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500 Koku Starter Armies

 

By Andrew Kluis (addendum by Shosuro Josai)

These armies are specifically designed to use half of the models included in the Daimyo Edition Boxed Set. It is my intent that the following armies be used by a pair of players who are splitting a boxed set, someone wishing to get a good feel for each clans' style of play, or anyone who just need a good starting point. All units are composed of troop types listed in the Basic Rulebook included with the boxed set. This does not mean that they are limited or in any way inferior to 500 koku armies designed with unlimited access to units and models. Experienced games will recognize these armies as well balanced and capable foes for small and quick games.

The majority of the armies are composed of an infantry element and an archery element. The archery elements here usually are lead by Leadership Packages, which are promising troops with a little extra training, they don't have all the skills and force of a true personality, but come at a much lower cost. Remember that even though your archers are not skilled in combat, if they don't have anything to shoot at, they can be used to attack an enemy in the flanks or rear, especially if that enemy is tied up fighting.

The following armies are designed so that each player takes half the infantry and half the archers from the Basic Set. Each listing in this section includes suggestions on what to purchase next if you find that the army fits your playing style:

  • Determination - a 500 Koku Crab Army
  • Left Hand of the Emperor - a 500 Koku Crane Army
  • Heart of the Mountain - a 500 Koku Dragon Army
  • Blood of my Ancestors - a 500 Koku Lion Army
  • Arcane Fury - a 500 Koku Phoenix Army
  • Fleet of Foot - a 500 Koku Unicorn Army
  • Underhand of the Empire - a 500 Koku Scorpion Army (suggested by Shosuro Josai, added by Kuni Tetsu)
  • The following armies are designed to fight each other, using one set of figures in the Basic Set. They do not split up the models evenly as the previous list did:

  • Crane vs. Lion - Two 500 koku armies

  • Determination - a 500 Koku Crab Army

    10 Hiruma Archers @ 185 Koku
    Crab Chui; Battle 2; Leadership 2; Defense 3; Stalwart Defender; Skills;
    Defense 3; Traits; Infantry; Equipment; Light Armor; Yumi

    11 The Damned @ 315 Koku
    Skills; Defense 3; Traits; Fearless; Infantry; Tainted; Equipment;
    Light Armor; Two-Handed Weapons
    Lead by Hida Tampako @ [128] Koku
    Unit Commander; Skills; Battle 2; Defense 4; Leadership 3; Traits;
    Infantry; Equipment; Heavy Armor; Tetsubo

    Total Honor: 4
    Total Army Cost: 500

    The crab army is a stalwart, heavily armored affair. The damned, when lead by Hida Tampako, are able to withstand large amounts of damage without faltering. Let the enemy come to you, harassing with your archers, but keeping The Damned close. Slip the archers away and let your opponent engage the The Damned, as this is when they are at their best. The damned stand up well to ranged attacks, but still keep them away from enemy archers as much as possible.

    Special Rules
    Remember that both The Damned and Tampako have defense, which works in conjunction, plus The Damned ignore the first wound in close combat (but not ranged attacks) This means to cause a single wound against The Damned your opponent must roll 27 damage! (if he rolls 26, subtract 7 for your defense, leaving 19. Remember that you need to do a full 10 points to cause a wound, and extra does not carry over. That 19 remaining causes only one wound, and in close combat, The Damned would ignore that wound!) Additionally, Tampako's ability causes the enemy to suffer - 1 to all the attack rolls on the turn when they engage your unit of The Damned. Don't forget that The Damned get a moral bonus when in close combat.

    What figures should I get next?
    12-16 Crab Heavy Elites are the best bet for the aspiring Crab General. Every crab army I have seen in tournaments have included at least some of these outstanding troops. They have tremendously thick armor, better than any other Crab unit, making them nearly impervious to your enemy's katana and yumi fire. The unit is able to deal out large amounts of damage, and has strong training and moral. Finally, this is a two wound unit, giving it great staying power. With all their abilities, this troop type has a higher koku cost than most of your clan units, but they are worth every grain of rice! This has the added benefit of getting the most koku of troops for the least investment of dollars.


