This started as a trial of the ON rules, but on second glance these are really for on-going campaigns rather than smaller games.
"In game terms
the characters collect and lose ON. The ON system is an optional
extra to the game play, it can work to ‘force’ players to make
their characters act in a suitable way, other players see this as a
guideline to help them to make choices during the game.
Each character has an ON value which when added together
gives the Tomozei ON Total (TOT). This total can be affected during
the game so a running total needs to be kept. During the game
it is the DIFFERENCE between the two Tomozei’s TOT which is
important. As soon as the difference has an effect the players must
play it out:
1-5
Mutual respect/loathing – no effect
6-9
Non personalities must make Kyu Grade check on 1d6 to have the
courage to close to combat with personalities from the other force.
10-14
When 10 points of difference is reached the non personalities must
make a 3d6 Morale check. On 3 fails they SWAP sides. 1
5-19
Yojimbo questions Leader’s ability – if samurai they will commit
seppuka, others will challenge leader to duel.
20+
Leader must commit seppuka."
Then there's Ki as an optional rule. Every personality
has a point of Ki at the beginning of the game that they can use at
any point in the game. It enables them to add or subtract one from
any of their dice rolls once per point of KI. This can not be used to
cause a 6 and thus a gory death. However it can be used to bolster a
combat roll of a 5 to a 6 for special weapon purposes. An example
would be to make a 5 a 6 in order to disarm an opponent when using a
Fumata Yari. Every time a personality rolls a ‘natural’ 6 in a
combat roll they receive an additional point of Ki.
Maybe next time - so now we go to the in-rules scenario:
"SCENARIOS
HAIRUNA - Keep Out. Lord Ishizuka galloped ahead of his Tomozei,
following his favoured hawk’s flight in the air, smiling as he saw
it dive down upon its prey. Such beauty combined with such violence.
As he reached the crest of the hill his eyes were drawn down to the
River Noda that twisted its way across the grassy plain. The river
formed the border between the fiefs of the Ishizuka and Someya
families, a border which had always been the subject of much
‘discussion’. If either family managed to amalgamate the river
into their lands they could control the irrigation of the surrounding
rice paddies. Ishizuka Sama had cause for concern, Someya Sama was
there with a small retinue searching for a decent crossing place
which had a valley beyond where he was hoping he could cross his army
and make a camp when, in a couple of months, he crossed during the
‘campaign season’. Ishizuka Sama gathered his retinue behind him.
He had to stop his rival from crossing and travelling up the valley.
He himself had already started amassing his troops at the head of the
valley, ready for action in a few weeks. Catching Someya off guard by
attacking a month before the campaign season was the plan, he
couldn’t let it be discovered. They galloped down the hillside to
drive the enemy away from the crossing. Two travelling Tomozei from
rival clans meet on the border of their lands. They are sure the
other clan is up to no good. They meet at a ford in the river
separating their lands. The aim is to chase the other clan off. The
table must be set up with a distinguishable ‘border’ running
across it at the half way mark. This is most easily done by setting
it up as a fordable area of a river. Try not to make the only
crossing place to narrow as it will squash the action too much! Each
side sets up within a Long Length of their respective table edges.
My first thought was - "I've got the very boards in the planning stage. This was Thursday & the game was played on Sunday. Time to adopt a northern accent and Crack on!
The attacking force. Armoured and ready to fight I upgraded from the normal 60 to 101 points.
Lord Sama Kyu2+ Bu3
Kyu and Daisho.
Full
armour. Mounted (15 Koku)
Shuryou
* (Leader) – Command Distance of a
Long Length. Group Order’ and enhance 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. Kyu 2+ Bu3 Kyu and Daisho
Full
armour Mounted (17 Koku)
Gunshin
* – Hero, 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 gory deaths and
test morale at -1 to their Kyu.
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 May
make more than one attack per activation, using an action to make
each attack.
Youjinbou
–Bodyguard. Kyu 2+ Bu3 Daisho and Naginata
Full
armour Mounted (18 Koku)
Gunshin
* – the character is a Hero, 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.
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 – Kyu 3+ Bu3
Daisho Full
armour Mounted
(12
Koku)
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 – Kyu 3+ Bu3 Kyu
and Daisho (8
Koku)
Yuuki
Follower – Kyu 3+ Bu3 Naginata Partial armour (8 Koku)
Yuuki
– the character is fearless, they are immune to the effects of gory
deaths and test for morale at -1 to their Kyu Grade.
