Hrrm.
So as I understand it, it's down to this: Basically, barring a peer specced to ruin our day with a SUPER BANG ATTACK, chances are the main way things go wrong is that the enemy rolls us with Aces that we can't actually fight, in which case our choices kind of don't matter that much.
Now, the thing these Cloud dudes are known for is mobility, but we can match that mobility, I think?
There IS a concern about if we go defensive they can go 'on to the next point boys!' and bail out and hit elsewhere. Thing is, didn't we leave our Xan Wu behind to gaurd another villiage? Given that we went THAT route then, I think we should double-down on that, and plant ourself here, and if they try running on to the next location aka where our turtleboi is waiting? They run into ANOTHER stall and lose even more time. Especially if they're 'bailing' by basically bypassing this base we're at to dive deeper into our territory and hoping they can dodge us again on the way out. Which uhh, if we have the mobility to catch them we will utterly ruin their day courtesy of having to fight Ling Qi with reduced Qi reserves and whatever injuries they got in diving deeper.
But that only works if I understand the directions and moves on the map properly.
The difference is between do we feel capable of blitzing them hard enough to win the fight without them being able to get away before being taken out, either literally or morale wise, or do we feel capable of assaulting anyone that tries to get away or attack the village long enough for our allies to wheel around and join us for the big push.
The fail state of blitzing isn't getting taken out if we are going to get jumped then we are and there's nothing we can do about it. The concern is the barbarians bogging us down enough to be able either accomplish their objective here, scatter and regroup elsewhere, or being ganged upon by the various greens in attendance. This isn't accounting for the a really bad scenario of the other noble green getting shit on hard enough by the barbarians he's engaged with to be taken out of the fight entirely leaving us down a green and them up one.
If we go "defensive" we will be attacking them from as many angles as possible to keep them from getting away, and anyone that does is hopefully someone we know can be more easily handled by the other garrisons. Letting a red through to stop a yellow is definitely worth it, because Reds are something the regular militia is designed and trained to handle.
So a few things here, in order raised:
- Siegebreaker is something that we can reasonably guess requires a lengthy ritual setup, and the result doesn't have to be physical; a spiritual A rank battlefield nightmare mode will fuck us up right along with the rest of the forces here. Denying the possibility of that has value.
- If we're playing defensively and prioritizing soldiers and civillians, it is much harder for multiple strong opponents to gang up on an out-of-position LQ. Granted if there's suddenly a lot of high level greens present the situation is fucked, but the whole point is that it won't be that much more fucked if we're on the offense. The reason for that is:
- LQ is extremely mobile and even more slippery; keeping us busy with distracting fights just isn't something that can happen below actual-peer level (and not trash appraisals). Especially since the aim of drive is to break their force by dealing as much damage as possible and not let them regroup and adapt. A scenario that boils down to "but what if we fail every objective of option X" isn't a valid argument.
- Our ability to control a force as highly mobile as barbarian raiders from a defensive standpoint is decidedly limited; we can prevent them from doing much within our (admittedly large) range, but splitting their forces in multiple directions and playing keep-away is definitely a tactic they could adapt to deal with us only being able to hold one position at a time, which is at best this single village when there's another nearby (possibly already under attack) and the one further south with Xiulan and Zhengui.
We're not gonna be doing nothing, we are explicitly going to be attacking them the entire time just pushing enough prevent them from scattering which the other option explicitly attempts to do. If there is "suddenly a lot of high level greens present" we are fucked either way, there is nothing to be done in either scenario except run with whatever we can bring with us. We would be way more fucked should this theoretical scenario happen on the offensive because we aren't protecting anyone and failing our object of keeping the villages safe even harder.
We are not familiar with what Barbarian Greens are like, all we know is that they have flying spirit horses and one could pretty easily infer that something like a Green Spirit Horse is gonna be fast. As fast as Ling Qi? Maybe not, but definitely fast enough to be problematic in the same way that Zhengui's armor is problematic for anyone trying to hurt him. Distracting fights don't need to be things like letting a green go, it can be two greens rotating in and out each firing one attack at Shen Hu or the other noble while the other fights us for a round. Rinse and Repeat. Maybe we don't get caught in that and can Hammer and Anvil them with Shen Hu, may be we can't. I'd rather be certain of keeping the collateral damage as low as possible because our forces are spread thin and Ling Qi can only attack so many people at once.
Our ability to control a force as highly mobiled as the barbarians raiders is decidedly limited, period. Attempting to scatter them versus keeping them bottled is a difference of opening up the battlefield or containing it. Either way we're going to find out who has the faster draw time here. Scattering them or them escaping containment has the same bad effect, they get to attack another village. Maybe they don't because they were beat up by Ling Qi, which hopefully happens in either scenario but I'd rather go for the more guarenteed boardwipe via Three Imperial Greens vs. Barbarians than trying to morale break them.