    Left Hand of the Emperor - a 500 Koku Crane Army

    7 Empress' Guard @ 281 Koku
    Skills; Traits; Infantry; Equipment; Light Armor; No-dachi
    Lead by Doji Chomei @ [162] Koku
    Unit Commander; Skills; Battle 3; Defense 3; Iaijutsu 1; Leadership
    3; Traits; Infantry; Equipment; Light Armor; Katana

    12 Crane Elite Archers @ 219 Koku
    Generic Gunso; Battle 1; Leadership 2; Defense 1; Skills; Traits;
    Infantry; Equipment; Light Armor; Yumi

    Total Honor: 8
    Total Army Cost: 500

    The Crane Clan is known for courtly honor, dueling and archery skill. Archers are one of the strong points of this Crane Army. The Crane Elite Archers have a +2 ATT modifier to their ranged attack rolls. This negates the long-range penalty, so as long as the unit does not have to move, many of their arrows will strike true. During army setup, place the archers last, across from your target unit. Pay attention to 'lanes of fire' clear paths through the terrain, which the enemy will try to advance up. If you are not able to get a good placement, move your unit quickly and early so that you do not have to move on turns where it will affect your firing. Remember that the enemy will have to come to you. The Crane Elite Archers should be able to weaken the enemy forces enough for the Empress Guard to finish them off. Even though the Empress Guard is a smaller infantry unit that employed by the other armies, the moral of this unit is outstanding low. The Empress Guard will stand and fight to the bitter end, or long enough that the enemy's moral will fail.

    Special Rules
    As long as the Empress Guard is not under duress (unformed, flanked, broken, or spent) the unit gains +1 ATT and +1 DAM for one turn when an enemy engages your unit with either the charge ability or charge card.

    What figures should I get next?
    12- 16 Daidoji Iron Warriors are the cream of the crop for the aspiring Crane General. The troops are equipped in heavy armor and armed with yari. Yari allows the unit to strike first on the opening turn of an engagement. Casualties are removed before the enemy can even strike back. This powerful unit is able to deal out large amounts of damage, and has strong training and moral. Finally, this is a two wound unit, giving it great staying power. With all their abilities, this troop type has a higher koku cost than most of your clan units, but they are worth every grain of rice! This has the added benefit of getting the most koku of troops for the least investment of dollars.


    Heart of the Mountain - a 500 Koku Dragon Army

    10 Dragon Flame @ 170 Koku
    Dragon Gunso; Battle 2; Leadership 2; Defense 2; Skills; Traits;
    Infantry; Equipment; Light Armor; Yumi

    13 Dragonscales @ 330 Koku
    Skills; Traits; Infantry; Equipment; Heavy Armor; Daisho
    Lead by Mirumoto Taki @ [122] Koku
    Unit Commander; Skills; Battle 3; Defense 2; Iaijutsu 3; Leadership
    2; Traits; Infantry; Equipment; Heavy Armor; Daisho

    Total Honor: 5
    Total Army Cost: 500

    Most armies to a few things extremely well, whereas the Dragon Clan is strong in all areas. This is a well-rounded army, as both the Dragon Flame and the Dragonscales are on par with the best archers and infantry in the game. This leaves you with few weaknesses for your enemy to exploit. Sit back and allow your enemy to give you an opening. Whatever the opponent does best, do the opposite. If the enemy has strong infantry, use your archers to weaken him. If the enemy has strong archery, engage them with your Dragonscales. One of the hallmarks of the Dragon Clan is Daisho Technique, which gives the unit better armor when in close combat. Combine this with the heavy armor and combat skill of the Dragonscales, and they are very potent infantry. While the Dragon Flame don't have quite the attack modifiers of the Crane Elite Archers, they do have damage modifiers, which allows each shot to deal out more damage. Weaken the enemy infantry, then turn your attention to the opposing archers after the Dragonscales have engaged.

