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Author Topic: Ronin, by Osprey!  (Read 69067 times)

Offline wkeyser

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Re: Ronin, by Osprey!
« Reply #105 on: 21 June 2013, 07:48:45 AM »
I just wish we could get a little more detailed info on the game itself. I would love to preorder but without more info there is no way of knowing if this game will be good are a stinker.

How about some more details on the way combat works, ok d6 but that says nothing at all other than GEEE we use d6, which of course tells nothing, is it a bucket full of die per combat is it a couple per combat, so which is it for gods sakes. The blurb sounds like every other game that comes out that promises to be unique, balanced etc etc. But rarely do they meet those promises.

How about details on the turn sequence, the morale system, the combat system, what are these unique character traits and how do they affect the game, how is the difference between the lowly ashigaru vrs the trained samurai handled?

I would pre order the 100£ deal with the rules and the for boxes of figures from North Star, if I knew much more about the game!

So how about it, some real information not a sales pitch!!!!

William

Offline Smith

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Re: Ronin, by Osprey!
« Reply #106 on: 21 June 2013, 08:50:06 AM »
How about some more details on the way combat works, ok d6 but that says nothing at all other than GEEE we use d6, which of course tells nothing, is it a bucket full of die per combat is it a couple per combat, so which is it for gods sakes. The blurb sounds like every other game that comes out that promises to be unique, balanced etc etc. But rarely do they meet those promises.
How about details on the turn sequence, the morale system, the combat system, what are these unique character traits and how do they affect the game, how is the difference between the lowly ashigaru vrs the trained samurai handled?

Well, seeing as you asked so nicely...

I've put the turn sequence and an in-rulebook example of combat below. The turn is essential alternating activation within 5 phases. At the start of each turn, the 'lead' player (here defined as the one with 'Priority') is identified, and they activate the first figure in each of the subsequent phases. Melee-wise, each figure has a Combat Pool, which provides a number of counters (modified by wounds etc.) that model has to use in combat. As the example below shows, the player decides how to balance the combat, putting counters into either attack or defence. This is the crux of the combat system – choosing how to fight a certain opponent. All-out attack is great, but leaves you open to retaliatory strikes, all-out defence is safe, but no guarantee of survival, and takes away your opportunity to get in some licks. At the risk of sounding like I'm being sarcastic, the difference between ashigaru and samurai is handled by the samurai having better skills, and more options in terms of weapons and abilities, and more options in combat (larger Combat Pool). Fortunately, the example offers demonstrations of samurai vs. ashigaru, outnumbered combat, and skill usage.

TURN SEQUENCE
A game of Ronin consists of a number of turns, each representing a few seconds of actual time. Each turn is further divided into five phases, shown below in the order in which they are undertaken. Generally, play will alternate between players in each phase (beginning with the player with Priority), but in some phases actions are simultaneous.

1. Priority Phase
2. Move Phase
3. Combat Phase
4. Action Phase
5. End Phase

PRIORITY PHASE – The player who will have Priority for the rest of this turn is determined in this phase. The Morale level of each Buntai is also checked if casualties were suffered in the previous turn or if certain other conditions have been met.
MOVE PHASE – During this phase players have the opportunity to move models or use missile weapons.
COMBAT PHASE – In this phase all hand-to-hand combat is resolved.
ACTION PHASE – During this phase models will have the opportunity to use missile weapons again as well as undertake certain special actions.
END PHASE – In the final part of the turn, some tidying up occurs and Victory Conditions are checked.

COMBAT EXAMPLE
In this example, a Samurai armed with a naginata (controlled by Player A) is fighting 2 Ashigaru, one armed with a yari and one with a katana (controlled by Player B).

The first step is to determine the Combat Pools for each side. The Samurai has a Combat Pool Characteristic of 3 and, deciding to hedge his bets, Player A secretly chooses two black counters (for Attack) and one white counter (for Defence). Player B has a Combat Pool of 4 (as both Ashigaru have a Combat Pool Characteristic of 2), and he chooses 2 counters for Attack and 2 for Defence.

The next step is to determine Initiative. Player A rolls one d6 whilst Player B rolls two d6, being careful to indicate which die relates to which of his two models. The Samurai scores a 3 which, combined with his Initiative Characteristic of 3 and a +1 bonus for his naginata, gives a score of 7. The Ashigaru with the yari rolled a 4, which also gives him a total of 7, while the Ashigaru with the katana rolls a 3, giving him a total of 5. The Samurai and the Ashigaru with the yari do a straight roll off with no modifiers, with the Samurai rolling a 5 and the Ashigaru a 2. So the Samurai will have the first attack opportunity, the Ashigaru with the yari the second, and the Ashigaru with the katana will go last.

