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Luke Smith
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I’m relatively new to “real” hex-and-counter wargames like Ran. I’ve played plenty of Axis & Allies and Memoir ’44 in the past along with (of course) Risk variants. More recently I’ve begun to really enjoy games like Shogun and Twilight Struggle. After my buddy, ShaneB, purchased Ran, I was really excited to finally join the big leagues and play a complex wargame like Ran. This review is based on my 3 plays of Ran and is intended more for other newbie wargamers than for hard-core grognards. Nevertheless, I hope the hard-core grognards will find it helpful as well.

Brief Summary: I frickin love this game, although I found the rules tough going and wish the map was nicer.

The Game

Ran is a wargame based on the samurai warlord period of Japanese history. I don’t know much about the historical period, so can’t speak to the game’s historical accuracy, but playing this game has made me itch to purchase some books on the period. The game basically consists of a set of complex rules, a raft of counters, several battle-specific maps, and a scenario booklet allowing setting forth several historical battles for the players to reenact.

Ran is a hex-and-counter wargame that uses dice which are rolled and cross-referenced with tables to resolve combat. Complex rules govern the modifiers applicable to combat, movement and the issuing of orders to your units.

For example, to resolve combat, you figure out the strength of the attacking unit versus the specific defending unit (expressed as a numerical value which corresponds with the number of a column on the combat results table), add any modifiers to the strength of the attacking unit as appropriate, and then roll a single die. You look at the appropriate column, find the appropriate row for the value rolled, and that tells you how many hits you inflicted against the defender and how many hits the defender hits against you.

The Specifics:

Components: starstarstarnostarnostar

I am probably showing my new wargamer tendencies, but probably the most disappointing thing about Ran is the maps. The maps are thick paper that need to be held down with plexiglass to the avoid frustration of trying to get your counters over a crease in the paper. Considering the sturdy, good-looking maps available in games such as Axis and Allies and Tide of Iron, it is hard to get pumped about a piece of paper. The artwork on the maps is functional and unobjectionable, but also doesn’t get me excited about the game.

The counters aren’t all that exciting compared to plastic minis, but I do feel like they are pretty cool-looking while still being very functional. And there are a crapload of counters in this game.

Rules: starstarstarnostarnostar

The rules are extremely complex to my new wargamer sensibilities. The rule booklet is an intimidating piece of writing, organized very specifically but not necessarily very intuitively – at least for a non-grognard.

Nevertheless, I feel like the basic system is fairly elegant and not too hard to grasp. The hard part with this game is not the core rules, which make sense and work well, but is rather the many exceptions and modifiers that affect the core rules. The complexity added by these rules is both positive and negative – they add greatly to the theme of the game, but also increase the time you need to play, as you will constantly be looking up answers to rules questions.

To a grognard, these rules will probably be fairly easy to follow, but it is tough going for wannabe grogards like myself. After three plays, I finally feel comfortable with 90% of the rules.

Theme: starstarstarstarstar

The theme of this game is great. The combat system really seems to capture the unique feel I associate with Japanese military culture. The above-mentioned rules complexity includes rules for when your busho (officer) loses face, rules for committing hara-kiri, and rules for battles between individual samurai, including severing the head of your opponent for honor and, more importantly, to help you win the game. Each combat unit has definite strengths and weaknesses, and you will find yourself debating over the best uses for each unit – is the Japanese cavalry’s norizikushi charge ability really powerful, or is it better to use the cavalry for flanking maneuvers? Where should you position your gun-armed troops?

The scenarios included with the game are interesting and have great variety. Each includes a historical description of the actual outcome of the battle, which has been surprisingly close to the actual game play in each scenario I’ve played.

Fun Factor: starstarstarstarstar

For this aspiring grognard, Ran is great fun. I love the theme and, despite my trouble grasping all the nuances of the rules, I really like the depth and flavor the complex rules provide. I find myself constantly thinking about when I’ll next be able to fit a game into my schedule. Indeed, my biggest gripe about Ran is that I seldom have 4-6 hours (which is how long it has been taking us to play on average) to devote to a two-player game, which means I don’t get to play it often enough . I like Ran so much that I’ve taken the plunge and ordered Chandragupta , a forthcoming game from this GMT series, from the GMT P500. This will be my first complex wargame purchase and I am excited to get my hands on this one and punch out some counters. Any other aspiring grognards are highly encouraged to purchase give Ran a try.
Wendell A
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Nice review. If you keep on feeding your nascent grognard tendencies, you will become good friends with Mr. Plexiglass.

The stereotype, not entirely without cause, is that wargames often have components that are more functional than beautiful. But it's good to get past that and get into the theme and gameplay value. Good luck!
Barry Kendall
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If you back-fold the creases on your map, it will behave much better with or without plexi.

I rarely use plexi because of the glare.

Welcome to the threshold of grogland, Grasshopper. The way before you will lead to fulfillment.

