==============================
KUNITORI ZUNOU BATTLE
SKILL TRANSLATION FAQ BY DAVZZ
==============================

Copyright (c) 2012 Davzz. (Contact info at bottom of Faq)

Do not sell this Faq or edit it by removing my name from it.
Do not post it on any other website without my permission.
Do not incorporate any part of this FAQ into your own guide
without obtaining my express written permission.

Kunitori Zunou Battle (c) and related materials owned by KOEI.

This FAQ can be found at GameFAQs. If you are seeing this FAQ at
some other site, be warned that it might not be the latest version.

===================
1.A Version History
===================

2-02-2012
Version 1.0
(First version.)

=====================
1.B Table of Contents
=====================

Introduction
1.A - Version History
1.B - Table of Contents
1.C - Notes

Quick List
2.A - Trump Cards
2.B - Skills

Analysis
3.A - Trump Cards
3.B - Skills

Misc
4   - Contact Info

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1.C Notes
=========

This FAQ is meant to be a supplement to AKwan's FAQ, which contains the
gameplay mechanics. I will attempt to use the same terms as said FAQ.

You will need to be able to view Japanese in your web browser for this FAQ.

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2. QUICK LIST
=============

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2.A TRUMP CARDS
---------------

Trump cards can be used once per game and generally have effects
that can turn the tide of a game.

飯綱法 - All your units gain highest priority for movement and heal 2 Force.
大泥棒 - Steals 1/4 of current money from enemy players.
隠れ道 - Returns all of your units into the reserve.
刀狩 - Enemies unit Force - 1, your units Force + 1.
奇跡の光 - All your units heal 3 Force. Can "overheal" above maximum Force.
霧隠れ - Enemy units on areas adjacent to your units move randomly this turn.
軍学の極み - Enemy skills have a 0% activation rate this turn.
牛頭の息吹 - All units (including your own!) take 2 Force damage.
七福神 - Gain 7 turns worth of gold income.
将軍の威光 - Annuls an alliance that an enemy has made.
猛き魂 - All your units raises Class by 1.
魂冷え - All enemy units decreases Class by 1.
築城の匠 - Strengthens all of your Castles defense by 1.
天眼 - Your skills have a 100% activation rate this turn.
天魔の炎-All enemy units take 1/3 Force damage.
同盟の勅令-Force current no.1 player to ally with you.
ど根性-Doubles all your units Force on turn used. Force reduced to 1 next turn.
忍従権現 - All units are healed to maximum Force the turn after this is used.
平蜘蛛-All your units are defeated and Money = 0.
Enemies adjacent to your castles are defeated.
風林火山-Your units gain +1 Max Force and are fully healed.(Includes reserves)
豊饒の海 - Heal all your units Force to max.
山津波 - Decreases enemy Castles defense by 1/3.
雷切 - Your units Force are reduced to 1, then gain +1 to maximum Force.
落城の時 - A random ungarrisoned castle is captured and transferred to the user.
竜の毒 - All enemy units current and maximum Force -1.
輪廻凍結 - All other players actions are sealed for 1 turn.

Original:
These are the original skill description of the Trump Cards in Japanese
for my personal reference. However, if anyone would like to suggest
a better translation for the skill description using these, feel free to
e-mail me.

