From: Rob Lindsay Subject: Re: Samurai Activation, Initiative, and Orders Clarification (fwd) > the question is > can the ST activate more than 1 clan at a time? or is the number on his > counter the limit on clans activated during the entire turn? > so a typical ST could activate 3 clans during the first turn. > the busho who moves first doesnt have to roll against anything for his first > movement but the 2nd movement will require a momentum die roll ( and perhaps > a trump die roll failure by the opposing player) to continue with his turn. > if a different Busho is activated or ordered instead of trying for a 2nd or > 3rd movement by the first Bushos clan( or after a 3rd movement) then you > roll against the new Bushos initiative, if you make the roll ( and the > opposing player then fails to make any trump die roll he may make) then the > new busho may make his first move and you go on after this with the > potential of 2 momentum movements for the clan. which could be followed by > another continutity dieroll allowing a further clan to move. > > But am i right that the So tashio can only activate the number of clans on > his counter per "TURN"? ( they can also be activated by opposing units and > the like which means that once in contact they can be commanded). > chuck > > At 09:56 AM 8/24/96 -0400, you wrote: > >My reading of your narrative indicates that you are doing it correctly, > >actually the unit is not magically activated but the Busho knows to look at > >the Honjin for flags, messengers etc. The leader that is activated rolls for > >Momentum just as in any GBOH game, die roll against initiative, but the > >opposing enemy Taisho can roll a certain number of trumps per turn. Assuming > >the leader successfully completed his orders phase(s) then the friendly > >Taisho rolls for continuity, to activate or move a previously activated clan. > >Remember there is also a continuity trump. I hope that helps. Take care. Mark From: Rob Lindsay Subject: Re: Samurai Activation, Initiative, and Orders Clarification (fwd) Yes the activation rating is PER TURN as per 4.4.1...clans in their command may be activated during a single turn (the clan activation rating), which does not include those clans activated by enemy actions. I hope that answers your question, if not let me know. Take care. Mark From: Rob Lindsay Subject: Samurai Errata Errata (fwd) The gamers on AOL had similar responses to the SAMmy errata; here's Berg's response: -------------------------------------- Subj: Errata Errata Date: 96-08-06 07:16:20 EDT From: BergBROG Ooops. Those of you who got early copy of Sam Errata, the reference to how activation works (5.2.6) should refer to the Status Determination Phase . . .not the "beginning of the turn". RHB Hi all, For those of you collecting Samurai Errata and clarifications, you may want to add these one from Richard Berg. ------------------------------- When you get a 'D' result on the Fire Table, it says to "check for disruption", but the rules don't mention how to do this. Do you (along the lines of pre-shock checks)... 1. Perform a TQ check on the hit unit ? A. Yes 2. Does a stacked busho contribute his charisma to the check ? A. Yes 3. If the check fails, is the unit disrupted ? If yes, what happens to accumulated cohesion hits before disruption ? Are they carried over to the disrupted side ? A. Yes, the unit is disrupted, but has no Hits on the disrupted side. If already Disrupted, it routs. ------------------------------- Doug -- Doug Adams ,-_|\ Phone: (03) 9669 4328 Communications Software / Oz \ Fax : (03) 9669 4128 Bureau Of Meteorology \_,-._/ Email: D.Adams@BoM.GOV.AU Melbourne, Australia v --------------------------------------------------------------- From: Rob Lindsay Subject: SAMURAI errata (fwd) Straight from the designer: ---------------------- SAMURAI Errata as of 8/5/96 This is in addition to the errata supplied with the game. (5.2.6) CLARIFICATION: Activation status is determined anew at the start of each turn. First, all clans adjacent to enemy units are active; then all clans within two hexes of an enemy active unit, as above, are also active. The rest are Inactive, regardless of what they did last turn. (5.5.3) ADDITION: A So-Taisho may trump when he is outside his Honjin. However, in rolling for the Trump, halve his Initiative Rating, rounding down. (5.7) CLARIFICATION. Only one attempt at Coordination is allowed per Orders Phase. (7.1.3) CORRECTION. Teppo and Yumi, in the exception, pay one MP (not Cohesion Hit) for changing facing. (7.1.4) CORRECTION. The rule is right; the chart (note 'e'), while right, should apply to any change of face in woods/village. (8.1.6) CLARIFICATION: Yumi and Teppo may be given orders by different busho during a turn. However, they may be moved by only one Busho per turn, and fire thru only one Busho per turn. They may not be shunted around like a bowl of peanuts at a party. (8.1.7) CLARIFICATION. Ignore any references to "retreats" as combat results. They don't exist. (8.28) CLARIFICATION. The reference to 11.6 should be to 9.2.5. (9.4.6) CLARIFICATION. The AS doesn't "advance" (there is no retreat); it just attacks. (10.1.1) CLARIFICATION. Samurai only engage in individual combat in a Samurai Challenge Phase. They may not stand in for a Busho during individual combat engendered by Shock. (10.2) RECOMMENDATION. Because of the nature of samurai combat, we recommend that players adopt the following restrictions: 1. Only one Samurai Challenge Phase is allowed per Busho activation 2. Only two Samurai Challenge Phases are allowed per player, per turn. (10.25) CHANGE: A Finished Busho may select a samurai to defend, if challenged. To do so, he must get a DR that is within his Initiative Range. If the DR is outside the range, he has Lost Face. (10.3) CLARIFICATION: Bundori are awarded only for individual combat. Death by any other means, including a Samurai killed during a Samurai Charge, does not produce bundori. (10.51) CHANGE. When a Busho is killed, the clan is not rendered inactive. It is still active, but, because it has no leader it can't do much of anything. SCENARIOS There are some typos in the set-up hexes, the usual dyslexic stuff, where a 3113 becomes a 3131, or something like that. The key is that all units in a clan are always together. If they're not, that lone one out there is in the wrong hex. Nagashino: Oda's army. 1. Oda's own units set up in 1813, not 1913. 2. Oda's Teppo should be set-up as per footnote 'a'. Sekigahara. The babo-saku should be in 2113, not 2103. From: "D.Adams@BoM.GOV.AU" Subject: Samurai - Nagashino clarifications ? Hi all Just working my way though Samurai's Nagashino battle and found the following glitches - well, it gave me pause for a few minutes... This is from the scenario booklet, Nagashino... ** also, this is MY interpretation, and is not official ** 1. The babo-saku are set up along the "Rengo River" - I couldn't see one, but the hex references indicate something called "Danjohyama" on the map. 2. Takeda Katsuyori's honjin setup lists 7 units that must be setup within "1 hex of" the honjin. To me that's 6 available hexes to fit 7 units into - have I misunderstood stacking ? 3. This puzzled me for a few minutes.... Takeda Katsuyori has a '?' character on his counter for "Clan Activation Rating" and a '5' for Initiative. The scenario book talks about a variable initiative rating for the Kat depending on whether he activates and attacks with a clan or not. I think the term "Initiative" should be "Clan Activation Rating". and from the rulebook... 11.6.3 The term "double their SPs" should read "double their RPs". I hope I haven't 'lost face' here... Doug -- Doug Adams ,-_|\ Phone: (03) 9669 4328 Communications Software / Oz \ Fax : (03) 9669 4128 Bureau Of Meteorology \_,-._/ Email: D.Adams@BoM.GOV.AU Melbourne, Australia v ---------------------------------------------------------------