    Special Rules
    The Dragonscales have split ATN, the higher number is used in close combat only

    What figures should I get next?
    The best choice for the enlightened Dragon General is 12-16 Ise Zumi. These are the martial arts monks of the Dragon Clan. Arcane tattoos heighten the ability of these troops. By activating tattoos these units can run faster than a horse, strike with the strength of ten men, or even breath fire. This unique unit is able to deal out large amounts of damage, and has strong training and moral. Finally, this is a two wound unit, giving it great staying power. With all their abilities, this troop type has a higher koku cost than most of your clan units, but they are worth every grain of rice! This has the added benefit of getting the most koku of troops for the least investment of dollars.


    Blood of my Ancestors - a 500 Koku Lion Army

    15 Lion Heavy Regulars @ 395 Koku
    Skills; Traits; Infantry; Equipment; Heavy Armor; Katana
    Lead by Kitsu Motso @ [155] Koku
    Unit Commander; Skills; Battle 2; Charge; Iaijutsu 1; Leadership 4;
    Tactician 1; Traits; Infantry; Equipment; Light Armor; Katana

    9 Medium Infantry w/ Yumi @ 105 Koku
    Generic Gunso; Battle 1; Leadership 2; Defense 1; Skills; Traits;
    Infantry; Equipment; Light Armor; Yumi

    Total Honor: 9
    Total Army Cost: 500

    The Lion, like the Crane, are a clan of great honor. Unlike their hated Crane counterparts, a Lion Samurai believes honor resides in one are, the battlefield. The Lion have an impressive array of infantry, but have no archers in the clan. Instead, the Lions recruit ronin archers or rely on ashigaru, or trained peasants, when archers are needed. This Lion army is designed with a small contingent of archers to give cover fire, but the key to a Lion victory is to race across the field and charge into the enemy. The enemies' plan is to kill as many of your samurai as possible before the Lion are close enough to use katanas. The Lion Heavy Regulars are thickly armored to get them to the enemy, and are lead by the outstanding Kitsu Motso, whose great leadership will pull his already strong unit though the toughest moments.

    Special Rules
    Most Lion leaders, including Kitsu Motso have the skill Charge. This allows up to +4 inches of movement when engaging if a charge is declared. If you are playing with tactical cards, the Charge Card can be used to boost the movement to +8 (or will give a standard +4 to a unit who does not have charge). Additionally, charging gives bonuses to ATT and DAM. However, a charge that falls short will leave you very vulnerable. There are also cards that allow the enemy to back up a few inches in the face of an incoming charge. If the enemy does not have any tactical cards in his hand, charge when you are an estimated 6-7 inches away, to give yourself a little buffer zone. If you fear he has cards that will allow him to retreat, come to as close to four inches as possible. The enemy may wish to engage but then they have the risk of falling short by a quarter inch, and you most likely will be able to make contact even if he does retreat.

    What figures should I get next?
    For the Lion General, there are two candidates, Lion Heavy Elites and Akodo Deathseekers, 12 -16 of either would be a great place to start. Lion Heavy Elites are heavily armored and fierce fighters. They have as strong of moral as any other clan's elite units, and outstanding training. No Lion commander can go wrong with these troops. Deathseekers are in some ways the opposite of the Lion Heavy Elites. They have no armor, so a general must be careful to avoid arrow fire as much as possible, and they will suffer greater losses against heavily armed infantry in close combat. Without armor, how can they be better? The Deathseekers will stop at nothing and fight with inhuman fury. They have the strongest moral in the game, and will fight for the general to the bitter end. A single remaining Deathseeker will stand and fight when even the most elite troop would turn and run.

    Both of these troops are two wound models, giving the unit great staying power. With all their abilities, this troop type has a higher koku cost than most of your clan units, but they are worth every grain of rice! This has the added benefit of getting the most koku of troops for the least investment of dollars.


