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500 Koku Starter Armies II

 

by Andrew Kluis

I have received many requests for Clan War starter armies of factions other than those included in the limited book found in the Daimyo Edition Boxed Set. These included Naga, Shadowlands, Scorpion, Toturi's Army, and Yoritomo's Alliance. These often come from people already deditacted to one of these groups through exposure in the Legends of the Five Rings CCG or the Rokugan set RPG. Others come from players who want to fully explore the options before choosing a clan or faction. For these potential players I have created 500 Koku "starter armies" for the Naga, Shadowlands, Scorpion, Toturi's Army, and Yoritomo's Alliance. In combination with the previous document, this covers all factions currently available to play in Clan War

For all armies except Naga, the Daimyo Edition Boxed Set is still a good starting point for miniatures and basic rules, if not necessarily the specific units of the chosen faction. These armies will as much as possible only use game rules present in the Boxed Set book. Players may get the force profiles of their faction through a shared Daimyo Edition Hardbound Rulebook, or through the free Demo Version of ArmyBuilder (link to kuni's AB stuff) For that reason, as well as fairness in comparison to the first group of starter armies, these armies will as much as possible only use game rules present in the Boxed Set book. However, each will use many more special rules than the normal great clans (this is part of the reason why they were not included in the boxed set.) With the exceptions of Naga, all armies are designed to use half the figures included in the Boxed Set. In addition, wherever possible, I have chosen units that are also currently available as miniatures for people who decide they may never want the boxed set, but instead purchase the Hardbound Daimyo Edition Rulebook and the specific miniatures of a single clan.

As previous, 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. Plus, detrimental cards that target enemy unit leaders(like Iaijutsu Duel or Arrow Knows the Way) can't target them. 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 armies included are:

Under the Pale -- a 500 Koku Naga Army
Hidden Sting -- a 500 Koku Scorpion Army
Marching Corpses -- a 500 Koku Shadowlands Army
Everyman's Chance -- a 500 Koku Toturi's Army
For Glory or Gold -- a 500 Koku Yoritomo's Alliance Army


Under the Pale -- a 500 Koku

9 Naga Bushi @ 292 Koku
Skills; Traits; Fearless; Naga; Non-human; Equipment; Light Armor; Katana
Led by Naga Warlord @ [112] Koku
Unit Commander; Skills; Battle 3; Defense 3; Iaijutsu 2; Leadership 3
Traits; Fearless; Naga; Non-human; Equipment; Light Armor; Katana

8 Naga Bowmen @ 207 Koku
Generic Gunso; Battle 1; Leadership 2; Defense 1; Skills;
Traits; Fearless; Naga; Non-human; Equipment; Katana; Yumi (15"close, 30" long)

Total Honor: 5
Total Army Cost: 499

Both the Naga Bushi models and the Naga Bowmen models are currently available, and will continue to be of use as your army expands. (No Naga commander can ever have too few bowmen!)

Naga are a half-man/half snake creature from the dawn of time. They have recently awakened from a long slumber and are beginning to contact the great clans. The Naga use a larger base than normal infantry. This makes them slightly easier to outnumber head to head, and can make the Naga tricky and clumsy to maneuver. All Naga troops have two wounds, this allows them to take quite a pounding, so don't be afraid to take them head to head with more numerous human units. In addition, most Naga units have Moral of 5, making them unlikely to break after taking a few losses. The bushi are a solid unit, so use them to strike at the heart of the enemy. The Naga bowmen are likewise a solid unit, but while they can take more damage than other archer units, they have less members to shoot back. Try weakening up the unit your Bushi are going to strike rather than getting involved in an archery duel. Additionally, the Bowmen are very competent in close combat. Bring them up and use them against the same unit your Bushi are fighing. After you destroy his core, you can chase down his archers. As you approach with your bowmen, watch your opponent closely in case he also brings up his archers to threaten your flanks. In that case, engage his archers with your Bowmen; the little humans will be no match for your Naga!

