
Scorpion
Tactics
By Bayushi Nishizawa
Forward
In my years of war
gaming I have played a lot of miniature games, good ones and bad
ones. When a friend
first introduced me to the L5R world a few years ago I was truly
impressed. I had always
been a huge fan of all things “samurai”, but this was the first
miniature game out that I had seen dealing with the subject.
I decided to bite the bullet and pick up the first edition
boxed set. After I got
a feel for the game system I decided to pick up just one army…
that was years and tons of Clan War blisters ago…
Let me really begin this piece with some
general comments about the Scorpion Army in Clan War.
In my humble opinion it is probably one of the most complex
armies in the game to master. What
I mean here is that to take advantage of all the things the army
list has to offer one must have a very good understanding of the
rules set and tactics in general.
If your playing style is not suited to patience and
maneuvering, I would recommend against fielding this army.
Basically, I would caution a new player about beginning their
Clan War experience with the Scorpion.
I have broken this piece into various
sections. The first
covers some of my general thoughts about Clan War.
The second and third sections provide a brief synopsis of the
characters and units for the Scorpion.
The fourth section outlines some different strategies I have
used. The fifth section
provides a brief outline of some suggested tactical cards.
The final section provides a rough sketch of a 2550-point
army I put together for a tournament in the St Louis area and also
some of the lessons I learned from the games I played.
General Tactics and Thoughts
Leaving the randomness
of the dice rolling out of the game for the moment, the Scorpion’s
strategy in Clan War really comes down to two simple ideas:
Maneuver and Morale.
Maneuver – The maneuvering aspects
of Clan War are some of the best I have seen in a fantasy
miniature system. Like
most game systems, if you can out-maneuver your opponent and
strike their units on your terms you stand a good chance of
winning. Typically, a
flanked unit will be ground down and break.
The real key to Clan War is maneuvering to make this
happen, it is all about the flank attack!
Morale – Another feature of Clan War
is the system of morale triggers and cascading morale.
That is, units that fail a morale test will cause friendly
units within 8” to have to make a test as well (see morale
triggers on page 43). If
you can cause an enemy unit to fail a morale test odds are there
is a nearby unit that will have to test as well.
Once something like this begins to happen it is very
difficult for your opponent to regain their footing and continue
to offer resistance, especially if the testing units actually
break. Morale
triggers are based on a number of situations, the two that are the
easiest for the Scorpion to take advantage of are flanking and the
death of unit leader. Inflicting
large amounts of casualties is possible with the Scorpion, but as
you will see later on it can be difficult to make happen.
What this all boils down to is that if you are a capable
general and able to out maneuver your enemy, forcing
maneuver-based morale tests is easy.
The Scorpion army possesses a number of
features that allow you take advantage of forcing morale triggers
and out-maneuvering your enemy in an effort to carry the field.
Scorpion Characters
-
Bayushi Shoju: Only character with
the Tactician and Fear skills.
A little on the pricey side for the skills you get.
Look to Bayushi Togai or Bayushi Aramoro for the army
general.
-
Bayushi Aramoro (exp): Has the
ability to pick a tactical card from your deck.
Has the ability to discard enemy tactical cards, this is
especially useful if this is combined with Kachiko’s ability
to look at an opponent’s tactical card(s).
Improved skills over the non-experienced version.
-
Bayushi Aramoro: Has the ability to
discard enemy tactical cards, this is especially useful if this
is combined with Kachiko’s ability to look at an opponent’s
tactical card(s).
-
Bayushi Togai (exp): Free Poison
Weapons and improved skills over the non-experienced version.
-
Bayushi Togai: Free Poison Weapons.
-
Bayushi Hisa (exp): Ability to buy
unaligned troops at a discount and the ability to look at an
enemy’s attached tactical cards.
He is one of two characters in the Scorpion Army who have
the Charge skill.
-
Bayushi Hisa: Ability to buy
unaligned troops at a discount.
-
Bayushi Tomaru: He is one of two
characters in the Scorpion Army who have the Charge
skill. Also has the ability to inflict a –2 modifier on a morale
test.
-
Bayushi Yokuan: A decent two-strike
character. His
blowgun can be useful in picking at characters.
I usually place him in command of one of the skirmisher
units, Ninja Bowmen or Shadow Assassins, to allow
more flexibility in delivering the Ninja Assassin card.
