[Rokugan] Clan War (miniatures combat)

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Big Mac
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[Rokugan] Clan War (miniatures combat)

Post by Big Mac » Fri Aug 31, 2018 1:59 pm

I just found out that Legend of the Five Rings has it's own answer to the original Chainmail, AD&D's Battlesystem, 3rd Edition's Chainmail and Miniatures Handbook rules. It's called Clan War and it was published in 1998. Here is the blurb from the Clan War page on Board Game Geek:
Clan War at BGG wrote:A fantasy Miniatures game based on Legend of the Five Rings, which combines a use of a card deck with a d10 based rolling system. It is based on a fantasy setting heavily influenced by feudal Japan with Samurai of various clans fighting to support their lord's quest to become Emperor. There are also shugenja (mages), Dragons, Naga, and hordes of evil demons (Oni). You get a certain number of points to build an army, and armies must typically have units that are either from the same clan or unaligned. You can be units from other clans, but they cost a premium (usually 20% above list price). Typically, personalities lead units, which is some number of basic troops (usually samurai). A good personality can cost as much as 30 or 40 basic troops, but most cost around 10 times more. Leaders, and occasionally units, have skills. Skills are used to modify initiatives, absorb damage, boost morale, and the like. Many personalities (and some units) also have skills that are unique to that personality / unit.

In addition to the units, each player also has a customized deck of thirty cards. These cards let the player make special moves, pass morale tests, and do other acts of courage. Each player builds their own deck (just like in a collectable card game) and typically draws a card a turn, although one player gets to draw two. Since a game lasts about 6-10 turns, a player should expect to see 1/3 rd to 1/2 of their deck (you start with three cards) in a battle.

After setting up, a turn looks like the following:
  • Determine Initiatives,
  • Do Special Action/Orders,
  • Move,
  • Cavalry Move Again,
  • Shoot,
  • Fight,
  • Reserve Movement.
Has anyone got this?

Do you think the rules would be usable for other Asian-style campaign settings?

Are there any useful minis or counters in the game that would work with tabletop RPGs?

Are there any was scenarios that could be adapted for tabletop play?

Are there any details on the armies of the clans that could be used outside of the wargame?
David "Big Mac" Shepheard
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shesheyan
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Re: [Rokugan] Clan War (miniatures combat)

Post by shesheyan » Fri Aug 31, 2018 5:33 pm

Chainmail and Clan Wars are very different games from what I can read. Chainmail (2001) was a skirmish game - a handful of models per side. Clans Wars was a large battle game with units. It probably wanted to compete with Warhammer Fantasy Battle. The D&D Battle System would make a better comparaison with Clan Wars.

The Bushido skirmish wargame is a better product if you want to use models in a L5R game : https://gctstudios.com/pages/factions

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shesheyan
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Re: [Rokugan] Clan War (miniatures combat)

Post by shesheyan » Sun Sep 02, 2018 1:18 am

If you are looking for decent asian models Test of Honor is a fun game at an affordable price. The variety of models available keeps getting better. Warlord is decided to support that line :
https://us-store.warlordgames.com/colle ... murai-game

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