So long as the character does not lose the combat the character may continue moving.
Iai jutsu – the character is skilled at drawing and cutting with their weapon while they are moving. The character can strike with their weapon at the end of a movement action. However, this attack is at -1 to the Combat Total.
Sakki – the character can sense danger and can not be surprised or ambushed. All ‘fighting’ personality characters and all Gunshin have this ability as standard.
Menkyo Kaidan * – the character has attained the highest ability in their particular ryuha (martial arts school). They may make more than one attack per activation, using an action to make each attack.
Follower – Hanchou – 9 Koku Kyu Grade 3+ Bu3 Daisho or Naginata
Yuuki – the character is fearless, they are immune to the effects of gory deaths and test for morale at -1 to their Kyu Grade.
Hanchou * – the character is the Leaders ‘right hand man’ and has a Command Distance of a Short Length. Within this Command Distance a character will act as one better Kyu Grade during activation and Morale.
The Pack
Leader full partial armour 13, Youjinbou, 19 = 32
Hanchou, partial armour 10,
Bandits Daisho and Kyu or Yari 18
I must say that my Japanese don't do well under the scrutiny of Tony's camera. Mostly 'cos they are intended for larger scale games. Must Do Better! Luckily there's the new Sengoku cavalry now released as mounted & same dismounted characters needed for a campaign.
However, my scratchbuilt barn looks fine!
Tony decided to come on from his right & started with his unarmoured Youjinbou. I had a reaction - as there was no-one on the board it seemed logical that the guard heard something & stepped out to see. A clash and the guard goes back. This is the most common combat outcome.
The leader comes on, takes a pot shot and calls his minions forward. Yep, group activations.
The 2 guards push the Youjinbou back.
The archers move up. A close call on the Youjinbou forces him to seek cover - but the only cover is the fence in front of the archers.
Now the Daimyo moves up. That gives a plus to all the followers.
General pointy stick action push and shove. The bandit leader tries to line up shots.
He's joined by the Hanchou.
Tony's Youjinbou is pushed back by my Hatamoto, who follows up.
My Youjinbou also kills a spearman after drawing his sword in a posy way.
The fight has opened out. Tony's leader is shot at at moves back.
That gives my Hatamoto an opportunity to attack this knot from the flank.
Tony's Hanchou bashes through and attacks my Daimyo, a protacted ding-dong battle.
A spearman takes on my Youjinbou, putting up a brave fight, being pushed back.
All-round waggling.
2 pairs on the path. Now it rains.
My Hatamoto tries to keep the bandit boss busy.
Look! The archer has returned. NOW it's raining and shooting is at -2.
Tony's leader is free - he sends both spearmen against my Youjinbou.
More push-shove. I've been there--.
The leader breaks free, hoping his Youjinbou can handle my Hatamoto. My Youjinbou has been pushed back by numbers & archery. The leader also sends my spearman into the fence-gap by archery. A close miss & you go for cover.
At this stage Tony reasoned that he'd lost too much and would withdraw.
Good game! Helps being familiar with the family of games. This one was a little slow, as you'd expect. Note how small an area we used - could have been done on 1 tile-.
Watch this space for no.2!