This started - and played as a simple villagers attacked by bandits.
We've mastered magic, so I thought I'd try a mounted force.
The holy grail of Japanese skirmish is to be able to reproduce the Seven Samurai.
With that in mind, read on, of my droogs.
I feel our first campaign coming on---.
Using our usual 1-tile setup with cavalry made for a very "claustrophobic" game. The mounted could dash anywhere fast, but the peasant swarm was never far behind. You've seen this board before, with a building in the lower left corner and more fencing.
Figures- as before, but 1 pack of mounted bandits, 1 foot bandits. I'd started painting them the day before and they are at the "ink wash is just about dry" stage.
As well as dismounts, I need horses and dead/wounded models. A dead or wounded horse on the deck takes up a lot of room.
Figures- as before, but 1 pack of mounted bandits, 1 foot bandits. I'd started painting them the day before and they are at the "ink wash is just about dry" stage.
As well as dismounts, I need horses and dead/wounded models. A dead or wounded horse on the deck takes up a lot of room.
Z
Shuryou – Kyu Grade 2+ Bu3 Daisho Full Armour, Mounted = 14 Koku
Shuryou
(Leader)
Yuuki
– immune to the effects of gory deaths and test for morale at 1.
V Youjinbou – Kyu 2+ Bu3 Daisho, Partial armour, Mounted =20 Koku
Gunshin
– the character is a Hero,
automatically pass one D per
activation, task & morale.
May
cause a reroll of any one set of dice for their force or the
opponents per game.
Yuuki
– fearless, morale at -1.
Juukan
– May
strike at any point of their movement action. Wins
complete move.
Iai
jutsu – Drawing
and cutting while moving. Strike
at the end of a movement at -1.
Sakki
– sense
danger and can not be surprised or ambushed.
Menkyo
Kaidan – use
an action to make each attack.
X
Follower – Hanchou – Kyu 3+ Bu3, Daisho, Partial armour, Mounted
=11Koku
Yuuki
– fearless, test morale at -1.
Hanchou
– ‘right hand man, Command Distance of a Short Length. +1
activation and Morale.
T
Follower – Kyu 4+ Bu2 Daisho & Yari, Mounted 7 Koku
Y
Follower – Kyu 4+ Bu2 Daisho & Kyu Mounted 7 Koku
Locals.
Shuryou
* (Leader) – has a Command Distance of a Long Length.
‘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. Also effects Morale.
The
Wife Kyu3 Bu2 Naginata
Total
7
Hanchou 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.
Wandering
Yombimbo Kyu3 Bu3 Katana
Partial armour
Total
15
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.
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.
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.
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.
Locals
Kyu5 Bu3 Tool doing impact or cutting. Total
6x3=18
Priest
Kyu2 Bu2 Total
12
Amatsu
Tatara Goshinjutsu * – the character has a knowledge of
traditional medicine and can increase the likelihood of an injured
character recovering when making their wound roll. If the character
is next to the character who is making the wound roll the character
will test against a 3. Neither character must be in combat or within
a base width of an enemy character.
Mukon
no Jutsu – the character is stealthy and is very skilled at
using the environment to their advantage. As long as the character
stays within a base width of concealing terrain they count as being
‘hidden’. Moving between objects and keeping the hidden status is
possible. It is a normal Task Roll.
Muto-dori
* – the character is skilled at unarmed defences against bladed
weapons. The bladed weapon is not counted as a superior weapon. On a
winning roll of a 5 or 6 the character has disarmed their opponent.
Mahoutsuka
* – the character is a magic user.
Hi
no Tama –a ball of fire erupts towards the target. Causes a B+3
hit on the target and any character within a base width of the
target. Any character within a base width of the path of the fireball
suffers a B+2 attack. Range – Long.
Tenjiru/Saminjutsu
(G) – basically a hypnotic attack, the target is fixed in place in
place unless they roll 3 passes on a 3d6 Kyu Grade Test. It takes two
actions to shake of the effects. Range – Short.
Protection
spell (G) - the target receives +2 on any losing combat roll for
the players activation phase.
Healing
spell (G) – the target recovers from being wounded to just
being ‘prone’. The target must not be in combat at the time of
healing. At any time if a magic user rolls a ‘1’ on the attack
die the energy has been deflected back to them … they become
‘fazed’.