    Arcane Fury - a 500 Koku Phoenix Army

    10 Heavy Infantry @ 120 Koku
    Generic Chui; Battle 2; Leadership 2; Defense 2; Skills; Traits;
    Infantry; Equipment; Heavy Armor; Katana

    12 Hurricane Initiates @ 381 Koku
    Skills; Traits; Elemental; Infantry; Equipment; Light Armor; Yumi
    Lead by Isawa Uona @ [213] Koku
    Unit Commander; Skills; Magic 5; Battle 1; Iaijutsu 4; Leadership 2;
    Traits; Infantry; Equipment; Wakizashi; Yumi
    Wind Borne Speed [15]
    Tempest of Air [20]
    Fury of Osano-Wo [10]

    Total Honor: 8
    Total Army Cost: 501

    The Phoenix is the Clan of the masters of magic. They have integrated the shugenja of the clan into the military, often in the roll of unit commander. Without such leaders, the Phoenix Clan's small army would soon fall to aggressive neighbors. The Ronin infantry are included to give some protection to the rather fragile archery unit. Under normal circumstances, the Hurricane Initiates have a few inches greater range than normal, but with Uona leading, they have nearly unprecedented ability to strike at the far corners of the table. The key to this army is to do as much archery damage as possible, tie up the survivors with your ronin infantry, and move to a better position to finish off the enemy if they destroy the ronin. The infantry is still a strong force and may even be able to defeat a weakened clan unit.

    Special Rules
    Isawa Uona is a shugenja capable of leading her clan's forces into battle. As a Shugenja, she has access to spell scrolls. A shugenja can cast only one spell per turn.

    Wind Borne Speed: Isawa Uona may cast this spell 7 times. This takes place in the special action phase. Uona gives one unit the cavalry trait. For one turn, they may move in the cavalry phase in addition to the infantry phase. Use this spell for quickly moving your ronin infantry in, or your archery units out of harms way quickly.

    Tempest of Air: Isawa Uona may cast this spell 7 times. Target an enemy unit within 18". The unit must roll a 7 or better (modify the dice roll by +1 if it has a leader with an Earth Ring of 1-2, +2 for 3-4, and +3 to the roll for 5-6 ) If the target unit fails the roll, the unit's movement rate is reduced by ½ until the end of the turn. (If the targeted unit has movement increases such as +4 for charge, which is unchanged) Use this spell to keep the enemy back so you have more time to launch your arrows.

    Fury of Osano-Wo: Isawa Uona may cast this spell 3 times. This takes place in the ranged attack phase. This spell is a ranged attack, with 30" close range, no extended range, and you get 3 attack dice, at +1 ATT a die of damage for each of those that successfully hits at +1 DAM. If Uona casts this spell, she cannot use her bow.

    Uona increases the range of the archers (and herself when using her bow) to 21" close and 37" extended.

    What figures should I get next?
    The aspiring Phoenix General would do well to consider 12-16 Avalanche Guard for his first combat unit. Phoenix troops are associated with one of each of the five elements, and the Avalanche Guard tap the strength of the earth. Even though they wear no armor, they are as invulnerable as the hardest crab unit. These are two wound troops so they have good staying power. With all their abilities, this troop type has a higher koku cost than most of your clan units, but they are worth every grain of rice! This has the added benefit of getting the most koku of troops for the least investment of dollars.


    Fleet of Foot - a 500 Koku Unicorn Army

    15 Striders @ 321 Koku
    Skills; Traits; Infantry; Equipment; Light Armor; Katana

    1 Shinjo Mosaku @ [156] Koku
    Unit Commander; Skills; Battle 3; Countercharge; Defense 2; Iaijutsu
    2; Leadership 3; Traits; Infantry; Equipment; Light Armor; Katana

    12 Otaku Archers @ 176 Koku
    Skills; Traits; Infantry; Equipment; Light Armor; Yumi; Generic Chui;
    Battle 2; Leadership 2; Defense 2

    Total Honor: 5
    Total Army Cost: 497

    Unicorn is predominantly a cavalry army, but all size unicorn armies require a core of infantry models. As no cavalry models are included with Daimyo Boxed Set, this army is set up totally with standard infantry and archers. With the Unicorn's faster units, this army should be able to move quickly and decisively. Force the enemy to react to you. In all other aspects, this army will play like any other

    Special Rules
    When an enemy unit declares an engagement against Mosaku's unit, you may countercharge. This gives your unit a +1 ATT the first turn of the fighting. If your unit has not moved yet, move it up to 2" toward the enemy. You are still considered the defender. All Unicorn models, whether Cavalry or Infantry based, get 5 inch movement, instead of 4 inch movement.

