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SBVT3 Genpei Wars tournament match results

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4 years 11 months ago #352 by Mark McG
Please record tournament results here in the format

Player 1 # banners won # blocks lost
Player 2 # banners won # blocks lost
Short summary of game and interesting events

“I dreamt of worldly success once.”
― Miyamoto Musashi

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4 years 11 months ago - 4 years 11 months ago #353 by goshublue
I've attached all the logfiles for the scenarios to be used in the tournament saved in version 1.54 of the module. Wording of the Burning of Miidera rule in GP04 Miidera had been fixed.

Brent.
Last edit: 4 years 11 months ago by goshublue.
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4 years 11 months ago - 4 years 11 months ago #354 by g1ul10
Hi Brent,
first of all a clarifying question: ranged attacks by archers normally do not hit on swords.,thus, apart allowing to ignore a flag, palisades are ineffective against ranged attacks. Is it correct?

Next, I'm preparing a new version of the Genpei_war extension in which to include the scenarios. If you agree, I will substitute all the terrain tiles with the ones in "Old Japan" style. The new extension will also include a set of terrain and unit reference cards. See the attached screenshot.
Attachments:
Last edit: 4 years 11 months ago by g1ul10.

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4 years 11 months ago #355 by goshublue

g1ul10 wrote: Hi Brent,
first of all a clarifying question: ranged attacks by archers normally do not hit on swords.,thus, apart allowing to ignore a flag, palisades are ineffective against ranged attacks. Is it correct?


Yes, that's correct, Giulio. It's implicit in the inability of archer ranged attacks to hit on swords.

Next, I'm preparing a new version of the Genpei_war extension in which to include the scenarios. If you agree, I will substitute all the terrain tiles with the ones in "Old Japan" style. The new extension will also include a set of terrain and unit reference cards. See the attached screenshot.


I specifically didn't use the building hex images from the Old Japan artwork because while I generally prefer this artwork to the original, I thought the building picture was a but muddled and unclear……I thought there might be confusion as to what it was. I'm happy for them to be used, though, if it doesn't create confusion. I'd also note that in the original I'd labeled each of the buildings with the names of the temples…….it doesn't impact play but was important for historical purposes.

Thank you for your work on the module extension. I wouldn't want you to put too much effort into these scenarios now, though. They're not finalised and I'll have 30 of them to send you when the project is completed, which I'd love to have packaged into a single extension if you were happy to do it. Getting there…….only 4 more to go :cheer:

Brent.

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4 years 11 months ago #356 by toddrew
Round 2, GP06 Sunomatagawa, August 1181

Dan/Minamoto, 1 banner won, 20 figures lost
Todd/Taira, 6 banners won, 3 figures lost

Played true to the historical result, save Yukiie being captured. Tough spot for the Minamoto side - Dan did the right thing early, fleeing as best could on the left flank, and attacking archers with Naginata and Spearmen in the center. However, neither worked well. The Taira cavalry and spearmen were able to pick off one of the Minamoto spearmen early on the Taira right. In the center, after getting sniped for a hit by one archer, the foremost Minamoto Naginata suffered the ill-est of fates when it attacked the other Taira archer unit: 5d garnered one hit, the 2d bb two hits and a leader kill. Game was likely over at that point, but just to be sure, a play of Insult on the Minamoto turn, followed by Physician to restore the Taira cavalry on the next, sealed the Minamoto fate, and Yukiie succumbed to yet another leader check to end the game. Overall, 3 of 4 on 1d leader checks in this game, Minamoto going 1 for 2, and Taira 2 out of 2.
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4 years 11 months ago #357 by g1ul10
Dear all,
version 0.2 of the Genpei Wars extension is now available. it includes all 5 scenarios of the tournament. it also includes reference cards for the new units and terrains. Check the brown card symbol in the button bar near the clock. Remember to update your module to version 1.54. Any feedback is appreciated. Enjoy!
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4 years 11 months ago - 4 years 11 months ago #358 by goshublue

g1ul10 wrote: Dear all,
version 0.2 of the Genpei Wars extension is now available. it includes all 5 scenarios of the tournament. it also includes reference cards for the new units and terrains. Check the brown card symbol in the button bar near the clock. Remember to update your module to version 1.54. Any feedback is appreciated. Enjoy!


