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The Art of War in Rokugan
The Rokugan art of war still follows certain
properties which a Japanese feudal era Samurai would recognize.
For any army, whatever the clan, certain absolutes should be
understood. These principles can be understood through the terms
Size, Balance, and Maneuver. Each element is important though
some are easier to master than others. Also, certain game mechanics
present opportunities, or gambits, which can be extremely effective.
These are listed after the discussions of principles as are methods
to deal with some of the more problematic gambits available.
Size is the easiest idea, though to a
certain extent it is linked to Balance. Simply put you should
strive to field a minimum of around one figure per thirty koku.
The Unicorn Army which I posted contains 77 figures at 2000 points
and 115 at 2500 points. Even if you exclude the command group
from the count, it still maintains the minimum, and the Unicorn
are the most expensive per figure army in the game. Look at the
other posted armies and you will find that most easily fulfill
this minimum. Though Jimmie Noyes Lions are cutting it quite
close, he admits size is a weakness for them.
Balance is not quite as easy as size,
since it deals with more factors. The first aspect of balance
is the idea of maneuver elements. A maneuver element is a combat
unit, not a command group nor a shugenga unit. Any army should
try to have at least one maneuver element per 400 koku, round
up if this leaves you less than five units. Again, most of the
armies listed manage this with the notable exception of Jim Cowlings
Phoenix Denied Army which is designed around a very narrow gambit.
The next question is whether you should
have a command group. The easy answer is yes, if this leaves
you with five maneuver elements and costs no more than 15% of
your koku. The hard answer is to ask you to examine your force
and decide whether the advantages of a command group are worth
the expense.
The remainder of your koku will be divided
between troops, leaders, and magic. Precise ratios are a matter
of taste and clan, but a firm minimum of 40% of your total koku
should be spent on troops. This can be lower for Shadowlands
if you consider individual monsters as leaders instead
of troops. Next, insure that at least 15% of your koku are spent
on leaders separate from the command group. The remaining Koku
can be divided between more troops, items, and magic. Magic,
which includes magicians who are not leading combat units, yojimbo,
and spell costs, should probably take no more than 25% of your
koku unless you have a specific tactic in mind. Items should
be no more than 10% of your total koku.
I am now going to shift from talking about
percentages of your koku to percentages of the total figures
you field. This is because the relative costs of units vary too
much for a koku analysis to work well.
First is the question of archers; how
many should you field? I would strongly caution against more
than 25% of your force, since this would leave you almost helpless
in close quarters. Yes, archers can inflict damage at range,
but there are many defenses against this, and, except for very
expensive units, the archers are quite weak in melee. This is
especially true if you tend to place your archers in archers
row. On the other hand, archers are useful in several situations,
so you should probably have at least 10% of your force armed
with ranged attacks.
Next, decide how many cavalry. This is
trickier than the archer question, since the Unicorn are a primarily
mounted force, but certainly no more than half of any army should
be mounted. I know that this is very different from the CCG,
but trust me, there are too many weaknesses for an all cavalry
force. I recommend around 10% to 20% of your total force in cavalry
unless you are playing Unicorn.
Finally, determine how many special
troops you are fielding. Special troops are those with specific
battlefield duties which are not necessarily combat. These include
Kaiu Engineers, Naga Ashamana, Scorpion Straw Targets and most
Yojimbo. If their number exceeds 10% of your force, you can get
into serious trouble.
I am not listing a separate ratio of elite
house to unaligned bushi or ashigaru since this will probably
be taken care of if you keep to the ideas in the section governing
size. I will however advise you to compare house units with unaligned
troops on a man per cost basis since you occasionally find house
units, like the Dragon Medium Elite, which are extremely effective
or the reverse, units which are overpriced for their apparent
effectiveness.
