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Author Topic: SOTR Playtests  (Read 2952 times)

Offline Hat Guy

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SOTR Playtests
« on: March 02, 2016, 02:41:28 AM »
I don't know about you guys, but I've pretty much given up waiting for SOTR II. Consequently, I've gone back to my "homebrew" OOBs and want to put them out there for community playtesting and feedback. I'm working on ANZACs, IJA and Free French at the moment, as well as a few options for existing armies.

Here's my current draft for IJA, looking for feedback and people willing to play a few games:

Imperial Japanese Army Dual Platoon Order of Battle


Exegesis
   What follows is my take on the Japanese for 1949 Secrets of the Third Reich. I have seen a couple of attempts at a Japanese OOB, but am yet to find any truly satisfying. The OOBs for Britain, Germany, the USA and the USSR are colourful and draw upon the culture and history of the nations they represent. More than that, the "Weird" elements of each force are taken from the pulps and films from that country where they were available. What I have done here is take the historical late-war Japanese army organization and equipment and added a few weird elements in-line with Japanese fiction and mythology.
Like the OOBs in the SOTR books, the IJA Dual Platoon draws upon the historical WWII forces of Japan and the pop culture that is so recognisable as Japanese. I've drawn upon, Mythology, Film, Literature, Traditional Culture and historical sources to create this OOB, putting thought into what should and should not be included. To evoke a real Japanese feeling, yet keep the list accessible and recognisable to "Gaijin" is a challenge, and a real attempt has been made to keep that balance. I've tried to make the Japanese a unique force, not just a retread of an existing army, the IJA should be something other than just a different version of the Axis. Full consideration was given to all things Nippon; Samurai, Ninja, Kamikaze and many more. If there is something missing that you feel is essential to the "theme" of the army, remember that substitutions and adaptations are thoroughly encouraged in the SOTR Rulebook and there is no reason any two armies need be the same.
   This OOB is not a finished product. It requires a great deal more play-testing and editing and "fluff" to make it complete. Some of the units, characters and options are visibly incomplete, as this remains a work in progress.

   Anything written in red pertains as to commentary on the thought process behind the rules listed here or to explain any gaps. It should also be noted that the RP values are, at this stage, arbitrary and chosen only because they can be appropriated to similar units already in 1949 SOTR and Doomsday.

Order of Battle
In this section you will find all the rules and background you need to play an IJA Dual Platoon. Included are a variety of Characters and Support Options for play with your IJA platoon.

Platoon Special Rules

Metal Shortage
IJA Dual Platoons may not purchase Body Armour.

Gunto
All IJA Dual Platoon Officers and NCOs are considered to have a Close Combat Weapon (sword), even if not specifically listed or if they take a weapon upgrade.

Death Before Dishonour
An IJA unit that fails a Cool check never Flees for cover, but will always Hit The Dirt. The unit shall remain this way so long as it is Disorganised. 

Common Weapons Descriptions

Weapon                    Type
Type 99                    Rifle
Type 4                    Semi-automatic Rifle
Nambu Type 94             Pistol
Type 100                    Sub Machine Gun
Type 5                     Assault Rifle
Type 99 LMG            LMG
Packed Type 99 LMG    Packed LMG
Type 92                    HMG
Type 97 20mm            AT Rifle
Type 4 70mm ATRL    Medium AT RPG

Characters

Colonel Yamomoto - 4 RP
   This is to be the more military/commanding type of character like Wild Bill Donovan or Paddy Mayne. I'd like to find an actual historical Japanese infantry commander and use him.
Yamomoto has a Cool of 10. He assumes command of any Platoon that purchases him, relegating the Lieutenant to second-in-command.

Yamomoto carries a Nambu Type 94 and a Close Combat Weapon.

Master Strategist
Yamomoto may chose to roll 2 Dice in the Initiative Phase and use the better result. This may only be done in the first turn of the game.


Yojimbo - 6 RP
   The ubiquitous Samurai character that draws heavily upon Kurosawa.
Yojimbo is Elite and a Loner.