Special Rules
Once per game, the Warlord will be able to give his unit +1 ATT and +1 DAM for a single turn. Combining with the modifiers listed in their profile, the Bushi will be at +2 ATT and +2 DAM for that turn. Its best to wait unit you can get rank or overlap bonuses, so the most dice are affected (this means the second turn of an engagement) The moral of 5 means that if one Naga unit breaks or routs it will not affect other Naga units. The Naga are fearless. If they are facing Shadowlands or other fear causing troops, they ignore the special fear rules. Models with two wounds take 20 damage points to remove a single model. For every full 10 damage points generated, a wound is given. Wounds are done to one model at a time until it is dead, and any left over wounds pass to the next target. If there is not enough wounds caused to kill a Naga, make a note that the Naga is down one wound. (Many players put one troop facing backwards). Example: The enemy gets very good rolls and does 31 damage to the Naga Bushi. The Warlord's Defence reduces the damage to 28. This results in two wounds (20 is two wounds with the eight left over affecting nothing.) One Naga model is removed. Later, 37 damage is done to the Bushi. Defense reduces this to 34, which means 3 wounds (and the 4 left over is ignored.) One Naga model is removed, and one is turned backwards to indicate it has take a wound. If three wounds are done again, one wound would finish off the backwards Naga, and the other two would take out a second Naga. A Naga who has received one wound fights normally.

Ignore any references to High Strike, it isn't an important rule right now (plus it's not guaranteed to work., and if you fail it your Naga are in trouble!)

What figures should I get next?
One of Naga's greatest strengths lies in pearl magic and the ability to stack modifiers. Aquiring a few Naga Shugenja models or special Shugenja like Taquar and Shashakar is a vital first step. For troops, Shahadet's Legion is an outstanding unit to receive these modifiers. The unit has the typical two wounds of the Naga, and it is capable of producing a devastating ranged attack, as well as being unequaled in the Naga army for its ability in close combat. The unit is even capable of firing a volley of arrows on a unit as it engages them, and still fighting in hand to hand combat! This unit will be the core of any Naga force.


Hidden Sting -- a 500 Koku Scorpion Army

12 Black Cabal @ 316 Koku
Skills; Traits; Infantry; Equipment; Heavy Armor; No-dachi,
Two Poisoned Weapons tokens
Led by Shosuro Hametsu @ [124] Koku
Unit Commander; Skills; Battle 2; Countercharge; Defense 1; Go
Master; Iaijutsu 3; Leadership 2; Traits; Infantry; Ninja;
Equipment; Light Armor; Yari

8 Ninja Bowmen @ 135 Koku
Ninjato; Generic Gunso; Battle 1; Leadership 2; Defense 1; Skills;
Traits; Skirmish; Infantry; Ninja; Equipment; Light Armor;
Han-kyu (12"close, 24"long)

1 Shosuro Spy @ 50 Koku
(write what unit he sneaks into before starting the first turn, no model is on the board. The Spy can only sneak into human units, even the best Scorpion cannot pretend to be a Naga or a Skeleton)

Total Honor: -1
Total Army Cost: 503

The Scorpion Clan is the dark underhand of the empire, but honorable in their own special way. The clan's strength lies not in the blades and arrows they bring to the field, but the tricks they hide. As this is a starter army, the tricks have been kept to a minimum, but should still be enough assure victory! The Black Cabal is a solid unit, use it to engage the standard infantry your opponent brings against you. Don't let your opponent know about the Poisoned Weapons or Shosuro Spy. Wait with the poisoned weapons until at least the second turn, your rank and file bonuses kick in then, and you will modify more dice. Remember that you must declare use of your poisoned weapons in the special orders phase, and that you can only use it twice. Ideally, time the poison weapons so the extra casualties caused by the poison, combined with casualties from previous turns, will be enough to force a moral check. Follow this up with the use of your spy, which hopefully will be enough to make him fail that moral check and break very early in the game. Once he is broken, chase him down and finish him off. Your archers don't have great range, but can sneak up close to the enemy units without fear of enemy archers firing at them. The archers can do some okay damage, but they aren't terribly powerful in a straightforward fight. Their real power lies in sowing confusion and dissent. Bring them up close (10") to his archers and shoot point blank (or just act like you are going to) or dance around the enemy infantry unit, or anything else that will make him sweat.