    What figures should I get next?
    Cavalry! The single most expensive unit in Clan War are the Otaku Battle Maidens. These women warriors are the terror of infantry. With charging steeds, thick armor, and two wounds, they spell disaster for whichever unit receives their charge. They are one good choice for the aspiring general, but many large armies do not include them because the koku cost is so great. The most commonly seen Unicorn unit is Shinjo's Thunder. They are a single wound unit, but can give a devastating charge, plus have ablities to foil the enemy's plans. 6-12 of either would be a good choice, and of course you could get one type and use the models to represent the other. With all their abilities, this troop type has a higher koku cost than most of your clan units, but they are worth every grain of rice! This has the added benefit of getting the most koku of troops for the least investment of dollars.

    Although the Unicorn army above can be built with half the figures from the Basic Set, it is not really a representative army for the Unicorn. Below is a more representative army that is built in the 500 koku limit, but requires cavalry models to build:

    Thundering Hooves - a 500 Koku Unicorn Army

    7 Shinjo's Thunder @ 338 Koku
    Skills; Charge; Traits; Cavalry; Mounted; Equipment; Heavy Armor;
    No-dachi

    1 Otaku Tetsuko @ [170] Koku
    Unit Commander; Skills; Battle 3; Charge; Countercharge; Go Master;
    Leadership 2; Traits; Cavalry; Mounted; Equipment; Light Armor;
    Yari

    12 Striders @ 157 Koku
    Skills; Traits; Infantry; Equipment; Light Armor; Katana; Unicorn Chui;
    Battle 2; Leadership 2; Charge; Fearless

    Total Honor: 7
    Total Army Cost: 495

    This army is a good representative of Unicorn play style. The Cavalry can move across the field, and Otaku Tetsuko and the Leadership Package have the skill of Charge. This allows up to +4 inches of movement when engaging if a charge is declared. If you are playing with tactical cards, the Charge Card can be used to boost the movement to +8 (or will give a standard +4 to a unit who does not have charge). Additionally, charging gives bonuses to ATT and DAM. However, a charge that falls short will leave you very vulnerable. All mounted troops get bonuses on the first turn of engagement, as well as bonuses against infantry bases (both archery and standard infantry models). Combined with other special abilities, this gives Unicorn Cavalry an extremely strong opening hit. However, with only 8 models, the Cavalry can be fragile and start to falter on the second or third turn of an engagement. This is where the Striders come in. They are in infantry which can hold and assist the cavalry in the engagement. The basic tactic of this army is to race across the table and smash the opponent. The strong first hit of the Unicorn should be able to break an archery unit, but if the enemy infantry is close by, it can catch you in the flank. Another option is to go for the enemy infantry with the cavalry, and quickly bring the Striders up for support. A final option is to engage the enemy infantry with Striders, and flank the enemy with the Thunder. If the enemy units are positioned right, the Striders can hold their own long enough for the Thunder to smash the archers, and then come in to flank the enemy infantry.

    Special Rules
    Shinjo's Thunder have a special ability that gives the unit up to +4 more movement if the enemy tries to back up far enough so your engaging move falls short. There can be a large buildup of modifiers for your cavalry unit. Shinjo's Thunder starts out with +1 ATT and +2 DAM. Charge gives your unit +1 ATT and +1 DAM the first turn, in addition to the extra movement. Otaku Tetsuko's skill of Go-Master gives the unit +1 ATT on the first turn when the unit is the attacker. All mounted units gain +1 ATT and +1 DAM on the first turn when they initiate the combat. All of these modifiers only work the first turn and when your unit is the attacker. Finally, mounted units gain +1 ATT whenever fighting against any models on standard size infantry bases, for the entire engagement. This means that if you charge the enemy, your first turn of combat you get +5 ATT and +4 DAM on the first turn. On the second turn, only the bonus for mounted against infantry applies, so modifiers drop to a total of +2 ATT and+2 DAM.

