Friday, July 17, 2026

At The Height Of Battle - Imjin War Naval Game Refresher

Just wrapped up a great refresher game of the "At The Height Of Battle" Imjin War naval rules. I hadn't played it in a few years, and totally forgot the rules. Thanks to a couple of buddies, who never played it before, but had read up on the rules, the game turned out really well. I scaled down the number of ships, but we still think we had too many for a first time play. One of my other buddies couldn't make it due to a last minute family issue, so one player ran the entire Japanese fleet against two players (me being one) running the Koreans. Suffice to say, the rules are good and should work out well with 6 players at next month's Drumbeat South game day in Chehalis. Although missile fire does have its place, the game really centers on boarding actions - which includes firing with light artillery from both attacker and defender during the attack. 

Each turn consists of 6 phases - 3 Japanese, and 3 Korean activation cards drawn randomly.
The Japanese fleet advances towards two squadrons of Korean ships, which include large and small turtle ships. I'll plan to reduce the number of turtle ships per squadron - as they are quite difficult to inflict damage upon.
The Japanese fleet with two squadrons split by the small island.
The white pompoms indicate heavy artillery fire - which can only be used once per turn. They're removed at the start of the player's phase in the next turn.
We only used tape measures for the 12" heavy artillery ranges. Otherwise, the turning sticks have inch markers, and the most any ship can move is 5". Light artillery is limited to 3".
The red cards indicate crew casualty. Light artillery can only inflict crew casualty, but once it does it reduces that crew's hand to hand by half.

On the painting table, I'm working on the second Battalia Starter Army box. Thanks again for stopping by, and hope you all are doing well.

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