Friday, December 20, 2019

Toy soldiers, part 1: Ronin

Seven samurai, painted and ready to fight!
British publisher Osprey has long been a staple in wargaming circles for their long line of excellent books on military history, covering armies, weapons, and battles throughout history with an eye towards the kind of detail that tabletop miniatures players would want for their games. More recently they've started putting out a series of rule books for miniatures wargaming. For the most part these are stand-alone books that don't come in a box with a bunch of figures, or require the purchase of specific packs of miniatures and accompanying stat cards and tokens. Rather, they are designed to evoke a particular historical period or fictional genre, and the players are free to use whatever miniatures they wish.

Having taken the plunge into miniatures gaming with games like 7TV, Doctor Who: Exterminate!, and Mythic Battles: Pantheon, I wanted to find a samurai themed game to indulge my love of Kurosawa movies, and Ronin: Skirmish Wargames in the age of the Samurai looked like just the thing, although it was another year after buying the rulebook before I got around to buying and painting enough samurai miniatures to play the game with.

After assembling some suitable terrain (mostly of the print-and-play, cut-and-assemble variety) we finally set up to play a game, a simple "defend the bridge" scenario with bloodthirsty bandits on one side and noble Koryu (sword fighting teachers and students) on the other.

The game aims for a "cinematic" style of combat, and does some interesting things that other games of this type don't really do. A game where the majority of the combat will be hand-to-hand could be quite dull -- once the figures have been moved into position, it could quickly devolve into die rolls back and forth, but Ronin opts for something different.

At the start of a hand-to-hand battle, each player secretly chooses a number of tokens based on the experience level of his characters. There are two different tokens to choose from: attack or defense. Once the die rolling starts, these tokens can be spent to improve a character's chance of attacking or defending successfully. What this amounts to is that players are forced to choose whether they want to focus on defense, attack, or try to balance out the two.

As with most games of this type, ranged attackers have the huge advantage of being able to attack from a distance (and in this game they get to attack first), but the game balances that by giving them fewer opportunities to increase their chance of hitting, and it also takes into account the slow reload times of ranged weapons from this time period.

Games are scenario based, usually with a specific goal for one side or the other rather than just "run to the middle and fight," and the game does a good job of allowing for narrative actions like looting bodies and picking up objects. It also has a whole system covering morale and the idea that if the fight is going badly, the troops might start running away.

We really enjoyed the game, and my only complaint isn't really a flaw in the game but an element that could be seen by many as a plus. The game doesn't come with pre-made character cards like its more commercial cousins tend to. Players are given example character types, with options for different weapons and abilities. Character stats are then copied onto a simple roster form for use during play. It works fine and is well suited to this style of game, but at the same time (and this is a very superficial criticism) it's an element of the game that is dry and uninteresting. Additionally, the hand writing and pre-game decision making makes it more difficult to just jump in and start playing, which means we won't get this game to the table very often.

Rating: 3 (out of 5) A great game system that works fine as-is, but could benefit from some more lavish support materials and a shorter prep time.