Killer Katanas:

Japanese Samurai Wargame Review

by Steve Phenow

Rule Set Name: Killer Katanas.
Type: Rules for Miniature Warfare in Japan 16-17 century
Authors: Brian Bradford and Robert Fyvie.
Pages: 15 spiral bound
Scenarios: No. But there are diagrams of 16 century battle formations.
Figure Scale: 1 figure = 15 men arranged in three ranks.
Ground Scale: 1" =40 yds. (15mm) 2" =40 yds. (25mm)
Time: Each turn is approximately 10 minutes.

Background:

The warring clans of Japan are the theme of the rules, Killer Katanas. During this period rival Damiyos (Barons) vied for power and control of Japan's destiny. These men played a gigantic "King of the Hill" among themselves. As fast as one man rose to prominence at the top, another knocked him off. This period was the renaissance of Japanese warfare, because of constant fighting, the army became more professional, the peasants became seasoned warriors, and while bow was still in use, matchlocks had made their appearance.

It did not take long for astute Damiyos to see that whoever controlled the guns would control the battlefield. Use of matchlock firepower is how Oda Nobunaga destroyed the Takeda cavalry at Nagashino (1575). KK is also the period of Toyotomi Hideyoshi's (successor to Nobunaga) invasion of Korea (1592) and the Japanese army's struggle with Korea and China. The final act in the period covered is Tokugawa Ieyasu's (Hideyoshi c successor) victory over his rivals at Sekigahara (1600) which led to the formation of the Tokugawian Shogunate and the stultification of Japan for over next 200 years.

Overview:

KK a is sequential movement game. Once the armies have deployed, 16 cards, eight a side are dealt to the two sides. The correct units on the card (Cavalry or Infantry) are allowed one action. Movement and firing are actions. Note: while you cannot do both in turn, not all the army's units have to move all at once or fire all at once. In fact units do not have to move at all. Cavalry however, may move and fire on the same card. This gives horse a great advantage, but by this time, mounted bow fire was out of favor, most cavalry being lance armed. Any morale checks, personal challenges, melees are resolved before the next card is drawn.

In this way KK approaches the hesitant style of warfare that makes Japanese warfare unique and captures it well. Because neither side knows whose card will be drawn in what order, one gets a stopaction flow of battle that is very representative of Japanese warfare. It also makes the battlelines deep, with layers and layers of troops protecting the clans' Baron. If he is captured or killed the battle is over. After all the cards are dealt, the deck is shuffled and a new turn begins. There is no order writing for individual units.

Specs & Mechanics:

Basing & units: There is rigid basing. Figures are based on 1 112" x 1/2" base for 4 infantry, I" x 1" for horse, 1/2" x 1/2" for leaders or champions, 1 1;2" x I" for artillery. There is no conversion for WGR basing. There are no rigid sized units, except for the smallest unit allowed which is 4 figs.

Fire: Missile fire is resolved on the automatic system. i.e: After cross-indexing number of firers with modifiers with result, this gives the number of auto kills, with a second number for possible kills. A D-6 is rolled to confirm the possible. There are no chance factors. Units may fire twice a turn. They must reload before firing. Reloading takes a turn. You may fire over the head of one unit. Unit may fire two stands deep if it doesn't move. Otherwise it only fires one. There is no ammo supply.

Melee. Once units move into contact, basic factors are computed cross-indexed with number of figures fighting. Auto kills are removed, possible kills must be confirmed. There is no chance factors, no defensive fire, and no countercharge.

Morale: Morale is handled like the Column, Line and Square rules. Specific reasons to test are given, and 2 D-6 must be rolled. If dice total plus modifiers are 7 or better, unit passes. If 6 or less is rolled unit follows instructions on the morale chart. Results can range from a Retire 1/2 move (6) to a rout (2). Routers cannot be rallied while other morale states can.

Personal Challenges: A big part of Japanese warfare was the personal challenge. Challenges are given on a side's card turn. Challenges are given from up to 10" away. If accepted the challenged moves his figure next to the challenger, (no card is needed) and both roll on the personal combat chart until one is killed, or runs. If a leader declines a challenge, depending on the challenger's rank, leader's unit(s) must check morale. A favorite tactic is to send your best fighter to challenge the enemy Daimyo. If he is the same rank or lower he must accept the challenge or be viewed a coward. If he is a coward, everyone within 60" (basic visibility range) must check morale.

There are enough optional rules to add additional flavor. Uncertain loyalty, (a big reason why Ieyasu won Sekigahara) Fanatical Monks, Psychological impact, Inspirational icons, and instructions on how to retrieve your honor by committing Seppuku (Americans know it as Hari-Kari) give the rules a true Oriental feel.

Problems:

There are a few problems that should be ironed out by the second edition. The point value system needs revamping. This is a small nitpick, unless people wish to fight tournaments with these rules. Then it becomes a large problem. There are no chance factors in melee or missile fire, and no pass through fire rules. I believe every melee and missile exchange should have chance factors in it. Luck is an important part of warfare and wargaming. It "levels the playing field" against a good opponent. As Napoleon said "I'd rather have a General who is lucky than smart. "

As for pass through fire, I lost my play test game because his side got two moves in a row during the battle, slid a large unit right by my archer unit and who's leader got within 10" and challenged my Daimyo. If I could have shot, I might have at least caused a morale check. Instead my Samurai were stupefied and watched the enemy march past.

Values for leaders should be randomized rather than picked. After all leaders did not always "measure up" at every battle. Daimyos should also have to roll on a chart. Just because they were head of a clan, didn't necessary make them great warriors.

There are no scenarios. Granted I know that there is a booklet of scenarios probably being produced as I write, but one "to get started" scenario would be good. There is also no chart for the "Great Captains" of Japan. Do we automatically rate them highest on the chart (+3)"

Synopsis:

Don't let the hokey name fool you. Killer Katanas are a set of rules that are well laid out, clearly written, have adequate diagrams and examples of play and are easily understood. In all these rules arc a credible attempt by the authors to get away from western style of thinking in warfare. Current rules today that contain the Japanese medieval army, has them act as if they are transplanted westerners in yoroi (armor). The Japanese did not adopt western mode of fighting until the 19th century.

I think it this the most realistic set of rules for capturing the warrior spirit, as well as the rockscissors-paper style of Japanese Medieval warfare. Musashi, author of The Five Rings and Japan's greatest swordsman would be proud- even if does have a hokey name.

KK Scenarios


Back to Table of Contents The Messenger October 1995
Back to The Messenger List of Issues
Back to MagWeb Magazine List
© Copyright 1995 by HMGS/PSW.
This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web.
Other articles from military history and related magazines are available at http://www.magweb.com