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Don't forget that Akari's feats and boosts make him almost unparalleled at fending off attacks and just waltzing on past defensive lines. With Dash and vitality, he can be able to get to and secure objectives multiple times after all your opponent's models have activated.

Sure he is expensive but if you drop ki on him you could get to max prayers on the 6 idol missions with ease and after your opponent has finished activating you could even possibly turn two idols on the 3 objective missions, or sneak in to out number and out score on a zone.

For opponents killing Akari is a high priority, and very difficult to do in his new incarnation. I would definitely say that if he had kata/adept or was more kill capable, which he could potentially be with praying mantis stance, then he would need another increase in cost and I think that would make him less likely to be taken.

I like his characterisation for what he is and apart from how paranoid I always am about him being one shot by something I think he is pretty fair. Taking him is a big risk but he gives big rewards when he makes it through alive.

Axiam

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Riku seems to be a bit cheap, but other than that he is fine. Played against him yesterday and i really think that his rice cost is the only thing. He is very capable though. Liked the changes to the monks i played against. Ekusa was a fun opponent. Totaly dominated me, but i liked his changes none the less. Also the cow was good. Aiko the little girl seemed very pricy, maybe she needs a reduction in rice?

For my own part, i played cult. I love Penny, always have, but with the addition of fear 6 as well, she needs to go up in price too. There will never ever be a reason not to take her from a competitive view unless playing a zombie themed list. I mean, fear 6 also unlocks the dread upgrade. So, she just became a whole damn lot better. I get it, since i started playing around 3 years ago, people have always stated she should have fear due to the sculpt looking like it does. So why not, it isn´t game breaking. But she was always sort of undercosted for her abilities, and even more so with fear 6 and a optional passive dread skill plus her cammo. I really don´t want to change a thing on how she functions, but i have no problem seeing her closer to 20 rice if it was up to me. Right now she has very good ki feats, hypnotic gaze is ver powerfull, and she is reliable triggering it with willpower. She can handle her self in a melee with melee skill 3 and acess to lightning reflexes and have grapple 0. I sometimes pay for the lightning reflexes even if i want to roll all defence, just to mess with my opponents dice pool. She has great passive defences with cammo 4 and now fear 6. Give her dread and most opponents have a hard time just getting in to btb with her. Excellent WIM. 

 

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Penny is a special case, she will be fixed but some circumstances may mean she needs tweaking.
I want her to have fear, she's not finished yet.

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Troll
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Just saw the new stats for master Koju. There's a lot to like about him but I need to clarify a few things. Firstly if he uses his Tiger or deer attack does he lose his lightning reflexes, immunity prone, fearless, unblockable, ect?

Also can he use ki to boost these attacks? And can he use his ki feats as normal?

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The tiger or deer profile completely replace her main card.

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Ret-TheD
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With the new Dread rule Kano and the Bakemono Bat Rider models have higher chance of succeeding Fear tests against the Wrath than Rashka. Intended?

Troll
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Does this mean that you can choose to use the tiger or deer profiles or does it mean that you can't use Koju's profile at all if you buy the upgrade?

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You can choose which profile to use.

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With the new Dread rule Kano and the Bakemono Bat Rider models have higher chance of succeeding Fear tests against the Wrath than Rashka. Intended?

 

With so many interactions there will always be some odd effects that crop up.  
In this case maybe the Onisho are more likely to throw themselves into combat to prove themselves, Rashka has nothing to prove.

If you play it and its a problem I'll look at it.
 

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In the Alphas theme, where there isn't even a single bravery, that will definitely be an issue. Nightmares is going to walk all over the Oni who can barely retaliate.

 

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I just realised we removed Bravery from them because they had Fear (6)...  It was a wasted trait taking up space on the card.

Obviously this Dread change makes Bravery necessary again.

I will add Bravery, Courage or Fearless to some Oni again.  Possibly not the same as current edition.
If you have suggestions based mostly on flavour or gameplay post here.

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Hope fully this is the right place to ask this one:

On the latest beta profile cards for Ito clan, there are Two Models where the summary of Ki feat characteristics differ to the full effect description / characteristics  on the "back" of the card

Although the summary stats one appears to tbe the same as the outgoing cards, Could you confirm which one is the correct one going forward, please?

Naoko
summary text :  “Mutation” – I P – **
 
Full text
 “Mutation” [OPT] – A P – **
This model gains one of the following until the
End Phase:
· +1 Melee Weapon Strength
· Regeneration (2)
· Armour (1), or +1

 
Yuui
Summary  Text “Detect” – no melee S Ta 4” – **
 
Full text
“Detect” – no melee S Pu 6” – **
Choose a model in the pulse that model loses
Camouflage until the End Phase.
 
