Today we are going to discuss kendo team, overall and individual tactics and strategy. Team shiais differ completely comparing to individual ones and never should be treated lightly, since each ippon [point] may turn the scale not only for a particular kenshi but for the whole team.
There are five players total (migh be subject to three) within a standard kendo team competition. Rules as well as the number of team players may differ on case by case basis conditioned upon particular championship though. Each position has got its own name and definition in order of shiaijo entry:
先鋒 — Senpo. The first position in a kendo team, the vanguard who sets the tone of the match to come.
次鋒 — Jiho. The second player in a team to enter a match. The jiho expands the lead taken by the Senpo, or attempts to regain the initiative in the match.
中堅 — Chuken. The middle position within a team. Used to hold the line against defeat or solidify a victory. Jodan and Nito players are often placed in this position to give an opportunity for the Fukusho or the Taisho to retake a match.
副将 — Fukusho. The vice general or assistant captain. The second in command and second to last kendo player in the team competition. The fukusho encourages fighting spirit of his team mates and captain in victory or defeat. In victory, to hold it. In defeat, to lose well. Both are important.
大将 — Taisho. The team captain or general. Usually the strongest member of the team, and must possess strong kigurai [気位]. In victory and defeat, the taisho completes the fight by displaying a strong fighting spirit and indomitable will.
CONCERNING TEAM TACTICS AND STRATEGYYou suppose you can gather top five kendo players and win any team match anytime. Nah. Wrong. Each position requires totally different skill and mental state. So if you are willing to win a team match, it is better choose and place the proper person to the right position. Another factor is human relations. General team performance tends to outreach providing good mutual trust. In term of overall strategy the best one is to win, yet it may not be realistic scenario every time. Consequently, each subsequent team member shan't loose any point at least and shall make it to hikiwake (draw) to make sure the next one or two players won't have to over-score two points.
An outcome of a team mach in kendo can be decided differently depending on particular situation. The initial count is always based on the number of wins, if there are 3 wins of five matches the team is triumphant. However, it is quite usual to face a situation each team holds two wins, two loses and one draw (e.g. 1:R2xW0; 2:R2xW1; 3:R1xW1; 4R0xW1; 5R1xW2). What to do then? First the total number of points is tallied up and compared. With respect to the example above the red team scored total of six points versus five by the white team, therefore the red team is victorious. In the event the total of points is equal by each team, the fate of the match is to be decided by a duel of the most talented designated team members (usually taisho) with the score of one point.
Concerning suitable characteristics of each position starting from senpo and ending with taisho.Senpo is cheerful and gives power and good momentous for team players matching afterwards. Both red and white senpo players should be full of spirit and fight vibrantly. Even if one player got ippon, he should never draw back psychologically. Same applies to the loosing side, who shall never be afraid of loss and keep on striking to get ippon back. In terms of giving a positive momentous, one win is the common gift for next players. From that viewpoint, a player who scores the match is deemed completed his requested job.
Next player is Jiho. With respect to Jiho this role differs from the one of senpo, since team score already started to shift either good or bad way. If it flows onward positive direction, Jiho should follow that current and carry on; that is a must. However, in case of further developments of negative manner, jiho ought to change the flow of the match to his satisfaction, or at least make it a draw theretofore the baton is passed to the next player.
If you hold a jiho position, despite were sempo triumphant or not, you should relax and cope with opponent movement in a proper manner to control the match. If the situation allows you should increase dominating over a distance.
Chuken is the person in the midst of a team battle, after jiho and before fukusho. Depending on the result of previous duels the team might expect chuken to be flexible, but also stable. In the event team score leaves much to be desired chucken ought to push back his opponent and reverse the situation. The worst yet possible scenario is to make it a draw, but in this case the vise captain and the captain will have to toil over. And if the team leads, chucken is expected to keep the momentous or at least tie the score.
So, players have to figure up tendency of the match and it proves to be difficult. Sometimes, very strong players hold in chuken position making it even more difficult to fight back. Anyway facing such an opponent you should approach his territory even if it risky in order to foresee and catch up as many mistakes of a stronger opponent as you can. What is absolutely crucial, try not to miss this kind of opportunity to strike although it might prove toey. Chuken is not easy position at all as it may seem at first glance.
Fukusho can be the most difficult position in some cases with respect to overall score. Player holding this position has to tally the score and lead duly expected. Compared to chuken, fukusho is one to the last, and nearly as strong as the captain. So, it tends to be either win-win, win-lose or lose situation. In the event of win-lose situation the vice captain must catch up and make it reverse. As for win-win same for lose situation fukusho ought to save face of his team and do his best to score the match.
A wise fukusho player always tallies up, perceives and chooses right tactics conditioned upon particular situation. This position is quite power consuming and challenging.
Taisho is the last one to take up arms, thus captain persons tend to be the strongest among team mates. Sometimes, unfortunately, the match is not in favour of a team and the outcome is already predetermined before taisho steps into the shiajo. In such a case, this is easy; a captain might fight as he see fit with prejudice to save team's face though.
Different story when the winner side has not been not decided yet, resulting in taisho's match to become the most tough battle among previous ones. In this case each captain shall combine all the strength to reserve the situation in one's favour. If there is a little difference in the overall score (usually ends with one point lag) the one taisho who drops behind shall sweat over scoring maximum number of points. Sometimes even such effort is not enough and a match between team designees will be nominated.
In order to avoid such a situation you as a taisho should always remember that your team relies on you and maintain the fighting spirit through the whole match as if your victory is inevitable.