7 hours ago, Anemura said:
Can you elaborate? Of the 13 games I have seen online, only 1 was an honour victory.
Traditionally, Crane and Phoenix were the clans most associated with honour victories, so I'm quite curious if winning the game in this fashion is viable.
It's very interesting to see the different interpretations concerning cards, playstyles, etc occurring right now.
From my personal experience of a couple dozen games I'm seeing (dis)honor victories about 25-33% of the time. I tend to play quite moderately and try to be as opportunistic as possible with attacks and defenses. When playing against hyper aggressive opponents it's very common to win or lose the game with them at 1-4 honor to begin the final turn. We see some good examples of opportunistic play in the first game when I'm Crane (which is probably my best Clan right now) followed up by some terrible examples when I'm Dragon late in the game!
Honor is all about control, people view it as a suboptimal wincon because it has a low net victory rate right now - I think that's a fallacy. It's not meant as a primary wincon, the devs have said that (first L5RLive). What honor does is dictate how your opponent plays the game. Unless they get a 2-0 blowout province advantage in the first turn they need to adjust their bids and tactics to a slower game.
For example, I've seen this pretty commonly in dishonor wins:
Turn 1 bids: Opponent 4, Honor Crane 1. Crane gains 3 honor, opponent loses 3 taking most Clans down to 8.
Turn 1 conflicts: Crane gets fire or air OR both - if honor stolen via air and dishonor placed upon fateless opponent this places the opponent down to 7, 6 if you got both
Turn 1 end of turn: 2-1 province advantage to aggressor
Turn 2 bids: Opponent 2-3, Honor Crane 1. Opponent down to 6, 5 or 4 depending on events of turn 1 (best I've done is 3 here due to a turn 1 Asami, technically you could win with dishonor on turn 1, though that's highly unlikely and would almost require help from your opponent)
Turns 2-3: Those last 4-5 honor are not easy to take, for sure. From here it's all about survival for Crane and slowly whittling away the opponent. A couple games have ended on turn 2 either with a dishonor win for me or a military victory for the opponent. Oftentimes the opponent will bid low, even 1 at the start of turn 2 and start altering their playstyle. If you can survive past turn 2-3 then you'll likely win - and in those turns survival should be your only goal.
Let's say it's turn 2 still and they're at 5 honor to your 18. We start to see the controlling effects of (dis)honor victory :
1) Your opponent needs to decide if they bid high one last time for the all-in hurrah or needs to start bidding low. Either way you've directly influenced/controlled their bid (generally into the second option)
3) Every Duel becomes a Sophie's choice, doubly important if you can position Kaezin or a Duelist's Trained character onto that 3rd province before it breaks - They have to decide if they break the province (most decide choose this option) and lose 1-3 more honor or let you win the duel and lose tempo.
4) For Shame! becomes huge. Dishonor loses them stats AND an honor at the end of the turn. Bowing takes them out of the fight completely (unless they're Ready For Battle)
5) Spies at Court becomes gold, as does the Earth Ring. As the Crane player you now want to bleed their options and make it so they can't draw cards without losing
6) The fight for Air ring, and to a lesser extent Fire become the game. Period. No longer can your opponent choose to Void your Hotaru, they're at 4 honor.
7) Your opponent knows they're on a clock and has to punch through before you bleed them dry either by honor vamping with Air Ring and Asami or the province victory (as every decent deck needs to be able to threaten a province victory. That becomes much easier if they have no options to bolster their defense).
8) Crane bow tech becomes absolutely brutal due to limited resources in hand and the innate loss of tempo.
Now, that was a bit of a long write-up and the honor side is the opposite - see Croy's post for that info. Of course this is a hypothetical and every game plays out differently, but the point being if someone is bidding high you either make them win very fast or you prolong the game and bleed them out of honor or provinces. I'm sitting at about 67% win rate in the scenario outlined above - there ARE times where I lose turn 3 because of it, and I'm fine with that.
The worst thing to do when going for an honor or dishonor victory though is losing focus. A single high bid can cost you the game, as the last honor is the hardest to take or gain - this isn't to say you should never bid higher than 1, but you better have a dang good reason for doing so when you have an opponent locked down like that.
Edited by Reiga