Thanks in Advance!
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Full text is correct in both cases.

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Ancestral Spirit is now Ronin for Prefecture, Ito and Minimoto. How does this affect themes? E.g. Finest Steel

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Ancestral Spirit is now Ronin for Prefecture, Ito and Minimoto. How does this affect themes? E.g. Finest Steel

 

Example for Ito, as I understand:

- It's a Ronin Kami, so you can play it in a Ito Clan List as long as you can include Kami Ronins. 

- The "Lords of Izu" theme specifically include Ronin Kami, so you can use Ancestor in a "Lords of Izu" themed List. pg 15 specify you can get Ronins in a Faction Themed list as long as the theme itself allows you to do so.

- In "The Blessed" you cannot include Ronins, so no Ancestor.

- As stated in the rules, when the theme specify "Permitted" you can ONLY have that models, and the "Exclusion" negates you to have some models. Because the Ronin themes don't have these rules, you can get the Ancestor as well because your list would be legal in each. This is also specified in the pg. 15 of the rules, where stated that Ronin models can be included in Ronin Themed Lists. (*)

 

 

(*) After reading it, I have the doubt for Ronins as well... it would better stated if the themes would better specify that. Since the Faction themed list you can get only Faction models, it's a good idea to put "Permitted: ITO Samurai, ITO Ashigaru, RONIN Kami" and so on. In the Ronin Themes you can also state "Permitted: [Faction] Model, [Ronin] Model" as well: in that case, every model you can use in the theme are on the card, and you are not in doubt - for example - if you can use Golden Sentinel or Kenzo in the "Lords of Izu" theme just by reading the card. Rules can be mistaken as well, but peculiar cards are always on the table for the opponent.

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Slightly on that topic.

Dafukaia lets you include fire kami in themes. Iron fist specifically excludes models with range weapons. But since Dafukaias card refers to the theme I assume the fire kami can still come?

Another note on Dafukaia. Is he supposed to be the only non-usei monk that lacks bravery?

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I am going to answer myself on the first question. Exclusion trumps permitance as per the rules so no Fire Kami.

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I just fixed it, you can bring Fire Kami now :)

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Matsu takashi is a bit of a merge of the two old profiles, but a lot more of the 6 rice than the 8 rice. Now, i think she looks perfectly fine this way, but what about her cost? To me, she looks to be a bit expensive now. And martial prowes is good, but should she really have it? I thought she did alright with dodge before, if that is something that brings up her rice cost.

Early
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I just browsed through the jung profiles. Is Temo gone? Can't find him.

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Teemo can be found in the Ronin list now.

Sgnappa
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My mistake, I posted Ito's comments on the Profile Cards instead of there.

 

 

Now something about my opponent Yurei...

 

 

ABOUT KATO AND IKIRYO

 

Some thoughts on the new Ki system (specifically Yurei vs Ito).

 

Now, when you roll 3 dices for a Opposed Ki feat you presume to win. Not so many models has 3 Ki (or 2 Ki + Resistance) in the game, so this lead to some consideration on Kato and Ikyrio.

 

Kato’s Marionette comes with 4 Ki. If you don’t get rid of it in some way, it rolls 4 dices against yours, giving you 4 Control Tokens – almost two turns! - and it’s really a game changer deal, even on a weak model. I don’t want to say that it shouldn’t be decisive, but Marionette often comes in a outnumbering band so it’s a decisive threat spreaded on a 6”/7” radius.

In New Dawn we always played wrong: our Ki tests was like as Melee tests, so +2 for 6’s and +1 for supporting dices as well. In such way, Marionette is a great threat but sometimes you simply try to resist put your best willing model, like Takeji, that roll 2d6+1 for Ki test against 4d6. This often comes in a 1-2 Control situation, so yes it was decisive but you don’t have lose the game at all.

When Kato palyes in the Nightmare list, he can only do it: playing Marionette game. So every single drop of his resources are used to play control, in a list that are more mobile and violent than the one with Kirai. It’s quite hard to engage or evade the Marionette itself, sooner or later it can drop 4 Control Tokens to one of your models since NO MODEL can actually resists it on the average, and a success level of 0 drops tons of Control tokens.

To me, Marionette should make an opposed test, dropping Control like the difference with a Cap of the number of Ki that it have on it. This means that a good roll can save you the day by giving it a success of 0, or you can be controlled – always not a good thing – and Kato can use another Marionette soon.

