Speculation on Clans' Playstyles

By Eu8L1ch, in Legend of the Five Rings: The Card Game

42 minutes ago, shosuko said:

I'm super excited for Unicorn. After finally playing the game I realize Way of the Unicorn is actually VERY strong for closing out a game as you can take first conflict when its time to go for the stronghold giving you full resources for that 1 conflict.

I want to see Scorpion, always wanted to play in that sandbox if I could afford it.

1 hour ago, shosuko said:

I'm super excited for Unicorn. After finally playing the game I realize Way of the Unicorn is actually VERY strong for closing out a game as you can take first conflict when its time to go for the stronghold giving you full resources for that 1 conflict.

This is exactly what sold me on it when it was previewed. It's not for dropping randomly over the course of the game, it's for seizing the initiative at key points.

Final push for the stronghold is a great example, but it also means you have more chances to pass first and nab extra fate, or to go straight for the rings with fate on them.

1 hour ago, RandomJC said:

My opponent is never close in honor, when playing my opponent usually goes for a 3-5 on the first flip, and maybe 3 range from then on to keep from dishonoring out to my one. Times they will drop, but they really need the cards more often than I feel I need the cards, so rarely do I see super conservative bids against me. (Even in the one Lion mirror I played, they kept bidding high)

In my opinion, Lion clan is a good clan to have of just playing off the characters themselves, with some awesome cool tricks in hand. In my play bodies on the field play better than cards in hand. well, most the time. Crane tends to over run me a bit, and is kind of my deck's weakness, but I'm currently trying to tweak to improve my honor game.

Really, I'm playing Lion trying to honor out, with a secondary in military might. Defend just enough that they don't break provinces, I don't mind losing the favor or the ring, 9 times out of 10. I can still swing at a mil conflict, and my biggest misses have only happened when I swing mil, and the conflict type is flipped. I'm working on tuning my deck for more honor gain at the moment.

And I love Honor General, and no one can tell me he isn't good, between honored and everyone gets mil, he's just a great card for Lion.

Ah, this makes more sense. You are playing in an atypical manner because you are shooting for an honour win. With the objective of breaking provinces, the same as your opponent, bidding the way you have makes little sense. In that context, I would expect the Lion player to bid in a way that keeps him/her ahead in honour just enough to close the card advantage gap, while having the deck pressure in the optimal manner.

How does Crane do in military conflicts against you?

2 minutes ago, Anemura said:

Ah, this makes more sense. You are playing in an atypical manner because you are shooting for an honour win. With the objective of breaking provinces, the same as your opponent, bidding the way you have makes little sense. In that context, I would expect the Lion player to bid in a way that keeps him/her ahead in honour just enough to close the card advantage gap, while having the deck pressure in the optimal manner.

How does Crane do in military conflicts against you?

Yeah, I realized I hadn't made it clear, so yeah...sorry. Still think Lion is going to bid below 3 more often than above.

Military, Crane doesn't stand a chance, as long as you don't over commit on a mil attack you shouldn't have a problem with defending against a Crane mil attack. The real problem with Crane is they are a beast on Pol, and Lion is not the best. (Understatement) I haven't had a chance to run lion against Dragon yet, and did ok against Crab, but trying to honor run against crab was easier, since I could pretty much hold my own to just not die against mil attacks.

In the TTS play I have seen, Lion is a legit threat to win by honor, and bids 1 very, very often. Bidding 5 on the first turn is quite risky. Because many of the more powerful effects cost a fate, having twice as many cards in hand does not usually translate to having twice as many play options. It can pay off, but even if you end up ahead by a province, a Lion or Crane deck will not really be at a disadvantage because they will have progressed just as much or more towards an honor victory.

On 23/07/2017 at 9:10 PM, Kuni Katsuyoshi said:

Well, the Bronies are one of THE military clans. As such, I don't think you'll get your wish in this case. ?

Katsuyoshi-san, as ever your lore mastery is impeccable :) I fear, however, that the lore may be changing under our feet to reflect the new mechanics.

Old5R had a complex battle system with lots of design space for different military play styles. Its political system, on the other hand, was much less developed and had less design space. As far as I know there wasn't even a "political victory" condition: political actions could help with honour, dishonour or military victories but they couldn't win alone.