-
Soshi Bantaro: Only Clan affiliated
shugenja. He has
the ability to purchase Maho Spells.
If you decide you like that feature, I recommend Draining
the Life.
-
Shosuro Hametsu: Handy for the free
poisoned weapons upgrade and the bonus damage.
-
Bayushi Kachiko: Her one trick is to
look at an opponent’s tactical card(s), especially useful if
this is combined with Aramoro’s ability to discard tactical
cards.
-
Bayushi Marumo: Has the ability to
grant his unit the Cavalry trait for one turn, especially useful
for going after a flank.
-
Bayushi Tangen: Kind of interesting
“point defense system” for your units, his ability to jump
out and engage incoming units works well to keep enemies off
your flanks.
-
Bayushi Tasu: An all-around decent
character armed with a Yari for Fast Strike.
-
Yogo Asami: She is nice because she
allows you play Kolat Orders cards without the honor
penalty. Her
special ability is also nice to reduce a targeted character’s
strikes to one.
-
Bayushi Goshiu: Useful for forcing
an honor loss on an opponent.
-
Scorpion Leadership Packages: These
all have slightly better skill ratings than generic packages.
Scorpion Units
As an overall comment
about Scorpion Units, in a stand-up fight, one-on-one, the
Scorpion’s units will get hammered.
The best units available are +1 ATT / +1 DAM and there are
four of them, one of which is a skirmisher.
I will not go so far as to say that the units suck, however,
I will say that if you plan on marching straight at the enemy, you
are playing the wrong army.
-
Bayushi Ambushers: purchasing a unit
allows you to get a Trap card.
Keep in mind that you will probably want to increase
damage of the card so you’ll pay the extra 30 Koku.
What this all means is that each Trap card is
costing you 150 Koku (this does not include the cost of a
leadership package) and you have got 10 guys running around with
nothing to do. I
would recommend trying to flank with them.
-
Bayushi Elite Spearmen: Reactionary
Fire bonus is nice.
-
Bayushi House Guard: +1/+1 and your
only 2-wound unit (they tend to make an appearance in my armies
for this reason alone).
-
Black Cabal: +1/+1 unit, a good core
unit for the Scorpion. Always
sees table time because of the +1/+1 and the low ML.
-
Crimson Legion: cannon fodder, the 6
ATN means these guys die by the handful.
I use them in small groups to flank.
Head to head they could probably beat Peasant Levies…
-
Ninja Bowmen: a skirmishing unit
with the ability to not be shot at until they do something.
This is the best unit for getting out front and slowing
the enemy down.
-
Scorpion Claws: really good unit for
the defense as they will negate an engaging units ATT and DAM
modifiers. Nice for
shafting a charging lion on the first turn, however their
staying power is questionable.
-
Scorpion’s Strike: an OK unit, but
they need a tactical card or a character’s ability to increase
the ATT beyond the +1 to give them any real hope of doing
serious damage on that first round of combat.
-
Shadow Assassins: smoke is great.
Always sees table time.
Did I mention smoke is great?
-
Shosuro Actors: they can be fun for
influencing how your enemy sets up his forces, however, once
they are uncovered, they are done.
I think it might also be cheaper just to purchase
unaligned infantry.
-
Shosuro Spy: do not leave home
without them. I
typically take two, placing them in mediocre enemy units to make
their –2 modifier more effective.
-
Straw Targets: good for covering
your guys from ranged attacks, I find the Shadow Assassins more
useful.
Scorpion Tactics
A key thing to think
about as you are reading this and playing the game is to remember
that most tricks and tactics with the Scorpion tend to “stack”.
Some examples include: a character’s ability followed by
playing a tactical card and vise-versa, a unit’s ability followed
by playing a tactical card and vis-versa, etc.
Probably the single most
obvious tactic of the Scorpion Army is the combination of Bayushi
Aramoro and Bayushi Kachiko. Kachiko’s
ability to first look at an opponent’s tactical cards, either in
hand or attached is useful in and of itself.
When combined with Aramoro’s ability to discard tactical
cards from a named location you have yourself a nice ability to
wreak havoc on your opponent’s plans.
When using this combination typically the cards that I will
go after are Superior Tactics and Grim Determination.
