It was a project we started last year and we quickly painted up our forces (the started warband, or buntai) can be made up using about five models. Marco chose Samurai, I chose Sohei Warrior Monks, Stefano, Alberto and Edoardo also went Samurai. All our models are from Perry miniatures, except on Reaper Ronin (which is currently having issues with his sword).
For a good review about mechanics read this blog: they explain the game very well.
The two buntai (warbands) (150 points) in our game were: Bushi (i.e. Samurai Faction) and Sohei (Warrior Monks).
|Marco's Bushi buntai approching!|
2 Ashigaru with yari
1 Ashigaru with Yumi
1 Ashigaru with Teppo
1 Samurai with Katana, Intuition, Kenjutsu
1 Hatamoto mounted on Warhorse, Kenjutsu, Bujutsu
1 Initiate with Naginata
1 Initiate with Yumi
1 Initiate with Teppo
2 Sohei with Naginata, Naginatajutsu
1 Senior Sohei with Tetsubo, Fast, Poweful
I arrived late at the club, so we could play just 6 turns out of 12. It was quite a long time since we last played Ronin, so resolving shooting and combat took a bit more time than usual.
We chose a skirmish scenario, and rolled for weather and time of the day heavy mist and night. They both reduce LOS to 12”, so shooting had a small impact in this game, which quickly degenerated into a massive melee in the middle of the battlefield.
A consideration I did when chosing the scenario is that, even if there are 7 scenarios included in the rulebook, but 2 (duel and tournament) are of small interest to me, and another (assassination), though interesting, involves a ninja buntai, with its own special rules and, although historically correct, is to be considered a “special” scenario. So, the basic scenarios for “normal” buntai reduce (to me) to encounter battle, capture and objective, defend an objective, raid/defend a village. I will probably check En Garde! to gain further inspiration.
We also wanted to try how mounted combat works and so spent some time checking on the rules the exact mechanic. Our opinion is that, although the differences between mounted and normal combat are small, they flow elegantly in the general combat mechanic determined by combat pool. The mounted models may perform ride through attack, which at the expense of halving the combat pool of both fighters, allows the riders to move in the combat phase (before and after resolving combat). This add a completely new layer of strategy to the game. Another very lovely nuance is the possibility for assaulted models to choose to attack the horse or the rider.
My general impression is that this set of rules provides some occasions of strategic thinking, sometimes very chess like, but with the random element of the dice rolling. Using more than the basic 100 points, will, however, led to a game not so quick as other skirmish game. We would probably have needed at least a total of 3 hours to end the game with ease. Probably with more experience this time could be considerably reduced (maybe to 2 hours).
The game was suspended at the middle of the action, but Marco’s retinue lost two models, and I had to models seriously wounded, so any possibility was still open, and for this reason I decided not to have a complete description of the game. I will do one when I’ll have a complete game to describe in detail (excuse the pun).
We had a debate during the game: do the stunned counters and light/grievius wounds initiative malus stack or not? It's clearly stated that stunned counters are cumulative, but the model just suffer a -1 for the initiative roll. Any idea? My thought was that yes, they stack, Marco didn't think so.