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An
Introduction to the Crane
"That's Crane strategy. Coax the
Lion into a frenzy, question his courage, and get him to challenge
you to a duel. The army is considerably weakened by the loss
of their general. The Cranes offer them a chance to surrender.
The Lions refuse and fight without their commander." - Ginawa, L5R RPG Rulebook
"Rarely do the Daidoji simply charge onto the field.
Those are Lion tactics, used by clans who have the men to sacrifice
in such bold attempts. Rather, it is the way of the Daidoji to
maneuver their opponents into vulnerable positions. The fight
would only last long enough for a clever general to surrender."
- The Way of the Crane
Crane Strategy
Unlike the Crab, who have an incredible ability to absorb
damage or the Lion, who can dish out tremendous amounts of damage,
the Crane do not have a natural inclination toward close combat.
They are capable and their generally good ATT makes them far
from weak. But let's face it, the Crane never have been and never
will be the winners of a toe to toe slugfest with anybody (except
maybe the Phoenix). Players who chose to field a Crane army must
realize this.
Strengths
The strengths of a Crane army lie in Ranged Attacks, Duels,
and to a lesser degree, Magic. The Crane personalities commonly
have the Iaijutsu skill and some even have innate abilities to
start duels. While Duels can be risky propositions, they also
can be devastating to enemy units by forcing Morale checks and
eliminating the leader and his abilities. Ranged Attacks can
soften enemy units before they are engaged. The Crane Elite Archers
are very accurate and thus more effective at long range than
other Clans. Lastly, the Crane have some good Shugenja. Utuko
is inexpensive and Tomo has a Magic skill of 5. Kakita Shura
is adaptable and may lead a combat unit. The flight spell, Borne
by the Wind is cheaper for the Crane and can be very effective.
Weaknesses
The primary weakness for the Crane troops is their low DAM
modifiers and mediocre TNs. This makes them more fragile in Close
Combat compared to most other clans. Having most personalities
and troops in Light Armor also makes them more vulnerable to
damage in duels. Most Crane personalities have very low Water
and DAM scores. This means that they are easily beaten in a Test
of Might. A final weakness is their lack of combat related skills
such as Charge, Counter-Charge, etc... The Crane are forced to
rely on Tactical cards to use these abilities.
Units of Distinction
Several of my favorites include:
Daidoji Iron Warriors led by Doji Kuwanon
This is a strong unit with endurance and power. The Yari's
allow for first strike and Kuwanon is a strong leader with a
nice Earth ring.
Doji's Fan led by Doji Rimaki
This is a great cavalry unit with incredible ATT bonuses.
A full unit is worth the price in any army.
Crane Elite Archers with Kakita Shura
The best archers in the game. +2 ATT means they are more effective
at range than any other.
Using Shura as a leader gives them great flexibility and the
benefit of a Shugenja for protection.
Magic
While the Crane do not have an overwhelming magical force,
they have several useful Shugenja to assist them. As mentioned
previously, the Flight spell has a reduced cost for Asahina Shugenja.
While this spell gives a unit great mobility, be careful when
using it against an opponent with lots of ranged attacks. The
standard spells of Windborne Speed and Stagnant Air are very
helpful in slowing down the enemy while increasing your own maneuverability.
Because the Crane usually have a high Air ring, these spells
are even more cost effective.
Tactical Cards
It goes without saying that any card that starts a Duel or
helps in a duels will be very useful. These include; Iajutsu
Duel, One Strike Duel, and Focus. Also include Another Time to
avoid the Tests of Might.
Tactical cards that modify Ranged Attacks are also helpful
among these are; Indirect Fire, Coordinated Fire, and The Arrow
Knows the Way (to soften enemy leaders). All or Nothing is also
nice but make sure your archers are well screened before using
this card.
Key Tactical Concepts
Know the Terrain
It is essential that you assess the battlefield prior to placing
your units. Find likely areas of conflict. This may include areas
of restricted movement, such as passes, gates, bridges, etc...
These are key areas that units will use. Other key positions
will be high ground, cover, and objective related sites such
as shrines, checkouts, etc... Make sure to look at where you
and your opponent will be tying to get to...these will be areas
in which you can set up archers and other units to control access
to that part of the battlefield.
Control the Center
This is a carry over from the game of Chess. One of your main
objectives should be to position your units such that key areas
of the battlefield are controlled by you. For example, from their
position on the hill, a unit of archers may be able to cover
a nearby bridge in their close range LOS. This means that anyone
coming across the bridge would be facing a lot of damage from
ranged attacks. You in effect control the bridge without actually
having a unit standing there. With Windborn Speed, you should
be able to position your units in key tactical points very quickly.
Fire at Will
Don't be afraid to make ranged attacks. Your archers have
an unlimited supply and it doesn't cost them anything to try
firing at an enemy. Even if the range is extended, go ahead and
let loose. The Crane Elite Archers basically ignore any range
penalty. The more times you are able to fire at the enemy, the
more you are able to whittle them down. It's only a fool that
waits to fire until you see the whites of their eyes. You want
to keep as much distance as possible between your fragile Archers
and those nasty Heavy Elites.
Bait and Switch
Remember that you are honorable and your archers won't fire
into an engagement involving your troops. As opposed to the Hammer
and Anvil tactics of the Crab, you probably don't want your screening
unit engaged with the enemy. Instead, use Retreats and maneuvers
to draw the enemy into your archer's line of fire. Try and have
a personality with a strong Leadership like Doji Yosai lead the
screening unit so they can Break Away if caught. Even better,
Kakita Disaru has the built in ability to disengage without making
a roll. Remember to use Reactionary Fire whenever the opposing
unit is closing in on (or declaring an intent to engage with)
your screening unit and again whenever your unit breaks away.
The Daidoji Iron Warriors are an excellent screening unit. They
have 2 wounds and their Yari's effectiveness is maximized due
to the likelihood of multiple engagements.
Target Opposing Personalities
As mentioned in the opening quote, the Crane way is more suited
to individual combat than massive battles. You should try to
eliminate opposing leaders whenever possible. This can be accomplished
primarily through Tactical cards such as those listed earlier.
By eliminating the opposing personalities, you weaken the army
and gain victory points for yourself. While this is a nice complimentary
strategy, balance the risk and the gain. By the way, don't even
try and take out monsters like Hida Kisada. You are better off
relying on the previous strategies to whittle down the opposing
army.
-Chris "Daidoji Sasaki" Michalek
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