Unicorn clan moving ability

By Edgegordon1, in Legend of the Five Rings: The Card Game

What is everyone's opinion on the unicorn clan ability to move into conflict? The only time I can find it useful is to bluff your opponents on the initial conflict and move characters in as needed.

Can anyone think of any more situations it would be useful?

Also do you basically just not commit them and wait until to move people in as needed?

30 minutes ago, Edgegordon1 said:

What is everyone's opinion on the unicorn clan ability to move into conflict? The only time I can find it useful is to bluff your opponents on the initial conflict and move characters in as needed.

Can anyone think of any more situations it would be useful?

Also do you basically just not commit them and wait until to move people in as needed?

Having only one character committed at the beginning of a Conflict is very useful. Your opponent has to decide if you'll move in as needed, let that conflict go as a loss, etc.

As for other situations having a lot of move-in options is useful: There's a decent amount of cards in the core set that send opponent's characters home from a conflict. Almost none of them also bow the character, so the Unicorn can just laugh at send-home cards (like Rout, Kakita Kaezin, Outiwt, etc).

Oh, and you can always move in a bowed character near the end of a conflict if losing the 1 honor for not defending is a problem.

Much like Togashi Gao Shan just said, I feel as though being able to hold back on most of your units gives you a significant edge in making your conflicts more efficient. By swinging in with one guy and having mobile cavalry in reserves, you force your opponent to guess at how much you will commit, rather than act with the more perfect knowledge all other clans give. If your opponent overcommits, simply leave it at your one character and throw the conflict so your opponent has to bow out most of their defenders. Then, you can swing in with the rest of your forces next conflict, possibly after switching the conflict type via Captive Audience. Alternately, if your opponent fails to commit enough, you can swing in with the rest of your guys and start the Conflict Phase actions with a skill advantage.