Sengoku Rance Factions: Clan Tier List & Conquest Rankings - Systems

Sengoku Rance Factions: Clan Tier List & Conquest Rankings

A breakdown of every Sengoku Rance faction and clan, covering territory, key leaders, and which factions are easiest to conquer first.

2026-09-26
Sengoku Rance Wiki Team
Quick Guide
  • Sengoku Rance factions split JAPAN into more than a dozen clans competing for territory.
  • Oda Clan is the player faction, starting with the smallest domain in the center of the map.
  • Neighbor difficulty matters more than clan size when planning early conquests.
  • Ashikaga and Hara are the most common first targets due to weak armies.
  • Takeda, Uesugi, and Houjou field elite units and should be saved for mid-game wars.

Sengoku Rance Factions Overview

In Sengoku Rance, the world of JAPAN is divided among rival factions, each controlling a set of provinces on the strategic map. At the start of the game, most of these factions begin at war or neutrality with one another, and the player commands the Oda Clan from a small central foothold. Understanding how each faction is positioned, how many provinces it holds, and which commanders lead its armies is the foundation of every successful campaign.

The full roster of factions includes the Oda, Uesugi, Ashikaga, Hara, Iga, Tokugawa, Takeda, Tanegashima, Houjou, Tenshiism, Mouri, Miko Institute, Shimazu, Imagawa, Akashi, Azai-Asakura, Dokuganryu, and Takuga clans. Each one occupies a distinct region, from the western shores held by Shimazu to the eastern strongholds of the Houjou.

Know the Map First

Before declaring any war, open the territory overview and study which factions border you directly. Only adjacent factions can be attacked without crossing neutral land, so your first few conquests are dictated by geography, not preference.

Major Factions Comparison

The table below summarizes the largest and most influential factions, their home regions, and their starting territories according to the AliceSoft Wiki clan listing.

FactionRegionStarting ProvincesThreat Level
OdaCentral JAPANOda plus vassal housesPlayer-controlled
TakedaEast-CentralTakeda, Suwa, Nishina, Sanada, Oyamada, SaegusaVery High
UesugiNortheastUesugi, Shibata, Murakami, Honjou, Irobe, NagaoVery High
HoujouEast (Kanto)Houjou, Saijou, Toujou, Daidouji, Fuuma, InomataHigh
MouriWestMouri, Kobayakawa, Kikkawa, Katsura, Aki, SueHigh
ShimazuFar West (Kyushu)Shimazu, Ryuzouji, Otomo, Nabeshima, SatsumaHigh
TokugawaCentral-EastTokugawa, Honda, Ii, Sakakibara, Ishikawa, SakaiMedium
AshikagaCentral (Kansai)Ashikaga, Yamana, Kyougoku, Akamatsu, Isshiki, HosokawaLow
HaraCentralHara, Kitabatake, Ise, Moriyama, Daikaen, TamaruLow
ImagawaCentral-EastSix Imagawa branch housesMedium

Smaller powers round out the map: the Iga ninja village, the Miko Institute of shrine maidens, the monk faction Tenshiism, the gunsmith Tanegashima Clan, the coastal Akashi Clan, the dual house Azai-Asakura Clan, the lone-wolf Dokuganryu domain, and the monster-aligned Takuga.

Aggressive Powers

  • Takeda cavalry dominates open-field battles
  • Uesugi armies hit hard under Kenshin
  • Demand strong garrisons on shared borders

Opportunistic Targets

  • Ashikaga fields weak standing troops
  • Hara falls quickly to early game armies
  • Ideal for expanding your province count fast

Special Factions

  • Miko Institute and Iga recruit through events
  • Tenshiism can be negotiated with peacefully
  • Takuga requires monster-specific countermeasures
Watch Your Borders

Taking a new province on one front often exposes a second front. If you capture Hara territory while at war with Tenshiism, you can suddenly face attacks from multiple directions each turn.

Step-by-Step Early Conquest Route

A reliable opening plan follows the geography of central JAPAN. This route prioritizes weak neighbors, builds your army, and defers conflict with the great eastern clans.

1

Secure the Home Front

Stabilize Oda territory, assign commanders to satisfaction and construction duties, and build a small defensive stack before declaring any war.

2

Defeat the Hara Clan

Hara holds the weakest army among your direct neighbors. Conquering their provinces early gives you income and battle experience with minimal casualties.

3

Deal with Ashikaga and Iga

Ashikaga's Kansai domain is another low-resistance target, while Iga can often be resolved through events rather than prolonged warfare.

4

Expand into Tenshiism or Akashi

With a larger army, push toward the monk faction or the coastal Akashi Clan, keeping one garrison watching the Tokugawa border.

5

Prepare for the Great Clans

Only after consolidating central JAPAN should you commit to wars against Takeda, Uesugi, or the western Mouri-Shimazu bloc.

Tempo Matters

Wars in Sengoku Rance reward speed. Long stalemates drain national power and satisfaction, so commit enough commanders to finish a faction within a few turns rather than spreading forces thin.

Faction-by-Faction Notes

FactionKey Notes
OdaPlayer faction; grows by absorbing defeated commanders
TakedaElite cavalry generals; extremely costly to fight head-on
UesugiKenshin-led counterattacks punish undefended provinces
HoujouDeep territory and Fuuma ninja harassment
MouriWestern powerhouse with strong naval-adjacent defense
ShimazuLate-game Kyushu campaign; sisters require specific tactics
TanegashimaGunpowder units; valuable commanders on capture
Azai-AsakuraTwo-house coalition; can be split with focused strikes
DokuganryuIsolated one-eyed swordsman domain, tough duels
TakugaMonster faction, unique recruitment rules
Commanders Are the Real Prize

Every faction you defeat can contribute commanders to your roster. Releasing or recruiting captured leaders is often worth more than the provinces themselves, so avoid wiping out units you may want to recruit later.

Campaign Checklist

Conquest Milestones:

  • Stabilize Oda home territory before first war
  • Conquer the Hara Clan
  • Absorb Ashikaga or resolve Iga peacefully
  • Secure two additional provinces from Tenshiism or Akashi
  • Recruit at least five captured enemy commanders
  • Defeat one great clan (Takeda, Uesugi, or Houjou)

FAQ

Q: How many factions are there in Sengoku Rance?

There are 18 factions at the start of the game, including the player-controlled Oda Clan. Major powers include Takeda, Uesugi, Houjou, Mouri, and Shimazu, while smaller factions such as Iga, Hara, and the Miko Institute fill out the map.

Q: Which Sengoku Rance factions should I attack first?

Hara and Ashikaga are the standard first targets because their armies are weak and their provinces border central JAPAN. Iga can frequently be resolved through story events instead of open war.

Q: Can I avoid fighting some factions entirely?

Yes. Tenshiism and certain minor factions can often be handled through negotiation or events rather than conquest, and some factions like the Miko Institute can become allies depending on your story choices.

Q: What makes Takeda and Uesugi so dangerous?

Both factions field elite commanders and powerful unique units. Takeda's cavalry generals win most even fights, and Uesugi's Kenshin launches punishing counterattacks, so fight them only after building a deep roster.