 

And, while Kato fits perfectly the Kirai theme, I don’t get him in the Nightmare, but it’s only a matter of mood to me – he is the puppet master, not the demon master.

 

 

Second (obviously) issue on Ikiryo.

She can makes you look into the void twice a turn: it’s nearly impossibile to resist, since she has 3 Ki. So, on the average she drops 4 wounds every gaze. Yes, you would try to not see her eyes, by moonwalking, hiding and so on; but sooner or later you are in a melee at 8” from her, se she moves and looks at you. Dropping two of your 1 Ki models at 1 wound in a turn (really easily) and after that killing them with the pulse effect the next turn. Boom! She is supposed to be dangerous, but not auto-win. In the New Dawn version, Itsunagi itself could better resists by rolling 3d6+1 for Ki, and if goes bad he suffer 4 founds against 6 – so he is damaged but can take out her, because he can suffer a single gaze per turn. Now, not only Itsu are more in danger, but she can drop her gaze – even if she are nearer – twice per turn, without really have the chances to lose. This is absolutely game-breacking to me: dropping wounds like no tomorrow since the turn 2-3 makes your game conservative with no meaning to get her – unless a very brave cloudwalking killer.

 

To me, I’d like to see her very very dangerous, so my proposal it’s to make wounds on the difference in the Ki test, with a Cap of Ki spendend (a cost of X instead of three). Since this feat already ignores Armour and Toughness, it’s a good way to corrode the wound pool of tough enemies. Even a cost of 1 makes you put 1 wound on the average. You can spend even 8 Ki in a single test killing one enemy, but you have first to accumulate Ki to a really bad gaze so your opponent knows it and stay at 12” (threat of Ikirio) if he can.

Or, simpler, make her “Look into the Void” a Complex Feat with a really huge range.

 

 

 

In conclusion, I don’t like the game mechanic when a single, easy-to-win roll would decide the entire game. You can win or lose as well, but it always seems a struggle to fight a single duel instead of a skirmish game, where other models doesn’t really count for the victory.

 

ABOUT KAMI OF BLIGHTED EARTH

Please, PLEASE, never give a model an easy access to an “Aura” effect that influence movement! It’s quite hard to measure how much you move in the area of effect of a difficult terrain. This leads to annoying measurements every time you move, sometimes you want only to get rid of this Kami instead of winning the game.

 

ABOUT PENGGALAN

Adding Fear is simply OP. I suppose with camo she can hide like a lady before revealing his really form, if she does someone should spot her as a demon so why Camouflage again? I would stop her to get camo and starts disguised instead. And reducing fear by 1 to me, she already has a brutal Hypnogaze option, and Dodge against difficult combats.

 

THEMES OF YUREI

 

Altough I know is quite hard to balance, both Yurei themes are OP to me.

- Both give scout to slow models (and not only). So: easy deploy, and something that reduce very much the flaws of the slower models.

I propose a Forward Deployment for Kirai (if deployed later, the Yurei player always benefit of the advantage of knowing where opponent’s models are) and Scout/4” only for a single Kami in the Nightmares.

- In Nightmares, EVERY SINGLE BURAKUMIN gains Bodyguard. Burakumin often cost a little and in this way can protect very dangerous models without any effort.

I propose to choose one or two of them to get this bonus, not every one.

- In Death and Decay, you struggle against immortal Kirai – which fits the theme perfectly – but every time someone dies a new Kirai emerges. Ok, this is good, but sooner or later on of your model would die (Maybe Rokuro kills one, maybe just for accumulating wound) and this theme gets a great advantage in terms of positioning and number of activations.

I propose to give the Kirai resurrection only to friendly models: oppoenents models already struggle against zombies, with Kato that makes them nearly unkillable; you already cannot rely on Opposed Ki test since the number of Soulless stuff in here, but if the Yurei chooses to play a plenty of cultists you can play a “control” strategy against it.

- Autowin of tactical roll is simply an overkill situation. If you are not in great advantage on that turn when fighting Kirai, you are like to have lose; not mentioning the free Ki to almost everyone. In the Nightmare’s is not the tactical roll itself, but the Spirit/-1 simply overwhem you without effort.

I would give the Autotactical roll like the flanking: an hidden information, you know that you are losing tactic but you don’t know which turn. And no more bonuses: no free Ki to Kirai, no Spiri/-1 to ANYONE on the field when Kato, Ikyrio, Penggalan and don’t know what else are roaming around the field.

 

 

Something I don’t like, is that Yurei already force you to play differently from others, even without this OP themes.