The rules cover mounted characters, a quick summary:
Mounting
or dismounting one action they are not
fully armoured.
Unencumbered
ridden horse moves a long distance on firm (default) surfaces.
If
‘hard’, I.E. road, or ‘soft’ moves a medium plus one long move per
activation.
Crossing
a linear obstacle decreases the movement Length
by one category.
Jumping is a difficult task with the Kyu Grade of the
rider. Failing will be the horse refusing
the jump, stopping at the obstacle and the rider having to take a Kyu
Grade check to avoid falling off.
Jumping
over ‘gaps’ Kyu
Grade test. Failure sees the horse
refusing to jump and the rider having to make a Kyu Grade Test Roll
on 1d6 to avoid being dismounted.
Charge
into Close Combat gives the
attacker B+2 on the initial contact.
If
a mounted character is forced to ‘recoil’ they must roll
1d6. On a roll of a 1 the horse rears and throws the rider who is
placed prone next to the horse.
If
a mounted character is wounded but not from combat, randomly
determine if it is the horse or rider that is wounded. If it is the
horse it is removed from play, deemed too injured to carry on or to
have bolted, the rider is laid prone and suffers a B+2 attack
immediately.
Firing
at or fighting a horse and rider is done as normal. However,
the following hit resolution outcomes are used:
If
the horse and rider is ‘trebled’ the rider is killed in action and falls off the horse.
If
‘doubled’ the horse is out of action and
either rears or falls to the ground. The rider finds themselves prone
on the ground and immediately takes a B+2 attack.
If
beaten the horse is deemed to have shied away, the horse moves
a short and the rider must make a Kyu Grade Test (at +1) to choose
the direction of the movement. If they fail the horse will move a
short stick in a random direction. This may well result in a
collision.
The Game.
I took the Bandits and won the initiative. The simplest scenario, there are resources in the buildings that the bandits can grab then ride off. Tony put the wife & priest in one building, with the leader and the rest off board.On comes my leader. He calls (group activation) the bandits forward and they ride up, dismount (blue markers = dismount horse) and move towards the barn.
On comes my Hanchou, my idea being that he would stay mounted and encourage the rank & file. But- he rolls one activation & 2 fails. Initiative swap.
In comes the Yombimbo who beats my leader off his horse, wounded! The only think missing from the mounted rules are some for dismounted horses.
The wife dashes out. I get a reaction, but fail the roll. As a result of an events card, my Hanchou becomes fazed for a turn.
On come the village leader, driving the peasants forward (group move) They only get one, so it's back to me. That leaves my hero & his priest still out of play.
My archer takes a quick shot, misses, then runs to his horse & remounts. The spear runs back to his, but cannot remount.
Archer moves away from the hero, tries another shot, misses again.
Here they come!
Spearman moves back on reaction - thus missing being hit by the Yombimbo.
The hero is charged on reaction by my Hanchou after I play an extra action card.
My Hanchou is pushed back, in comes the hero (1 activation), slashes ineffectively at the Yombimbo (second activation) then moves onto the local leader. He fails again, but controls horse and back off. He moves in hits again for his 3rd activation.
This time its the leader pushed back.
Meanstwhile, the peasants gang up on the archer, who tried to disengage and he gets shoved off his horse. He scrambles to his feet and tries to open the range.
The spearman and Hanchou gang up on the Yombimbo, but it's the Hanchou who loses, and losing control of his horse shoves the spearman aside and ends surrounded by peasants- not good!
Over to Tony- the peasants smack my Hanchou's pony who retreats. The rest start mobbing my hero.
The leader starts, but get pushed back.
Now it's the peasants turn, my hero's suffering -3 for each extra in contact and gets shoved forward.
He gets a reaction and tries the leader again, but shoved back.
My Hanchou gets hit by the Yombimbo, loses control and falls off.
My Hanchou gets up. The Yombimbo charges my spearman, knocking him off his horse. He's getting the hang of that.
My Hanchou manages to remount and the priest finally makes an appearance.
On a group activation the peasants mob the hero again.
My Hanchou rides up to take control of the bandits.
The wife attacks the Hanchou and drives him back. The spearman gets up and heads for the horse.
My hero is getting the worst of it, is pushed back.
After being shot at, the Yombimbo rushes the archer and kills him.
My Hanchou and hero retire off-table on morale, leaving one poor spearman eyeing the last horse-.
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