Yojimbo carries a Close Combat Weapon and wears Body Armour.

Special Rules
Ranger, Nerves of Steel, Combat Master, Hard to Kill

Any platoon Yojimbo is purchased with is encumbered by the Light Infantry special rule.
Additionally, Samurai may be taken as Platoon Squads. IJA Dual Rifle Squads become 0+.


Kitsune
   The Superhuman/supernatural character for the army, at this stage a Kitsune, but a Tengu or Oni of some kind would work just as well.
Kitsune is Elite and a Loner.

Special Rules
Uncanny Resilience, Claws and Teeth, Fast, Hyper Senses, Utterly Fearless

Alluring
The supernatural charms of Kitsune are difficult to resist, all models attacking Kistune do so at a -1 Penalty to Hit with Shooting and a -1 Penalty to Close Combat rolls.


IJA Dual Platoon

Dual Platoons are Green but may be upgraded to Veteran or Elite.

IJA Dual Platoon Organization
1 IJA Dual Platoon Command Section
1-3 IJA Dual Rifle Squads
0-1 Sniper Team
0-3 MG Teams
0-1 Mortar Team
0-2 Anti-Mech Rifle Teams
0-3 RPG Teams
0-2 Flamethrower Teams

IJA Dual Platoon Command - 4 RP 

4 Man Team. Lieutenant, Sergeant and 2 Privates.
Unit Equipment - Type 4, Smoke Grenades, Hand Grenades
Lieutenant - Nambu Type 94

Unit Upgrades
Up to 4 Models may trade their Type 4 for a Type 100 or Type 5.
One Private may trade his equipment for a Medic Kit and Nambu Type 94 to become a Medic.
One Model may be given Explosives.
One Private may trade his Type 4 for a Radio and Nambu Type 94.
One Private may take a Packed Type 99 LMG or a Flame Thrower for 1 RP. 

IJA Dual Rifle Squad - 6 RP
13 Man Team. Sergeant and 12 Privates.
Unit Equipment - Type 4, Hand Grenades, Smoke Grenades
Sergeant - Nambu Type 94

Unit Upgrades
Up to 3 Models may trade their Type 4 for a Type 100 or a Type 5.
One Private may trade his Type 4 for a Type 97 20mm.
Up to 2 Models may be equipped with Explosives.
One Private may take a Packed Type 99 LMG or a Flame Thrower for 1 RP.
Up to 2 Models may be equipped with Rifle Grenades.

IJA Sniper Team - 2 RP
Veteran 2 Man Team.
Unit Equipment - Hand Grenades, Camouflage, Sniper Rifle.
Special Rules: Sniper

IJA HMG Team - 3 RP
3 Man Team. Corporal and 2 Privates.
Unit Equipment - Type 4, Hand Grenades, Smoke Grenades.
Corporal - Type 92, Nambu Type 94

IJA Mortar Team - 4 RP
4 Man Team.
Corporal with Light Mortar, Nambu Type 94
3 Privates: loader, spotter, ammo carrier with Type 4

Unit Upgrades
May upgrade to Medium Mortar and add a Private for 1 RP.

IJA Anit-Mech Rifle Team - 1 RP

2 Man Team.
Corporal with Type 97 20mm.
Private with Type 4

IJA RPG Team - 2 RP
2 Man Team.
Corporal with Type 4 70mm ATRL
Private with Type 4

IJA Flamethrower Team - 1 RP
2 Man Team.
Corporal with Flamethrower
Private with Type 4


Support Options

Shinobi - 6 RP
Fearsome creatures of ancient myth, the Shinobi, or Shadow Warriors are creatures formed from supernatural darkness that live only to kill. It is not known what dark pact the IJA has made to ensure the help of the Shinobi, but Allied soldiers have learned to fear these nearly invisible killers that never make a sound.

