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Toturi's Tactica
by Shotokami
Greetings honorable samurai.
I come before you to speak of the ronin band commonly referred
to as Toturi's army. I won't bore you with the tale of the band,
and merely state that I have followed Toturi since he sounded
the call to arms.
I speak today on the use and application of the troops available
to Toturi's generals and deployment and tactics in general.
Have a plan...
When mustering an army you must decide before the first trooper
is recruited what your plan is. The troops you have at your disposal
are versatile and capable of executing almost any battle plan,
but you must have one first. At the most basic level you have
two basic strategies. The first is a defensive strategy where
you concentrate on keeping your opponent at a distance and killing
him with ranged attacks before he can engage you. The other is
an offensive strategy where you concentrate on engaging your
opponent and destroying him in hand to hand. As a personal preference
I usually go with an offensive army designed to be agile, and
mobile. I prefer this type of army to a defensive army because
you take the initiative, and can generally choose when and where
to strike.
Muster your Troops
So now that we have a plan (to attack) we must decide
what troops to muster to accomplish this effectively. The following
is a list of troops we can recruit: Veteran ashigaru (3 different
flavors), elite ronin spearmen, elite ronin guard, elite heavy
infantry, elite ronin cavalry, the 12 ronin, veteran ronin archers,
Mirumoto forward regulars, Mirumoto medium elites, Mirumoto scouts,
Dragon mountaineers, and Ise Zumi. That's a lot of different
troops. All of them are good, and all of them have their place,
but since there is no way we can get them all on the field of
battle at once (generally) we have to pick and choose. This is
the hard part.
Basically there are two extremes when picking troops. You
can have a lot of poor troops or you can have a very few excellent
troops. When it comes to being able to put a lot of troops in
the field and support them, no one does it better than Toturi.
If you want to go to the other extreme, Toturi can do that too.
As to which is better, well neither option is better and a nice
balance between them is probably the best. So let's look at the
troops at each end of the spectrum.
Expensive ( >12 koku/model)
The Twelve Ronin - probably the most expensive per
model infantry in the game. Excellent fighters, 2 wounds, 30"
ranged attack, morale boost for friendly units, and take a limited
penalty for moving. These guys are whoop-ass in a 12-pack. The
problem is that they cost a lot. I don't know that I would use
these guys in a typical (2000 koku) offensive tournament army
because they are such a significant point investment, plus they
have a steep Glory requirement (6) so you have to buy an expensive
leader (Takuan is the cheapest at 218) for them. In a defensive
army they'd be excellent. If I took them in an offensive army
I'd take a small centrally located unit and use it to boost morale,
not for combat.
Ise Zumi - technically these guys are Dragon troops,
but as long as you bring along a Dragon clan leader they can
be recruited at base cost, so I'm including them here. These
guys are a great "do-all" troop because you can tailor
them to your purpose with tattoos. They are very pricey though,
so you probably won't have a lot of them. IMO with the centipede
tattoo they are excellent flankers. Just keep them out of the
firing lanes.
Elite Ronin cavalry - The best cavalry a Toturi general
has available to him. Use them as flankers and don't forget to
use their bonus to overrun, and they will do admirably.
Elite Heavy infantry - these guys are the standard
2-wound infantry in the game. Nothing really flashy here, but
excellent solid troops. I usually have one moderately sized unit
of them as a blocking/flanking unit (depending on what I need).
The nice thing about them is that it's almost impossible to make
the whole unit go away with archery. They will close the distance
before they are dead and they will eat up an archer unit.
Elite ronin guard - highly trained troops with yari's.
For their cost they aren't worth it. They only have one wound
which really nails the coffin shut on them. The Elite heavy infantry
have the same ML, ATN, and better bonuses for only 3 koku more,
and you get twice as many wounds. Or go the other way and get
cheaper and slightly less impressive stats. Either way these
guys (as cool as they are) aren't worth the koku to recruit.
Mountaineers - Another troop from the Dragon clan these
guys are skirmishing archers who like hills. If you need skirmishing
archers for your plan (I've never used them myself) then take
them, otherwise I think the Scouts are a better choice.
Veteran Ronin archers - Basic clan-style archers. 30"
range, +1/+1. Not much use for them in an offensive army, but
a staple if you are going to go defensive.