    Don't forget Cavalry advantage. This means that if you have only cavalry left, the opponent must place two units when it is his turn. If you have to place first, put your Striders on the table, then claim Cavalry advantage. The opponent must place two units before you must place your Thunder.


    Crane Vs Lion

    Crane and Lion are traditional enemies in Clan War, and also have very opposite methods of combat. Lions have no use for archers, while the Crane Clan cannot get enough. The Cranes have 4 different troop types that use yumi, The Doji Houseguard, Crane Elite Archers, Asahina Archers, and Crane Regular Bowmen. The Crane do rely on infantry to a degree, but their most elite infantry is armed with yari. The Lion are just the opposite, having no clan aligned archers, but always in need of more katana armed troops. If two players are interested in Crane and Lion, splitting a box with Crane getting all the archers and Lion all the katana armed infantry going to benefit both. Even if both players get a full boxed set themselves, trading away half of the archers for katana infantry will still be a great move for both players.

    Blackened Sky - a 500 Koku Crane Army

    15 Crane Elite Archers @ 373 Koku
    Skills; Traits; Infantry; Equipment; Light Armor; Yumi
    Lead by Doji Kimura @ [118] Koku
    Unit Commander; Skills; Battle 3; Defense 2; Iaijutsu 3; Leadership 2;
    Traits; Infantry; Equipment; Light Armor; Katana

    9 Crane Regular Bowmen @ 127 Koku
    Generic Nikutai; Battle 1; Leadership 1; Skills; Traits; Infantry;
    Equipment; Light Armor; Yumi

    Total Honor: 7
    Total Army Cost: 500

    The maximum frontage of a unit is twelve, so the best formation for the Crane Elite Archers is 8 frontage 2 depth. The unit can then go into archer's rows, allowing the back 8 to be able to fire as well. One large unit of archers is best, as it takes the most advantage of the fact that damage must be rounded down. Place the regular bowmen first and slightly closer to your enemy; place the Elite archers back a little farther where they still will have clear lanes of fire. The optimal position would be where both units have a clear lane of fire to the enemy, but set up so that if the enemy moves to engage one, the units will be moving away from your other archers. This will give you more time to fire as he returns towards the remaining unit. If you cannot place the Elite Archers in a good position, start them in a frontage of 4 depth 4. You can move around easily in this formation, and a single maneuver (expand frontage) will allow you to move to a 8 frontage 2 depth formation.

    Special Rules
    Duels, the leader of the Crane Elite Archers has an innate dueling ability. On the second or subsequent turn of an engagement with his unit, Doji Kimura may challenge the enemy commander to a duel. (Kimura cannot challenge a Leadership Package) If duel is accepted, each leader rolls dice equal to the void ring on their stat card. . Each die gets a modifier equal to the Iaijutsu skill of the duelist, which in Kimura's case would be four dice at +3 each. This is how much damage the duelist does. Each duels then converts the damage to wounds and does wounds to the opponent, one wound for each full 10 points of damage. If you do enough damage to kill your opponent, you ignore his damage. If you both do enough to kill each other, the commander who causes the most wounds survives unharmed. Don't forget, killing a leader in a duel will cause a moral check. If the enemy refuses, the leader cannot roll dice in close combat for the rest of the battle, but the commander must remain in the middle of the front rank. The enemy commander is also dishonored, which means all of his skills and abilities are reduced by the honor requirement of the unit. The honor requirement is found on the troop stats under the heading "honor". In the case of Lion Heavy Regulars, this would be a -1 to the leaders stats (while this means the leadership of the commander may go down, he is still allowed to command the same amount of samurai as before.)