飯綱法 - 使用ターンに行動順最速、戦力+2
大泥棒 - 敵勢力の所持金を4分の1盗んでくる
隠れ道 - 自勢力のコマをすべて入城状態にする
刀狩 - 敵勢力のコマ-1、自勢力のコマ+1
奇跡の光 - 自勢力のコマの戦力を3回復する、上限を超える
霧隠れ - 自勢力の周囲にいる敵のコマの移動を混乱させる
軍学の極み - 使用ターンに交戦相手から特技を受けない
牛頭の息吹 - 出陣中のコマに-2の被害
七福神 - 使用時に7ヶ月分の収入を得ることができる
将軍の威光 - 同盟を解消させる
猛き魂 - 自勢力のコマを1段階クラスアップさせる
魂冷え - 敵勢力のコマを1段階クラスダウンさせる
築城の匠 - 自勢力の城の防御度+1
天眼 - 使用ターンに特技100%発動
天魔の炎 - 敵勢力のコマの戦力に3分の1の被害
同盟の勅令 - 次の評定まで1位の勢力と強制同盟
ど根性 - 使用ターンに戦力が倍、ターン終了後戦力は1に
忍従権現 - 使用ターンは行動が最も遅くなるが移動後に戦力が全回復する
平蜘蛛 - 味方全滅、所持金0となるが城の周囲にいるコマを全滅させる
風林火山 - コマの最大戦力+1、戦力を全回復
豊饒の海 - 自勢力のコマが全回復
山津波 - 敵勢力の城に対して防御度の3分の1の被害を与える
雷切 - 出陣中のコマの戦力を1にして最大戦力を1あげる
落城の時 - 居城ではない敵の城を1つ乗っ取ることができる
竜の毒 - 敵勢力のコマの戦力を-1、増強した最大戦力を-1とする
輪廻凍結 - 自勢力以外のコマを1ターン動けなくする

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2.B SKILLS
----------

Skill are special abilities randomly activated at the start of each turn.
Note: "Holder" means the unit that possesses the skill in question.

Attack:
These skills have icons with a red colour scheme.
They only work on offensive battles (i.e you move into the enemy location)

三段撃 (40%) - Double Attack.
車懸り (40%) - Double Attack.
槍衾 (40%) - Double Attack.
伏兵 (40%) - +5 total Force for current battle.
騎射 (35%) -  * 1.5 total Force for current battle.
連携(30%) - +1 total Force for each of your units in the current stack.
一騎駆(5%) - At start of battle, defeats one enemy unit.
開錠 - Automatic win against an ungarrisoned Castle.
焼討ち (30%) - At start of battle, all enemies take 1 Force damage.
大砲 (30%) - Decreases attacked Castle's defense by 1 (lasts after battle)
水攻め (25%) - Attacked Castle's defense is 0 for this battle.
殿軍 (25%) - All units except Holder take no damage from counterattack Strike.
混乱 (20%) - Defender with lowest Force is considered as 0 for this battle.
一夜城 (20%) - Take no damage from enemy's counterattack Strike.
徴収 (45%) - Gain (damage given x 5) gold.

Defense:
These skills have icons with a blue colour scheme.
They only work on defensive battles (i.e enemies move onto you)

結束 (45%) - Doubles Force during battle (received damage is not reduced!)
焙烙玉 (30%) - Double damage on counterattack strike.
落し穴 (30%) - 1 Attacker takes 2 Force Damage.
相討ち (30%) - When holder is defeated, an enemy with lowest force is defeated.
交渉術 (25%) - If you would be defeated in battle, the enemy retreats instead
狙撃 (10%) - During counterattack Strike, defeats 1 enemy.
先読み(75%) - Voids enemy's skill.
奮闘 (35%) - All damage taken reduced by 1.
影武者 (25%) - If holder is defeated, he instead enters the reserve.
普請 (20%) - When holder defends a Castle, Castle defense + 5.
偽装 (15%) - If the enemy retreats, damage to your units is not received.
空城 (15%) - Invalidates enemy's attack to a Castle.
義勇兵 (30%) - At start of battle, all units recovers 1 Force.
治療 (25%) - Recovers holder's own Force to max if defense successful.

Special:
Doesn't fit into both categories above. There's really only one skill here.

喝 - Holder heals 1 Force every turn while in Temple.

Original:
Just like Trump Cards, the original descriptions.

