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Overview of the Clan War Factions
By Michael D'Auben
These descriptions are just the "typical" forces
a clan might field. Most of the clans have at least some flexibility
in how they play, but these (I think) capture their strengths
and costs.
CRAB - The Crab are known
as a tough, defensive army. Lots of really tough troops with
heavy armor, good archers, and strong characters. Average magic
ability. The Crab troops are mostly armed with two-handed weapons
and war clubs. A typical Crab army would stand there and shoot
arrows at you while saying "come over here and let us smash
you" <g>
CRANE - The "socialite"
clan. Don't choose them unless you are prepared to be kidded
about your perfume sniffing troops! <g> Seriously, the
Crane have some very good archer units, decent spear troops,
and some dangerous characters who excel at dueling (i.e. killing
enemy personalities). Average magic ability. A typical Crane
army would soften up their opponent with arrow fire, and then
move in to decapitate your army by killing your leaders in duels.
DRAGON - The Dragon are
supposed to be jack-of-all trades, and they can do a number of
things well, including ranged combat, hand to hand, dueling and
magic. The characteristic Dragon unit would be their various
tattooed troops. These fighters can be given mystical tattoos
to allow them to employ ranged attacks, race across the battlefield
to engage the enemy, or pump up their toughness or combat abilities,
tailoring each unit to a specific role.
LION - The most aggressive
of the clans, Lion strategy is built around charge-attack-kill.
Because of good training, their units are some of the most maneuverable
in the game, and can deal out serious damage in hand to hand.
The converse of this is that they are very weak in ranged attack
(only one short ranged unit) and not too proficient in magic.
A typical Lion army will rush across the battlefield to avoid
your archers, and seek to engage and kill your units.
NAGA - The Naga are the
legendary half-snake people of the forest. They can hang in combat
due to most units being made up to 2-wound troops, and they have
access to a specialized magic system that they can easily use
to their advantage. In addition, they have lots of good ranged
attack troops, and some useful special rules including virtual
immunity to fear. A typical Naga army would shoot at the enemy,
while their hand to hand troops slither in supported by their
magic users.
PHOENIX - The Phoenix
are the magic clan of Clan War. They have access to a lot of
powerful magic users (shugenja) who can often lead combat units
(most other clan's shugenja can't), good archers and lots of
strange, magical troops with lots of special rules to make them
effective in combat (to make up for this, without their magic
the Phoenix clan can be rather weak compared to other armies).
A typical Phoenix army might hit the opponent with ranged attacks
(both archery and magic), and then use the special abilities
of their combat troops to out-maneuver, neutralize or break the
enemy units.
SCORPION - The Scorpion
are an army that relies on tricks and deceit to win. They have
units that can appear as something else, or deceive your archers,
or hide from your warriors. Many of their personalities have
special abilities that can mess with your tactics, or prevent
you from doing things. A typical Scorpion army would deny you
opportunities to attack, throw your battle plans into disarray,
and then strike when you are in a state of chaos.
SHADOWLANDS - The shadowlands
are a very flexible army, and have the largest number of different
troops available to them of any army. Lots of cheap troops, expensive,
hard-hitting individuals, and some very good shugenja. Many of
the units cause fear, or can't be broken because they are already
dead. They also have access to a special type of "blood"
magic that can be very destructive to both the enemy and the
Shadowlands army itself! A typical Shadowlands army might be
made up of large, cheap units of skeletons, goblins, zombies,
etc. supported by monstrous Oni (demons) who will try to break
and destroy enemy units while the cheaper units keep them tied
up, as their shugenja kill enemy units from a distance.
TOTURI - A relatively
new army, like Yoritomo (below) the Toturi army doesn't have
as many troops choices as some of the other clans, but is still
a viable force. The have lots of good to excellent leaders, and
access to large numbers of very cheap troops. A Toturi army would
typically out number most opponents, and might seek to win by
attrition.
UNICORN - The Unicorn
are the cavalry clan. Many of their units are mounted, and they
may have the best combination of speed and mobility in the game.
One problem is that since so many of their troops are mounted,
they are expensive and a Unicorn army will typically be rather
small compared to other armies. A Unicorn force will often rush
across the battlefield seeking to out flank the other army, and
engage them on the Unicorn's terms.
YORITOMO - Like Toturi,
Yoritomo is a relatively new army (the last of the clans to be
released) and doesn't have a lot of different troops available.
What they do have are generally good, with some good leaders,
good archers and good hand to hand troops. One thing the do lack
is cavalry. Probably the best reason to choose a Yoritomo army
is because you like the "fluff" of a patchwork army
from a number of minor clans, lead by a powerful and charismatic
leader. Another plus is that a Yoritomo army will look good on
the battlefield, with lots of excellent and unique miniatures
to field A Yoritomo army might be best fought as a "combined
arms" force, each unit supporting the other.
Well, that's about it. I hope you find that helpful!
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