These rules by Two Dragons Productions, provide for a largescale skirmish level game using 15mm figures for 15-17th Century battles in Feudal Japan. The popularity of the Samurai figures available from various manufacturers point to a good market for these rules. The rules are aimed specifically at the 15mm scale, though 25mm can be used. One figure equals one actual combatant, with a recommended 30-40 figures per side. The rules use an interesting mechanism called the Simultaneous Bound system, with 'flexible time' periods representing actions that make up an 'event': such as loading, aiming and firing. Each turn consists of: 1. CiC' writes a note of' "intent" (orders) for all the figures in a group: 2. Adjudicate missile fire; 3. Move-simultaneous, except higher initiative (Grade) figure moves first: 4. Melee; 5. Morale. Figures are divided by quality or Grade from Samurai (Grade 5), to Peasants (Grade 1). Higher grade figures may control a number of other figures, but no more than its grade total (thus a Samurai figure could control f'ive others). Skill levels vary with grade and determine capability of wielcling clif'ferent weapons and the use of horses, force marches. signalling, etc. Melee weapon factors range from Yari (3), to Improvised weapon (1). Armor classes range from 3 to 0. The Intentions (Orders) rule seems to require the use of an impartial umpire to 'interpret' and nule on ambiguous intentions, which are wide open to elaboration and abuse. Missile fire is simple, with ranges determining whether there is a hit or a miss. Close range fire is automatic, medium range requires an even die roll to hit, while long range fire requires a roll less than the firer's grade level. The target is harder to hit if the firing figure is mounted. Once a hit has been made, the effect must be determined, based upon armor class, grade level, cover, sight, etc. Movement is again based upon grade level. The cavalry movement is interesting, as there are turning arcs determined by the speed of the horse. A walking horse can turn with no penalties, while a galloping cavalryman can only swerve 1" to left or right for each 4" moved . . . and movement plates are provided! A cavalryman can also fall off his horse, a realistic touch in skirmish level gaming. There are movement penalties due to terrain, etc. Combat cannot occur without an order (intent) to close and fight with an enemy. Each figure exerts a sphere of influence equal in inches to its grade level. If this area is entered, due to an ordered attack, the figures will fight. Initiative determines who is counted as the attacker and who is the defender. Melee results are determined by armor class (from 3 to 0), weapon factors (from 3 to 1), and a d/6 roll. Examples of play are given to help with understanding the formula, and losses are subtracted from a figure's grade level until it is eliminated. Contact may be broken by 'backing off' and the enemy has the option of following up or not. A figure also may change which weapon he is currently using while in melee. Morale is checked when entering a close combat; when a commander becomes a casualty and when hit by 5 to 1 odds in melee. Roll 1d6, score less than grade level to pass. Failing troops run away. Others fight on. The rules also include an interesting glossary of terms, a command structure table for formulating an army, and a plastic-coated quick reference sheet. All in all, a nicely done set which should interest anyone with an interest in the Samurai period. Available from Brookhurst Hobbies, 12188 Brookhurst St. Garden Grove CA 92640, (:714) 636-3580. Suggested price is $19.98. - TERRY L. GORE Back to Table of Contents -- Courier #70 © Copyright 1996 by The Courier Publishing Company. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. |