Attack
三段撃 (40%) - 2回連続攻撃を行う
車懸り (40%) - 2回連続攻撃を行う
槍衾 (40%) - 2回連続攻撃を行う
伏兵 (40%) - 伏兵が現れて戦力+5判定
騎射 (35%) - 戦力が1.5倍になる
連携(30%) - 同時に移動したコマ分戦力+
一騎駆(5%) - 先制で敵1人を倒せる
開錠 - 敵コマのいない城は必ず勝利
焼討ち (30%) - 先制で敵コマの戦力各-1
大砲 (30%) - 城防御度-1(戦後も有効)
水攻め (25%) - 戦闘前に城の防御度を0
殿軍 (25%) - 他の味方の反撃ダメージが0
混乱 (20%)- 敵1人を混乱させ戦力0判定
一夜城 (20%) - 退却の際ダメージを受けない
徴収 (45%) - 与えたダメージ×5の金収入

Defense
結束 (45%)- 戦力が2倍になる
焙烙玉 (30%) - 敵退却時に2倍ダメージ
落し穴 (30%) - 敵1人に先制ダメージ2
相討ち (30%) - 防御敗走時に敵1人道連れ
交渉術 (25%) - 敵に敗れそうな時、敵が退却
狙撃 (10%) - 敵1部隊を敗走状態にする
先読み(75%) - 相手の特技を無効にできる
奮闘 (35%) - 自軍の部隊が戦力1で耐える
影武者 (25%) - 防御敗走時に無傷で入城する
普請 (20%) - 城防御時、防御度+5
偽装 (15%) - 敵退却時ダメージを受けない
空城 (15%) - 敵の城への攻撃を無効にする
義勇兵 (30%) - 戦闘開始時に戦力回復+1
治療 (25%) - 防御に成功すると戦力全回復

Special
喝 - 寺社マスで戦力回復する

===========
3. ANALYSIS
===========

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3.A TRUMP CARDS
---------------

飯綱法 - All your units gain highest priority for movement and heal 2 Force.

Kenshin's TC. Normally an enemy with lower total Force can severely damage
a bigger army if they know what they're doing, but this trump can allow you to
pull off ridiculous blitz routs on heavily defended castles with no loss.
This is probably one of the best TC in the game.

大泥棒 - Steals 1/4 of current money from enemy players.

Money is nice to have but this TC is a matter of opportunity cost.
If you have this card and someone just played 七福神 feel free to screw them.

隠れ道 - Returns all of your units into the reserve.

A tactical TC. It can combo with certain TCs (although usually not optimally)
but standalone, you can use it to quickly redeploy your entire army to hit
different locations. If you are in an alliance, you can redeploy at your
ally's locations allowing a greater range of targets.

You're completely open for the 1 turn you use this though, so be sure no
enemy units are in range of your castles! You still can't move the next turn
you redeploy making this a very slow TC but at least your castles will be
defended.

刀狩 - Enemies unit Force - 1, your units Force + 1.

Small TC that chips away the enemy and boosts you a little. Because it isn't
overly powerful, you can safely use it the first time you use an opportunity
instead of kicking yourself later for missing a big chance.

奇跡の光 - All your units heal 3 Force. Can "overheal" above maximum Force.

This TC is really powerful on deck compositions focusing on a wide number
of small units. You can gain a serious early game advantage stomping around
with +3 on all your units.

It's rather rare though. There's only 2 units that have it and one of them
is a daimyo.

霧隠れ - Enemy units on areas adjacent to your units move randomly this turn.

Never particularly found a use for this.

軍学の極み - Enemy skills have a 0% activation rate this turn.

I guess if you're really paranoid about certain defense skills screwing you
over for one crucial turn but you could have lucked out anyway and not
have the enemy rolled their skills.

牛頭の息吹 - All units (including your own!) take 2 Force damage.

Hard to use on its own. You can try to make sure your units are hiding in
Temples or at least in Castles to reduce your damage before using it.
Alternatively, use another healing TC to recover while the enemy is still
reeling from the damage.

七福神 - Gain 7 turns worth of gold income.