Special Rules
Tricks and special rules are the key to playing Scorpion. Scorpion ignore honor rules, so Low honor is nothing to concern your-self with. Both units have the Kiso: Modify MIS by 2. For both your units, every time you are able to modify your initiative score with a leaders battle skill, you can also add or subtract two more points. You can go up with the battle and back down with the special scorpion trick, or vice versa, or use both modifiers in the same direction. When the unit your spy snuck into needs to make either a Maneuver Test or a Moral test, your spy can try to cause him to fail. The spy can stop him from playing any card on his unit, and just make the test (if you choose to include the cards in your first few battles) or the spy can give the test a -2 modifier. Whether the spy is able to make them fail the test or not, you must roll a 7 or higher to keep your spy hidden. If he is caught he is killed and you loose a victory point, but if he stays hidden, he can act again! The Black Cabal, under the instruction of the poison master Shosuro Hametsu, may use Poisoned Weapons, but only once per token, and only one token per turn. You must declare you are using the token during the Special Orders Phase, so plan ahead and don't forget. Normally the tokens give all the troops in the unit +2 DAM for the entire unit for one turn, but Hametsu increase this by +1DAM. Combine this with the +1DAM the Black Cabal have on their profile, and twice during the game the Cabal will get a total of +4DAM. Hametsu has both Go-Master and Counter-charge so his unit will gain +1 ATT for the first turn of an engagement, either if they start it, or if the enemy engages them (as long as the unit hasn't moved that turn). The Ninja Assassins can sneak around without being seen, so enemy archers cannot shoot at them until the Ninjas shoot first, or until the Ninjas get involved in close combat.

What figures should I get next?
Scorpion armies rely more on deceit, trickery, and special rules than troops, so a Scorpion's first choice should be the full Daimyo Edition Hardcover Rulebook. Still, dirty underhanded tricks can only cripple the opponent, you still need troops to deliver the final blow. The Bayushi House Guard will see you in good stead. The unit has two wounds for great staying power. Its thick armor is increased by the daisho technique, making them almost impervious to close combat attacks. Furthermore, the unit has very solid moral, as well as the special rule that they will not rout as long as their leader is unspent. For the aspiring Scorpion General, these troops will finish off the enemy left confused by the Scorpions Tricks. The army relies on special characters to provide many of these tricks, so Legendary Heroes of the Scorpion boxed set is also a very useful purchase.




Marching Corpses -- a 500 Koku Shadowlands Army

15 Plague Zombies @ 350 Koku
Skills; Traits; Fear 1; Fearless; Infantry; Tainted; Undead; Equipment;
Various Weapons
Led by Moto Tsume @ [154] Koku
Unit Commander; Skills; Battle 3; Charge; Defense 3; Iaijutsu 2;
Leadership 3; Traits; Fear 1; Fearless; Infantry; Tainted; Undead;
Equipment; Heavy Armor; Katana

9 Skeletal Archers @ 155 Koku
Skills; Generic Gunso; Battle 1; Leadership 2; Defense 1; Traits; Fear
0; Fearless; Infantry; Tainted; Undead; Equipment; Light Armor;
Yumi (12" close24" long)

Total Honor: -11
Total Army Cost: 505

The great power of the Shadowlands is its power to bring forth wave upon wave of undead troops, pulling down the clans with weight of numbers, and gathering the fallen to fill its horrid ranks. These shambling corpses will strike fear into the opponent. March forward to lock the Plague Zombies in combat as soon as possible. The zombies carry a disease that will strike down almost as many enemies as the rusted blades they wield. Don't waste time trying to get your archers to fire at the enemy infantry, the Zombies will have little need of help. Use your archers against his archers. Soften him up with arrows if you need to, but remember the opponent will likely have a farther range. Don't hesitate to engage his archers with your own, the fear effect may break his archers before a blow can land, plus your special moral rules will prevent your own corpses from running away. Eventually he will fall under the unrelenting dead. Many opponents will chose to avoid your Plague Zombies, fearing the disease and to be bogged down fighting them forever. The will maneuver back, hoping to do as much damage as possible with their own archers until as late as possible engaging the zombies. In this case, swing your zombies into his archers (they can't fire effectively as they scrabble to stay away) This will leave your flank open, but if you can engage the archers, it is well worth it. If you are flanked, that's just more troops to catch your putrid diseases. Your own special moral rules will keep you in the fight much longer than would be possible for living troops, meaning even more time for the plague to take hold. Finally, flank his infantry with your archers. This will slow them in killing the zombies, again giving the plague even more time to do damage. The longer he is engaged with your Plague Zombies, the worse off he is. Also, as your units cause fear, he will face extra modifiers to his own moral, as the fresh corpses begin to outnumber the cold, rotting Shadowlands corpses.

