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Ronin - Skirmish Wargames in the Age of the Samurai [Anglais] [Broché]

Craig Woodfield , Jose Daniel Cabrera Pena
4.5 étoiles sur 5  Voir tous les commentaires (2 commentaires client)
Prix : EUR 15,22 LIVRAISON GRATUITE En savoir plus.
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Description de l'ouvrage

20 août 2013 Osprey Wargames (Livre 4)
Ronin is a set of skirmish wargame rules set in late 16th century feudal Japan. Players build small warbands of models and battle each other as well as non-player factions in duels and skirmishes. Ronin is historically accurate, but also pays tribute to the films of Akira Kurosawa such as Seven Samurai and Yojimbo.

Despite the enduring popularity of this period, there are very few widely available historical samurai skirmish wargames rules sets. Figures for the period are increasingly available, particularly from Perry Miniatures (very high quality 28mm metal), Wargames Factory (plastic 28mm box sets) and Zvezda (1/72 plastic). Ronin seeks to fill this void with an enjoyable system that is easy and cheap to take up. Gameplay is based upon a d6 system that forces players to make tactical decisions about attack and defence, simulating the cut and thrust of hand-to-hand combat.

There are numerous player factions, from Samurai and Ashigaru, the professional soldiers of the period, to Buddhist warrior monks, martial arts schools, and bandits.

There are also swords for hire such as Ronin and ninja that players can hire to augment their warband.

Players design their warband using a points system, and assign each model weapons, armour and martial skills. Weapons include the yari (pike/spear), naginata (pole arm), yumi (bow), arquebus and of course the katana and its variants. Specialist skills allow a model to undertake various special actions (for example, arrow-cutter provides additional defence against bow fire) or increases the proficiency of the model with a specific weapon.

As well as straight warband-on-warband battles, there are specific scenarios, some of them linked to provide a loose narrative. Gameplay is based upon a d6 system that forces players to make tactical decisions about attack and defence, simulating the cut and thrust of hand-to-hand combat. One scenario features the warband defending a notable person from attack by ninjas, another the defence of a village against bandits. There are also campaign rules that allow for the development of a warband in terms of gaining new skills and equipment and planning on-going battles against other players. Finally, very simple guidelines for running a tournament are included.

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Descriptions du produit

Biographie de l'auteur

Craig Woodfield is a 42 year old Defence Analyst from Canberra, Australia. He has previously written for magazines such as Slingshot and Wargames, Soldiers and Strategy. He is the author of 3 wargaming supplements: Legion (for Warhammer Ancient Battles), Imperium (for Crusader) and Trajan's Dacian Wars (for Hail Caesar). He has a long-standing interest in martial arts and military history.

Détails sur le produit

  • Broché: 64 pages
  • Editeur : Osprey Publishing (20 août 2013)
  • Collection : Osprey Wargames
  • Langue : Anglais
  • ISBN-10: 1780968469
  • ISBN-13: 978-1780968469
  • Dimensions du produit: 24,1 x 18 x 0,5 cm
  • Moyenne des commentaires client : 4.5 étoiles sur 5  Voir tous les commentaires (2 commentaires client)
  • Classement des meilleures ventes d'Amazon: 9.198 en Livres anglais et étrangers (Voir les 100 premiers en Livres anglais et étrangers)
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Commentaires client les plus utiles
4.0 étoiles sur 5 tres bon ! 3 avril 2014
Format:Broché|Achat authentifié par Amazon
Trop bon jeu d escarmouche dans un univers different. Les regles sont intelligentes et dynamiques. Apres avoir essayé moult jeux depuis des années, je recommande l achat de cette regles. A utiliser avec les figs de chez Perry qui sont parfaites et pas cheres.

De plus, possibilité de telecharger les regles pour quelques demons japonais axin de donner un petit gout fantastique !
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Format:Broché|Achat authentifié par Amazon
Très bonne règle "skirmish" dans l'âge des samouraïs, dans l'esprit des 7 Samouraïs de Kurosawa. Je la recommande aux aficionados.
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Commentaires client les plus utiles sur (beta) 4.8 étoiles sur 5  6 commentaires
10 internautes sur 10 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 Well Done Samurai Skirmish 10 octobre 2013
Par John S Hovey - Publié sur
Format:Broché|Achat authentifié par Amazon
Ronin is a set of skirmish rules for miniature battles in 16th century feudal Japan. Models represent individuals that move and fight independently; there is no unit/squad structure as in some ‘skirmish’ games like Saga. Each player controls a force, or Buntai, of between 4 and 20 figures. Ronin is historically accurate, with a few cinematic elements from classics like the Seven Samurai. It stops short of the over-the-top action from movies like 13 Assassins, but it would be easy enough to add some of those elements to the game with house rules.

