This review first appeared in IPW, the newsletter for all discount games club members. Contact colin@allusedgames.demon.co.uk for details. Shogun Triumphant Command, Issue 23 Shogun Triumphant is a simulation of the battle of Sekigahara, decisive battle of the rebellion of Hideyori, fought September 16th,1600. Now, if you are anything like me, Japanese history might not hold the same interest as say European. Personally, I have great difficulty with names like Mitsuhide, Mitsunari or Hideyoshi & Hideyori, amongst others, and exactly who is on whose side? To make matters worse, and quite the opposite of what I'd expected from these Samurai types, loyalty was a pretty rare commodity. Consequently the main players often swop sides, or create sides of their own, throughout the various rebellions that litter Japan’s history. I find this all very frustrating but would not let it frighten me off what might be a potentially good game. I note that Command have likened this battle to a Japanese equivalent of Gettysburg, an association likely to assist acceptability stateside. The game comes with one standard sized map and 158 unit counters. Both the units and map hexes are larger than average making handling somewhat easier. The unit counters are to a high standard, having icons of Samurai warriors rather than standard NAT0 symbols. They are double sided but the reverse side shows the same unit in the opposing players colours. Throughout the game whole clans, (the two sides comprise of Allied clans), can change sides. Told you loyalty was a rare commodity, didn't I? The games map is equally well done. All in all a very pleasing package. A game turn commences with players ascertaining who goes first by each rolling a die. Highest roller can decide whether to go first or second. The phasing player then rolls another die and cross references the result on his command table. The result gives the player a number of command points (CP's) for this turn, with a range of between three and seven for the Eastern Army, or eight for the Western Army. The phasing player now uses his CP's to either activate and/or move clans. By spending 1 CP he is able to move a previously or just activated clan. Each clan can only move once per turn and movement rules use standard wargame procedures. However, if you move within two hexes of an unactivated enemy clan you will automatically activate it, possibly doing your opponent a favour unless it joins your side. Don't move close to unactivated enemy clans until you are ready to pounce on them, or there's a strong possibility they will defect. The rules for activation are far more interesting than for movement. Having choosen which clan to activate the phasing player rolls two dice and cross references the result on his clan table. This shows whether the activation attempt for this clan has been sucessful or not. You can only attempt to activate a clan once per turn and, pass or fail, a CP has been spent. Once a clan is activated another die roll may be necessary to determine which side it enters the battle on. This roll can be modified by how the battle is going at that time and the status of other clans. Some clans are loyal but the majonty require a loyalty roll when activated. The result is that they either join one side or the other. Then again they can remain neutral which, in effect, deactivates them. In an historic sense they are waiting to see how the battle goes before commiting themselves to either side. What you can end up doing is spending CPs to activate clans that then switch to your opponents side. The lesson is study the clan table closely. Read all the possible modifiers before choosing whether to attempt to activate a clan or not. Activation alone can win or lose the battle for you, so treal it seriously. Don't just try to activate clans where you need them or those that have the most combat units. The uncertainty that activation adds to this game gives it a high replay value and makes it a very attractive solo proposition. Once the trials and tribulations of activation are over, and those units you can trust have moved, it's time for combat. Combat is split into fire and melee types, as any game at this scale, and set in this period, should be. First defensive then oftensive fire is resolved. A die is rolled and cross referenced on the fire CRT. Units can only fire on adjacent units with the exception of one artillery unit present that has a three hex range but requires line of sight. Shifts apply for terrain, firing on cavalry & if units are stacked in the target hex. Each unit fires individually rather than combining fire factors into one assault. The same target can be fired on several times however. Generally, fire combat is not that effective unless the target hex is clear terrain, has stacked units and is blasted from several adjacent hexes, This, however, is a result of the Japanese present using rather poor early muskets not a failing of the game system. Once all fire combat has been taken, all adjacent units engage in melee which is resolved by odds modified by terrain. A die modifier applies if Cavalry charge Infantry or a favourable shift applies if the defender is surrounded. This can happen more than possibly as there is no guarantee a clan will activate whilst the enemy move around ils flanks. Each unit has a stalwartness rating and combat results for both fire and melee are given as a number of cohesion hits. These hits are cumulative through both the fire and melee phases but units return to normal once the phase is concluded. If the number of hits a unit takes either equals or exceeds its slalwartness rating it is eliminaled. Ideally, fire combat should be used to soften your opponent, then melee to finish him. When both players have taken their turn, the game turn concludes with flight/withdrawal determination. Each clan has a flight level expressed as a number of stalwart points. Once a number of units with stalwart equal to that level have been eliminated from the clan in question, their remaining units are withdrawn from the map at this time. This forces players to treat clans carefully. As both attacking and defending causes losses, you cannot use your best clans to lead all your assaults, or else you will see them disappear mid game. As enemy zones of control can only be exited via combat, not movement, it can be difficull to get a clan out of the line once they are close to breaking. This all adds another nice touch to this simple design. Victory in the game is earned by inflicting losses on the enemy suffiient to cause clans to break. Although some geographical objectives make certain clans more likely to join your side if held, ultimarely it is combat that wins the game, not clever manoeuvres. Whal did you expect? Those Samurai types were notoriously bloodthirsty. Shogun Triumphant is without doubt an enjoyable game with a unique feel and worthy of trying. I think the main reason it has turned out so well is because of the parties involved in its creation. Designed by Richard Berg, who concentrates on complexity, but developed by the team at Command, who put the emphasis on playability, the end result, somewhat predictably, is rather good. Alan Sharif