Monday, June 1, 2020

Warmaster Weekend Nippon Vs Dark Elves


        The Warmaster Revolution rules committee Nippon playtest list 1.0. Which is actual 1.5 or 2.0. There was list list spit out prior to Fall In last November, remember? Neither are in the WM-army selector app currently.


        I was never a fan of the daemons and beasts in the list. The Japanese did not see or understand the world in the way in which their contemporaries did. Nor how they chose to represent a samurai army.  There is not a stronger enough favor to differentiate the Nippon list.
        Its ok, I am one dude. Many others thought a different approach to be more representative or acceptable.

        I was going to take Oni, but lack a proxy. Why because I did not prepare my army until 5 minutes after Kal showed up. I thought we were playing Epic. Don't know why, just thats what I thought was happening. The Oni were dropped. One more Yami, Teppo Ashigaru were taken in exchange.

List played Vs original

Shogun              x1  125
Diamyo              x1   80
Shegenja            x1   90
Ashigaru Yari    x2  110
Ashigaru Yami  x3 165
Ashigaru Teppo x3 195
Samurai             x6 480
Samurai Cav     x3 330
Ronin                x4 240
Ninja                x2 140  

1955, Break point 6. Due to the Army rule Feudal. Only Samurai, Sammy Cav, and Ninja count towards break.
My brigades from left to right;
2 Yami & 2 Samurai
2 Yami
2 Teppo & 2 Yari
Teppo & 2 Samurai
2 Samurai
4 Ronin
3 Saurai Cav


Kal's Dark Elves


Kal won the roll off and the Samurai were off. My turn one everyone step off nicely.
 The rice pad area did not count as a Village. -1 to command for terrain, defended if assaulted.
 My turn two was a shit show. The Ashigaru Yami performed a Sickle's salient. Every one else took a nap.
End of Kal's turn 2. DE Commanders failed orders even before getting to the Cavalry. Both Cav wing early creeping forward.
End of turn 3.
         The Ashigaru Teppo step forward, driving back the spearmen left of center. While the left flank Samurai continue their nap. The center Samurai and ronin bow forward. 2 of the 4 ronin occupy the woods as bait/speed bump.
         In an initiative charge the Hydra and the spearmen went after the defended ronin. The combat saw the hydra and spearmen bounce due to defended/supported ronin.
         The Ashigaru Yami salient was shot to pieces by the bolt throwers. The Center right Ashigaru Teppo were pushed back by the crossbowmen.
 End of turn 4.
        The Ashigaru Yami pepper the Cold Ones. No effect. The Ashigaru teppo drive back the spearman and crossbows again. The ronin charge the Hydra in the flank. The bounce.
        The Samurai Cav on the right flank advance, fail the second order. Samurai on the left flank advance. While the far left unit continues its nap.
        The hydra finishes the ronin. The dark rides confuse the Samurai Cav. The Cold One initiative charge the Ashigaru Yami and eat them alive. The Ashigaru tempo are driven back and confused.
Turn 5 and 6 No more pictures. No order to what occurs.
Witches eat one Samurai Cav. The Samurai Cav eats the witches. All the ronin die. The Samurai in the center get both hydras and some spearmen. The Cold ones bounce. Those Ashigaru Yari initiative charge the front, Ninja hit them in the rear. Cold Ones are gone.


Samurai 1.5  Dark Elves 9

        I lost one Samurai Cav unit and a half. Kal lost both Cold Ones and Hydras, 2 spearman, both crossbows, and one of witches. The non counting Nippon losses, 3 Yami, 2 Yari, 1.5 Teppo, 4 Ronin.
        The only Break Point units I risked was a single Ninja and the Samurai Cav. Everything else was shielded by Ashigaru.

        2 Ninja are too much. In all 4 games (3 at Fall In and today's), either I couldn't get both on the table or 1 was enough. One unit caused considerable distraction and kill a HVT. 2 more Ashigaru Yami will do more than a second ninja.

       I do not like the Feudal army rule. It is backwards. The current way allows me to shield the Sammy. While using the Ashigaru to weaken units with no risk. In the end, the Sammy are fighting units down a stand if not more.
      The Ashigaru and Ninja should count for break. These members of society were more valuable and essential to a lord's holdings. That lord would not and could not afford considerable loses in the Ashigaru's ranks. They were the farmers. The whole system of wealth was base on production. 
      The lords needed samurai to die. If lands were not taken, there was nothing to reward. The Samurai expected rewards for service in a campaign. The lord would need Samurai to die, if no lands were taken, so that their holdings would then be available for rewards. 
      We must remember it was the courts failure to reward Samurai for service that lead to a lord rewarding Samurai out of pocket. Thereby creating private armies loyal to the lord and not the court. Which then aided in the creation of the war states period.

Comments from Kal;
Kal Good game, however the break system needs reworking for the samurai list. I destroyed five units but they did not contribute to the break point of the army. I like the dispel mechanic but should make it 5,6. Or shorter range.

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