Killer Katanas:
Samurai Warfare

Rules

by Brian Bradford and Robert Fyvie

Reviewed by Terry L. Gore


Meant for "large scale" 15mm Samurai battles, the rules provide for two scales: the first has 1" equals 40' and 1 figure equals 15 actual men, while the other has an inch equalling 80' and each figure depicting 30 men. A turn is 15 minutes in game time. Figures are based 4 foot/stand; 2 cavalry/stand and 1 artillery or Leader figure per stand.

Unit sizes are suggested at 4 bases with a leader as the minimum size for a unit of foot or mounted. Guns may be individually used or massed. The Daimyo (CiC) along with a bodyguard is also used along with several unattached leaders to make up losses, etc.

Formations are required to be two ranks deep at all times except for missile troops remaining stationary throughout a turn defending a position; they may then be one rank deep. All bases in a unit must be facing the same way (no square or ellipses, I take it). The authors encourage the use of historical formations, i.e. "crane's wing" or "yoke" (Note: twenty-two (!) historical Samurai formations are described and illustrated in the rules).

Cards are used to determine order of play. One side is 'red' and the other 'black'. There are eight action cards for each army, four of them being for mounted, and four for foot. When drawn, all the infantry or all the cavalry in the army move, depending upon whether a cavalry or foot card comes up. Each card has the movement rate on it. If missile armed, a unit may elect to fire instead of move. Once all of the 16 cards for both sides have been drawn, reshuffle and start again. A nice, clean way to determine initiative.

Movement is reduced by facing (turning), mounting or dismounting, sidestepping, formation changes, or placing pavisses. Firing requires a unit taking a turn not moving. Once gunpowder weapons fire, cotton is placed in front of the unit until it can reload. Bow-armed on foot may fire two ranks deep, mounted bows may both move and fire with minuses for shooting. Count each figure eligible to fire for results and compare with modifier factors on the Casualty Table for hit probability. Casualties are removed or marked. Melee is fought out unit to unit. Count the figures in contact with an overlap of one figure per flank. Modify for armor (your vrs. the enemy's), and tactical factors. Cross reference troops fighting with the melee factor and roll as per missile fire on the Casualty Table for casualties. The loser falls back 2" and the winner may elect to follow and stay in contact, except foot may not follow up mounted.

Morale is straightforward, with eight instances to test. There are also rules for personal combat, leadership, visibility, command radius, suicide(!), fanatic monks, psychological warfare, weather, etc. In addition, a listing of hundreds of Daimyos and their leadership ratings...a lot of research there, along with five interesting scenarios and a bibliography. Finally, there is an appendix with a color plate of flags to be used., reference sheets, sample cards, etc. The 69 page booklet had no price listed, but is available from Brookhurst Hobbies, 12188 Brookurst St., Garden Grove, CA 92640 (714) 636-3580. Recommended!

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© Copyright 1998 by Terry Gore
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