Thanks for the feedback and comments guys, extremely useful!
Got some of the Perry miniatures and have been having a play around with how the rules work, they are a lot of fun! I love that each combat becomes a tactical challenge for both players. A couple of thoughts on how to translate the setting across to hundred-year war period, any comments would be greatly appreciated!
Disclaimer: Difficult to know exactly when to set this, and what period of the hundred year war, but I've thought around mid 14th century (and the battles of Crecy/Pottiers). Also it's quite possible that bows/crossbows should be much more effective than they are in Ronin, although this has to be weighed against game balance. I thought it best to leave things quite open for the time being.
Unit types: Think this is fairly straightforward, in terms of how levels (in terms of professionalism) of soldiers and their rank translate between Tokugawa Japan and HYW (Hundred year war)
Rank / Japan / HYW
1. Peasant = Peasant
1. Ashigaru = Light infantry/Brigan/Levy
2. Ashigaru-Gashira = Billman/Yeoman (not completely sure about name - rules wise these guys are slightly better soldiers than rank 1, to represent a more 'professional' soldier, and have access to slightly better equipment)
3. Samurai = Man at Arms
4. Hatamoto (leader) = Knight/nobleman (slightly better ability than man at arms, options for special skills/equipment & foot/mounted etc.)
5 Bushou (lord) = Lord/noble
Weapons.
As Carlos13th has said, these are mostly explanatory (in the cases of dagger, knife etc.)
Other variations I can think of, and where weapons can be grouped together:
2H axe, Poleaxe, 2H mace/club, lucerne hammer: -1 Initiative / +1 attack roll, (slower but damaging)
Bardiche/Halberd: +1 initiative (-1 after first round) / +1 attack roll
Spear: +2 initiative (-1 after first round) / +1 attack if mounted
Pike/lance: +3 initiative (-2 after first round). / +2 attack if mounted
Crossbow: As rules for Teppo (musket) in Ronin?
Shields
Been thinking about how to implement these, as obviously they are much more of a feature of European combat.
Options I've thought of so far:
1) Just +1 to armour
2) A 'parry' ability. Shield holder can force attacker to re-roll one attack dice, but must accept re-roll. Must decide re-roll
before defence dice are rolled, (meaning that defender has to choose whether an attack is going to be deadly or not)
Armour
This one again illustrates a difference. Western chain and plate mail as worn by professional soldiery (the Men at Arms) would have offered more protection than that worn by a Samurai.
Different options I've thought of how to do this:
1) Keep the same (going on the reasoning that weapons generally evolve to be able to beat the armour they are being used against)
2) Add +1 armour for 'heavy', or make a new category 'heavy/plate'. This would then make an armour table of
0 = 'skyclad'/in hands of God
1= light (hardened leather)
2 = medium (studded leather, some chain/hardened leather, helmet/shoulder added protection)
3 = heavy (Chainmail, some plate and plate helm - kettle helmet/conical/spangenhelm etc.)
4 = heavy/plate (mostly encased plate with chainmail underlay, enclosed helmet - bascinet etc.)
However heavy/plate should perhaps impose an encumbrance penalty. I've read various bits and pieces about it, and it seems current thoughts are that (for the HYW period at least) that a lot of the guys fighting were as tough as nails, and could fight much more effectively than we might expect a 'modern' person to be able to. However, if you're talking 40-50kg for armour that
has to slow you down. Possibly, model may not 'run'? Alternative would be to reduce move from 6" to 5" and also remove 'run'?
Special Rules
'Disarm' can stay the same I think.
The Samurai special ability 'collect head' I don't think is really fitting for HYW period. What about a 'capture'? This would fit with the historical setting, where a big potential income for men at arms was capturing their counterparts, and then ransoming them back. Also, the kind of skirmishing/raid type battle that is taking place in this HYB skirmish-level game. Would also fit that men at arms will only try and capture high-ranking enemies, poor farmer Muggins in his pig-skin hat probably isn't going to be afforded that luxury..
Other
There are other elements of rules that could be translated (in terms of faction) but right now I've just lumped everything in to one list. Of course there is room there for other bits to be introduced for specific areas.
Any thoughts on this, or if anyone has anything else they think they would add, would be extremely grateful for any input!