Talk:Sengoku Amahara: Strategic Rules

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Game Type

Competitive

Cooperative

Faction Types

Major Clan

You are a large and already prestigious clan, already at a considerable advantage. Unfortunately this also puts you up against many existing enemies, and subjects you to numerous commitments and problems.

Clan

You are not quite a major clan, but still prestigious and well armed. If there's ever a time to raise your position to among the first rank of powers, this has to be it.

Major Shrine

You are one of the most important Shinto Shrines in Amahara. You may even be part of those who decide the apostle, the lands nominal ruler. The Shogunate however has restricted your power for many generations, rendering the apostle a mere figurehead. Now in this time of disorder you have a chance to restore Amahara to the true path.

Bonuses to Shrine Maiden recruitment.

Major Temple

You are one of the largest Buddhist organizations in Amahara, with numerous monks and other adherents under your banner. You and your fellows are well placed to see the excesses and hardships dealt by the great clans and Samurai, but will you seek to reform or overthrow them?

Bonuses to Warrior Monk/Warrior Nun recruitment

Pirate Clan

The outer world offers many riches to those who know how to get them. Even more so in times of disorder at home like this. As a pirate clan, you intend to make those riches yours. If riches can be found at home also... well that's so much the better.

Bonuses to naval construction.

General Victory Conditions

General Victory conditions are the general conditions of victory in the game, and give the highest 'score' towards victory when order is restored.

Shogunate

What Clan could do other than dream of becoming the Shogun?

Empire

Some Clans despair of the rule of the Apostle, even if the Apostle rules only in name, and wish to impose a solution rather like that of the middle kingdom, an emperor.

Conquest

Even if you cannot become Shogun, there is much glory to be found in conquering areas of the outer world that lie close by.

Restoration

The Apostle does not truly rule Amahara, but she might, were some powerful clan, or more likely, some powerful Shrine to restore her power. This is the victory condition for Shrines.

Dominance

Becoming the most powerful group in the land, the richest, and living most in the hearts of its people is not an uncommon ambition. This is the most common Victory condition for Temples and pirates.

Ming Fleet

The outer world is vast, and it is rich. Even if home shores become unfriendly, there is are places out there in the warm sun.

Specific Victory Conditions

Each group may also have several specific victory conditions based on their back-story. Examples include retrieve the sword of your clan founder long ago lost in the demon world, defeating a specific enemy clan, or conquering specific provinces.

Clan ability

Special Abilities

Maybe 2 of, or one free, rest paid for out of points

Associated with a Shrine
You have a great Shrine under your control and recieve bonuses to recruiting Shrine Maidens

Ninja!
You're a ninja clan made good, or have one as your creatures. Recruit ninjas easier

People's War
Ashigaru maybe kept as a standing force in peace time.

Competitive Game Clans

Clan Leader

Heroes

Cooperative Game Clans

Building your Character

Weapon Upgrades

Superior Weapons
Maybe taken more than once

Your troops have weapons of the finest quality, better at penetrating armour and better balanced for fighting.

Heavy Weapons

Heavy weapons are specially built and treated to better pierce armour and defeat heavy units such as cavalry, stone skinned martial artists or demonic creatures. Unfortunately they're slow and tend to lose initiative to lighter stuff.

Light Weapons

The opposite of heavy weapons, Light weapons tend to bounce off heavy armour but quickly triumph in contests of speed.

Lengthened Weapon
No Cost
May not be purchased for Katana

Your units weapons are particularly long, excellent for attacking cavalry and fighting in ranks, they are somewhat unwieldy in other kinds of combat.

Additional Sword
May not be taken by Ashigaru or units with Katanas

The soldiers of the unit carries a Katana (or equivalent sword) as well as its normal weapon, giving them a strong bonus vs. other enemy infantry.

Armour Upgrades

Better Armour
Maybe taken more than once.

Your troops wear improved armour, perhaps created from imported material or simply imported completely.

Heavy Armour
Your troops wear special heavy armour. It reduces their ability to move and tires them out, but offers unparallel protection.

Barrier Shields
Your troops have giant free standing shields for protection. Excellent against missiles, less excellent if you want to reposition.

Training

Ashigaru may have one level of training, other units may have two. Each training costs 5 currency. Training maybe taken twice to be especially good, but this diminishes returns, especially for Combat Training.

Combat Training

Your troops are generally better at fighting in a non-specific way.

Improved Drill
Slot Free

Your troops are better trained in retaining their ranks on the move, this is especially useful for spear units as it makes them much more mobile.

Charge Training

Your troops are better at charging and attacking

Defence Training

Your troops are better at defending and standing

March Training

Your troops are better at moving, both tactically and strategically

Stealth training

Your troops are stealthy, and possibly trained by ninjas.

Siege Training

Your troops are good at overcoming castles and protecting themselves with ditches and temporary forts.

Loyalty

Costs 5 currency for first level loyalty and 10 currency for second level loyalty.

Loyal troops won't run, and likely won't stab you in the back either. This is always useful.

Chi Arts

While not as powerful as the Chi arts used by heroes, unit Chi arts never the less give them abilities far beyond those enjoyed by normal soldiers. It costs 5 currency to access Chi Arts and an additional 5 currency to buy each chi art. No unit may have more than 5 Chi Arts.

Martial Arts
The non-specialized chi art, Martial Arts reflects your units pure chi powered badassary.
Terrify
One common Chi technique is to inflict terror on the enemy, making all but the most loyal and stalwart types run away. Very effective on foreigners and mercenaries.
Inspire
The opposite of Terrify, inspire causes friendly units morale and fighting ability to increase.
Healing
Allows the chi user to heal nearby units, or even bring the recently dead back to life.
Super Jump
Super Jump allows rapid movement around the field, often from tree to tree.
Illusions
This allows for the creation of unit level illusions, misdirecting the enemy and leading them into ambushes
Stone Skin
Increases a units protection at the cost of slowing it down.
Wind Sense
Allows the Unit to detect ambushes, illusions and the like.
Fire Attack
Increases the units attack power, including allowing them to create small scale chi blasts.
Water Evasion
Increases the units dodge. While not as protective as stone skin it does not slow your soldiers down.
Void Heart
May not be taken unless at 4 other Chi arts are purchased.
The ultimate form of Chi Art available to Units, a unit with void heart becomes almost unstoppably effective in combat, quick, fearless and unaffected by loss, they respond instantly to commands and seem able to read the enemies intent.

Non-combat units

Ninjas
Batch Size 100

Ninjas are widely employed by everyone in their struggle to become Shogun, for everything from scouting and spying to outright assassination. Ninjas can be employed on the field of battle but it's usually not worth the cost. However they excel at espionage and covert warfare.

Ninjas maybe upgraded with chi arts.

Police
Batch Size 200

Police enforce order without tying down valuable combat troops and may fight ninjas and other insurgent types.

Spies
Batch Size 200

Non-combatant spies. Unlike ninjas they can't really fight, but they're pretty good at finding information.