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The Art of Maneuvering troops in Rokugan
Greetings Honorable Samurai.
I come before you to speak of the most important set of
tools available to any general, maneuvering.
At the core of every Clan War battle there is the movement
of troops. At the disposal of every Clan War general there are
a dizzying array of maneuvers and every new Clan War general
has asked himself "What are all these maneuvers good for?"
I hope to answer that question at least somewhat in this article.
| Breakaway - Complex, Disengaging,
page 35 |
This is a maneuver used to leave combat. It's a complex maneuver
and requires the leader to have the Defense skill. It
can be contested. If it is successful then the unit is moved
it's base move + 4 away from the enemy. If unsuccessful the unit
is -1 to all rolls for the turn and must take an immediate Morale
test. As with all disengaging maneuvers any engaged enemy that
does not contest the maneuver may take parting shots.
Why would I use this maneuver? Well the obvious reason would
be to get out of combat. The real question is when would it be
better to get out of combat than to stay in combat? The answer
is seldom, but there are situations. I have used this maneuver
when a unit of mine was engaged by a unit of Enraged,
Frenzied, Charging, Dragon Talons. Knowing that
my unit was going to take a lot of damage regardless, I pulled
my unit out of the engagement that turn and took my lumps from
the parting shots. (Yes the parting shots caused a ML check.)
However once I was free I had a spent unit sitting in front of
another unit waiting to charge in the Cavalry phase. I had two
turns of beating on that unit before it returned to duty with
no strikes back. Admittedly they could Strength of Osano-Wo
them, but even with that you get one free turn of attacks.
| Contract/Expand Frontage
- Simple,
page 35 |
Quite simply this maneuver allows you to add or subract up
to four files of troops. Note that you're only allowed one such
maneuver per movement phase.
So what is this good for? Well you can contract your frontage
to allow your unit to wheel faster, or you can expand your frontage
to pull those back ranks out of a terrain feature, or even pull
the rear of your unit just a little farther away from that enemy
unit getting ready to charge the rear of your unit.
This deceptively simple maneuver has many uses.
| Full Retreat - Automatic, Disengaging,
Reactionary, page 36 |
This is the last resort of a desperate unit. It move the unit
their movement +4" away from the enemy but at a horrendous
cost. The unit automatically becomes Broken if it's not and if
it is Broken it has to make a ML test so could become Routed.
The unit also automatically becomes unformed. Unfortunately this
is the only disengaging maneuver available to units who's leader
does not have the Defense skill. So if you manage to break
a Lion unit (assuming they have a Lion leader), there is a good
chance they are going to rout (ML test at -3, [Broken
and Unformed])
The reactionary part of this movement means that you can use
it as the enemy tries to engage you (providing you are eligible
to move in that phase) and the disengaging part of it means you
can do it even if you are currently engaged. This could conceivably
be a way to escape being crushed between several units, but the
cost is very high.
| Hiruma Withdrawal - Complex, Reactionary,
page 35 |
This maneuver moves a unit directly backwards their full move
distance. It can be used as a reaction to an attempt to engage
although I recommend using a Parade Ground Practice unless
your leader has the kiso that allows him to do it without penalty
(-3 for leaders without the kiso). If you fail the roll your
unit becomes unformed.
This is actually one of my favorite maneuvers. I use it to
force enemy units to miss a Charge, and unform them (possibly
spend them if I have a Dangerous Misjudgement in hand);
setting them up for a charge of my own. I've also used this maneuver
even when I know I'll still be engaged but want to move the engagement
back away from the enemy's supporting units, making it harder
to flank my unit, and easier to flank the enemy unit.
| Move Through - Automatic, page 37 |
Units only move through another unit if they have to move,
and there is no clear path. In this case they move through other
units. Suffice it to say that if you have a unit that has to
do this, it's probably not doing what you want any more.
| Oblique Movement - Complex, page 38 |
This is basically a movement at 45 degrees from the units
front while not changing the facing of the unit. This is a very
cool type of movement, but it's use is restricted. You must have
a Lion leader to attempt it without penalty. Non Lion leaders
may attempt it with a -2 penalty but only if they have a Battle
of 3 or more. If you fail the test to perform the oblique maneuver
then you must make another TL test or become unformed.