Special Rules
The dead cannot fear death, but they do risk becoming unstable. Moral works as normal for undead, but if they fail a moral check, rather than becoming broken they become unstable. Like being broken, unstable models suffer a -2 to all rolls, but unlike being broken, it does not mean you must leave combat, nor does it affect your other units if they are close by. If your unit is already unstable and it fails a moral test, it takes two wounds for every point you miss the test by. (if you need a 7, and you shake a 4, you take 6 wounds). This may seem harsh, but it actually is better than routing. You can rally from being unstable regardless of how many tests you have failed; routing is permanent. Routing troops can do nothing and are as good as dead (worse even, as they damage the moral of friendly units within 8") whereas unstable units can continue to fight until the last model becomes a casualty to enemy blades or crumbles from instability. Fear means that if you declare your intent to engage an enemy (and after measuring to prove that you are close enough so you can engage him), he must make an immediate moral check, risking becoming broken, in which case he is much weaker, or may flee. Also, before he can engage you, he must make a moral check, although here failure does not cause the unit to become broken, his troops just refuse to move. Also, Plague Zombies have Fear 1, meaning all enemy moral tests involving the Zombies get a -1 modifier in addition to all else. (Units with fearless, like the Naga, ignore your fear, no matter its level.) The final blow to the living is the Plague itself. After any turn of close combat, before moral is rolled, all units engaged with the Zombies must make a Resistance test against the plague. The enemy must roll a 6 or higher. If he fails, for every point he is short of 6 the unit takes an additional wound, (adding to the casualties caused in close combat for moral test purposes.) Any modifiers that will affect Resistance Tests will help against the plague, but these are few and far between.

Now what figures do I get?
The best match for the large shambling hordes of the Shadowlands is a large Oni or Ogre. (This does not include Oni Podlings, and other standard size Oni.) Kyoso No Oni is a good choice and currently available. If you can get an Oni no Tsuburu he is really great too! These corrupt monstrosities are fun to paint and even more fun to slam into the flanks of units tied down with piles of cheap troops. Beware though that these lone Oni are vulnerable to arrow fire. Good, errr Bad Luck!

NOTE: The boxed set infantry and archers are of course modeled to represent living humans, not animated corpses. With a little green, purple or brown in place of flesh tones, they can quickly become zombies, and if your skeletal archers have more of a zombie look than skeleton, well they just are much fresher corpses that's all, fresh from the last opponent you defeated. It can be fun to paint some undead so that it is clear what clan they served before "joining" the Shadowlands army.


Everyman's Chance -- a 500 Koku Toturi's Army

17 Heavy Infantry @ 285 Koku
Skills; Traits; Infantry; Equipment; Heavy Armor; Katana
Led by Mokoto @ [135] Koku
Unit Commander; Skills; Battle 2; Defense 2; Leadership 3; Revered
Sensei; Traits; Infantry; Equipment; Light Armor; No-dachi

12 Veteran Ronin Archers @ 215 Koku
Generic Gunso; Battle 1; Leadership 2; Defense 1; Skills; Traits;
Equipment; Light Armor; Yumi (15" close, 30" long)

Total Honor: 3
Total Army Cost: 500

Note, even though the boxed set doesn't contain Rules for Toturi's Army, it is a must for the Toturi General, as he will need as many regular infantry models and archers as he can get. In this army, you will be short on infantry models, so fill it out with 2 archers.