Especially Death & Decay list, where everyone already has fear and soulless, you cannot fight effectively since you struggle against fear and rise, you cannot use some control guys since they are often soulless, and has very devastating buffs from their theme. Say a “Blessed” list based on Ayako it… you can do nothing against them.

For the Nightmares, they are strong as they are supposed to be (you are facing demons, after all!) but your list can use every of their powers since they aren’t nullified by the presence of an huge number of soulless and frightnening models around.

 

So, especially for Ito, a Blessed list could fight against Nightmares but it has a little less will on them, but more combat power. But every Shisai is absolutely useless and every fear (Akimoto, Saburo) is nearly useless against a Death and Decay list.

Again, a Lord of Izu can fight with brute steel agaisnt Nightmares, and drop a good boost to courage against the Death and Decay, but the Kirai with the boost nullify their speed with better and forwared deploy, and simple doesn’t drop dead easily.

 

I don’t have the same Issue against my Tengu opponent, for example. I win (more often lose) as well, I cannot rely on my speed since he flies around, but if I want to drop poison around I can do it; if I want to play Shisai game the girls always do their job; if I want to kill something I can achieve the result.

 

Ithil
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Small question for KKZ: the mirage ki feat. With the clarification of placing, does that mean that if you success you can "place" your model in the back of the ennemy (granted your respect the 2" distance) and thus surpise him at your next activation? 

Pierre Roques

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Yes, you can use Mirage that way.

skydancer
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Comment added to culf of yurei pdf on dropbox. (great feature, more comment will follow on main manual and other army list)

Ithil
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Comment added on tengu (with a comment comment with silvermoon), ronin,+1 on main rules.

 

Pierre Roques

Ithil
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I did not spot I could comment while selecting a specific section. Much easier this way ^^.

Will do it from now on.

Pierre Roques

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Just so people know.  I don't get a notification when you comment on Dropbox.
Please let me know here if you do so I can check it sooner.

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skydancer
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Strange it say CGT studio will get notification when u post a comment. Btw gonna come here and write update if needed.

Ithil
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Well noted for the notification, I was wondering.

So in that case I left comments on ITO, Sylver moon, tengu, KKZ, ronin and main rules.

I used the same methode as the person commenting the yurei pdf (sorry forgot your name), to link the comment to a zone on the pdf. easier for everyone.

Pierre Roques

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So I'm looking at the various kamis. Muck still got steady btw. However, what i was mainly wondering about was the kami of reflection. To me it seems very weak compared to the other kamis. Was the new dawn version somehow considered to powerfull? This one, where you only can change the target of a test to another one of your own is much less usefull. Specially since it cost one "life" to do it. If you prefer not being able to autopass like before, what about making the feat cost nothing but only be usable once per turn? If that isn't something you like, then atleast consider giving it more traits, agile and dodge maybe? To me, this kami needs more to be an option compared to the much more versetaile kamis it competes against in all warbands that can take the kami of reflection.

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I was thinking on Mikio, per his fluff he is yoriki at Jyoto. So it makes sense to move him to the Minimoto but you could also consider that he is sent to Jyoto by Prefecture of Ryu.

This would allow him to be Ronin for both factions so that Prefecture players who have invested in the model can still take him in their warbands.

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Minimoto comments:

Minimoto Yuji:
I'm not happy with Yuji losing Steadfast for the simple reason that it doesn't fit on the Profile Card. I think in that case it would be better to look at Bear Stands Alone and making it shorter to make more space, e.g. Bear Stance.
If that is not an option I'd rather lose Bravery for the certainty that all Minimoto can always make it into BtB against Fear causing creatures.

Minimoto Jushin:
I miss Resistance 1 or 2 on his profile. Considering his general toughness against physical attacks this may be intentional.

Resistance and Steadfast are core abilities for Minimoto but so far both Minimoto Samurai are missing one or the other. This doesn't feel right.

Nuan:
I know I sound like a broken record but I'd really like to see Nuan get Resistance(1)

 

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Kage Kaze Zoku:

Makoto:
I just noticed she doesn't get to choose Agile anymore. While Move Ki boost of 2 is nice, I really liked her having the option to get Agile.
Her Ki feat Escape, does this kind of ability allow her to leave BtB ? The Karapan has a similar ability to make a walk action.
I think it's not allowed but it's not clear at this moment.

Ujimushi/Wamu + Ghost synergy:
Their Unique ability to gain 1 ki per activation will allow them to activate Vitality every turn relatively easily.