Elite Ronin Spearmen - These guys look useless if you
are looking at their ranged attack (8" range? give me a
break), but if you look at them from an infantry standpoint,
they look a lot better. 14 koku (a tad high), +1 Att, ATN 7,
and ML 6. As an added bonus they can pepper anyone who parks
within 8" with javelins, just to discourage someone from
waiting to be engaged by them. Oddly enough the nage-yari's (javelins)
have a +1 DAM bonus so even a couple hits have the potential
to cause the odd wound or two.
Mirumoto Medium elite - this unit from the Dragon Clan
is an excellent unit. They are at the low end of expensive troops
(13 koku) and they are hard hitters, with same bonuses as the
Elite heavy infantry, but only light armor (with Daisho) and
only one wound. I haven't used these guys yet, but I think they
are an excellent troop. If you know you aren't going to be facing
a lot of Ranged attacks, or if you have a plan for dealing with
them, then these guys should definitely be considered.
This is it for the expensive end of the troop spectrum,
next comes the cheap end of the spectrum. Obviously the point
difference between troop at the low end of expensive, and the
high end of cheap are going to be very close in cost, so there
could easily be some crossover.
Cheap ( <= 12 koku/model)
Mounted infantry - these guys are an odd troop type,
in my opinion. They have unimpressive stats for their cost, but
they get to set up 5" outside you're deployment zone. Effectively
they get a pre-game 5" movement. Is this worth the 12 koku/model
and so-so combat stats? Maybe sometimes, but for 1 koku more
per model you could go with the Mirumoto Medium elites and get
a better troop. You must consider carefully before recruiting
these guys and have a plan that maximizes their ability; because,
it comes at a cost. If you don't use it, it's wasted koku.
Mirumoto Forward regulars - I have to say these guys
are some of the best basic troops in Rokugan. Eleven koku for
ML 6 troops with Daisho, and a special ability to not rout while
they have a suitable leader. These guys are comparable to my
default troop choice (basic heavy infantry) costing only 1 more
koku/model, and with one better ML. If you need a good basic
unit and can afford a Dragon personality to lead them, you could
do a lot worse than getting some of these guys.
Mirumoto Scouts - Another excellent troop from the
Dragon clan. These guys are ultra-mobile, ignoring the most common
types of terrain (and they're not a skirmish unit). If they have
a downside, it's their light armor (admittedly they have Daisho)
and ML 7, but with their mobility you should be able to avoid
confrontations you don't want them in, by the simple expedient
of hiding in some terrain. Since they're not going to win any
prizes for their combat skills you have to use them carefully,
but I can't overstate the value of their movement capability
enough.
Heavy infantry - Your basic infantry in Rokugan. Despite
their lack of flash, these guys are great. They're cheap (10
koku), they have good ATN (7), only fair ML (7), all of which
adds up to a troop that you can get a lot of and is just as tough
to kill as an Elite Ronin guard, or Storm legion, but costs about
half as much. Don't expect them to dish out oodles of damage,
but you should have enough of them that they always have support.
Support is the key to using poor troops. Important with these
guys, vital with all the troops that I list after them.
Veteran ashigaru - Also known as Medium infantry. These
guys come in 3 flavors (plain, yari, and yumi). Almost across
the board they match basic medium infantry in stats and cost.
BUT! They are ashigaru, which means that all the special cards
and kisos and abilities that are strewn throughout the Toturi's
army leader corps can target them. Every other army except Yoritomo's
pays extra for the use of those cards and kisos with these troops.
Now basically you have two flavors to decide between, yumi or
plain. Yari armed ashigaru are a waste. You pay more than a 10%
cost increase for fast strike the first turn. These guys aren't
likely to do any damage the first turn, and for what they are
going to do you'd be better off recruiting more of them rather
than buying them spears. Now the yumi armed guys are more problematic.
The cost increase is significant (almost 50%), but they get a
20" ranged attack at NO penalty to their hand to hand stats.
Thus far I've been staying with the plain flavor as my plan is
to engage my enemy, but the yumi armed troops are worth considering
if you think you might need some ranged capability. As I stated
before, these guys need support! They are like a glass sword.
They can cut very well if used properly. Used improperly, or
in an unplanned way and they will shatter beyond repair.
Medium infantry - don't bother with these guys unless
you want a ranged attack. The basic medium infantry with yumi
gets a 24" ranged attack. A whopping 4" more than the
Veteran ashigaru with the same weapon. Unless you know you'll
need the range you're probably better off with yumi flavored
Veteran ashigaru, as even their woeful hand to hand skills are
better than these guys.