The starter sets from North Star are 200 points and consist of 8-10 figures. A small 100 pt battle can be fought to completion in 30 minutes on a 2′ x 2′. The recommended size for a standard 200pt game is 3′ x 3′ and should not take more than an hour.

The rules are available in both pdf and softback. Production values are great for the price – the softback is $13 on Amazon. I am not a big fan of the cover, but there is a decent selection of Osprey art on the interior. My one real complaint is with the layout. New army lists start an inch from the bottom of pages, and new rule sections begin without any real breaks or delineation. With the wide selection of art available to Osprey, it seems like they could have structured things a little better.

Force Lists
Army lists are provided for a wide variety of forces. Bushi, Bandits, Warrior-Monks, Martial-Arts schools, and even Peasants. Each of these can add extra figures from the Swords-for-Hire section like Ronin or Ninjas. The types of models available to each list are drastically different. A Bushi list can choose to have nothing but Samurai, each of whom are at least as skilled as the commander of a Bandit list! The lists detail the troop types available as well as options for their equipments and abilities. The forces have unique special rules, morale levels, and methods of earning/losing victory points.

The composition rules could be a little clearer. For some lists, they felt like logic problems: the number of rank 1 and rank 2 figures must be greater than the number of rank 3 or higher figures, if any rank 1 or 2 figures are included. (I’m pretty sure that is a quote from one of the six bullet points on Bushi forces.)

The inclusion of lists for other time periods was a nice touch. If you want to fight battles with Mongols, Koreans, or later Westernized Japanese forces you have everything you need. Rules are given for special training and equipment available in those periods.

The sequence of play is divided into five phases: Priority, Movement, Combat, Action, and End.

Priority Phase – Initiative is determined, and morale checks are taken when necessary.
Movement Phase – Players alternate moving or shooting with each of their models.
Combat Phase – Each melee is resolved. Players alternate choosing which battles to fight.
Action Phase – Models are allowed to shoot again and take other miscellaneous actions like reloading, looting, and resting.
End Phase – Models check to see if they recover from being stunned.

Movement, morale, and shooting are similar to most games.
Alternating one figure at a time instead of one player doing all of their moves and attacks before the other makes for good interaction.
Non-killing wounds are possible on the lowliest peasant, but even the mightiest samurai can be struck down by one lucky strike.
Melee is a back and forth strike, parry, counterstrike between the engaged models. (see below)
The most unique aspect of Ronin is the use of attack and defense chits to resolve melee. Models get between one and seven combat chits based on their skill level and special abilities. These can be used to increase the chance to strike first, make attacks, or parry. Deciding which chits to use is a neat twist. When the combatants are both very low level it often boils down to each making a single attack like in other games, but skilled fighters can decide between playing it safe or attempting to make multiple attacks.

Other Stuff
In addition to the rules and army lists, the book contains a selection of scenarios, basic campaign mechanics, and recommendations for tournament games. The scenarios are pretty basic, but have good flavor. My favorite pits one force against a band of Ninja assasins whose sole aim is to kill their commander. The campaign section isn’t very robust, but is a decent starting place. I expect to see homebrew ideas springing up online.

This is not a set of rules that would be worth picking up for background material or historical information. The book is very bare bones. If you are interested in that aspect, pick up one of Osprey’s traditional books on the period.