Like I said, gold is nice to have but not THAT nice. Easy to use and I
guess you can try going on an upgrade spree to have extremely fortified
castles but I rather have another TC up my sleeve.

将軍の威光 - Annuls an alliance that an enemy has made.

Note: This apparently doesn't work in Scenario mode.

If you play this at a right time, you can really screw over 2 players because
of the rule that units that are on a now hostile territory are returned to
their base. Just swoop in and take their now poorly defended areas.

Still, if the allied players know you have it and spread their units to cover
different areas instead, you might have a problem using this.

猛き魂 - All your units raises Class by 1.

Simple to use. Raising your Class is very powerful and doesn't require
overly specific timing, so use it when you feel you can defend your units.

魂冷え - All enemy units decreases Class by 1.

Sort of the reverse of the above, this is definitely harder to use.
It's more useful in Scenario mode where the enemy sometimes start with
already promoted units.
It doesn't help that most units with this TC have terrible Cost/Force ratios.

築城の匠 - Strengthens all of your Castles defense by 1.

The best use of this TC is probably when an enemy is trying to take your
castle(s) with a very slight margin of 1.
(e.g He's trying to take a 5 defense castle with 6 Force)

You play the card, now the unit can't take the castle and instead take
counterattack damage, rendering him unable to take the castle and having
to go home.

Otherwise this provides a small income bonus and helps a little in defense
but remember that if you don't hold your castles, they won't benefit you.

天眼 - Your skills have a 100% activation rate this turn.

I guess you could put all those powerful, low chance skill in your deck
but then you have the problem of what you're going to do for the rest of
your turns after you use this card. Still, not a bad card at all if you have
a good supply of decent abilties throughout your deck.

天魔の炎 - All enemy units take 1/3 Force damage.

Nobunaga's TC. Solid TC although less ridiculous compared to some others.
This will basically screw up everyone's move order so mental calculation is
a bit of a headache. At minimum you probably want to make sure you aren't
unintentionally screwing yourself in some way though.

同盟の勅令 - Force current no.1 player to ally with you.

Note: Doesn't work in Scenario mode.

Well, I honestly don't know. You don't want to ally with the no.1 dude, you want
to team up with other players to beat them down and be the new no.1,
not reinforce their power base. Still, if you can trick whoever you just
allied with into walking into your territory and being sent to castle when the
alliance breaks, you might come up ahead.

ど根性-Doubles all your units Force on turn used. Force reduced to 1 next turn

This TC is actually used to solve some "Scenario" maps. I really don't have
to describe how doubling your force is really good, but that penalty is pretty
painful.

One way to get around this is to use it on the very last turn which you know
you will win (by hitting the victory conditions), and another way is to combo
it the next turn with other TCs like 風林火山.

忍従権現 - All units are healed to maximum Force the turn after this is used.

A risky TC, you want to try to wreck as much havoc as possible on the current
turn but make sure your units don't die or they won't get the benefit of this.

If you can pull this off, stronger than the other instant full heals but it
takes some luck and planning.

平蜘蛛 - All your units are defeated and Money = 0.
Enemies adjacent to your castles are defeated.

Really weird TC (the name is a reference to a historical event).

Has combo potential and if you're really in the situation where you are
going to get several castles taken next turn you can use this. Still, there is
a high chance of a 3rd party swooping in and taking your castles anyway.

風林火山 - Your units gain +1 Max Force and are fully healed.(Includes reserves)

Takeda's TC. This TC is great both standalone and in combos.
Gaining more max Force is icing on the cake.

豊饒の海 - Heal all your units Force to max.

Like 風林火山 but slightly weaker. Can be used for pretty much the same things.

山津波 - Decreases enemy Castles defense by 1/3.

Helps you take enemy castles, wrecks their income at the same time
(although you'll get less once you take them over, of course)

雷切 - Your units Force are reduced to 1, then gain +1 to maximum Force.

