Saturday, 28 September 2019

Bushi No Yume game 1) Samurai vs Bandits


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

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



The Retinue.

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.

Follower – 6 Koku Kyu Grade 4+ Bu2 Daisho and Kyu or Yari

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!
Hmmmm, mounted bandits vs a village helped with Ronin would make a good game?

The Game.  I took the Samurai and set them out.  Tony the Bandits (this being a game of only 2 halves) and the initiative.

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.


Feeling a bit exposed, the Youjinbou bursts through the fence and slices an archer down! His mate does a very sensible runner.  He'll be back.



General pointy stick action push and shove.  The bandit leader tries to line up shots.


He's joined by the Hanchou.


The fight opens up, while my bow armed Youjinbou starts to work around the flank, looking for a shot.


Tony's Youjinbou is pushed back by my Hatamoto, who follows up.



How can he miss at that range?  Tonys Hanchou joins the fray, smashing down a spearman.



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.


Once again the leader sends the spearmen into my Youjinbou, but the archer gets a reaction and kills one!




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!

RS Timewars Imperial Daleks vs Dominar Rigel


Daleks and Dominars, oh my!

All right, I admit it - I'm being lazy.

AND I wanted to get some of my just-done scenery out there.

And yes, the paint and glue on this lot's still wet.

My ever-present and oh so observant ones will note that I'd dispensed with the transmat entry and this is a good old "Meet & Greet.



Dominar Rigel’s party. Merchants 203

Dominar Rigel Civilian, Difficult target, Fast, Free disengage, Leader. Total 7 = 21
Flight Pack 8
Zap pistol 3 Built in, Electrical, Energy, short range 6

Bow bodyguard marksman 2, Martial arts 2, Reactive Total 21 = 23
Bow, (3) Reload, 2 hand. 2

Bodyguard Weaponmaster 3, Martial arts 2, Reactive Total 19 = 21
Vibrospear (3) Long 3

Worms Big, Extra legs 3, Fast, Insectoid, Tough, Weaponmaster3 Total 38= 46 x3= 138
Mouth as monowire scythe (3) Armour piercing, Heavy, Cleave 8


Imperial Daleks. Cyborgs. Black top sub commander, 4 drones, 2 experienced, 2 green. 200

Tactical discipline Cool under fire 00000000 -1pin. Armour3 Crawl 1” Walk 2” Run 4” Sprint 6”
+1 spotting. Halve distance if aimed shot.

Blacktop sub-commander Leadership1 Marksman1
Light Power Armour Legs/arms 3 Body/head 5
Bionic eyes
Laser pistol (4) mounted variable, 7

Drone C D Marksman1
Light Power Armour Legs/arms 3 Body/head 5
Bionic eyes
Laser pistol (4) mounted variable,

Drone E F Marksman1 Green Activate 10 React 12
Light Power Armour Legs/arms 3 Body/head 5
Bionic eyes
Laser pistol (4) mounted variable,

The Game.  Tony took the Dominar (now, there's a surprise, wot!)  The worms scuttle on all sharpish, whilst the Dominar starts to invest the gun platform objective.




All this gives my a paucity of reactions.



Now it begins - Tony gives up the initiative and I pour the Daleks on in an invincible stream!



The archer gets badly hit.



A worm turns, charging a Dalek -


Daleks advance and destroy!



The beast and the Dalek dance around each other.  Remember "device not found" and you would yell "look it's there, your plugged in!"  T'was like that with the missing and dodging.


Staff girl charges a Dalek.  Vicious that, yer pointy stick.  But this shows the superiority of a laser pistol in unarmed combat.



At last the worm has burned.


You cannot see him, but the Dominar is under the structure.


Big worm vs Green Dalek.



Just as I think I'm doing rather well, the sneaky archer gets up, shoots my poor Dalek!  It goes down with an arrow in its eye! 



It gets up and the Black Top shoots the archer.


One flank did well, so now the other-.


Aadvance!


Erk!  There's this head being crunched noise-.




The other green sped to the rescue!



But it's too fast and its ichor is up - It bounds up the ramp and smashes into another!



Then it leaps down the stairs onto a third!


It has a quick chomp - then!  Then, the Black top is advancing with an air of authoritay-- and my Black top is down badly wounded! Reboot!




But the last victim has recovered, rebooted and resolved!  It drills through the brutes brain from behind.



Now the hunt is on for the Dominar!  Every time I get a lock (spot) he gets a reaction and scoots!


The most damaged-but-mobile (remember he had his eye shot out) goes to effect repairs on the Black top.  Careful where you insert that lead!


The chase hottens up! The Dominar gets "sitting target" so has to move-.


Amazingly he out-draws the Dalek who is gone!



Now it's the turn of the first worm, who manages to recover.  It's a race betwix fanged horror and technological killer.

And it's the horror who wins, taking down the last 2 Daleks!  The Dominar gains the weapon and begins to insert the Illudium Q36 Space modulator!









That was a cracking game!  Both in suspenders to the end!