Ronin
Posted: Sun Jul 13, 2014 11:20 pm
Yesterday, I played my first game of Ronin, a skirmish game published by Osprey and based around Samurai era Japan. It's a fairly straightforward set of rules, no experience tables or levelling up involved.
The rulebook is available from Amazon for about 1500 yen and contains faction lists for:
Bushi - Samurai and/or Ashigaru.
Ikko-Ikki - Religiously inspired peasants and fanatics.
Sohei - Warrior monks.
Koryu - Martial artists.
Bandits - Pirates, Ne'er-do-wells and the like.
Koreans - Warriors from the Korean army.
Ming Chinese - Warriors from the Chinese army.
Peasants - An army of peasants and Ronin.
There are also rules for adding Ninja and Ronin to some forces. On the Osprey website they have rules for Oni if that appeals and the author has released rules for a mythical faction.
The biggest difference between this game and other skirmish games is the combat system. Each model has a 'combat pool' or CP. This governs how powerful the model is in combat. Each time models are engaged in combat, players select counters for attack and defence. To make an attack, a model must give up an attack counter. (Defending is automatic).
A standard attack is:
2d6 + Attacker's Fight attribute VS. 1d6 + Defender's Fight attribute + Armour.
If a model has extra attack counters it can use them to make additional attacks OR to boost their attacks. Likewise defence counters can be used to boost the defence roll.
If both sides boost their rolls:
3d6 (discard the lowest) + Attacker's Fight attribute VS. 2d6 + Defender's Fight attribute + Armour.
Counters can also be spent to boost your initiative, allowing you to strike first. Ganging up on an enemy model allows you to combine your CP and allocate attack and defence counters as you go.
Overall, it is a nice little system and fills up an hour or two without taxing your brain with a pile of complex rules.
I plan to paint up a couple of smallish forces for the game and play when the opportunity presents itself.
The rulebook is available from Amazon for about 1500 yen and contains faction lists for:
Bushi - Samurai and/or Ashigaru.
Ikko-Ikki - Religiously inspired peasants and fanatics.
Sohei - Warrior monks.
Koryu - Martial artists.
Bandits - Pirates, Ne'er-do-wells and the like.
Koreans - Warriors from the Korean army.
Ming Chinese - Warriors from the Chinese army.
Peasants - An army of peasants and Ronin.
There are also rules for adding Ninja and Ronin to some forces. On the Osprey website they have rules for Oni if that appeals and the author has released rules for a mythical faction.
The biggest difference between this game and other skirmish games is the combat system. Each model has a 'combat pool' or CP. This governs how powerful the model is in combat. Each time models are engaged in combat, players select counters for attack and defence. To make an attack, a model must give up an attack counter. (Defending is automatic).
A standard attack is:
2d6 + Attacker's Fight attribute VS. 1d6 + Defender's Fight attribute + Armour.
If a model has extra attack counters it can use them to make additional attacks OR to boost their attacks. Likewise defence counters can be used to boost the defence roll.
If both sides boost their rolls:
3d6 (discard the lowest) + Attacker's Fight attribute VS. 2d6 + Defender's Fight attribute + Armour.
Counters can also be spent to boost your initiative, allowing you to strike first. Ganging up on an enemy model allows you to combine your CP and allocate attack and defence counters as you go.
Overall, it is a nice little system and fills up an hour or two without taxing your brain with a pile of complex rules.
I plan to paint up a couple of smallish forces for the game and play when the opportunity presents itself.