Light infantry, ashigaru, and peasants - the bottom
of the barrel, these troops have exactly one thing to recommend
them. They are cheap, cheap, cheap. You can get a unit of 20
peasants for the same cost as 2 Elite heavy infantry, and they
could probably kill the elites. The problem would be they would
almost indubitably fail the first ML test they had to take, and
that would be all she wrote for them. With the right leaders
you could depend on these troops to support other troops, or
to soak up casualties, but unsupported they will not be sufficient
to stand up to trained troops.
I did not cover unaligned cavalry because I do not feel
they are worth considering when compared to the Elite ronin cavalry.
An Army is Only as Good as its General
So there are your troop choices and my opinions of them. Now
lets take an overview of the commanders you have available.
Toturi and Toturi (exp) - this is the big man of the
army. Arguably the best army commander in Clan War and with a
price tag to match. In a typical game (2000 koku) I don't see
him being worth his cost, and in a bigger game I don't see the
point of using him as a unit commander.
However, that being said, using him in a Command Group is
what he does best, and that is what you want to use him for.
Unless you are restricted somehow, taking him in a Command Group
is the hands-down best choice. Only 268 koku (2 hatamoto, 5 signal
corps, 2 yojimbo) for him.
| A note about Command groups while I'm on the subject.
I'm a big fan of using Command Groups, especially with a high
glory general like Toturi, for one very simple reason, the morale
re-roll. Morale in Clan War is critical and anything that will
aid you in passing or avoiding Morale checks is worth having.
After that, the important abilities are: the tac card draw, the
additional free maneuver, and finally the ability to project
skills. I do not consider 4 hatamoto necessary as they are only
required for the "Rally routed" ability, which in my
opinion is a waste. Odds are, if you have a unit routed it's
probably not combat effective anyway, the ability spends your
general (very bad), and it only brings them up to "Broken",
so they still aren't ready to fight. At a minimum that unit just
missed 4 turns of the game (turn routed, turn rallied to broken,
turn rallied to ready, turn to reform) which is half the game
in a typical length game. |
And the Warriors Who Follow Him
Now after the general you have your unit commanders. This is
where Toturi's army has great strength. Within Toturi's army
there is arguably the best collection of unit commanders available.
I'm not going to review all of them exhaustively, I'll just advise
you to pick among them in support of your plan. If you know who
you are fighting you should be able to tailor your leaders to
your advantage. The one exception to this is the ronin leadership
packages (LP's). If you are going to go with a LP either use
a Ronin Taisa or don't bother with an LP. Taisa's are the only
LP that give a flat bonus to ML rolls in addition to their special
ability. All the others just give bonuses to maneuver tests which
is not nearly so useful, especially with the CG available for
additional free maneuvers.
The Army
Now, I've talked about troops, the plan, and commanders,
now it's time to talk army and then we'll talk about using the
army on the battlefield.
Design Criteria
I'm not going to go into specifics of "take this much of
these troops" as much as I'm going to put forth the design
criteria I use when recruiting an army. For an offensive army
I look at speed, number of maneuver elements, Ranged defense,
support.
First off, for any army, hitting someone in the flank is the
most desirable method of engagement. The easiest way to do this
is to get where he doesn't want you, which means speed. The fastest
troop in the game oddly enough are the Ise Zumi with the Centipede
tattoo. They are premier flankers with a grand total of up to
36" of movement while under it's influence (usually it's
around 30 or less). This is extraordinarily fast. After the Ise
Zumi you have cavalry. I like cavalry because the speed is always
there (you don't have to turn it on), and they get nice bonuses
when fighting infantry. The problem with cavalry is that it can't
stand up to a ranked infantry unit, so you have to hit them in
the flank, rear, or otherwise negate the rank bonus (which will
kill cavalry dead). Your final option for fast troops is to take
any standard infantry unit and cast Wind Borne Speed (hereafter
referred to as WBS) on it. This has a nice flexibility, but has
it's own downside (can be countered, cost of the shugenja, etc).
When recruiting an army I almost always include one unit of
actual cavalry. I also almost always have a shugenja with WBS
(generally Morito Tokei exp). I may also bring a unit of Ise
Zumi, but all 3 usually gives you more mobility than you really
need. Mobility can be a two-edged sword in that you want to use
the mobility, but you can't get too far from your support lest
you get cut off and eliminated before help can arrive.