Elite 2 Man Team

Shinobi are armed with Close Combat Weapons

Special Rules
Fast, Utterly Fearless, Uncanny Resilience, Combat Monster, Deep Insertion, Super Strength

Living Shadows
All Long Range shots fired at Shinobi automatically miss. All shots fired at Short Range suffer a -2 penalty to the to-hit roll.

I didn’t like the idea of Ninja for the army and I couldn’t figure out a way to make them work that wasn’t a rip-off of the old WHFB Dark Elf Assassin rules.



Samurai - 5 RP
Ancient warriors of honour, the Samurai were thought to be all but extinct at the outbreak of the war, however, it was soon revealed that the tradition had gone underground, waiting until Japan needed them again. With the soulless Gaijin using Atomic and chemical weapons against Japan, the Samurai have returned to defend the homeland.

Elite 7 Man Team
Corporal and 6 Privates with Close Combat Weapons and Body Armour.

Entire Squad may be Mounted for +2 RP

Special Rules
Nerves of Steel, Ranger, Combat Monster

Should this unit have ranged weapons as well?


Atomic Monster - 8 RP
Nuclear Weapons have left a strange legacy in Japan; many Pacific islands are now home to creatures that can only be described as monsters. Rather than let this menagerie of fire breathing reptiles go to waste, the IJA have begun to steer these creatures into battle.

Atomic Monster and Green 4 Man Team

4 Privates armed with Type 4 and Close Combat Weapons

Atomic Monster armed with Flame Thrower (Atomic Fire Breath)

Special Rules (Atomic Monster Only)

Tough, Utterly Fearless, Combat Master, Teeth and Claws, Super Strength, Hard to Kill, Horror, Thick Skull, Fast

Minders
Atomic Monsters may be Activated normally whilst at least one of their “Minder” Privates are alive. Should all the Minders be killed, the Monster will Charge the nearest unit (friend or foe) during its activation and engage them in Hand to Hand Combat. 

More to come...  :)

Offline Ballardian

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Re: SOTR Playtests
« Reply #1 on: March 02, 2016, 05:13:51 PM »
Nice take on an Imperial Japanese OOB, looking forward to seeing the rest (lots of possibilities on modelling kaiju there).

Offline wolivant

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Re: SOTR Playtests
« Reply #2 on: March 02, 2016, 06:29:55 PM »
Thank you, what a cracking idea..

Love to see more.

Wolt

Offline Benny

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Re: SOTR Playtests
« Reply #3 on: March 17, 2016, 08:11:32 AM »
I would consider giving the Samurai machine pistols for some close range shooting.
the Shinobi seem a bit powerful, I did have the idea of hiding them under terrain features outside your opponents deployment zone with a chit (like snipers in the "sniper" scenario. When an enemy force enters that terrain feature the Shinobi gets to attack in close combat?

Im also a fan of no zombies for a change. With the Japanese culture/religion around death, Zombies always seemed like a very odd choice to me.

Offline Hat Guy

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Re: SOTR Playtests
« Reply #4 on: March 27, 2016, 05:51:39 AM »
Tried a game with the Japanese OOB yesterday, 35 RP. The only "weird" unit was Samurai, who performed reasonably, losing five members but taking out an American rifle Fire Team (6) by themselves. My good rolling helped, so my opponent and I were wondering if they needed something to give them a bit more punch. Super Strength seems like it'd be a bit much, enabling the squad to slice up mechs like an Anime or something. I'm thinking of trying Very Light AT in melee or perhaps something like the old 40K Ork Choppa rule, reducing enemy armour; a little hard to pull off in SOTR though.
Also, there's not much point to using the entire army of Samurai, as you'll have no ranged firepower. I'm reluctant to give them something like Machine Pistols, but they did have bows and some guns historically. Can someone with more knowlege of Samurai and Japanese history help me out with that?

The rest of the army functioned fine, but the only thing different from another OOB was the morale rule, which seemed to work well. I never lost any ground, but often was in the open when I didn't want to be. Needs more playtesting but looks promising.

No pictures sorry. More tomorrow on the new activation system we tried.

 

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