The Heroes of Nippon ======================= This is v2.0 of the Nipponese list. It was derived from a list that I published last year, but has been upgraded with information and input from Rick Wynn and playtesting. In every case except the Samurai Archers and the Ninja, existing troop types were used. This is a change from my earlier attempt where I was trying to create something from scratch. As it turns out, it is much easier to accept the rationale for a unit, if it correlates to something that everyone is already familiar with. There are two exceptions. The Samurai archers were originally going to be just like HE archers, but that wasn't quite the affect I was looking for. I was thinking that Samurai archers I was attempting to model had a higher armour value (+5 vs. +6), so I borrowed the WM calculator that has been published to derive the unit values. Exception #2: The Ninja. I remember the first time around I attempted to model this unit/character and it illicited quite a bit of discussion. It was almost amusing how strongly people feel about this topic based on their perceptions, research, and opinions. I also had my own opinions of how this type of unit should operate. What I settled on was a character that cost-wise is the equivalent of a wizard/shaman. The model I settled on is this, a ninja in the most military form, was an assassin. His/her goal was to disrupt the operations of a clan by eliminating a leader. Now the clan usually recovered after a period of time, depending on the quality of their leadership (although, sometimes not). So the effect I wanted was a disruption of an opponents Command & Control. In playtesting, the rule has worked as advertised and when successfully executed can really cause an opponent to become more "flexible". It was never a game winner, merely an interesting annoyance. There is no magic in this list. Partly because I wanted to create a "Heroic" kind of army and also because of my perception of the early Samurai period. I have always felt that Japan is a mystical place, but not necessarily a magical place. In my mind, magic implies active participation, mystical could be substituted for "unknown". I also was trying to stay within the framework of Warmaster. Many of the mystical or magical entities in Japanese mythology are singular occurrences. This doesn't fit in with the scope of Warmaster, so I have left them out. As we have seen in other notes, there a many ways to look at a Samurai or Nipponese list. This is my interpretation at this time, it is yours to enjoy. Honda ====================== General: Char, Atk=+2, Min/Max=1, Cmmd=9, Pts=125 Notes: Same as an Empire general. Hero: Char, Atk=+1, Min/Max=-/2, Notes: Same as an Empire Hero. Monk: Char, Min/Max=-/1, Pts=90 Notes: Same as Dwarf Runesmith. Must be present in force to use "Emperor's Blessing". May only purchase the Dispel scroll magic item. Ninja: Char, Atk=0, Min/Max=1, Pts=45 Notes: Must be selected to use "Ninja Attack". Samurai: Inf, Atk=3, Hit=3, Armr=5, Min/Max=-/-, Pts=55 Notes: Same as High Elf Spearmen. Armed with katana or naginata. Samurai Archers: Inf, Atk=3/1, Hit=3, Armr=5, Min/Max=1/-, Pts=90 Notes: Foot samurai wearing the heavier oyoroi armour and fighting with a bow. Samurai Cavalry: Cav, Atk=3/1, Hit=3, Armr=5, Min/Max=1/-, Pts=95 Notes: Same as Empire Pistoliers. Ashigeru, Atk=3, Hit=3, Armr=0, Min/Max=1/-, Pts=30 Notes: Same as Brettonian peasants Nippon Ogres, Same points, rules, values as standard Ogre, Min/Max=-/1 Notes: Same as Chaos or O&G Ogres. Tengu, Monster, Min/Max=-/1, Pts=65 Notes: Same as Chaos Harpies. Monks, Inf, Min/Max=-/1, Pts=70 Notes: Same as Empire Flagellants. General Army Notes: Once per turn, the Ninja may attempt a "Ninja Attack". Select one character within 30 cm of the Ninja. On a successful roll of +5, the opposing character is forced back D6 x 5 cm towards the opposing players table edge. The intent of the attack is to disrupt the command and control of the opponent. By moving a character away, the Ninja could perceivably slow down the movement of a flank by leaving units out of command radius or forcing the General to roll for more units, with more opportunities for failure, thus stopping the turn. The Emperors' Blessing- This works just like Dwarven Anti-magic. Sample 1500 Army: Characters 1 x General 1 x Hero 1 x Monk 1 x Ninja Units 2 x Samurai 4 x Samurai Archers 4 x Samurai Cavalry 2 x Ashigeru 1 x Nippon Ogres 1 x Monks 1 x Tengu 15 units, Breakpoint of 8