Thanks for your work on this, Giulio. Makes things much easier. I expect to have all the scenarios finally completed in another couple of weeks, then another couple of weeks for me to get the Vassal files in order and if it's not too much trouble I might ask if you can get them all into the extension. Unfortunately I think some of the terrain rules (Stockades) and certainly the naval rules will be too detailed and complex to get into the extension.

Brent.

Additionaly…..I've just checked it out and it's great. I'd seen Steve's original design for the Command Tent and it looks good……I'm glad he went with the simpler, cleaner option. The new formatting for the command group with 3 bodyguards and an attached leader does clarify what the unit is comprised of but it might also be a little confusing for some people not entirely familiar with the rules…….just important that players understand that the commander isn't a normal leader free to detach until the unit is destroyed and that he's included in the unit's battle dice (4 to start, not 3).
Last edit: 4 years 11 months ago by goshublue.

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4 years 11 months ago #359 by goshublue
Thanks for the detailed report, Todd. Hard luck, Dan.

This one clearly favours the Taira, as it did historically, but there is room for the Minamoto to make a high banner stand or even a win……one win for Yukiie in the 4 or 5 solo play tests I did of this, and another one was a close loss. He needs some luck, though, which is a big factor in this game, as all the leader kills here demonstrate. I'll be interested to see if any Minamoto pull out a win in this one. If they're all this lopsided I'll have a rethink about it.

Brent.

toddrew wrote: Round 2, GP06 Sunomatagawa, August 1181

Dan/Minamoto, 1 banner won, 20 figures lost
Todd/Taira, 6 banners won, 3 figures lost

Played true to the historical result, save Yukiie being captured. Tough spot for the Minamoto side - Dan did the right thing early, fleeing as best could on the left flank, and attacking archers with Naginata and Spearmen in the center. However, neither worked well. The Taira cavalry and spearmen were able to pick off one of the Minamoto spearmen early on the Taira right. In the center, after getting sniped for a hit by one archer, the foremost Minamoto Naginata suffered the ill-est of fates when it attacked the other Taira archer unit: 5d garnered one hit, the 2d bb two hits and a leader kill. Game was likely over at that point, but just to be sure, a play of Insult on the Minamoto turn, followed by Physician to restore the Taira cavalry on the next, sealed the Minamoto fate, and Yukiie succumbed to yet another leader check to end the game. Overall, 3 of 4 on 1d leader checks in this game, Minamoto going 1 for 2, and Taira 2 out of 2.

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4 years 11 months ago - 4 years 11 months ago #360 by g1ul10

goshublue wrote: The new formatting for the command group with 3 bodyguards and an attached leader does clarify what the unit is comprised of but it might also be a little confusing for some people not entirely familiar with the rules…….just important that players understand that the commander isn't a normal leader free to detach until the unit is destroyed and that he's included in the unit's battle dice (4 to start, not 3).


Yes. I went for this new 3+1 design because I think it clarifies things a lot. In fact the command tent DOES attack with 3 dice, but the attached leader can inspire for a total of 4. Moreover if the leader survives and retreats out of the command tent, he becomes a regular foot leader. The only confusion might be about the possibility of the leader or guard units to leave the tent. But the confusion was already there with a single unit with value "4" and it should be somehow clarified by the symbol on the terrain card "no movement out from a command tent is allowed".

Edit: re-reading the rules I think the command tent mechanics can be simply described as a 3 figures guards unit that cannot leave the hex with an attached foot leader that cannot be detached. I have the impression that writing things this way could have avoided a lot of clarifying questions.
Last edit: 4 years 11 months ago by g1ul10.

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4 years 11 months ago - 4 years 11 months ago #363 by goshublue

g1ul10 wrote:
Yes. I went for this new 3+1 design because I think it clarifies things a lot. In fact the command tent DOES attack with 3 dice, but the attached leader can inspire for a total of 4.


I've just reread the rules and you're absolutely right, Giulio. Battle dice = number of bodyguards (+ possible Leader Inspiration). I think the way you've set this up in the module is therefore far more intuitive. Well done.

It's a bit awkward that the only place the rules were produced for the command group was on a reference sheet, not in the main body of the rulebook.

Brent.
Last edit: 4 years 11 months ago by goshublue.

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