Just a quick skim but they look workable
Great write up and play through!
Thanks!
I make commanders changing from mobile to static spend a turn to do so.
Yeah, I'd actually added something to that effect to the rules document itself though don't think I mentioned it in the above post. In the sample game, I had the conversion instant and it felt a bit too gamey. Under the current rules, I've got it that Encamping takes a turn out, though I've still got Mobile as an "instant" option at the start of the turn. I don't generally want the Daimyo recamping all over the field and moving the camp in the midst of a battle is likely not a common occurrence, so I may make it that you can only Encamp once. Something I need to experiment some more with.
I plan to have two versions of the Daimyo's sonae, the advantage of 3mm!
Ditto! 3mm will likely be my first outing with these to assemble things quickly. Maybe save 10mm for kumi level battles. The 6mm I've seen do look very good though.
Mobile commanders issue fewer change of stance orders rather than none, though any general can find themselves issuing no change of orders in a turn. Once issued, a stance remains in force until countered by a new order or by circumstances.
I am intrigued by the stance idea, though I wonder how often a change of sonae formation itself was in battle, or where they fairly fixed? My idea is unit stats (+1 Melee, -1 Firing, special clan traits, etc) will cover similar considerations to this, though they would be fixed throughout.
My Mobile General can still issue orders directly to units under command, they just lose the ability to send out messengers to boost the authority to give orders of other commanders. I'm not sure yet whether the General can issue orders to units in other commands than their own. I'm inclined to say no given the decentralised nature of the armies, it would need to go through a commander.
I'm toying with the idea of getting a hex gridded mat .... The Horror! The Horror!
To be honest, I've been enjoying the pencil and paper for quick experiments, so may pick up a hex notepad as some point and try it out. Square grids are a bit clunky, especially with diagonal movement and attacks on the diagonal, though hexes have their own challenges - translating front, flanks and rear for instance, would probably need to designate front 3 hexes as front, then a single hex each for flanks and rear, but that makes units a bit less vulnerable than a square or free movement setup. I definitely see the benefit of grids for speedy movement, but need added considerations.