Maneuver is the hardest concept to describe,
but the most important for effective play. Though some may disagree,
I prefer a game of movement, and maneuver becomes the center
of my tactics. In every Clan War game which I have played, whether
against a mirror image force during a learning game
or when faced by the superior numbers and quality of an opponent
with a 20% koku edge (handicapping for the weaker player), I
have triumphed through superior maneuver. This is why I emphasize
the use of command groups in army construction, as they greatly
increase an armies maneuverability.
Your use of maneuver during a Clan War game
should emphasize attacking enemy units on the flank, limiting
the effectiveness of enemy archery while enhancing your own,
and forcing your opponent to commit his reserves too soon while
maintaining you own until the critical point of the battle. The
only way to master these techniques, particularly the timing
on releasing reserves, is to play several games with well balanced
forces. This means two forces which have no major advantage inherent
in their composition with the opposition played in a competent
manner.
Flanking is perhaps the easiest technique
to master, but only because the others are even harder. The first
consideration is the enemy deployment. If his troops are widely
spread, concentrate on part of his forces while delaying the
remainder. If his troops are bunched up, then try to place your
units so one maneuver element can tie down two enemy units. This
should free one or more of your other units to maneuver to the
enemy flank. If this sounds like Sun Tzu When the enemy
is concentrated disperse, when dispersed concentrate then
you have just about grasped the point. The point is to pay very
close attention to the placement of units. You need two to three
inches separation between your own units to maneuver effectively,
but anything beyond nine inches, a safe distance for morale checks,
is an open invitation to have a unit swamped by the enemy. Yet
the exact distance which you should leave depends upon your forces,
the enemy forces, and the particulars of terrain on the current
battlefield. If you have reserves properly deployed, you can
safely increase the separation of your forward elements and use
the threat of your reserves to maintain the safety of your troops.
Another technique which deserves mention
is refusing a flank. Historically this was used when an army
suspected an enemy would try to attack one flank strongly, and
consisted of having the units on one flank remain back in a defensive
stance. Refusing both flanks was not done since it left the center
very vulnerable to envelopment which would typically result in
the entire army being destroyed. To refuse a flank in Clan War,
keep the units of that flank in a staggered formation with each
about four inches back of the next unit toward the center and
otherwise with the flank clearance you would normally leave.
This should allow you to remove a small portion of the units
from the refused flank to strengthen your center or reserve.
Placing an archer on the refused flank often serves the dual
purpose of gaining better lines of fire and convincing the enemy
not to push too hard or fast.
Archery is a topic which seems easy,
place your archers forward and force the enemy to die in a recreation
of Crecy or Agincourt, but is truly difficult to master. Remember
what I said about terrain in the flanking section? Archery is
even more susceptible to the slings and arrows of outrageous
forests. Ow, I cant believe I actually said that, but perhaps
the massed archery battery fans will take note: a well placed
forest can wreak havoc on an arrow heavy force. Another problem
is the use of peasant levies to shield better units. Yes this
is a cruel tactic, but a historically accurate one. Add a few
more tricks, like shadow assassins smoke pots, and archery
becomes much less useful.
To use archery effectively you need clear
lines of fire and some protection from enemy archers. You can
try to place a modest unit of Defenders of the Wall behind a
4 linear obstacle provided by Kaiu Engineers as Gabriel
Hosterman suggests, but this ties them to a single location which
is not likely to give them the best line of fire as the battle
develops and insures that the only targets they face will be
those chosen by the enemy. A better method is to place a few
skirmishing archers on your flanks with, perhaps, a strong archer
force in your center. Advance your melee units a two to four
inches ahead of your archers, and around four inches aside to
avoid blocking their fire zones. Target the enemy archers if
possible, particularly if they have more archers than you.
Try to make your lead elements peasant levies,
as an eight point peasant unit will stop a volley, or units with
particularly strong defense against archers. Straw Targets, Otaku
Medium Infantry, and units with magic defenses all fall into
this category as can some skirmishers.
