Ronin: Skirmish Wargames in the Age of the Samurai   2 comments

Osprey Rules for skirmish games in the Sengoku Jidai

The first mini campaign will consist of a feud between a powerful Daimyo and the Sohei Monks of a nearby Temple.

This year the Sohei have refused to pay their usual tribute of the Sacred Sake!  Incensed the Daimyo has gathered his trusted retainers to take the rice wine for himself but finds it guarded by the new Grandmaster.  Battle will ensue:  Capture the Sake.

The result will determine the next scenario.  The Buntai will be re-inforced to full strength.

Should the Daimyo be defeated his Clan will return and attack the local village who rely on the protection of the Temple and supply the labour to grow the rice which makes the Sacred Sake!  Defend the Village:  Sohei defenders.

Should the Daimyo be victorious the Sohei attack the Daimyo’s summer residence where he had planned to celebrate his victory and drink the Sacred Sake.  Donning his armour he and his retainers will face the Sohei in open battle.  Skirmish.

The side with the most VP  after both scenarios will be determined the Victor and have the honour of imbibing the Sacred Sake for years to come!

AAR

Below you can find the images from our game and the forces used.

 

 

 Bushi
  Rank CP Initiative Fight Shoot Armour Weapons Attributes Options Points
                     
Ashigaru 1 2 2 2 1 2 Katana Yari None None 18
Ashigaru 1 2 2 2 1 2 Katana Yari None None 18
Ashigaru 1 2 2 2 1 2 Katana Nobori None None 15
Ashigaru 1 2 2 2 1 2 Katana Yumi None None 18
Ashigaru 1 2 2 2 1 2 Katana Teppo None None 18
Ashigaru 1 2 2 2 1 2 Katana Teppo None None 18
Samurai 3 3 3 3 2 3 Katana wakizashi  Commander Yojimbo None 27
Samurai 3 3 3 3 2 3 Katana wakizashi  Commander Kenjutsu None 27
Bushou 5 5 4 5 3 3 Katana wakizashi Commander Senjo-jutsu Powerful None 40
                     
                  Total 199
Morale 9                    
Special Rules
Banner p23 Re-Roll Morale tests
Commander Minus 1 Morale check modifier for Buntai
Yojimbo Swap with leader and re-directshooting 3″
Senjo-jutsu Re-Roll Priority
Powerful Plus 1 to Attack rolls
Kenjutsu Re-roll one Attack or Defence Roll using Katana
 Sohei
  Rank CP Initiative Fight Shoot Armour Weapons Attributes Options Points
                     
Initiate 2 2 2 3 1 2 Katana Teppo Fearless None 19
Initiate 2 2 2 3 1 2 Katana Teppo Fearless None 19
Initiate 2 2 2 3 1 2 Katana Teppo Fearless None 19
Initiate 2 2 2 3 1 2 Katana Naginata Fearless None 19
Initiate 2 2 2 3 1 2 Katana Naginata Fearless None 19
Sohei 3 3 3 3 2 2 Katana Naginata Fearless Acrobatic None 29
Sohei 3 3 3 3 2 3 Katana Naginata Fearless Tough None 29
Grandmaster 5 5 4 5 3 2 Katana Naginata Fearless Naginatatjutsu Intuition Fast None 45
                     
                  Total 198
Morale: Fearless                    
Special Rules
Fearless Ignores Morale tests
Acrobatic Ignores Difficult terrain, free withdraw, pass through friends.
Tough Ignores Light Wounds (partially)
Senjo-jutsu Re-Roll Priority
Powerful Plus 1 to Attack rolls
Naginatatjutsu Re-roll one Attack or Defence Roll using Naginata
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Posted August 24, 2013 by wargamesdiary

2 responses to “Ronin: Skirmish Wargames in the Age of the Samurai

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  1. Pingback: Saturday 24th August: Ronin Skirmish Rules in the Age of Samurai arrive | wargamesdiary

  2. Pingback: Saturday 14 September: Ronin | wargamesdiary

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