David Bickley's Wargames Blog

The occasional ramblings of an average gamer, journeyman painter, indifferent modeller, games designer, sometime writer for Wargames Illustrated and host of games in GHQ.



Showing posts with label Japan in the Age of Wars. Show all posts
Showing posts with label Japan in the Age of Wars. Show all posts

Wednesday, 24 September 2014

The Sacred Drum of Onomoro

An unusual event here in GHQ with an evening game! Phil had to drop Di off in the city centre for the theatre and had three hours to kill before picking her up again, so we decided to use the time for a game. We can't actually remember when we last resorted to an evening for a game. Odd how life's changes sneak by without you noticing them as you get older. I decided on a return to Japan in the Age of Wars for our game and set up the table with four objectives held by Onomoro for Shiro Komodorisai's forces to take ~


















Half on Onomoro's force starts on table around their master's home, and half starts off table, like Shiro Komodorisai's force on the opposite table edge entering on the road on their card being drawn, although the 'Tea Ceremnony'/End of Turn card put a stop to that in the first turn!
















The main hero and his loyal Samurai retainers have four and three cards respectively in the game deck so, as befitting their status, they are much more likely to be at the forefront of the action. Onomoro and his loyal Samurai retainers are attacked by Shiro Komodorisai's  Samurai early in the game as they attempt to defend the Sacred Drum ~


















While the lowly Ashigaru {and any peasants in the game} have only one card in the game deck and so approach the action in a more measured {or reluctant} way. One of Onomoro's units armed with long spears is making for the temple enclosure to head off any attempt to seize the main objective of the sacred drum ~


















As the picture above also shows, Shiro Komodorisai's  Ashigaru armed with bow and teppo have made it onto the low rise overlooking the temple precinct, thanks to excellent card draw sequences for them, while most of Onomoro's men are still trying to get into position. The spearmen in the Temple precinct are all that stands between the enemy and the sacred drum, the main objective of the game ~


















Both sides are struggling to control the approaches to the Temple's main gates and to Onomoro's home, where the three lesser objective of weapons are located. Shiro Komodorisai's Ashigaru have joined the ongoing combat, as have Onomoro's, and confusion is all around ~


















Each figure in the game can sustain a number of wounds before being removed. They are not 'killed' of course, merely too badly injured to continue the action. Both side's Ashigaru, having lost 50% of their strength in combat have to test their courage and, unsurprisingly they fail! They flee from combat, although each turn without contact with an enemy allows them to rally and recover their courage (although not in this game as it happens!) Soon Onomoro finds himself alone facing his nemesis ~


















Although the main hero of each side can stand five wounds before his courage fails and his Samurai retainers three wounds, the odds are stacked against Onomoro now as a third Samurai attacks him ~


















Our hero already has three wounds from the ongoing combat but faces his fate with courage as you'd expect. In the meantime, Shiro Komodorisai's other spearmen have been approaching the side gate to the Temple precincts ~


















However, they need not fear entering into combat as Onomoro is finally struck down ~


















With their Lord and Master removed from the game all remaining units must immediately test their Courage against their rating to determine if they will continue the fight! With Onomoro's Samurai and three units of Ashigaru already out of action its really a foregone conclusion and of course the remaining unit in the Temple to defend the drum also flee! A decisive win for Shiro Komodorisai and his force.
The figures are all from my small collection and are from the Museum Miniature's range. Most of the buildings are from John Jenkins Designs, although the small wayside shrine is from an Aquarium range at a local garden centre.
The rules use Dx10s for the hero, Dx8s for the Samurai retainers and Dx6s for the rest in combat or firing, and for all figures when calculating movement variables. They are progressing nicely we feel and give a fast flowing game, in this case lasting about an hour and three quarters, with a feel for the action rather like the classic films of Japan's age of the Samurai. There's a lot more work to do still, but I'm hopeful they will be ready in 2015. We shall see, as the wise man would say...


















Thursday, 6 February 2014

Onomoro at the bridge

A recent game here at GHQ featured a titanic tussle between Phil and myself set in Japan in the Age of Wars. The game centres on two roaming bands of warriors, each intent on local hegemony. To secure their gains, so far, it is imperative that they take and hold a vital bridge which will give them control over rich farmlands and ensure they are well fed over the winter. A peaceful scene, somewhere in rural Japan ~


















Ono Onomoro leads his weary warriors and loyal Ashigaru towards the bridge, blissfully unaware of the challenge which he faces ~
















Meanwhile, that mean and underhanded nemesis, Shiro Komodorisai, has assembled a large force of masterless Samurai and unwilling Ashigaru to seize the rich farmlands for himself ~















Quickly, Onomoro sends forward his loyal Samurai retainers to seize the bridge, supported by Ashigaru with bows and muskets ~
















In the meantime, Komodorisai's mercenary Samurai have rushed through the farmyard, scattering the local population to the winds ~


















Although outnumbered three to one, Onomoro's valiant Samurai retainers rush to save the locals and engage the enemy horde ~


















Onomoro himself rushes to support his brave men, leaving the Ashigaru to secure his flanks and deny the enemy any advantage ~


















The followers of our two Lords sell their lives dearly as they struggle for the advantage which may yet turn the battle in their favour ~


















His stalwart retainers struck down, Onomoro is facing overwhelming odds! Despite slaying three of his enemy he is finally struck down from behind by the cowardly Komodorisai!


















Our game lasted twelve turns, using my rules in development, Funsen, although without the usual card sequence activation. The sides were deliberately asymmetrical, with Phil's group having many more Samurai. The buildings are from John Jenkins Designs in Hong Kong, with the ephemera from our own Oshiro Miniatures. As ever the vegetation is from the Last Valley. The bridge is an aquarium pice I got at a local Garden Centre for a few pounds, although I have n't got around to painting it yet...