Maneuver Elements
Next you have to look at number of maneuver elements. I define
a maneuver element as any unit or individual which can be maneuvered
for contact with the enemy, or in response to enemy units. I
do not include any unit which can only engage under certain conditions
(i.e. skirmishers) or units which are not suitable for engagements
(i.e. archers). The tricky part is, that you want more maneuver
elements than your opponent, without making them so weak that
they are combat ineffective. In my opinion a minimum is 1 per
500 koku of roster. I've seldom been able to get more than 1
per 300 koku of roster, but I have made small lists where I had
1 per 250 koku. Now when recruiting units the general rule of
thumb is that their minimum effective size is inversely related
to their cost. This means that the more they cost, the smaller
the unit you can have and still have it be an effective unit.
The cheaper they are the more of them you need. Part of this
is a function of morale, the cheaper troops have worse Morale
so you want more of them to space out the percentage morale checks.
The other part of it is that troops without big bonuses will
do most of their damage through rank and overlap bonuses, so
you need lots of them to maximize those dice. Having said this,
for elite two wound troops I think the minimum size is in the
10 to 12 range. For cavalry I usually field 8 plus a leader.
Since we're talking about unit size I will touch on something
that is fairly common practice. It's called several different
things, but most commonly it's referred to as fours plus one.
This means you make your units an even multiple of 4, plus one
more. For example 13, 17, 21, etc. What this does is set your
morale percentage checks slightly higher for minimal cost. For
instance if you have a unit of 17, you'd check after 5 casualties
(for the first percentage check) just like a unit of 20 would,
but without paying for the extra 3 models. This is a valid rule
tactic although it makes your units oddly sized. I don't know
that it is really worth the trouble, but it's worth keeping in
mind. The following are some common unit sizes I use: Flanking
unit (i.e. Ise Zumi or Cav) 8-12; two wound elite unit - 16;
one wound line unit (20-25); Vet ashigaru with Leadership package
- 20; Vet ashigaru with personality - 28-35; support unit - 12-16.
Now when I take all this into consideration and recruit an army
I usually end up with a cavalry unit, 3 or 4 infantry units,
a shugenja, and a command group. Sometimes I have more infantry
units, but usually I wind up with 4-6 combat units. With this
number of combat units I can usually engage my enemy with one
unit and have another in position to flank them either the same
turn or the next. Being outnumbered in units gives your opponent
a tough problem because each time they commit a unit they are
committing a higher percentage of their total strength than you
are giving you the opportunity to commit your reserve last and
hopefully where it will do you the most good.
Minimize Losses on the Advance
The next thing you must plan for while recruiting your army is
defense from Ranged attacks. You must expect to see some ranged
attacks during the game, so you must plan ahead.
Now, the best defense against Ranged attacks (hereafter referred
to as RA) is to not let them shoot at you. This means using intervening
terrain to prevent them drawing LOS to your troops. Unfortunately
you can't bring your own hills and forests and such to the battlefield,
so you have to improvise. By far my favorite anti-ranged attack
tactic is the spell Illusionary Terrain. With it you can put
your terrain exactly where you want it. The downside is it's
easily gotten rid of, but if it saves you from a turn or two
of RA then it's worth it. There are a number of other anti-RA
spells and tac cards you can bring. I won't exhaustively cover
them all, but you should familiarize yourself with them.
Besides spells and cards, there isn't much you can do to stop
RA. What you can do is choose who will bear the brunt of the
damage by manipulating which unit is closest to the enemies RA
unit(s). Despite their cost I prefer to use two wound units to
soak RA damage as they can absorb quite a bit before they're
rendered combat ineffective. You can also rotate the unit that
is being hit so that you can spread out the damage somewhat.
Obviously you should try to minimize the number of turns you
have to take RA damage. More than 2 or 3 and you might not have
enough punch to win the battle when you get there.
Support Your Combat Units
The last thing I recruit for my army is support.
These are the spells, items, and tactical cards that make the
army work. The grease in the gears so to speak.
Spells
For spells my favorites are Wind Born Speed (WBS), Illusionary
Terrain, and Counterspell (for magical defense). There are a
plethora of others, but these are the ones that most often find
their way into my army.