The Samurai elects to attack the Ashigaru with the yari. He removes a black counter from his Combat Pool. The Ashigaru decides to Enhance his Defence Roll, so he removes a white counter from his Combat Pool. The Samurai player elects to not Enhance his Attack Roll, and so the dice are now rolled.
The Samurai rolls a 4 and a 5. As he has chosen the Naginatatjutsu Attribute, he could choose to re-roll one of these dice, but he is quite happy with his score of 9. Added to his Fight Characteristic of 3 and a +1 modifier for his Naginata, this gives him an Attack Roll of 13. The Ashigaru player rolls a 4 and a 1, giving him a score of 5. He adds +2 to this for his medium armour and another 2 for his Fight Characteristic, giving him a Defence Roll of 9.

The Samurai has caused a wound as the Attack Roll is greater than the Defence Roll. Referring to the Wound Table shows that a difference of 4 causes a Grievous wound. The Ashigaru with the yari will suffer -2 to Initiative and -1 to his Fight for the rest of the game. His Combat Pool is also reduced by 1, and since this takes effect immediately, Player B must discard one counter from his Combat Pool. He chooses to discard a white counter, leaving two black (attack) counters in his Combat Pool.

This completes the Samurai’s attack. The model with the next highest initiative is the Ashigaru with the yari. However, he has already expended a Defence Counter in his futile attempt to parry the Samurai’s attack, and because of the Grievous wound that he suffered, his Combat Pool has decreased by 1. So this model cannot make any further attacks. Therefore, it falls to the last Ashigaru, armed with a katana, to make an attack. He chooses to do so, and removes one black counter. The Samurai player, sensing the desperation of his opponent, elects to Enhance his Defence Roll, and so removes his only white counter. The Ashigaru player now elects to Enhance his Attack Roll, and so removes his last black counter.

The dice are now rolled. The Ashigaru rolls three dice because it is a Enhanceed Attack. He gets a 3, 4 and 6, and discards the 3. Added to his Fight Characteristic of 2, this gives him an attack roll of 12.

The Samurai player rolls 2 dice, getting a 2 and a 3. This time, he elects to use his Naginatatjutsu Attribute and re-rolls the 2, getting a 3. Hardly much better, but when adding this total of 6 to his Fight Characteristic of 3 as well as +3 for his heavy armour, it gives him a score of 12. As the scores are the same, no wound is caused.

The opportunity to make another attack now returns to the Samurai. As he has a single black counter remaining, he declares an attack on the grievously wounded Ashigaru. Player B has no counters left in his Combat Pool, so it is down to the dice rolls. The Samurai rolls a 2 and a 4. He elects to use his Naginatatjutsu Attribute to re-roll the 2, but this time gets a 1, which he must keep. Added to his Fight of 3 and adding +1 for the naginata, this gives him an Attack Roll of 9. The hapless Ashigaru rolls a 4 which, added to his Fight of 2 and his medium armour gives him an 8. However, his Grievous wound means that his Fight Characteristic is at -1, reducing his Defence Roll to just 7. A Light wound has been caused which, combined with the Grievous wound, means that the Ashigaru with the yari has suffered a Critical wound. The model is removed and a Slain marker is put in its place.

Things are looking grim for the remaining Ashigaru, while the Samurai is anticipating the opportunity of collecting two heads for his daimyo...
Phil Smith
Head of Osprey Games

Plastic Malpractice – Kitbashing, Wargames & Stuff

OWG Resources HERE!

Offline Centaur_Seducer

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Re: Ronin, by Osprey!
« Reply #107 on: 21 June 2013, 09:10:18 AM »
Oh my Nick :-*

Offline wkeyser

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Re: Ronin, by Osprey!
« Reply #108 on: 21 June 2013, 09:19:58 AM »
Sorry the Frustraion comes from hours of searching all over the web for some details on the rules.

It is like some one saying hey this product is going to be great just trust me and go ahead and preorder and send me  your money.

However, what you have posted sounds great, I hope you dont mind if I post that on TMP, then I will have to pop over to North Star and preorder.

I would suggest you put this info up on the North Star web site as I am sure I am not the only one not willing to preorder without any idea of how the rules work.

Thanks for the info and the rules really sound great just what I am looking for.

William




Offline adlerhobby

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Re: Ronin, by Osprey!
« Reply #109 on: 21 June 2013, 03:57:48 PM »
Adler Hobby is planning to carry this and run games in house , the previous rule sets by osprey war games series have proved to be fun and of good quality. IHMS & Interwar Years are pretty awesome this Ronin book should do well !
Gordon
Adler Hobby NH USA
www.adlerhobby.com
Stop by our fun Black powder Group!
http://groups.yahoo.com/group/BlackpowderNE/

Offline cram

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Re: Ronin, by Osprey!
« Reply #110 on: 21 June 2013, 10:44:10 PM »
Really like the look of these rules! Add the lovely looking figures being sculpted by Steve Saleh, and it looks like there is a very good likely hood of this game being a winner. Will have to pre-order my copy over the next few days.

I hope  'Of Gods and Mortals' proves to be a great set of rules also. Really looks interesting!