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Another solution for the kami of reflection might be to just give it more ki, like 4 or atleast 3. Just a thought. Or come to think of it, why not give the feat an option to also work like the tornado ki feat, but for opposed tests. That would be very suitable for a mirror, more so than just canceling a feat like in new dawn, don't you think?

something like this..but with more elegant wording perhaps : 

“Ki Mirror” I Pu6” - *

When a Friendly non-Soulless model
within 6” becomes the target of a Ki Feat
you may choose a new, valid Friendly,
Non-Soulless target for the Ki Feat,
ignoring the feats range.
 
Or
 
When a Friendly model within 6" is the Target
of a failed Opposed ki test, immediately 
perform the same feat using the ki stat and traits of the model that failed the test. Souless from this model does not apply. After the test, remove this model from play. 
 
 
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The Kami of Reflection is still very powerful.  I usually use the Ki feat to make the target the kami itself since it’s Soulless.  Pay attention to the text of offensive Ki feats, since some can target models in the same warband.

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But the fest says new, valid friendly, non-souless target... So it's not possible to make the kami the target itself.

Another idea for the kami would be to let it use the opponents special attacks and defences as if it was written on its card. It wont be broken since the kami has only melee skill 2 anyway and very limited options to increase that statistic. It might need some wording against super rare specials, like ivory prison and the one master Enos got. I think it would be fitting a mirror, to let whomever fights it in a way get to fight themselves.

I know, for 8 rice you can't stack to many things on it. Still, i think it needs something to be an attractive option other than being a pretty cool miniature.

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I honestly don't remember changing the Kami except to make the ability a feat.  

I'll look at the old wording and see what's gone wrong.

Grand Master of Bushido (Smog Con '14)

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About katos ivory prison. The main rule says you can make a kairai for 5 rice (just the same as in new dawn) and katos profile has no additional text. Is this intentional, right now that means you can only make a risen kairai, or just a copy paste thing from the old rules?

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Thought I might write a post about some of the profiles I believe are a problem at the moment.

1. Okyo Ashigaru. These guys were a joke at 4 points in the last iteration of the game and now that they cost 9 points they are pretty much unplayable. They are nearly double the cost of a Goshi or rice farmer yet offer little more in the way of combat effectiveness. Indeed a child of Orochi now offers a similar level of combat power at a discount and can support other models.

2. Minuro. Even at 12 points this guy is seriously undercosted. He is fully capable of pulling off a one shot kill on most models in the game or at the least putting a serious hole in them. This guy has been a problem for many years now and hopefully this will be be a chance to properly price him.

3.Genji and Iiju. These guys were undercosted in the previous edition and although they were nerfed their points reductions have placed them back on the same power curve. Comparably priced melee models from other factions simply cannot fight on an equal footing with these guys.

4. Master Koju. Coming in at 28 points with her upgrade Master Koju needs to compete with some of the nastiest melee monsters in the game to be a viable choice. It took me a little while to get to grips with her unique combat abilities but I am finding that she struggles against many cheaper adversaries (Itsunagi Ito, Taisho Tenbatsu, or Katsumi) I believe that Master Koju needs either a points reduction or a buff to better reflect her point cost. Perhaps adept and kata on her regular profile or perhaps brutal 1 on the tiger profile.

5. Riku at 18 points seems a tad underwhelming.

6. Aiko. Even with her reduction to 11 points she can essentially only provide a single buff to a friendly model and do little else. I dropped her from my list for that reason when she cost 4 points (in the old money). For a similar price one can buy Ume, Haru, Kintaru or Kaito all of whom provide much more overall benefit to your crew.

7. Pit Dog. For 2 rice this thing is crazy good.

8. Fai Ginn. Another over costed support model. Full of cool flavour but ultimately fairly useless on the battlefield.

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I don´t see how riku is underwhelming. Adept combined with kata is essentially like giving him brutal or parry if he puts all his dice into either attack or defense. He is more suited for defensive play, so why not make him a student of master akari and he is as good as untouchable in melee with what is in effect parry 3 (again, rolling all dice in defense) pushing people around. Or pay for counter attack and do some damage, still a safe play for him. His water thing is a solid feat as well.

I will agree on the pit dogs. They are indeed crazy good for their rice.

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Riku was special in new dawn as he was one of only a few melee skill 4 models in the 8 Point price range. He struggled against a lot of 9 point models but could more than hold his own against other 8 pointers. At an 18 point price tag Riku has to compete with a higher calibre of opponents in order to be a viable choice (Kenzo and Masunagi Ito, the Blood brothers, or Hagane to name a few.) meanwhile several other melee skill 4 models have seen a relative reduction in points (Gengi, Iiju and Fujiwaro Ran).

