I recently got a chance to play Milton Bradley's Shogun (aka Samurai Swords), after a  wait of probably 24 years (and even then I probably played it no more than  twice).  I love the game - not only for it's design - but also for how some its  rules could be applied to a campaign game of tabletop miniatures set in  feudal Japan.
A core concept of the game is the division of armies into either field  armies (each player begins with three) or provincial armies. Field  armies can hold up to about 20 units, with limitations placed on the  number of noble  warriors and peasant spearman and matchlock gunners they may contain.  Provincial  garrisons may only have a handful of troops. Player choices are further  limited - and made more important - by the limited number of matchlock  gunners and samurai bowmen he can distribute to his forces, period. I  like that. Field armies can pick up or drop off units in provinces they  occupy or move through.
Most of the action takes place with the maneuver of the field armies;  losing field armies certainly reduces one's offensive capability and  doesn't do much for defense either (ie. fewer fire brigades).  Ultimately, the game is won by the player who can take over half the  island's provinces. 
The importance of the field armies is heightened by gaining experience  with their leaders, the daimyos. Beating an enemy army - even small  provincial garrison - earns the commander experience point. With enough  experience, the daimyo can make extra moves and attacks on the player's  turn. That could be big - although I think I have been knocked out every  game well before anyone developed that kind of expertise.
One thing I would recommend as a home rule would be offer more points to  a daimyo that defeats a field army. There's gotta be a difference  between besting another army of potentially equal size than it is to  roll over a couple spearmen in a backwater province. This would also be a  quantifiable reward for players who get the action in quick against  other players instead of wheedling them out of pieces of easily obtained  territory. There's got to be more honor for one daimyo to beat another  daimyo.
For tabletop campaign play, I'd recommend the above to any that use some  sort of territorial conquest. You would likely need to reduce the field  armies to one per player and probably limited the geographic extent of  the map. While army lists probably would address composition limitations  and decisions, it might be kind of cool to have a bonus "Dogs of War"  unit or two that one could add if a battle took place in a particular  region. Battlefront's Firestorm campaign did something like this for  adding special units to certain fights and this method would work well  here as well. 
Oh yeah, I almost forgot to add that the game has been re-released under the name Ikusa by Wizards of the Coast. 
Nugget 375
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I collected the latest issue of THE NUGGET from the printer (Macaulay Scott 
Printing Company of Welling, Kent) yesterday, and I will post it out to 
membe...
17 hours ago

 
 
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Don't forget the use of ronin. These guys could be secretly 'embedded' into provinces where you were expecting trouble, or even tag along with armies. But you had to pay through the nose for them, and they could never exceed more than 50% of your regular forces (I seem to remember?)
ReplyDeleteStuart - you are absolutely correct - and thanks for the comment. I mentioned them in the blog I only keep in my head, but forgot to note them here.
ReplyDeleteI definitely think there's a place for units like this in tabletop campaigns of the period. I'm guessing that most rulesets dealing with medieval Japanese lists probably make some allowance for them in one way or another (command and control or morale limitations - again, just guessing). However,I do like the expensive and temporary nature given to them in Shogun/Samurai Swords/Ikusa - and I think with a little tweaking the army lists could be adjusted to do the same for homebrew campaigns.