But seriously, keep in mind that you can always get something from a grogtype game, whether it be satisfaction at mastering an intricate system, historical insights, the ability to explore alternative decisions, or simply good competition (which can be solo as well as ftf).
Luke Smith
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Thanks for the suggestions and kind words. Any recommendations on the best way to buy plexi? I was just going to go to home depot and see what they have.
Shane B
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Glad you've enjoyed Ran as much as me, although I was pretty sure you would. I'm definitely up for another game whenever you have the time.
Nick Donaldson
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Thanks for the review! I've also considered taking the hex and counter plunge, and RAN is the game that I'm looking to do it with. Seeing this review written from a similar perspective has convinced me that I'll probably get it eventually. Not only is the theme interesting, but it even contains a battle between Uesugi and Takeda, the combatants in Heaven & Earth (Ten to Chi to).

[obscure movie evangelizing]
If you ever see this movie around, check it out! It has the most lush, well-researched and choreographed battle sequences I've ever seen. Individual units mill around and receive orders, army formations are discussed, and not all units engage in the battle simultanteously!

Now I just want to cry when I see movies that just line 2 sides up and have them charge at each other. I mean, it's fine for some battles, particularly sieges like some of the battles in LotR, but most of the time it's just a gross oversimplification of the maneuver and tactics that go into a real battle. If anyone ever applied LotR-scale CG to a movie with such a drive to accurately recreate the formations and tactics of a real battle, the results would be marvelous.

It's also packed with beautiful shots of Japan during all seasons
[/obscure movie evangelizing]

(edited to get the second "to" in the movie name and to evangelize just a bit more)
Last edited on 2008-01-04 13:05:05 CST (Total Number of Edits: 1)
Jeff Curtis
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xuluke wrote:
Thanks for the suggestions and kind words. Any recommendations on the best way to buy plexi? I was just going to go to home depot and see what they have.


I find the plexiglass that comes in the cheap poster frames is the perfect size for the typical wargame map.
Richard Berg
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toku42 wrote:
Thanks for the review! I've also considered taking the hex and counter plunge, and RAN is the game that I'm looking to do it with. Seeing this review written from a similar perspective has convinced me that I'll probably get it eventually. Not only is the theme interesting, but it even contains a battle between Uesugi and Takeda, the combatants in Heaven & Earth (Ten to Chi to).

[obscure movie evangelizing]
If you ever see this movie around, check it out! It has the most lush, well-researched and choreographed battle sequences I've ever seen. Individual units mill around and receive orders, army formations are discussed, and not all units engage in the battle simultanteously!

Now I just want to cry when I see movies that just line 2 sides up and have them charge at each other. I mean, it's fine for some battles, particularly sieges like some of the battles in LotR, but most of the time it's just a gross oversimplification of the maneuver and tactics that go into a real battle. If anyone ever applied LotR-scale CG to a movie with such a drive to accurately recreate the formations and tactics of a real battle, the results would be marvelous.

It's also packed with beautiful shots of Japan during all seasons
[/obscure movie evangelizing]

(edited to get the second "to" in the movie name and to evangelize just a bit more)



The battles in "Heaven & Earth" are the ones fought at Kawanikajima (there were 4 battles fought at that site during the Sengoku Era). That battle is included in the GMT game SAMURAI (a forerunner to RAN).

One of the most accurate battle scenes ever filmed is the one for Gaugamela in "Alexander" . . .and the big battle in "Troy", given our lack of knowledge of what 13th century BCE warfare was really like, is acceptable in terms of the tactics used and displayed.

And the movie was shot in Canada . . . so much for the beautiful visuals of Japan.

And many thanx for the nice review . . . glad you enioyed the game.

RHB
Peter Martin
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Thanks for the great review and welcome to the wargaming community. I understand what you mean about wargame rules. Wargame rules are different from most other game genres due to the inherent complexity of the games. There appears to be three types of wargame rules that I've seen in my years as a wargamer:

1) The Case-System Format: This was made famous by SPI since their rules followed this format, but it has been used by the legal community for decades. It is very direct, very organized, and can be very dull to read. However, it is relatively easy to find a specific rule during play (not a small consideration).

2) The Conversational Format: Probably the most obvious example of this were the games by People's War Games in the 70's and 80's. In this type of rulebook, the writer not only gives you the rule, but the historical rationale behind the rule and maybe even a joke or two as well. It is easy and enjoyable to read, but the specific rule is "fishtanked" in a paragraph of rationale for the rule.

3) The Hybrid Format: Victory Games is the pinnicle of this format. Victory would have one half of the page in case format and the other half of the page would be commentary and examples of play. The advantage, of course, was that you had the best of both worlds. The downside was that a relatively simple game would have still a forty-page rulebook.

I think there are two things that would make wargame rules easier to read: First, writing a rulebook is technical writing (much like writing a technical manual for a piece of equipment). Every community college I know of offers a class in technical writing. If you are designing a wargame - take the class. It will pay off in huge dividends later. Secondly, larger font and ample examples of play go a long way towards making a wargame easier to understand. You cannot over-explain a wargame, I believe. I'd say to anyone writing a rulebook, when in doubt - include an example of play.
Last edited on 2008-01-29 00:34:24 CST (Total Number of Edits: 1)
Shane B
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I would also add that, if you are writing rules with examples of play, thoroughly vet the rules and examples every time you make a rules change. I hate reading a rule, and then reading an example of play that contradicts the rule.
Luc VC
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Nice review!

I was wondering how long a game session would take.
Also, how does it play with more than 2 players?

TIA :)
 
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