Riku only has push defence which was never as good as sidestep defence (if you were outnumbered you could only get away from one opponent at a time) and that difference is now even more pronounced with the changes to sidestep defence.

Kata is a real boon to the monks but I have found adept to only be of any real value in defence (throwing 4 dice) rather than in attack unless the model can be sure of no retaliation if it's attack is successful (slam, throw or push attacks for example) Riku has none of these.

Riku's wave feat can no longer be used to push friends up the board toward objectives or for alpha strikes ect.

The wave feat is cool but somewhat unreliable. Against massed troops (and in particular small troops) it can be brilliant at other times it does very little. I have found it is only worthwhile using it if you can catch at least 3 normal sized enemies in it's pulse. There are also a number of models in the game that can practically ignore being pushed around by the wave. A good opponent will target him with these models from turn 1.The wall of water is admittedly great for keeping enemies away from objectives in turn 1

For a single point more Yumi is a superlative combatant. I fear that this may leave Riku in a similar situation to Seiji in new dawn. Seiji almost never made it into any of my lists as he was not much better than the 6 point Hotaru (or the Kappa for that matter) and for an extra point I could buy Riku or Yuuki. As it stands Riku is in a hard position between Yuuki who is good value at 16 points and Yumi who is great value at 19.

In summary Riku is a decent defencive model but for 18 points he needs to be a little more than a model that just holds on against cheaper models with armour and martial prowess. If he is to remain at 18 points perhaps he could gain sidestep defence or something to aide him in attack (a feint feat, slam attack (1) or throw /sweep attack /defence (1) for example).

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Okyo Ashigaru: I actually liked these in New Dawn. Playing them as a pair, and supported by Jirou, they were surprisingly effective in Melee when necessary, but mostly served as cheap blockers or scenario workers. Their Rice increase is a confusing one for me. I'd like to see them at 7 Rice, honestly.

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Karlakarlen
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Joined: 15/12/2014

Looking at latest wave pdf:

Rashka doesn´t have a value for courage.

Bobata has "no melee" on his consume soul. That is not correct is it?

Sgnappa
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Joined: 27/11/2017

Something I see at the first glance:

 

Masunagi Ito pass every fear test against small based models. This means, that he has no fear of any Kirai, Orphan, and some other like Pengalan, Gaki and especially Ikyrio! Speaking of Cult that rely a lot on fear, this seems a really huge boost but he doesn't change his rice cost as well.

I'd like to have a killing machine like Masunagi in my clan, but his vile attitude was a drawback that justify his low cost. And his cost means he is not a central model on your list, but he has to do a job (and he does it well), but you always have to consider how to play it due to his susceptibility to fear and opp Ki test.

Increasing the cost means he is good as well, but he competes with other models, leaving Satoshi on the shelf for him in a Lords of Izu list, for example. I like to have a low-cost killer in my list, knowing also that he cannot handle every situation like Istunagi.

Why not giving him Courage or some "light" trait (there are a lot that works on fear) if you choose to make him more brave? 

Sgnappa
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After a first read, the initial toughts:

 

Put some descriptive title on unique effects, I really would enjoy it. This is not only effective to remember what a model do, but also make a better (to me) the game experience. For example, Kemono & Ushi from the Wave is the same model and is easy to understand why it have two profiles: the model has also two heads! But titling the effect with “The two-headed Oni” makes another effect. As for Kusatta Kairai would be great, as unique effect, to write something like “harbinger of disease” that remember you that this guy poison models while giving a hint on his behavior. For Rokuro is intuible that he’s a traitor and other Tengu hate him, but why someone lose cloudwalk if damaged? Does he aim to the wings?

 

 

ITO CLAN

- Ito Masunagi

Being fearless against small-based miniatures isn’t a little too much? I always liked the drawback, he is a killing machine but a little vile. Like Istunagi is fearless, and it well represent his arrogance.

It seems that Masunagi wouldn’t fears IKIRYO, one of the most terrorizing creatures in the whole isles, but he fears Rokuro, a Tengu without wings at all. Speaking of Yurei, now he doesn’t fear 90% of the cult.

Speaking of him, having a 18 Rice killer is really devastating, I’d like him to mantain an average cost, but he definitively had to have drawbacks to not become OP.

- Satoshi

Exchanging Perfect Defence with Indomitable is perfect, since it fits better his role and is almost situational but ready-to use at 1 Ki. Giving Powerful Attack sounds good (+5 on damage roll is quite dangerous), but losing a melee dice seems a lot to me. But hey, after some games nobody would attack him since he has parry 1 or 2 and counterattack, so having a different tactic to play would give more sense to a 22 Rice model.