Offline tradgardmastre

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Re: Ronin, by Osprey!
« Reply #111 on: 22 June 2013, 08:12:06 AM »
Will the rules be useful for Edo police actions?
You are welcome to visit my Duchy of Tradgardland blog at:
http://tradgardland.blogspot.com/ and my 20th century gaming blog at : http://armyredwhite.blogspot.com/
New interwar imaginations blog at:
http://interbellumimaginations.blogspot.com/

Offline majorsmith

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Re: Ronin, by Osprey!
« Reply #112 on: 22 June 2013, 03:25:39 PM »
nice Bushi  ;)
Me and dead owls don’t give a hoot

Offline cacofold

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Re: Ronin, by Osprey!
« Reply #113 on: 22 June 2013, 06:14:05 PM »

COMBAT EXAMPLE
In this example, a Samurai armed with a naginata (controlled by Player A) is fighting 2 Ashigaru, one armed with a yari and one with a katana (controlled by Player B).
...

Well I'm sold. Time to preorder the rules and the 4 starter armies. I have some questions to help me plan out what to buy:
-You mentioned black and white tokens and slain markers. Are there any other tokens used in the game that I can start looking for now?
-Are there rules for civilians in the scenarios? NPC bystanders? Perry has some neat villagers I was thinking of getting if they would be used by the rules
-Rules for models on horseback?

Offline Smith

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Re: Ronin, by Osprey!
« Reply #114 on: 23 June 2013, 03:04:07 PM »
Well I'm sold. Time to preorder the rules and the 4 starter armies. I have some questions to help me plan out what to buy:
-You mentioned black and white tokens and slain markers. Are there any other tokens used in the game that I can start looking for now?
-Are there rules for civilians in the scenarios? NPC bystanders? Perry has some neat villagers I was thinking of getting if they would be used by the rules
-Rules for models on horseback?
- Yes – there's a selection of counters included in the book, for photocopying, and I'll try and get them up online somewhere for printing. In addition to the combat pool, there's two wound levels, stunned and slain. If players can come up with an alternate convention for remembering these things (e.g., stunned = face up model, slain = face down) or opt for paper record-keeping, you can really work with no tokens at all.
- I know there are stats for peasants etc., and at least one of the scenarios has NPC-style peasants (if memory serves). It shouldn't be too hard to incorporate NPCs into the game if you want them.
- Absolutely. Cavalry receive certain bonuses in basic terms (movement, melee modifiers etc.), but also have the option of some special combat maneuvers that should prove fun.

Offline Pijlie

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Re: Ronin, by Osprey!
« Reply #115 on: 24 June 2013, 04:40:55 PM »
OK. You've done it! I pre-ordered!

I hope you feel proud of yourself  ;)
I wish I were a glowworm
'cause glowworms 're never glum
How can you be grumpy
When the sun shines out yer bum?

http://pijlieblog.blogspot.nl/

Offline cacofold

  • Assistant
  • Posts: 45
Re: Ronin, by Osprey!
« Reply #116 on: 24 June 2013, 10:28:03 PM »
- Yes – there's a selection of counters included in the book, for photocopying, and I'll try and get them up online somewhere for printing. In addition to the combat pool, there's two wound levels, stunned and slain. If players can come up with an alternate convention for remembering these things (e.g., stunned = face up model, slain = face down) or opt for paper record-keeping, you can really work with no tokens at all.
- I know there are stats for peasants etc., and at least one of the scenarios has NPC-style peasants (if memory serves). It shouldn't be too hard to incorporate NPCs into the game if you want them.
- Absolutely. Cavalry receive certain bonuses in basic terms (movement, melee modifiers etc.), but also have the option of some special combat maneuvers that should prove fun.

Thanks! This should guide my purchases. I may assemble a whole board of terrain and paint up all four northstar starter armies as a surprise for my gaming group.

Offline jamesmanto

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Re: Ronin, by Osprey!
« Reply #117 on: 28 June 2013, 09:53:56 PM »
I'm definitely looking forward to this. Might talk my business partner into making this our little "take to shows for demos" game. ;)

Civilians are I think a must for skirmish games like this. They are useful for objectives to spice up the game and broaden the scenario options. And they give loads of colour to dress the table. I even get civvies for my bigger battle 15mm ancients, 28mm Medieval and 28mm NWF games, just because.

James

Offline elysium64

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Re: Ronin, by Osprey!
« Reply #118 on: 03 July 2013, 01:50:03 PM »
Just wanted to check, with the pre-order deal, when is money taken, I have read two options, on placing order, or 1st August when deal closes?
Thanks

Offline nicknorthstar

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Re: Ronin, by Osprey!
« Reply #119 on: 03 July 2013, 06:06:59 PM »
Hi elysium64

We are taking the money straight away. This means as soon as the book is in, we can bundle up the sets and ship same day.

http://northstarfigures.com/prod.php?prod=5454

You can request a refund before the goods leave if you have a change of heart, no problem.

Regards
Nick
http://northstarfigures.com/

 

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