Sort of like a reverse ど根性, where the short-term effect is painful in
exchange for greater power later. Strangely enough the same TCs that combo
with the former also work with tihs one.

落城の時 - A random ungarrisoned castle is captured and transferred to the user.

Also another TC used in certain Scenarios. If you do some calculation you can
probably have a rough estimate of which castle you can take, but unless you
have units in reserve ready to drop into them next turn, it's highly likely
that the enemy will just take them away from you next turn anyway.

Still, if you're lucky, you can really swing things in your favor with this.
I prefer more consistency though.

竜の毒 - All enemy units current and maximum Force -1.

Masamune's TC. Can sort of deal huge monetary and field damage to a lot
of other players, but I don't really like it. Probably better in Scenario.

輪廻凍結 - All other players actions are sealed for 1 turn.

ZA WARUDO. It's probably not too hard to figure out all the situations where
having your opponent not being able to react at all is useful.

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3.B SKILLS
----------

Attack:
三段撃 (40%) - Double Attack
車懸り (40%) - Double Attack
槍衾 (40%) - Double Attack

Same effect, but a different skill name for each of the 3 Daimyos who have it.
Self-explanatory. Note that it is possible for the first attack to reduce an
enemy force to the point where the 2nd attack would rout them, if your
force are now greater than the enemy. A powerful, easy to use ability.

伏兵 (40%) - +5 total Force for current battle.
騎射 (35%) -  * 1.5 total Force for current battle.
連携(30%) - +1 total Force for each of your units in the current stack.

All of these skills basically help you to rout an enemy. The best use is
when you have a lower Force which allows you to move first and then
the skill pushes you over to rout the enemy.

The first skill listed is pretty much the best of the bunch with the others
being less useful. 連携 is especially weak if the enemies decide to
whittle you down with constant attacks since it relies on having a huge
army in the same location.

一騎駆(5%) - At start of battle, defeats one enemy unit.

This is probably the skill most improved by actually levelling your unit
to get the 5/10% skill bonus. If you don't have a lot of skill chance boosters
this has too low a chance of being usable.

開錠 - Automatic win against an ungarrisoned Castle.

This skill is a complete game changer if anyone has it. It turns high
Defense Castles into a liability if you don't garrison them properly, and
in this game there really isn't enough units to station one at every Castle
you have. Be very careful when your opponent has this and cheer if you
gain a card with it.

焼討ち (30%) - At start of battle, all enemies take 1 Force damage.

All-round decent ability, especially against huge groups.

大砲 (30%) - Decreases attacked Castle's defense by 1 (lasts after battle)

Can help wear down a Castle over time even if you don't take it. Of course
then the Castle will be of less worth to you with its lowered Defense...

水攻め (25%) - Attacked Castle's defense is 0 for this battle.

Anything that helps against high Defense castle is a good skill I suppose and
unlike the above skill, it doesn't permenantly reduce Defense so you'll keep
the castle at full power.

一夜城 (20%) - Take no damage from enemy's counterattack Strike.
殿軍 (25%) - All units except Holder take no damage from counterattack Strike.

If you need to whittle down high Class enemies, consider this skill.
The latter skill is significantly weaker though since the unit holding it will
eventually take from all the damage he's taking.

混乱 (20%) - Defender with lowest Force is considered as 0 for this battle.

This is really good against strategies that use a small number of units with
huge Force. If the enemy is using his Daimyo solo or with only two units in
a rout strategy then taking out 1 of them can pretty lead to their defeat.

Against 3 or more units this skill becomes a little iffy though.

徴収 (45%) - Gain damage given x 5 gold.

You probably know how I feel about gold by now. This skill has the
annoying ability of sabotaging your other abilities by triggering extremely
often so I think it's actually detrimental sometimes.

Defense:
結束 (45%) - Doubles Force during battle (received damage is not reduced!)

