 |

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.
|