Sunday, 12 May 2013

Ono Onomoro's Failure...

As well as our Bolt Action game last week, Phil and I managed to try out a game using the latest stage of 'Funsen', my Japan in the Age of Wars skirmish rules which are in development. They are still at a fairly rough and ready stage, but I feel they are shaping up nicely for large skirmishes, and small battles if you don't mind rolling a few dice!  I've developed a set of campaign rules to use with them, which will allow games to be inter related and more meaningful without the need for reams of record keeping and these will be included in the final rulebook. The first picture gives you an idea of what a 6' 4' game table might look like.























The second picture allows a closer look at the small farm I've made up using buildings from JJD and accessories from Oshiro. I chose the JJD buildings over the more accurate Oshiro ones as they had removable roofs, a must in a skirmish game I think. The bridge to the left, together with the small shrine in picture one, were from our local Garden Centre and came ready painted for about £8 for the two.























While the game is played at a 1:1 ratio of figures to men {and women} I think movement tray speed up the earlier movement of groups of figures. I got mine from Warbases, whose excellent service included making the command bases incorporating pill and circular slots to my design at very reasonable cost. As you can see, I've yet to texture and tuft some of the movement trays though... The next pictures will, I hope, give you a brief flavour of the flow of the game together with a sneak view of its outcome.


















As the game is driven by drawing cards {See an earlier Blog entry for detailed views} even the best laid plans can be undone. As it turned out our Ashigaru were left well behind by our Samurai Lords and  their lesser Samurai retainers and bodyguards. While earlier exchanges favoured our hero ~ in red ~ things can change quite quickly...


















Already Ono Onomoro has lost two wounds, represented by removing two of the four figures on his base, while he has also seen one Samurai retainer killed and two more wounded.


















And, sure enough, two rounds and two wounds later, Onomoro is laid low. Not dead, but definitely feeling the worse for wear. You may just see his first Ashigaru unit in the distance.... In all the game lasted about an hour and a half and allowed for about twelve turns. As we were making slight ammendments as we went along, we could probably have fitted about two more turns otherwise into that time. Now, back to painting the last five Chindits for Burma 1944...

Monday, 25 March 2013

Action Cards for Funsen

As we've started to play games now using Funsen, my 'rules in development' for Samurai skirmish games set in the 'Age of Wars', I thought that I ought to graduate from the hand written cards which I've been using in development to something looking a little more professional at least. This is the result of my initial endeavours ~







 









All the images I've used were found on the web using searches for traditional Japanese art. Of course they probably can't be used commercially due to copyright issues, but they are fine for home use here in GHQ. They were printed using a colour laser printer and then laminated in small playing card pockets, just as I made the cards for our Pulp and F&IW games. My wife cut them all out to size for me, using one of her super duper craft tools which I'm bared from using! The main character on each side has three cards, while the Ninjas and lesser Samurai have two and the remaining game elements have one. I've made a number of generic cards to allow for events together with two end of turn cards unoriginally labelled 'The Tea Ceremony'. Some of them will no doubt be reworked or replaced, but I like the general look of the thing as we say here. I've also made a simple Campaign Map grid to allow games to be played in a context allowing an ongoing heroic, or otherwise, tale to unfold for your main character.

Wednesday, 20 March 2013

More from Japan, Zululand and the NHS

A few more pictures of the 'Japan in the Age of Wars' project, before our first skirmish tomorrow when Ono Onomoro will face his enemy, Shiro Komadorisai in mortal combat ~
The expanded home of our game's Hero.
Our Hero receives news of the enemy's approach.
The object of the attack perhaps?
Onomoro's Samurai guards practice their skills for battle.
 
Meanwhile, back in Zululand...
General Marshall and his Aide.
General Marshall.
 
His Aide.
 
NHS news now. I've recently had my six month knee review with my consultant. All very prompt and efficient I'm pleased to report. I am an A1 knee patient and making an above average recovery, so I'm chuffed. I walked two miles without my cane to celebrate! A knee replacement looks like this if you've never seen one~


Back to wargame related matter next...
 
 
 

 

 



Sunday, 17 March 2013

Japan in the Age of Wars

An update on my progress in my self styled "Year of Being Japanese" seems in order, as I have finished painting all the figures I bought for the skirmish game set in the 'Age of Wars' and all of the buildings I bought last year for the project. To recap: the buildings are by John Jenkins Designs, with extras and outdoor facilities from Oshiro and the Tori arch from Grand Manner; while the figures are from Museum Miniatures and Perry Miniatures.
 




 

 

I bought a few movement trays for this project, as well as for the Muskets and Tomahawks game, but typically I misjudged how many I'd need for each game, hence the mixed colours you might notice. These trays need to be grassed and tufted, which I hope to do later in the month when I've finished something else I have on the go.

















I grouped some of the figures as game objective markers and other as folk going about their daily lives. The Museum Miniatures range is not extensive but it includes suitable figures, as does the Perry Miniatures range.









In addition to the walled Samurai house, I've got a small set of farm buildings seen here, and a temple which you can see in the background.

















The large drum and musician is from the Museum Miniatres' range, but the priests and Ninjas are from Perry Miniatures.












For ease of play the two sides are colour coded red and blue. Not very original I know, but it does for us! I hope that Warbases will make me some more movement trays to accommodate the command elements in the game!


















They'll need to have one 'pill base' slot and three 25mm round base slots as you can see.








Which will also do for the supply train.





















Ono Onomoro, our hero, leads his force into action. Or at least he will on Thursday!
I've really enjoyed painting the figures and buildings, even though I had to allow myself a sanity restoring interval from time to time when I painted other figures and assembled other buildings for the Old West project. Next up will be my Japanese and British forces for Bolt Action WWII in Burma game. But not yet...