Another important point with archers is the
archers row formation is not always useful. It ties your archers
to a single spot so they cannot follow enemy movement. It also
makes them more vulnerable to enemy engaging moves as they may
have trouble leaving the formation for anything but a full retreat.
A unit of eight archers can regularly inflict wounds on most
units, so all that a unit of twenty four archers does is force
your unit into archers row to fire effectively and eliminate
the possibility of engaging three different units with your archery.
Since one of the goals of your deployment and maneuvers with
your troops should be to reduce the incidence of casualties to
your archers, the extra resistance of large units to morale checks
is somewhat moot.
When closing with archers, move a fast as
you can and try to place your units off of the archers
center. This will limit the number of front rank figures which
can fire at a single unit at close range when the arc of fire
becomes critical. This also limits the use of reactionary fire
at your high priced units since the only legitimate target is
the moving unit and any unfired bows are lost.
Once the front line is heavily engaged in
melee, move archers to the flanks to harass broken enemy units
and force them from the field. Only use archers for flank attacks
if you have no better unit available, and even then engage only
when the enemy is already engaged, otherwise fire a volley into
their reserve.
When Archers, particularly skirmishers, are
close to the enemy increase their initiative scores so they move
last. If this is not possible, consider not moving the unit since
once they make any move, even changing formation, they are vulnerable
to enemy charges.
If your opponent has massed his archers then
maneuver around them. Attack the other flank. Sweep behind a
hill or forest. Anything except charge into the teeth of a concentrated
kill zone. If you try that expect results similar to Picketts
charge at Gettysburg.
Reserves are crucial to victory in
Clan War. The proper deployment of reserves is the single most
important factor in determining victory. It is also the hardest
technique to explain or master. Essentially you need to commit
your reserve at the critical point in the battle. Too soon, and
it is blunted by part of the enemy reserve. Too late and the
battle has already been decided. You also need to know whether
your reserves are salvaging what they can from a lost field or
breaking the enemy line for a pursuit.
Keep about a third of your melee units in
reserve, your archers should be kept busy on the flanks firing
at the enemy reserve and are usually too few and ineffective
at close quarters to make good reserves. Naturally, Shahadets
legion and the Doji House Guard are not considered archers in
this case.
Generally, the best reserves are cavalry
and elite units. I know that many players are tempted to use
these early to get their koku worth of the price
paid for these expensive units. Yet this is the very reason that
you should save them until they have maximum impact on the battle.
Reserves should be placed about six to nine
inches behind the front units. Close enough to get into melee
when needed, but far enough back to maneuver. If their modified
morale check is greater than a three they should keep nine inches
back to avoid being caught in a collapse precipitated by a single
units morale failure. Shoring up a broken line is a defensive
reserve action which pays big dividends. Broken units which withdraw
behind advancing reserves have the opportunity to recover and
return to the battle, but a turn or two of unchecked pursuit
will typically rout a unit.
Pay attention to reserve formations and sizes.
A unit of sixteen, twenty, or twenty-four men in a formation
with a frontage of four can use a right or left turn and still
be in a standard formation. Even if you are one short of these
numbers, you will still be able to position the rear line to
make turning one direction into standard formation possible.
Also, a small unit frontage facilitates easy withdrawal of broken
units between the gaps in your reserves.
While defensive reserve commitment may seem
fairly straightforward, the offensive use of reserves is very
tricky. If you want to attack with a reserve unit make sure you
engage the enemy unit on the flank or rear and cover your unit
from any enemy reserve which might try to flank them. If this
sounds easy, wait and try it when you are facing a competent
enemy on an actual game field.
These guidelines are just that guidelines.
They represent my experience from over twenty years of ancient
and Napoleonic miniatures wargaming, so dont expect to
become a master overnight. You need to practice moving units
until you can tell what needs to be done in a particular
situation. You may even find that your temperament is not suited
to maintaining a strong reserve. If so, develop your own methods
for a lightning assault, but dont be surprised if your
defeats are as total as your victories.