- Saburo

13 Rice fits well. I always liked him, his profile with Fear and Feint seems powerful but definitively he has no great tactics: my opponent always knows what it could do and what should do, so it’s quite easy to stop him.

- Chiyo & Temple Bushi

With lesser Rice Cost and Poison, they become a viable option both for Lords of Izu & The Blessed list, other than more generic list where they become elite fighters but ticky to use since the lack of armor and damage.

- Tamotsu

12 Rice was too much, after a couple of games i drop him and use a regular archer. Pathfinder seems good but he don’t have tons of Ki to shot and use that, so giving Far Shot and reducing the price a little gives you a good option by spending only 1 rice more. Good. I don’t understand why normal archers has SSD and he not, maybe the double feat and Scout trait fits him in a better support role.

- Akimoto

Once I see Impetuos agains i say… but hey, he costs only 7 PA. Don’t really know if he worth the price – even a good price like this: Impetuos is a great drawback, he has Sixth Sense but no great fighting skills, he has lots of poison (BoO/2 and Poison both in melee and ranged) but it’s quite hard to use it on him with only 2 dices. Orochi’s Visage is a great feat, but has too many flaws to be used effectively. You cannot use in a Lords of Izu list, in The Blessed you don’t really need so much BoO and you may prefer a Child of Orochi that fight almost like him for the same price without being impetuos. In a more generic list would be an average add for dealing with fear (for the same price you have Okyo Ashigaru that are better fighters); it could be situational so you can maybe use him in Ronin themes and use him instead of an Ashigaru against fear based lists.

- Hitoshi

8 Rice seems autoinclude to me, I think it worths at least 9-10 Rice after all; I never used it, but comparing with temple bushi has less damage but more armor; lack of of poison and his feat is less powerful than asp strike (bet he has Reach), and he’s less brave. But he has SSD as well, and the same ability to defend so can be used more effectively as a support model. Okyo Ashigaru are only 1 point less but really far from him.

- Kazuhiko

Same as Tamotsu, now you can spend 1 more Rice to have a good in-game option so would be a viable choice.

- Okyo Ashigaru

At 7 seems good to me, it’s quite like Akimoto, but without being impetuos. Unless you are planning to use The Blessed or face a really fearsome list, they are really good troops.

- Jade Mamba & Takeji

Force Back Attack at 0, thanks! Maybe now I can have more success to use it. Since “Jade Mamba” is both a name and a type, i suggest to write “jade mamba ashigaru” not only on Takeji but in Jade Mamba description, so in The Blessed you don’t risk to make mistakes.

 

About the cards..

 

- Ito Clan Armour

spending 3 Rice to have +1 Armour (because most samurais has at leasts Armour/2 in Ito Clan), ignoring doubles and having Ki boost seems a little for this price. Just look at the Ito samurais:

Istunagi: can’t use it.

Kenzo: maybe the better user for it, but he already have armour and ki boosts.

Kaihime: she gets +2 Arm and Ki boost. She benefit from the most bonuses, but she is mostly a ranged attacker so I don’t think she can benefit a lot of it.

Masunagi: a good option for Ki boost, but not so much. He cannot rely on protection when he fights, he is a killer after all so for him offence is the better defence. Giving ki boost would increase his chances of passing fear, but with new effects it not seems too strong to me.

Satoshi: really, he needs more defence than he already have?

To me, the CLAN ARMOUR could cost 4-5 Rice, but he really has to worth the price: like having Armour/+1, Courage, Resistance and Ranged Defence: so your samurai becomes really THE Ito Hero (but costs 1/3 of your list alone!)

- Orochi’s Gaze, Orochi’s Gift, Orochi's Favour

All this cards iomprove poison in a way or the other: but if you want to play a poison-based list I don't think you need THREE of them. Maybe in a Ronin theme you decide that you want to play poison, but is more effective to give someone Poisoned Blades instead of events that are difficult to trigger or usable only in a certain way.

I think it would be more interesting to have Events that allow you to benefit from BoO in a different way, like using it for boosts, to heal from status, to get Reflexes or Sixth Sense (maybe spending 4+ BoO tokens), so they can lead you to play in more imprevedible and vicious way. Or some that allows Ronins to use BoO as well, for example.

 

- Itsunagi’s Gambit

increase it to 2 Rice. In every list that have a Samurai (so every Ito list) i put this card, 1 Rice is a joke. It is really an auto-include unless you use Itsu – that's already have it.