Takeda's unique skill that is kind of deceptive. This skill prevents you from
getting routed and... I think that's about it. It doesn't seem to actually
reduce your damage so in the end you're still taking the same damage.

Because of its high trigger rate though, you can use him as a solo garrison
unit to defend key locations.

焙烙玉 (30%) - Double damage on counterattack strike.

With Class 1 units this is strong but Class 2/3 makes this ridiculous.
You do need to use it on a huge army though since you won't get a strike in
if your army is routed!

落し穴 (30%) - 1 Attacker takes 2 Force Damage.

Probably one of the better all-round defense skills. It's absolutely brutal
against anyone trying to strike your army multiple times but even if they go
for a one strike rout someone is still going to take 2 damage.

It's common and triggers pretty often so it isn't hard to fit this into a deck

相討ち (30%) - When holder is defeated, an enemy with lowest force is defeated.

Like a weaker, defensive orientated version of 混乱. The same things I said
there apply. It's great against Solos/Duos but terrible once units goes up
into 3 or more. The best you can do that is maybe hope

交渉術 (25%) - If you would be defeated in battle, the enemy retreats instead

A stall move. Sure, you won't get defeated and lose your castle etc but the
enemy will be untouched and the situation will be pretty much unchanged
unless you have reinforcements nearby.

Still, a string of lucky triggers can really piss off the enemy.

狙撃 (10%) - During counterattack Strike, defeats 1 enemy.

Hard to use. Low skill chance and you need to not get routed.

先読み(75%) - Voids enemy's skill.

That high rate almost gurantees no other skill will trigger, whether your
own or the enemy's. If you're going just a huge Force strategy and
absolutely don't want to rely on luck you can try it.

奮闘 (35%) - All damage taken reduced by 1.
義勇兵 (30%) - At start of battle, all units recovers 1 Force.

Kind of useful early on with Class 1 units. Once someone hits the higher
Class this drops off in usefulness.

The latter is a bit more useful especially in mixed groups. If the enemy
does no damage (because he's using the wrong type) you actually do heal
1 damage.

影武者 (25%) - If holder is defeated, he instead enters the reserve.

This saves you 1 turn waiting for the unit to "revive", and also allows you to
keep its Class level. Try to combo with this because reviving a Class 1
unit doesn't really help. Also the trigger chance isn't that high which makes
triggering this a matter of luck.

普請 (20%) - When holder defends a Castle, Castle defense + 5.

Simple and effective. A well-timed trigger will leave the enemy unable to
capture the Castle even for future turns.

偽装 (15%) - If the enemy retreats, damage to your units is not received.

Low trigger chance hurts but it's an all-round defensive skill unless you
get routed. Throw it in your big stacks.

空城 (15%) - Invalidates enemy's attack to a Castle.

Another Castle defense skill. You take no damage, the enemy still does,
not much to say. If it wasn't for that trigger chance it would probably be
one of the best.

治療 (25%) - Recovers holder's own Force to max if defense successful.

If you pump the holder's max Force this can turn them into the Energizer
bunny. Still, I don't think any of its users have naturally high Cost/Force
ratios so that's easier said than done. Also once again I will note that
if you get routed, this will do absolutely nothing.

Special:
喝 - Holder heals 1 Force every turn while in Temple.

This is a really iffy skill. I can't really think of any maps where Temples
are actually placed in strategic locations that you want to defend or strike
from. Just about all the monks who has it only have average Cost/Force ratios
and you need to stack this skill because having only 1 unit heal in a temple
while the rest of the stack is badly beaten up helps very little.
Interesting concept anyway but hard to use.

===============
4. CONTACT INFO
===============

You can e-mail me at [email protected] if you have any need to
contact me. Make sure your e-mail subject is something like
"Nobunaga FAQ" or I'll probably delete it immediately
because of the massive spam I recieve.

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FAQ END
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Faq copyright (c) Davzz 2012.
Kunitori Zunou Battle (c) by KOEI.
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