Now for some easy stuff. Gambits, tricks
of the trade, are tools within a system. They do not represent
fundamental tactics, or even fundamental ideas expressed in game
mechanics. Rather they are little quirks which can either enhance
your enjoyment and prospects of victory or be abused and spoil
everybodys fun.
The Ginawa Gambit consists of using Ginawa
any time you can. For fifty-six points he is the most cost effective
leader in the game that I have found to date. It only costs seven
extra to give him an oath of fealty and put him in charge of
a clan unit with an honor requirement of one. Use his charge
to good effect against enemy archers.
Rush to position consists of using a Bonsai
Charge to reach a specific position by moving toward an enemy
unit who happens to be along your units extended line of
advance. Yes, you become unformed, but this is no problem for
skirmishers, and other units can reform if they end up far enough
from enemy units. Particularly useful if an advantageous piece
of terrain can be claimed early in the game.
Rush to contact uses the Bonsai Charge to
attack an enemy unit. Put your unit into a four man front, if
they are not in that formation already, and then you only have
four men engaged. Sure you dont get an attack that round,
but the enemy is unlikely to inflict more than one or two wounds
on your unit. This is especially useful against archers since
it can deny them several rounds of fire which might otherwise
devastate a unit. Remember that archers cannot melee attack if
they use reactionary fire. further it allows you the choice which
unit they can fire at since once you engage them they can no
longer fire that turn. It is also handy against enemy Yari troops
since they would get one round of first attacks anyway.
The peasant army consists of several units
which cost eight koku. Each has four peasant levies. Yes, their
morale is pathetic, and with no leader they will never accomplish
maneuvers. But each unit you place at the start of army placement
reveals a little more about your opponents intentions. They even
beat straw targets and ratling conscripts for wounds soaked per
koku spent. However you need to make sure they are well away
from all other units since they will break, or even be destroyed,
with little effort on your opponents part. Last, these are pretty
useless units once the fighting really gets going, so dont
spend too much on them or count them for the limits discussed
in Size or Balance.
The Illusory reserve costs only forty koku
if you have a shugenga, but can fool an opponent for the entire
game as long as it is screened from archery. This can be particularly
nasty if you keep a strong reserve anyway and place a sixteen
figure unit from your clan which is normally limited to twenty
men. Confuse the issue with a different unit of similarly priced
real troops who are twenty in number. This is because most enemy
players who keep close count of koku values will realize you
have an illusion somewhere and will probably assume that the
twenty man unit is the illusion.
The obvious illusion consists of placing
covering terrain with Mists to give cover to one of your archer
units and using the enemies desire to rush forward and negate
it to draw him out of position. This is one of the trickier Gambits
to use to full effect as proper placement of the terrain is crucial.
The Magic Archer gambit is very well done
in the Phoenix Denied Army. It represents the extreme use of
archers supported by magic to achieve a total victory, and will
either work very well, or not at all.
Tokus Skirmish consists of having a
unit which consists soley of Toku. I am told this is a legal
unit since Toku is a personality. Place him behind another unit
and after melee is joined rush him around the enemy flank to
try and break their morale. Expect to lose Toku quickly, so decide
if the 20 koku is worth the opportunity it represents. Last,
remember you can only field two Toku and other characters tend
to be too expensive for the expected return.
Tokus Challenge requires two cards.
Either Iaijutsu Duel or One Strike Duel and Kharmic Strike. Against
Crabs and other high water nasties use Test of Might instead.
You lose Toku. They lose Toshimoko, or Kisada, or some other
big ugly. At a minimum that character will become very hesitant
to hang around your other Toku.
She may be pretty in pink, but shes
murder in Unicorn Purple. Kachiko, Yogo Asami, and even Bayushi
Goshiu all cost less to place in a non-Scorpion command group
then they do to place them in a Scorpion army. Stock up on your
blackmail cards because youre going to need nine.
