Friday, November 24, 2017

Rules Review - Daisho


The last of my "planned" reviews of Samurai Skirmish games is Daisho.  That is at least till Saga 2nd edition, with a Samurai expansion comes out (if it comes out, I believe I spotted a samurai miniature in their teaser video).  Daisho rounds out the available skirmish sized games that I know of for the Samurai genre.

It is a ruleset authored by The Ministry of Gentlemanly Warfare who also authored In Her Majesty's Name (IHMN) published by Osprey.  In addition to that they have a dark ages ruleset called Blood Eagle and an expansion to IHMN called Gothic.

It should be mentioned one of the highlights of reading these rules is Section 1.6, The Golden Rules.  An excerpt:
  • "Rules are for the obedience of fools and the guidance of sensei."  Which goes on to state, if there is a rule that you and your opponent dislike, then change it if all players agree.
And covers things like respecting your opponent, conduct, etc.  I guess it should be expected from guys that call themselves "The Ministry of Gentlemanly Warfare."  

Scale of Game:
The rules for Daisho recommend 200-250 points as a good starting level to get to the know the game, after which you and your opponents can agree on a point level for future games.  Note, I said opponents as the game accommodates 2+ players.  Referencing a couple of example warband lists in the rules, the Ronin list weighs in at 240 points with 6 figures and the Clan Patrol list is 300 points with 8 figures.  Both lists contain multiple samurai.  Unfortunately, the rules do not provide an expected game length for playing at various point levels.

Standard Rules:
Before really jumping into the standard rules/mechanics of the game, like it's sister game In Her Magesty's Name, Daisho offers 3 levels of play:
  • Basic - This levels lacks Ki, Magical Powers and weapon qualities and is meant more for the historical players.
  • Heroic - This moves the game slightly beyond "historic" but not into magical/fantastical realms.
  • Legendary - Everything.
I will note up front that the game does not allow for (unless you and your opponent agree to change it) pre-measuring.

Daisho uses what I am going to called a "Phased Alternating Activation" system, by that I mean the turn is broken into multiple phases which are completed by all players before moving on to the next phase.  The highest initiative roll (d10 + highest leadership in their warband) goes first at the beginning of each phase, then the next player goes and so on.  These phases include:  Initiative, Movement, Shooting and Fighting.

Attacks are resolved based on the model's corresponding stat (Shooting or Fighting) + the weapon modifier +/- other modifiers (cover, etc) + d10 vs the target's armor rating.  Achieving/exceed the target's armor rating is a hit.  In both cases of shooting and fighting, a model can split its stat into multiple attacks albeit against different targets.  Ie, if a model has a 4 Shooting it could shoot once at Target A only using 2 Shooting and a second time at Target B using the remaining 2 Shooting (all other modifiers still apply).  Also included are rules for combined attacks, allowing weak models to group up to fight difficult targets.  Fighting includes an option to try to disarm your opponent.

When a model is hit with a successful attack, it must immediately make a Karma roll which is modified by weapon used in the attack.  If the roll is less than the model's Karma stat it is out of the game (unless it receives medical attention) and if the roll is equal to the model's Karma stat it is knocked down.  And if the model is taken out of the game, the attacking model immediately gains 1 Ki which is used to activate Ki powers.

You gain honour (using "their" British spelling) points throughout the game, totaled at the end to determine the victor.  Hounour points are gained based on Objectives defined by the scenario, the social caste of models killed, reputation, survivors/prisoners, beast/magical creatures and anything else specified by the scenario.

Any rules beyond what has been mentioned are fairly typical/straight forward.  There is a noticeable absence of a morale mechanic but maybe the intent is that is abstracted into the Karma roll.

Other Things:
Daisho provides full capability to build your warband how you want to.  This includes armor and weapon point costs, as well as a robust selection of skills/ki powers, and magical powers.  These combined with the base point costs of the model's stats determine its total point cost.

The game also provides a system/framework for campaigns.  Campaign systems can often be pretty tricky to pull off and often can be abused, with no real way to evaluate them until playing through them (sometimes multiple times).  That being said, what is offered here in Daisho looks really good and is fairly flexible.

Scenarios:
The game provides a nice, diverse set of scenarios for games which include search and recover (with 2 setup options), rescue/capture, vengeance, breakthrough, assassination, outpost defense, plus about 10 more.  This already adds a lot variety to individual games but you can augment that further by adding a "complication" to the scenario.  This includes things such as sacred grounds, fog/mist, civilians on the battlefield, twilight, plus many many more!

And going a step further the rules suggest typical landscapes across Nippon that would be suitable for your battles.  This is not something I would really consider "necessary" but it is a real nice touch that I am not sure I have seen any other game do.  Of course, it does cause me a bit of anxiety in thinking "I gotta build all this!"  Note, I'm not saying you "have" to build this to play Daisho.  I'm just saying "I HAVE TO BUILD ALL THIS" (in a good way... sort of... mostly...).

Concerns:
Honestly, I don't have any major concerns about the game, only a couple of minor ones.  The first of which is availability:  I held off on reviewing Daisho for quite some time because I did not want to shell out the money for a hard copy of the rules, at the prices and shipping I was able to find.  But I finally found a e-copy of the rules at a very affordable price here.  And at less than 100 pages, it would not be terribly expensive to get this printed off/bound nicely at Staples, esp since the e-book is very printer friendly and can easily be done in black & white.

I guess that kind of brings up a second "concern."  There are no illustrations/pictures in the rules depicting gameplay examples.  There are detailed written examples throughout the rules however and because of this I never found a situation/rule complicated enough to warrant a visual illustration.

There is also some minor record keeping with whether or not a model has moved/ran.  And the "phased alternating activation" could make record keeping a little more difficult.  Honestly though, the game is potentially such low model count that I'm not sure these things need to be explicitly tracked and there is likely a slick way to do it.

Conclusions:
I find my feelings toward Daisho a bit odd, it is based heavily on the IHMN ruleset by the same authors.  I actually read those rules this summer to get a feel for what Daisho would be like, since it was easily available from Osprey via Amazon.  The reading of IHMN caused me to hold off on acquiring Daisho until now because I was not impressed with it.  Maybe I am in just a good mood now or maybe my taste have changed since then (there have been a number of wargaming concepts that I am, maybe, shifting my views on) but I really like these rules.  They offer everything I think I was looking for.  Of course, I can't really say that until I have played a few games but this looks like a very solid contender.

I will eventually get Daisho added to my list of games of this genre on the Samurai Skirmish page.  It is definitely worth trying out and is now the top of my list.

2 comments:

  1. I wonder if earning Ki would result in a snowball effect.

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    Replies
    1. I'm sure there are situations where one could feel that it snowballs but I think it's limited by several factors:
      1) A model can only spend 1 Ki/turn
      2) Gaining a Ki can not exceed the model's maximum Ki.
      3) The Ki powers are not to over the top, IMO. Probably the most powerful one is allowing a reroll.

      Anyway, could always house rule it.

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