Items
For items I try to use very few. Everyone has their favorites,
so I won't comment here except to say that the fewer you use,
the more troops you have (consider that 2 or 3 items could add
up to the cost of a unit). The one item I consider a must take
is the Fan of Command. Not only is it's presence in Toturi's
army backed up by the storyline (Yokuni gave it to Toturi) but
it ensures you get 3 tac cards per turn (plus the CG draw), which
means that in an 8 turn game you have the potential to see your
entire tac deck. Not something every army can do.
Tactical Cards
The tac deck is always a critical item. You can only have 30
cards, and there always seems to be about 50 that you want. Obviously
there is a great deal of repetitiveness in tac deck building
(does anyone not use 3 Grim Determinations?) so I'll just cover
a couple of cards that I feel should be in a Toturi tac deck
that might not show up in other armies.
First and foremost is Peasant Revolt. If you're using
a large percentage of veteran ashigaru this card is a must. You
can effectively give your entire army +2 to all ML, maneuver,
and resistance tests for a turn.
Another card I think should show up frequently (when using
Toturi as your general) is Tactical Demands. This card
normally costs your general a Void to play, but for Toturi it
doesn't. While in play each time anyone plays a tactical card
for it's printed effect that side's general takes a wound. Toturi
has 7 wounds. Not many generals are going to want to get in a
wound swapping contest with him. Played at a critical time this
can prevent your opponent from using Tactical cards for a turn.
Delayed Orders is another favorite tac card as it can
change a unit's initiative after your opponent is powerless to
do anything about it (unless he also has a Delayed orders)
Now not surprisingly recruiting an army is never a simple
task, I frequently have to tweak here, trim there, but the points
I have laid out here are the ones I use during the process.
Position Yourself for Success
Once you have your plan and your army then it is time to take
the field. Not surprisingly this is the part where everything
can fall apart. The old adage that no battle plan survives contact
with the enemy is as true on the Clan War battlefield as it was
in the Ardennes in December 1944.
The last thing you can do that your opponent can not interfere
with is deploy your troops. Ideally your deployment was determined
when you made your battleplan, and hopefully the realities of
terrain has not interfered too much. Now there has been libraries
worth of books written about strategies and tactical maneuvering
and anything I write here is going to be redundant.
That being said, I will cover some tactics that I have
used that have been successful.
Tactics
Refuse the Flank
I prefer an extreme refused flank for most deployments. This
means I stack all my units in a very narrow frontage at one end
of the deployment zone. Since I have more units, and can place
my CG and other support units first, I can usually evaluate which
side is going to be weaker and aim my attack there. I usually
keep one unit (preferably cheap) to anchor my other flank, but
by concentrating on one side while my opponent evenly covers
his deployment I can create an even greater disparity in the
number of units. If my opponent has spread out too much I may
have eliminated some units from the battle entirely or at least
delayed their involvement significantly. Another advantage of
a contracted deployment is that your opponent may have his units
tripping over each other trying to get in position to deal with
you. The downside of a contracted deployment is that your units
are more susceptible to cascading morale failures and you can
get your own units tied up with each other if you aren't careful.
Out-maneuver Your Opponent
Once the armies have closed to within engagement range, things
get interesting. You can generally tell by the initiatives whether
or not your opponent is planning on engaging you. If he is, then
you have two options, let him, or attempt to make him miss. I
like the Hiruma withdrawal (usually performed with a Parade Ground
Practice card) for making someone miss an engagement. I will
sometimes do the withdrawal even if I know my opponent still
has the range to engage, just to pull him closer to my other
units and farther from his support. I also like doing the "sidestep"
maneuver with a unit my opponent thinks he has in his sights.
This requires some planning ahead to accomplish, but if you give
a unit an additional free maneuver (from the CG) you can have
a unit turn left or right, move four inches and turn back (without
making a roll, very important to note). This sudden displacement
of a unit can seriously hamper someone's attack, especially if
they were at the limit of their engagement range to begin with.
Once engagements start, I always try to use my greater unit
numbers to flank the engaged unit(s). A flanked unit loses a
great deal of it's combat power, even if it doesn't break from
being flanked. Once the unit is neutralized in this way you will
begin slaughtering it at a rapid pace (generally). Even Veteran
ashigaru can do significant damage when on the flank.
I have covered almost every stage of the battle from planning,
recruiting, deployment to engagement. Even with all that nothing
can compensate for bad dice and bad tactical card draws. Planning,
forethought, and maneuvering can, however minimize the vagaries
of luck and occasionally they will pull a victory from the grasp
of defeat.
I hope this treatise was useful and educational.
Shotokami
Hatamoto to Toturi
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