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Check out that painting of Mt. Fuji on the back of this Ronin's robe, isn't that insane? |
It would be an understatement to say that it has been a long time since my last blog post. Unfortunately, the holiday season through to tax season tends to be my most chaotic and busy period, and the past few months have been exceptionally hectic. However, I hope to be back now, and much has happened, providing me with plenty to write about.
I'll start with a recap of this month's SBGC meeting, where Stephen Freedman impressed us all with his stunning Sengoku Jidai terrain.
Stephen is a master when it comes to creating terrain. His previous
games have featured equally stunning tables, and he crafts everything by
hand with meticulous care and attention to detail. Every single
building is adorned with intricately designed interiors, complete with
furniture and artwork.
He has a couple of Vietnam War tables, and I hope to convince him to run
a game with me someday so I can appreciate his approach to Vietnam
terrain. (Stephen, if you're reading this - *hint hint nudge nudge*)
The rules we used were a homebrew system called Bushido: Way of the Warrior,
developed by Stephen's co-GM and fellow SBGC member Bob Burke. It's a
simple, fast-play game designed for large skirmishes. Bob created these rules
as an alternative to Saga for samurai skirmish wargaming, and I
quite enjoyed them. With Saga's "battle boards" and special abilities, Bob's
game feels less "gamey" than Saga, and I believe it does a
better job of reflecting period warfare. I've mentioned
this many times to my wargaming friends: my main issue with most
samurai battle games is that they simply take European medieval warfare
and apply a Japanese veneer on top of it. Hearing Bob discuss the
extensive research he conducted to accurately portray Sengoku Jidai
warfare was truly refreshing.



The scenario we played was not a recreation of any specific battle;
rather, it was set during the Imjin War, the Japanese invasion of Korea.
The conflict pitted the Japanese against an allied army of Koreans and
Ming Chinese. For simplicity, I will refer to the Korean and Ming forces
as the 'Allies' for the remainder of this battle report.
Both sides would sally forth from their bases to contest two objectives
in the center of the table: a village and a temple compound. Both
objectives began the game occupied— the temple by the Allies and the
village by the Japanese. I chose to play as the militant Buddhist monks
occupying the temple
The Allies had the advantage of superior ranged weaponry, but in melee combat, they were outmatched by the Japanese samurai. Bob tells me that history reflects this, and since I don't know much about the Imjin War, I'll take his word for it.
Given that I had a relatively lightly armored force deployed far from reinforcements, I figured I was likely to be one of the first players knocked out of the game. My plan was to defend my objective as vigorously as possible and inflict as much damage on the Japanese as I could before being eliminated. Knowing the Japanese held a melee advantage, I aimed to maximize the effectiveness of my many ranged units while relying on my melee units to hold the temple compound.
My army was able to deal significant damage to the two opponents that
attacked the temple, but with reinforcements far away and angry
Japanese standing between us, we were gradually worn down. When
we were nearly defeated, I had my army leader challenge one of the enemy daimyos to a duel, which I promptly lost. After that, I was left with
only two ranged units, but they failed to make any significant impact
for the remainder of the game, as I couldn't shoot into melees and my
line of fire was often obstructed by friendly units as the battle became more and more crowded as reinforcements streamed into the center of the table.
On the other side of the table, my ally Trevor managed to beat his opponent off of the hilltop shrine and assault the village.
Unfortunately, by the time Trevor reached the south side of the village,
Japanese reinforcements had managed to stream in from the north and
occupy the village center. They pushed Trevor's forces back, making it
unlikely that we would take the village. Both objectives were now close
to being completely under Japanese control.
In the center, we fared no better, as death balls of 8-man Daimyo-attached samurai
cavalry decimated all who opposed them. At one
point, Curtis was hitting on 2-6 with rerolls on 1s, prompting Bob to
agree that this aspect of the rules might need adjusting. The samurai
cavalry annihilated several of our units before we eventually managed to
whittle them down to a point where they were no longer combat
effective, but by then, the damage had been done.
By the time the Ming forces in the rear managed to catch up and engage
the enemy, it was too late; both flanks had been defeated, and a
formidable Japanese reinforcement force was still on the way. We decided
to declare this game a Japanese victory.
It was a great game and I had a lot of fun. There were a lot of great moments, like Geoff charging a lone samurai head first into the temple compound
The models were beautifully painted with fine free handed decorations painted on each model. Gives me a lot of ideas on how I will paint my own 28mm Samurai.
And of course, less I forget, here are the other games being ran at the club. I didn't get many pictures because the Samurai game was that engaging.
Alright, first blog post done in a long time. I've got a bit of a backlog to catch up on and will hopefully get those out soon, until next time, folks!
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