The key to Toturi's army is great leaders leading masses of decent quality troops. They can make the excellent use of Ashigaru, but have relatively few high quality troops. The Elite troops they do have are very solid, very inexpensive, but don't have many special rules like Elite Clan troops. The leaders bring copious skills to these unassuming units at low prices. The Veteran Archers are equal to the best clan archer unit, but don't have anything special. They can trade arrows with the enemy archers all day long and not be out-matched, and can support a flank as necessary, or be used to weaken the main enemy unit before the infantry is engaged. The Heavy Infantry unit is straightforward, and quite large. The unit is a little light in moral and training, but the leadership of Mokoto will compensate. If you decide to make the enemy come to you, make sure the Heavy Infantry is not exposed to prolonged archer fire. Alternatively, bring the fight to them! The first round should go average or slightly in favor of flashy clan troops, but the second round your numbers and Mokoto's bonus will turn the tables. The following rounds you should be able to grind against the enemy with your superior numbers making up for his bells and whistles, unit he breaks.

Special Rules
Once per battle, when his unit is engaged, Mokoto gives himself and all his men +1 ATT and +1 DAM. Use this the second round of engagement, when you will have a lot of dice due to rank and file bonuses

Toturi's Army is for me! Now what figures do I get?
Elite Heavy Infantry have two wounds, good training and moral, and solid bonuses. They are equal to the clans can offer, and demand much fewer Koku for their services. Plus, you can field up to 40 of them (some Toturi's troops got mislabeled, Elite Infantry have no-dachi, a two-handed sword. Some blisteres marked Elite Infantry have spears and are actually Elite Ronin Guard, so be sure to double check what you are buying.)


For Glory or Gold -- a 500 Koku Yoritomo's Alliance Army

15 Mantis Bushi @ 346 Koku
Skills; Traits; Infantry; Equipment; Heavy Armor; Various Weapons
Led by Kanbe @ [121] Koku
Unit Commander; Skills; Battle 2; Countercharge; Defense 2; Iaijutsu
2; Leadership 3; Traits; Infantry; Equipment; Light Armor; Katana

14 Medium Infantry w/ Yumi @ 155 Koku
Generic Gunso; Battle 1; Leadership 2; Defense 1; Skills; Traits;
Infantry; Equipment; Light Armor; Yumi (12"close 24" long)

Total Honor: 4
Total Army Cost: 501

Yoritomo's Alliance is reliant on decent troops with outstanding leaders. Unlike Toturi, the Alliance relies on the lesser clans troops, as opposed to Ashigaru. The Alliance troops often have special abilities and stats, and a leader that specifically compliments that unit. The Mantis Bushi get a moral bonus when being lead by a Mantis personality. The unit itself is straight forward, heavily armored, and hard hitting. Maneuver it towards the greatest threat. If the enemy has an equally strong and numerous infantry unit of his own, the low moral of the Mantis Bushi will keep them in the fight. While the Alliance does have elite archers of the Wasp Clan, they fill a special function as scouts and skirmishers, so Yoritomo must use unaligned troops when standard archers are needed. The archers are not able to compete directly with the archers of the major clans. Of couse this means less koku is spent on them, and a more devastating infantry can be fielded. Use your archers to weaken his infantry, so your Bushi can defeat that unit quicky and move onto enemy archers. When your archers do turn to the enemy archers remember the enemy unit will usually have a longer range. This is why you have more than twelve, don't worry about getting the last two to fire, they are there so you have more survivors to return fire after you get close enough to reach the enemy.

Special Rules
None

What figures do I get next?
Yoritomo's Alliance troops from a specific minor clan usually have a special leader from that same clan that works exceptionally well for them. The key to Yoritom's Alliance armies is to capatilize on these combinations. Any of these combinations would make a good cornerstone, but I recommend the Tortouie Marines. These troops only use light armor, but each has two wounds, allowing them to stand toe to toe with most elite clan units. Each troop costs only 16 koku, which is what most armies pay for one wound troops with similar stats. Finally, if Hyobe is chosen to lead the Totoise marines, the unit will not rout.