Getting back to the earlier comments regarding morale, Grim
Determination is the one to discard.
Of course the decision on what to discard will be based on
how things look on the battlefield.
Another obvious tactic
deals with the Ninja Assassin card.
First and foremost, if you include Aramoro (exp) in your army
there is no need to pay for a second copy of the card.
Just include a single copy and on the first turn have him use
his ability to pick a card out and get Ninja Assassin.
I try and hold the assassin card in my hand rather than
attaching it since you commit yourself too much if you attach it.
Typically I will use Bayushi Yokuan in a skirmishing unit to
deliver it. There are
two things to think about with this card, the first is killing a
character and the second is to force a morale test for killing a
unit leader. Although a
good die roll will get you both results, I think it is important to
focus on the morale test. I
typically avoid trying to kill the enemy’s general as that person
has the best stats and requires a good roll, instead go after a
weaker character. The
weaker characters make easier targets and if you succeed (which your
chances are greater since you have only got one card) the resulting
morale test could trigger additional morale tests.
Your target unit is likely to break since the odds are high
that the low cost character was also leading a low cost unit (ie bad
ML scores).
To dove tail off of this
concept, if you have included a Shosuro Spy in the unit you
can then stop a Grim Determination card or impose a –2
modifier on the morale test. You
could also stop the Grim Determination and then throw your Loss
of Face to impose a –2 modifier on the morale test.
Another tactic centers
on the Ninja Bowmen. Use
them to push forward and deny your enemy the reserve movement phase
simply by getting in front. Meanwhile,
you are free to move your units around and adjust your battle line.
Casting Wind Born Speed will help out greatly as they
will be able to move twice as fast. Once forces are committed to a hand-to-hand fight, I use them
to shoot up Shugenja units or other skirmishers.
Poisoned Weapons
is best used as a second combat round card.
What I mean here is avoid using it on the first round of
combat, as you will be throwing more dice (because of ranks) on the
second turn.
The lack of a tactician,
other than Bayushi Shoju, means that you are always going to include
the Fan of Command. The
ability to draw an extra card, because someone now has the Tactician
trait is really nice, especially since you probably will not ever
have a high honor.
Another strategy I have
seen is to use the Shadow Assassins and their smoke pots to
cover the advance of an Ogre Bushi.
As I am rather a purist and untainted in my thinking, I have
yet to try this out.
Keep in mind that the
previous examples are only a small selection of tactical ideas.
Here is a final thought to close this section.
As a Scorpion player you must know how to work Clan
War’s initiative system, going first is not always best, neither
is going last. Since
your units are not great, the little bonus MIS numbers that your
units grant will be key for the initiative phase.
There are times when you will want to lower your initiative
to exploit an opportunity, other times your initiative will be
increased so that you can see what your opponent is doing.
Inexperienced players will almost always force their
initiative scores down on all their units.
A good player knows that doing a combination of both can save
the day.
Tactical Deck Suggestions
There are tons of cards
to choose from in building your tactical deck.
Rather than examining them in detail, I am going to provide a
quick run-down of those cards that usually end up in my decks.
Like a collectible card game (CCG) you need to make sure that
your deck is balanced and suitable for any opponent.
Without fail, the cards that will not change from deck to
deck are: Grim Determination (3 copies), Ninja Assassin
(1 copy), Loss of Face (3 copies), and Parade Ground
Practice (3 copies).
-
Grim Determination is the all
around must have, save you butt card in the game. It stops you from having to make a morale test.
-
Loss of Face is handy for
forcing a –2 modifier to a morale or maneuver test, it also
prevents your opponent from playing Parade Ground Practice
or Grim Determination.
-
Parade Ground Practice is
nice to save myself a roll as I do a lot of moving about on the
battlefield. It is
also useful for playing on complex maneuvers such as Hiruma
Withdraw, Withdraw, and Oblique Movement.
-
Strike at the Tail is useful
if you have an army built for speed and exploiting the flanks.
-
Another Time is nice for
getting your characters out of jam if they are challenged to a
duel.
-
Resist Magic often makes it
into a deck simply to keep a unit from being hit with a
heavy-duty magic ranged attack.
-
Blackmail cards are nice for
tying up your opponent’s slots or use them as discards when
you want to use Aramoro’s ability.