I think this is why Old5R had almost half its clans flavoured as THE military clan, but only had two clans flavoured as political, and even then made sure to give them other things to do. In architecture they say that "form follows function"; in this case we have something similar, with flavour being written to follow mechanics.

On the other hand, New5R has much less design space for military cards and much more for political ones. There's even a political victory condition now, which is separate from the honour and dishonour victory conditions. If flavour follows mechanics this time, as it has in the past, we should expect to see as much emphasis placed on politics as military. The alternative is that the "military" clans all look too similar to one another, which is something to be avoided.

The reason why I think the Unicorn will be the ones to shift, is that so far their revealed cards have mostly been usable in both political and military conflicts. Breakthrough and Way of the Unicorn are good examples. There's plenty of interesting design space for political cards which use traditional Unicorn tropes like mobility and initiative, and it would be a shame to see it go unused.

1 hour ago, Kitsu Seinosuke said:

Katsuyoshi-san, as ever your lore mastery is impeccable :) I fear, however, that the lore may be changing under our feet to reflect the new mechanics.

Old5R had a complex battle system with lots of design space for different military play styles. Its political system, on the other hand, was much less developed and had less design space. As far as I know there wasn't even a "political victory" condition: political actions could help with honour, dishonour or military victories but they couldn't win alone.

I think this is why Old5R had almost half its clans flavoured as THE military clan, but only had two clans flavoured as political, and even then made sure to give them other things to do. In architecture they say that "form follows function"; in this case we have something similar, with flavour being written to follow mechanics.

On the other hand, New5R has much less design space for military cards and much more for political ones. There's even a political victory condition now, which is separate from the honour and dishonour victory conditions. If flavour follows mechanics this time, as it has in the past, we should expect to see as much emphasis placed on politics as military. The alternative is that the "military" clans all look too similar to one another, which is something to be avoided.

The reason why I think the Unicorn will be the ones to shift, is that so far their revealed cards have mostly been usable in both political and military conflicts. Breakthrough and Way of the Unicorn are good examples. There's plenty of interesting design space for political cards which use traditional Unicorn tropes like mobility and initiative, and it would be a shame to see it go unused.

I won't lose any sleep if they change the Unicorn's place a bit in the setting.?

As a matter of fact, the Bronies had little to do at this point in the old timeline. So a little change could be beneficial

Of course, the cavalry thing is pure military, so I haven't figured how they are going to make that more 'political '.

We'll find out.?

7 hours ago, Kitsu Seinosuke said:

Katsuyoshi-san, as ever your lore mastery is impeccable :) I fear, however, that the lore may be changing under our feet to reflect the new mechanics.

The alternative is that the "military" clans all look too similar to one another, which is something to be avoided.

The reason why I think the Unicorn will be the ones to shift, is that so far their revealed cards have mostly been usable in both political and military conflicts. Breakthrough and Way of the Unicorn are good examples. There's plenty of interesting design space for political cards which use traditional Unicorn tropes like mobility and initiative, and it would be a shame to see it go unused.

I don't think there will be another clan as focused on military as Lion are designed to be.

I expect the Unicorn to swarm (L5Rlive) almost as well as the Lion while hitting a bit harder in politics by comparison. Primarily though, they will be recognized as a "military clan". Almost as fast and aggressive as the Lion, but not the same. Relying on mobility and tempo changes than military skill bonuses.

Much in the same way that Crab and Lion military seems different, I think Unicorn military will be different from them both. Sort of a middle ground between them.

10 hours ago, Kuni Katsuyoshi said:

Of course, the cavalry thing is pure military, so I haven't figured how they are going to make that more 'political '.

We'll find out.?

Polo Matches. I can see it now...

"Talented Polo Player" - (Cost: 4 Fate) 2 Mil, 4 Pol, 3 Glory. Polo Player. Pride. Ability: During a political conflict this character is participating in, choose an opponent's character who is not a polo player. Your opponent must choose to either bow that character or dishonor them.

15 minutes ago, Zesu Shadaban said:

Polo Matches. I can see it now...

"Talented Polo Player" - (Cost: 4 Fate) 2 Mil, 4 Pol, 3 Glory. Polo Player. Pride. Ability: During a political conflict this character is participating in, choose an opponent's character who is not a polo player. Your opponent must choose to either bow that character or dishonor them.

You missed the flavor text: Never bring a cricket bat to a polo match...