The charging, frenzied Crab Berserkers just
activated the LION tattoo! Yes, you can hire Togashi Gaijutsu
and add tattoos to any clan. It gets quite expensive, but some
of the combinations can be lethal.
Pure killing machines can destroy
powerful enemy units. Combining the card Strength of Purity with
the spell Fires of Purity gives +2#S, +1 ATT and +5 DAM. This
can combine with Biting Steel, Frenzy, Writ of the Sword, Charge,
etc. to gain some truly devastating numbers. Shiba Tetsu can
combine this (including the effects of the second sentence) with
his own innate ability and a few cheap magicians to get 6#S,
+8ATT, and +10DAM. Go Master Mirumoto Yukihara can use the Yari
of Air while leading the Dragons Talons to get 4#S, +7ATT, and
+11DAM without the need for the extra effects from the second
sentence. Finally, Togashi Hoshi can reach 6#S again with huge
ATT and DAM bonuses plus he gets two damage dice for every successful
hit. Note that while the Kitsuki magistrates have an Honor requirement
of 3, a leadership package does not count as a personality and
thus cannot use either of the purity tricks. This particular
gambit can be countered with Iaijutsu Duel or One Strike Duel
since they will force a personality into a fight where all the
affected ratings are ignored.
All the gambits before Tokus Challenge
are reasonable, believable adaptations of single abilities or
units. Starting with Toku, the cheese factor increases
to the point that Gaijutsu and the purity option can dominate
a game. Although legal options, you should consider restricting
their use to tournament and tournament preparation games.
Some gamers prefer very large, powerful units
with the best leaders possible. An example listed by Bill Green
is Doji Hoturi leading the Daidoji Iron Warriors. This unit gives
strength in two ways. First, the Iron Warriors can expect to
break a lot of units with their initial charge, particularly
if you pump up Hoturi with Strength and Fires of Purity. Second,
Hoturi, particularly if equipped with the Star of Laramun is
a savage duelist who will quickly decimate your leaders. Approach
a unit of this sort with your units in a four man front and try
to trick the enemy into charging. No matter which particular
unit is attacked, go to full retreat. This will force the iron
warriors to advance into the middle of your units, since once
an engagement has been declared the attacker must attempt to
reach the enemy, while simultaneously making them unformed. Now,
press multiple attacks against their rear and flank possibly
breaking them, and use the penalties they suffer for being flanked
and unformed to inflict heavy casualties. Even though Hoturi
may duel one of your unit leaders, he cannot kill them all at
once. If they dont charge, send a unit to engage the extreme
end of the Iron warriors front line. Since the unit costs well
over 500 koku, your opponent wont be able to field many
units, and this will allow you an edge in total units allowing
you easy access to the numbers required to swamp the super-unit,
again breaking or routing it in the first few rounds.
The same methods work reasonably well against
large creatures, though archers can also target them more easily.
Duelists represent a particular problem.
Particularly those who have the innate ability to challenge enemy
leaders and dishonor them. Use Ginawa leading light infantry,
he can be dishonored and still lead them. Save your Another Day
and Superior Tactics cards to negate their card based duels since
these cannot be refused. This will take much of the sting out
of enemy dueling armies, though duelists will still retain certain
uses they will not single-handedly determine the outcome of the
game.
The last problem army is the all light infantry
and ashigaru archer army led by nikutai and gunso. Though the
enemy will have an enormous number of figures on the table, his
morale will be very brittle. Keep your units close enough to
prevent an easy encirclement and use his unwieldy nature against
him. He can only bring a few units to bear at any point, and
your skirmishers will slow any attempt at long encircling moves.
At long ranges, target the enemy archers, but closer and break
their infantry. Remember that breaking a unit will force morale
checks on neighboring units and a routed unit can sweep across
his line with devastating effect. Once you realize that his army,
despite its overwhelming numbers, can be beaten, you will find
this is an easy force to defeat.
Charles Stucker
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