Peasant/follower Kyu 4+ Bu2 Shoto and Kyu
Peasant/follower Kyu 4+ Bu2 Shoto and Yari
4 of any mix = 20
Defenders - I'm presuming that they are geared up for hunting, so wearing lighter armour with no opportunity to upgrade.
Lord Ishizuka – Kyu 2+ Bu3 Kyu and
Daisho Partial armour Mounted.
(14
Koku)
Shuryou
* (Leader) 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. 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
Yamabushi Bodyguard.
Kyu 2+ Bu3
Daisho
and Naginata. Partial armour. (15 Koku)
Gunshin
* – the character is a Hero, 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.
Sakki
– the character can sense danger
and can not be surprised or ambushed.
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 – Kyu 3+ Bu3 Naginata Partial Armour, mounted.
(11
Koku)
Yuuki
fearless, they are immune to gory deaths and test for morale at -1
to their Kyu Grade.
Hanchou
* ‘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.
2 Followers Kyu 3+ Bu3 Kyu and Daisho Partial armour. 8 Koku x 2 (16) Yuuki
2 Followers kyu 3+ Bu3 Naginata. Partial armour. 8 Koku x 2 (=16)
Yuuki
– the character is fearless, they are immune to the effects of gory
deaths and test for morale at -1 to their Kyu Grade.
Followers/peasants Kyu 4+ Bu2 Shoto and Kyu (5 Koku)
Followers/peasants Kyu 4+ Bu2 Shoto and Yari (5 Koku)
Mix of any 6 = 101
Game 1. Tony took the defenders and 6 peasants with pointy sticks. In this period a tool or cut bamboo pole. His set up reflects the lord riding back & summoning the troops.
Note - I added a standard bearers for visual effect, they are not pointed nor armed.
I decided to go all "dash & vinegar", the lord & bodyguard rush up to shooting range.
The lord.
Tony starts to send his troops forward.
the Hatamoto goes forward, the infantry are in some disarray due to morale.
My other bodyguard gets shot. I need to paint these with red armour.
Now the peasants surge forward supported by the followers.
I find this easy to visualise- everyone ducking, diving, thrusting - swords waggling madly.
That leaves the archers with no target. One catches mine in the act of wading. A close shot makes mine duck back into cover.
One of Tony's followers, aided & abetted by the peasants strike my bodyguard down. My peasant go back, a couple decide to sneak off!
My hatamoto tries to relieve the pressure on my lord, but Tony's goes wide looking for a shot. If I'm not careful, my lord is going to be cut off.
My lord breaks free, takes shots.
Rather than rebase all my cav on hex bases I made this from an old Litko double flight stand. When mounted are forced back the ride can temporary lose control & the horse will go in a random direction, which can cause a collision or trampling.
Hatamoto gets away, but the mob follows!
Now the Yamabushi (now where did I get that idea?) dashes in and attacks my Hatamoto.
Talk about strung out!
The monk gets fazed, allowing my Hatamoto to run back over the river.
Now it's the turn of my lord - first on, last off. Leaving 2 dead bodyguards, though!
Lord to infantry "you're a shower, an absolute shower!"
Game 2. Usual swapsies. I set up the defenders in a nice tight bunch. The board I've set up on is one of my original trials using matrices from lasercut buildings. Left is slightly lower, right slightly higher. Plus the road behind wasn't cut-down into the board as the path is. I'm pleased with result!
Tony approaches the ford.
I fling my peasants forward on a group activation. One gets shot at ducks.
Tony's group activation. Good use of covering infantry!
So I send mine in! All mixed in, pushed back.
Cavalry begin their deadly dance.
Hatamoto gets fazed and unhorsed.
Now here's the fun: archer shoots a peasant, a gory death. 2 others panic & run, getting cut down in the process. Half my peasants gone in out hit. Ouch-.
Hatamoto goes down to my monk, but he in turn is struck down by a bodyguard.
The bodyguard shies right, gets contacted by peasants.
He breaks free.
The fight continues, a peasant joins in.
The bodyguard turns, drawing his sword he slashes (I hope it was his sword) one peasant to the ground then closes on my lord, knocking him off his horse!
A follower rushes to support his lord on reaction. He can get there, but not fight.
And we ran out of time! Too close to call. We love this cinematic action!
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