There seems to be a lot of talk about the new game and a lot of hype and buzz and I'm totally in favor of this but someone has to wonder; Why is this game not nearly as Tactical?
Now I'm bias in favor of tactical gameplay mostly because I started this game as a Lion player before I found the Truth of Fudo, but there's an interesting discussion to be had in the tactics vs. abstraction of interactions. In Old L5R you would swing at one or two provinces, and interact directly with your opponents pieces, bowing, killing and sending them home, force pumps and force jabs. Everyone remembers cards like "Cost of Pride", "Justly Earned Victory", "Countermove", "Unshakable", and more. Cards that felt like tactical actions, actions that would be taken on a battlefield, not just in their titles but in the effects they had on the table. "Fallen in Battle", "I Can Swim", "Admit Defeat", if anything it feels like the most interesting and dynamic cards are those taken during political fights where the courtly discussions and dissenting opinions are formed in a sort of nebulous abstraction of effects. But the military conflict doesn't feel like moving pieces on a board anymore. No more will we send Akodo Hachigoro by himself to one province, and an Army of Lions at the next. Only to force them to put all in at one and forgo the other. Do I defend against Matsu Kasei? I know he has a Final Duty in hand. What about my other province? No more, "I declare an Attack and assign no infantry"
This has been my dissent with LCG's in Fantasy Flight for a while, the only game that actually felt like it had any tactical involvement at all was Conquest, and while I have never played I know that the tournament scene was very unhealthy. Most tournaments being controlled by Dark Elves and Elves. But that game FELT tactical, like you were moving pieces, you were contending and fighting on your terms. Moving your Warlord, and defeating armies. No killing, and no ranged attacks. Was this not our gripe with the game when Ivory first came out? That the game had been defanged? Like we were playing with Socker Boppers, there was no impact. While that's not a bad thing at all, this is not why most people enjoyed playing Legend of the Five Rings. It reminded them of Go, an intensely tactical game about movement, placement, and investment in action priority.
I worry because abstract games like Game of Thrones 2.0 is also very abstract in the method of execution. But that game is so blunt in its execution, players used to try and bluff certain cards but now the best answer is to simply play as intended and if they have it... well, they have it. And So It Goes. It's a game about taxation of numbers, draining your opponents resources, denying him the ability to strike back at you, and I think this is why going first is going to be so devastating in favor of military decks.
Now I'm no expert of either game and I don't speak from a position of authority, when Game of Thrones first came out we swung into our opponents with just enough that they couldn't stop us even if they blocked with everyone, now we swing with 6 military just to see if they'll block at all. It's all about taxation of resources, which might end up to be far more interactive. No more honor solitaire, no more Temple of Purity. Maybe that's better for the game.
In the end I'm just not sure. All I know is I feel like Tactical Battle Actions, Tacticians, and the feeling of being in a tactically advantageous position might have gone away. And I'm still unsure if that's a good thing or not.