Non-Lions don't use this very often so my experience with
it is limited. It is very useful for getting around obstacles,
but I would only recommend using it if you have a Parade Ground
Practice on hand.
| Overrun Attack - Complex, page 39 |
This is a special cavalry attack. It has to be declared as
the engaging movement is declared, and requires a TL test to
initiate. After combat the engaged unit tests vs TL (modified
by the casualties caused) and if it fails it becomes unformed.
If the engaged unit suceeds, then the Overrunning unit has to
make a TL test, and if it fails it becomes unformed.
Now why would you bother to do an overrun with all the tests
and possibility for failure? Quite simply this is the one maneuver
that can make a heavy cavalry unit able to win a one on one fight
with a ranked infantry unit. If the Infantry unit becomes unformed
then it is not only -1 to all rolls, but it also loses all it's
rank dice, which is what makes it so easy for infantry to kill
cavalry. If used during a flanking engagement this can be devastating
to the enemy unit. Unicorn armies should make extensive use of
this, as should Toturi's army players who's Elite Ronin Cavalry
get a nice +2 bonus to all Overrun related tests.
| Retreat in Good Order
(RGO) - Complex,
Disengaging, Reactionary, page 39 |
An RGO functions almost exactly like a Full Retreat
(which is what the unit automatically does if it fails the maneuver
test to perform this maneuver).
If it's sucessful the unit is moved it's movement +4"
away from the enemy and gets -2 to all rolls for the rest of
the turn (and can't roll attack dice even if it is engaged).
The nice thing about this maneuver is that it can get a unit
out of a situation where it's about to be hit by multiple enemy
units. I would recommend having a Parade Ground Practice
on hand as the penalty for botching the roll are somewhat severe
(see Full Retreat, above), but if it gets you away from
a bad situation then it's worth the risk. It is especially nice
because it can prevent your unit from being flanked (albiet with
a risk).
| Turn About - Simple, page 40 |
Turns your unit to face 180 degrees from what it was facing.
Fairly simple, and can be used to move a unit away from the enemy
without having to roll for the maneuver. If the unit has a free
maneuver it can turn about, move 3 inches, and roll to turn back
to face the enemy. If you don't want to risk being caught facing
away from the enemy you can roll for the first turn, move, and
then turn back with your free maneuver. If you have a command
group you can give a unit an additional free maneuver and accomplish
the whole thing without making a roll.
Turns the models in your unit 90 degrees to the left or right.
The only really cool tactic I've found using this maneuver is
to give a unit an additional free maneuver, and then turn, move
full, and turn again to effectively displace the unit it's full
movement distance to one side. This can really disrupt a charge
target.
The maneuver that allows you to change your unit's facing.
This maneuver is pretty simple and very critical to understand
as it is what allows you to get your unit's engagment angle under
30 degrees. Being able to accurately gauge how much movement
it will take to wheel a unit a given amount is a skill every
general can use.
The amount of movement required to wheel a unit a given distance
is directly related to the frontage of the unit, so this maneuver
is related closely with the Expand/Contract maneuver.
| Withdrawal - Complex, Reactionary,
page 41 |
This maneuver operates exactly like the Hiruma Withdrawal
but only moves the unit half it's move and doesn't have the penalty.
I will occasionally use it when I need to pull back a bit, but
don't have the Parade Ground Practice to use with Hiruma
Withdrawal.
I hope this long-winded repetition of the rulebook has proved
worth reading, and perhaps has shown you some new uses for the
same tools. Good maneuvering can save an army and make even a
weak unit the equal of a strong one. Bad maneuvering can easily
spell defeat.
Shotokami
Ronin hatamoto to Toturi |
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