Killer Katanas II Review |
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Rules by Brian Bradford Killer Katanas II, as the title suggests, is an updated and expanded version of the excellent Killer Katanas rules by Brian Bradford. Since the core game mechanisms are essentially unchanged, I would refer anyone unfamiliar with the original rules to read the 1st edition review on this site for details of how the game plays. I will concentrate here on what has changed and the substantial new additions. The first thing that struck me was the stunning cover painting. I hope to see more from this artist in the future. The Rules The main body of the rules has had many sections rewritten or expanded to improve clarity and reduce any ambiguity. For instance, the troop, armour and weapon classifications are now clearly defined and a few more examples of play included which is always welcome. Provision has been made for strategic movement where units distant from the main action can essentially move and manoeuvre at double speed. Great for shifting and redeploying troops behind the lines. A new section on sieges has been added. Always a difficult thing to play on the table, but these rules look fun and playable. Fortifications can be forts, castles or fortresses. Attackers can attempt to force the gate(s), climb the walls, or breach the walls and gates with cannon and wall guns. The optional rules section has been greatly expanded. These now add rotational fire tactics, Good/Bad karma, fire arrows (used during sieges), and ambushes. But the major addition is with the Formational Movement and Battle Formations rules. KK2 now provides rules for the employment of the 22 historical battle formations used by samurai armies. As with the first edition of the rules, each formation is illustrated and described but now units are labelled Vanguard, 1st Division, Support, Flanker, etc. Notes on deployment, special rules and whether the formation can be used for attack, defence or both are included. The battle formation rules are used in conjunction with the formational movement and expanded command radius rules. These provide for command and movement restrictions for the army and also combat and morale bonuses for different troops depending on their attack/defence formation. Together, these rules add much period flavour and capture the uniqueness of samurai warfare during the sengoku period. Army Lists The final section of the Army Lists provides rules and characteristics for specific clans. Some 36 factions are listed and these help to emphasise the difference between clans, adding more flavour. Typical characteristics include improved command range for exceptional personalities, bonuses or penalties for particular troop types, e.g. +1 for well drilled ashigaru, details of possible allied clans and much more. Scenarios
Each scenario begins with a description of the battle followed by a list of leaders and their troops. Game length, special rules and victory conditions are detailed as well as a map illustrating the terrain and troop deployments. The scenarios also present good examples of typical army compositions in addition to those listed in the Army List section. Scenario Generator
Each scenario type is detailed with the rules that apply and the strength of the army can be modified by the Koku Wealth Table. This chart provides the army strength in points and the die roll is varied depending on the wealth of the clan you roll for. Rules are also included here for samurai wishing to “die gloriously” by leading a mass charge in order to preserve the clan’s honour. Finally, there is an updated bibliography listing the many sources used in designing the rules. This is a substantially updated book from the original. Not only does it provide a fun, playable set of wargames rules, it provides a wealth of background information that will be of use to anyone with more that a passing interest in samurai wargaming. For owners of the 1st edition, is it worth upgrading? I would say yes. There has been a tremendous amount of work put into producing this edition. The updated army lists, the siege rules and the battle formation rules all add to the period flavour and the scenario generator provides an easy way to play a game that is just a bit different. For anyone interested in wargaming samurai battles of the 16th and early 17th centuries, this is a must have set of rules. Killer Katanas II can be ordered direct from the author, Brian Bradford, or from the following Heritage Studios
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