Overall, the rules are concise and well written. You can be ready to play in just a few minutes, and it is very easy to teach to new players. I don’t think Ronin is a game that will inspire many people to buy and paint minis, but if you have some old lead laying around I’d highly recommend grabbing a copy. The small cost in money and time is well worth it to have an excuse to blow the dust off your samurai and get them on the table a few times.
2 internautes sur 2 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 A must have set of rules for Samurai gaming. 16 novembre 2013
Par Greg Horner - Publié sur
I played a demo of this game at my local game store. The action was 'fast and furious' to coin a phrase. I really like games that cover obscure parts of history like the feudal Japanese period that don't go overboard with their game. This game is fairly simple yet has plenty of nuances to keep you playing. It can be played one on one or easily expanded to multiplayer without any distortion. That's why I had no reservations about purchasing this rules set. Plus, they have paired with North Star miniatures to provide basic starter sets of miniatures.
2 internautes sur 2 ont trouvé ce commentaire utile 
4.0 étoiles sur 5 Excellent small feudal Japanese wargame - lots of fun and easily playable 10 novembre 2013
Par Erik W Centner - Publié sur
Format:Broché|Achat authentifié par Amazon
Ronin is a very well written, feudal Japanese skirmish war-game, that allows players to maximize fun and playability rather than bog play in a mire of rules. The simple d6 mode of play speeds along player turns. Game size is determined by points of sides with the idea the game pays at skirmish level rather than large platoon or larger levels. Players can select numerous factions to play, Samari, Ronin, soldiers, monks, religious zealots, Koreans, etc. Weapons mixes are also available without going too deep into the weapon characteristics and becoming overwhelming. Overall, the game is a welcome to any gamers shelf, allows quick play and fun.
1 internautes sur 1 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 A quality game 21 février 2014
Par Jason Coffey - Publié sur
Format:Broché|Achat authentifié par Amazon
While I am not a fan of OSPREY Wargames, as they have sold the industry for decades that they are a resource and not competition... this is a quality game. The book does have some miniature photos from Northstar, and is not recycled Osprey art. However do not expect much in the way of history.

Along the lines of Mordheim and Zombie-A-Go-Go, it is a true skirmish game in the sense that each character is a unique individual. They are not part of units or groupings, however, each army list does apply some of the traditional "You need X amount of grunts before you can have an officer". So very much like a streamlined sense of Mordheim there, with even a similar feeling roster for your group.

In the game itself is a hybrid of traditional games like Mordheim, and more action oriented games like Starship Troopers and Zombie-A-Go-Go. You have a Combat Pool for each character that you reveal as Attack or Defense buffs when it is your turn. This is one of the things that makes the game interesting, though it can be bizzare as you can shoot at a second point in the game, and the actions only split apart like this in the combat phase.

This is not a game you will buy and run out to purchase miniatures for - ideally it is one to re-purpose your existing historical Samurai and fantasy Clan War figures. If you do need miniatures, Wargames Factory has cheap Samurai by the box of 25, or Northstar has them in 200 point bands of 6 to 12 figures.

While a 200 point force is small and takes an hour, and runs on a 3x3 board that scales by point level. If you take all Samurai you can get about 6 figures, however if you work in Ashigaru, you can field around 8 figures including about 3 Samurai for a more balanced force. While the focuse is on the middle period of Samurai, the end of the book includes charts to adapt for early Samurai and even the later "Last Samurai" Edo period.

It is also good for a multiplayer game. I plan to use this as a Convention game where I place a Dragon or Oni on the board and allow several players to engage the enemy I control that takes wounds equivalent to their combine force. This is a good way for cooperative play or to cycle in and out players. A fantasy supplement is talked about for next year, and it is easy enough in the meantime to replace fireballs with Matchlocks and so forth.

Several people I know refer to this as "Clan Wars LITE". We feel that it can successfully handle 20-30 figures a side for larger battles to replace Clan War. Many people in my club got into that, but were never able to afford proper sized armies before the game went away. So this is a way to use those incomplete armies as little warbands, where a blister of 4 Clan Wars figures of a certain unit type now become a little fighting group, and so forth. Obviously this will is about an 800 point game, but looks very satisfying as the rules are simple and streamlined enough to keep the personal feel that Knight/Samurai games should have.

I have certainly felt inspired to paint up my Samurai and make a few buildings, even though the original book never made it in the mail and I had to get a copy from another source.
5.0 étoiles sur 5 Good little game. 24 mars 2014
Par Nickolai - Publié sur
Format:Broché|Achat authentifié par Amazon
The latest craze for skirmish games has reached the Osprey Publishing, so they switched from purely military history books towards game rules. Did they manage it? Looks like it.
The visual presentation looks good, in so small part thanks to the artwork on the subject that Osprey posses.
The rules look straightforward, the variable aggressiveness mechanic seems promising. Fractions look diverse enough, and I do hope that Osprey will issue expansions for this game.
So far so good, I think. Definitely a must for anyone who bought a handful of medieval Japan miniatures back in the day and wants to put them to use but doesn't want to expand to a proper Sengoku jidai army with thousands of ashigaru.
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