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===Tactics=== The Crane's primary battlefield lies at court. This is partly because that is where their duty and expertise lie, and partly because their lands (located within Imperial territory) are so peaceful (because of said Imperial authority) that they can afford to ease up on security. Unless you're the Daidoji, that is. In court, Doji diplomats trade favors to create intricate webs of allies and debts, which is occasionally supported by their trump card of petitioning the Emperor. They're not just passively stacking their deck, however; Crane courtiers are also experts in manipulating the sentiments and attitudes of a court according to the rules they wrote. They entrap and frustrate their rivals with etiquette and protocol to get them so steamed up that they'll either yield or make a mistake which costs them reputation, and know the best way to phrase and present their own positions to appear the most sympathetic and honorable to everyone else. As mentioned, not everyone actually buys this, but nobody can actually call them out on it unless they're prepared to step into their ring or drag them into a different one altogether. And in the event that someone they're pressuring gets pissed off to the point that a duel seems likely, that's where Kakita duelists come in to defend their charges. If the Crane can't win their argument with words, they'll provoke you into a contest with Kakita steel. On the battlefield, the common stereotype goes that if the Cranes can't win by killing the enemy commander in a duel, they lose and then complain to the Emperor to get their territory back later. But while that's partly accurate, Cranes do still have unique military tactics that play to their strengths. Should diplomacy fail, Cranes generally delay their enemies with Daidoji sabotage and guerrilla warfare, slowing them down to either perform a decapitation strike or buy time for the armies of their allies to aid them. Their troops may not be numerous, but they tend to be adaptable, well-trained and coordinated, and a melee confrontation with them is a daunting prospect for most opponents given their level of skill. The highest expression of their ethos is the Kenshinzen: [[Mary Sue|the best of the best of the best]] of their duelists, whose job is to hunt down enemy commanders, best them in a duel, then move on to the next command figure, aiming to shatter enemy leadership and communication with just a few well-placed strikes.
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