-
Trap cards are best used on
shugenja units and skirmishers.
Typically these units will feel the impact of damage more
than a rank and file unit.
Sample Army
In this section I intend
to dissect an army list I used in a local tournament with the intent
of examining some of the previously discussed tactics and how they
look in an actual army list. Following
that I’ll outline some things I learned during the tournament and
the thoughts that were generated. I ended up placing second in the
tournament so I felt like the army performed well and my ideas were
fairly grounded.
My initial thinking
about this army list centered on morale tests and implementing an
idea I had been toying with for some time.
The idea was to use lighter units in column formation to move
around enemy units that had been pinned down by heavier units, once
in position they would execute a 90 degree turn and engage the
flank. These units
needed to be from 8-12 models in strength and since they were not
intended to see head-to-head action so they could survive on a
leadership package. Additionally,
since they would be used to flank they did not need to have high ATT
and DAM modifiers.
To implement the column
flanking idea, the choice ended up being two units of Crimson
Legion (10 models per unit).
The intent was to run the two units on a flank of the Black
Cabal and the Bayushi House Guard.
Once those units became engaged throw Wind Borne Speed
and move the Crimson Legion in for the flank attack.
If this could be combined with a Strike at the Tail
tactical card, the Crimson Legion suddenly become a
+2ATT/+2DAM unit and they force a morale test with an additional
–2 modifer. The other
option would be to throw Parade Ground Practice on a Hiruma
Withdraw, drawing the engaging unit in, and then turn the Crimson
Legion and flank.
The role of the heavier
units fell on the Black Cabal and Bayushi House Guard
as they are the best-suited units to standing firm while waiting for
the Crimson Legion to exploit a flank.
I placed Aramoro (exp) in command of the Black Cabal
and Bayushi Togai in command of the Bayushi House Guard.
Aramoro got the Katana of Fire and Togai got the Fan of
Command (an item I typically place in any army, except Lion).
I also wanted to try out
the Ninja Bowmen, a unit I had never before fielded.
I really like their ability to move around and not be shot at
with missile weapons. My
planned tactic with this unit was to move forward to prevent reserve
movement and hold out for a good shot at a small unit or a shugenja
unit. I placed a
Scorpion Gunso in command, as I did not expect them to come under
attack.
The Shadow Assassins
were included because I love their ability to throw smoke. There is nothing as satisfying as preventing enemy archers
from doing damage. This
unit was lead by Bayushi Yokuan with Yogo Asami as an associated
personality.
The final unit was the
Shugenja Unit with two versions of Tokei, two Yojimbo, and Bayushi
Kachiko. I use Tokei a
lot as he is cheap. One
version got two counterspells and an Ebb and Flow, the other
got two counterspells, Wind Borne Speed, and Fury of the
Earth. I like Fury
of the Earth because it can cause a unit to become unformed, if
you can then engage/charge that unit you can pretty much write it
off.
The column idea worked
great when I was able to maneuver to use it.
In one instance I really got burned and learned a valuable
lesson: I hate Crab Heavy Elite.
I had managed to pin down the Heavy Elite with the House
Guard and the Crimson Legion flanked the following turn.
The problem came with the Heavy Elite’s high ATN and
defense score. It
basically boiled down to, I could not do enough damage to exceed the
defense (when I did his unit is two wounds) and he managed to force
a moral test on the Crimson Legion who then broke.
The stacking of
penalties to moral tests and maneuver tests was key.
There were a number of times when a failed maneuver test left
a unit vulnerable to attack. I
also can’t count the number of times a –2 modifier to a moral
test caused a unit to break which then caused a section of the army
to fold. A well-planned
Ninja Assassin can make the difference between Otaku Kammoko
slumped over dead and the cascading morale taking their toll or that
same Otaku Kammoko and her Battle Maidens smashing the center of
your line (normally I wouldn’t have used Ninja Assassin on
the Unicorn general, but I was backed in a corner and needed some
breathing room… the “10” on the die helped too!)
Epilogue
Well if you have gotten this far I thank you
for indulging my rambling treatise on the Scorpion Army for Clan
War. If you are feeling
up to the challenge I encourage you to try out the army and see if
it suits your style of play. Whether
it does or does not, enjoy the game and keep the faith. --
JMH
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