    Charge! - a 500 Koku Lion Army

    20 Lion Heavy Regulars @ 405 Koku
    Skills; Traits; Infantry; Equipment; Heavy Armor; Katana

    1 Matsu Goemon @ [85] Koku
    Unit Commander; Skills; Battle 3; Charge; Leadership 3;
    Traits; Infantry; Equipment; Light Armor; Katana

    9 Medium Infantry @ 88 Koku
    Lion Chui; Battle 3; Leadership 2; Charge; Skills; Traits; Infantry;
    Equipment; Light Armor; Katana

    Total Honor: 8
    Total Army Cost: 493

    (one more model of Medium Infantry would bring the army to exactly 500 points)

    While it would be possible to put all the points into an even larger unit of Lion Heavy Regulars, one unit would leave your flanks very vulnerable. Even troops as weak as Cane Regular Bowmen can do damage when hitting your troops in the rear. The unit of ronin can keep your flank clear just by being a threat. Matsu Goemon is a very effective leader for his point value. Leadership 3 will help your unit out a lot with difficult moral and maneuver tests. Both Matsu Goemon and the Lion Chui have the skill Charge. This allows up to +4 inches of movement when engaging if a charge is declared. If you are playing with tactical cards, the Charge Card can be used to boost the movement to +8 (or will give a standard +4 to a unit who does not have charge). Additionally, charging gives bonuses to ATT and DAM. However, a charge that falls short will leave you very vulnerable. The best tactic for this force is to rush at the archers, and give them as few turns of firing as possible. Remember that archers cannot fire into engagements, so if a unit is engaged, it is safe. While facing this Crane Army, Matsu Goemon may be challenged to a duel. Duels are the downfall of the Lion. Goemon will not win the duel; he probably will not even survive. Dishonor would seem to be the better option, but could any true Lion General allow his samurai to take such action. The other option is to cause such damage that the little crane flee in terror on the first turn of engagement. This is a feat a charging lion army is capable of doing.


    Underhand of the Empire

    [Editor's Note: The Scorpion are a very difficult clan to play, whic is why they are not included in the Basic Rules. However, this addendum is an attempt to create a Scorpion army to match the other armies in Andrew's article. My appologies to Andrew for the liberty I have taken by adding this army here. - KT]

    9 Scorpion Strike @ 117
    Traits; Infantry; Equipment; Light Armor; Yari; Poison Weapons #1
    Lead by Shosuro Hametsu @ 124
    Skills; Battle 2; Countercharge; Defense 1; Go Master; Iaijutsu 3; Leadership 2
    Traits; Infantry; Ninja; Equipment; Light Armor; Yari; Army General;

    7 Shosuro Actors with Yumi @ 112
    Traits; Infantry Equipment; Yumi; Range: 12"
    Lead by Yogo Asami @ 90
    Skills; Battle 3; Defense 2; Iaijutsu 2; Leadership 1 Traits; Infantry; Kolat;
    Equipment; Wakizashi;
    Ranged Weapon; Gives this personality a ranged weapon equivalent in all
    respects to those used by the unit being led

    1 Shosuro Spy @ 50

    Total Honor: 2
    Total Cost: 493

    The Scorpion trade in lies, and so does this army. There are a lot of hidden elements to this army that most opponents won't expect. The poison weapon card doesn't get announced until you use it, same with the Shosuro Spy. I would recommend placing the spy in a unit you know you can hit with the Strike. Also the Actors can pretend to be any 1-wound infantry unit, make them look like Med Infantry with yumi and a gunso. They have decent range and don't have any penalties in Close Combat. You'll have to for go using the special MIS with them until you decide to reveal the ruse and expose them for what they really are. The best idea for this army is to concentrate on one unit with everything and break it. Also its important to keep in mind that scorpion are one of the more difficult armies to play, so don't be expecting a win every time with them. Some tricks work, some don't.

    Special Rules
    Scorpion MIS Ability is a Special Action so make sure not to forget to use it. Also keep in mind that to use the poison weapons card you have to decide that in the Special Actions/Orders phase as well.

    What figures should i get next?
    Well, definitly get the House Guard, you'll find that they are a very imtimidating figure and very solid in close combat. One of there advantages over some of the other clans House Guards is that the Bayushi HG will rout as long as you aren't spent. A very important distinction from other HG units whose ability is reliant on Honor. Also the Scorpion MIS ability is a big help, letting you help better decide when you want them to move. Two wounds, Heavy Armor, the Daisho Technique and +1 ATT/DAM will help ensure they out last most who decide to cross swords with them. Also one must not forget their Morale of 4, allowing them to stay when other units around them break and run. Worth the 22 koku a peice to field.