 

 

 

After all, GREAT WORK GUYS.

Me and my friends are very excited, every single model is BETTER than the past, has a unique twist and is interesting in his way. Bushido is the best game out there!

Can't wait tomorrow when we try the new lists!

 

Ret-TheD
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Joined: 04/02/2014

I went through the Silvermoon profiles and found some irregularities. 

Either Hanami's or Tsubaki's Seduction Feat is wrong. One has OppKItest/OPT and the other one does not. 
 
Either Zuba's or Misao's Future sight is wrong. Costs 1 or 2 ki. 
 
Distraction, Dark Secrets, Bought Loyalty and the Rose theme effect can all be used on Soulless models since Soulless does not automatically pass Ki Challenge (X) tests. It makes sense to me but I want to be sure it is intended since the Kiss of the Rose special card, which has similar function, does not work against Soulless. 
 
On that topic. Is it "Ki Challenge (X) test" or "Challenge (X) Ki test"? Both wordings can be found in the Silvermoon profiles/core rules. 
 
The Lure feat should give an impetuous marker. Otherwise it does nothing.
 
Why do the Urchins have move 3? Bakemono are also Tiny and have no problem speeding around with movement 4. 
 
Poor Sukochi Kani has no weapon. I think that is against the rules. Since she will now get one (right?) Nomi might need a slight buff not to be the clearly less useful of them. 
 
Neither Misao nor Oda have weapons either. 
 
Can Dafukaia please have Bravery back? And if he is really to be the only non-Unsui monk without Bravery (even though he is one of the most costly) can he at least have it when close to a Fire Kami? That way they both synergize from each others proximity.
 
Oni Rage and Okkete San's Unique effect should both be adding a Berserk marker.
 
Shrewd Negotiation. To make it less cornercase I suggest adding the alternative use of forcing your opponent to discard an Enhancement worth X or less rice (or X-1 if if X is too powerful). 
 
Several special cards add Disguise markers. If added to a model that already has one the Disguise rules no longer cover. I suggest the wording is either changed from "Remove the Disguise marker" to "Remove all disguise markers" or add the rule that the active model has to do a new Ki Challenge test for the next Disguise marker until all Disguise markers are gone or the active model fails. 
 
One last small comment. Core rules page 46 on Bravery. "reroll" should be "re-roll".  
 
 
 
 

LUre - impetuous marker.

Ret-TheD
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Joined: 04/02/2014

Continuation;

The Rally feat should, for consistency, remove all Frightened Markers instead of the Frightened State. 

And on Dafukaia again. What about letting him have Bravery when he uses "Flame On"? I normally spend all his Ki on melee boosts and "Inferno" so making "Flame On" more useful would be nice. 

Troll
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Joined: 24/07/2017

I thought I might write about some of the profiles that I believe are a problem in the game due to being either under or over powered. I have focused primarily on the Temple as they are my primary faction and the one with which I have the most experience. Some of these issues I have raised before but I am stating them again in case they have been forgotten.

 

1. Rice Farmers. The Faith ability on the rice farmers is in my opinion now the most  redundant ability in the game. It worked well on monks but paying 2 ki to reduce the cost of a peasants ki feats by one ki is a terrible trade. In adittion a lot of similarly priced single ki models lost their cowarly trait to offset the increased power of fear in the game. Unfortunately the humble rice farmers remain cowards. I am not against them being cowardly for thematic reasons (they are after all neither soldiers nor monks) but i think that their reduced effectiveness should be reflected in their points cost.

2. Kosuke. He's a cool idea but at 21 rice I can never justify putting him in a list. He is great for picking on weak opponents and throwing them about ect. but there are other models in a similar price range with attributes like kata, adept, melee skill 4, cheap ki boosts or a combination of all four of these that can perform a similar function. Kenko, Suchiro or Yumi, are prime examples of models that can do what he does as well as mix it with the opponents better fighters. Previously he was a good model to team up with Ume or Haru as they could borrow his special attacks but now that he is a Sōhei that option is gone.

3. Master Po. now that he has lost his combo attack in favour of slam attack he is essentially going to perform the same role in game as Kenko or Suchiro. Granted he will be better at fighting in a scrum but I think it is a shame that Po has lost his unique role as a hammer in a temple list. Also his crashing wave attack costs 4 ki. Is this intentional? every other unblockable strike ki feat seems to cost 3 now.

4. Kira and Seiji. These two just never seem to make it into any of my lists. Ume or Haru can perform nearly as well for a lot less rice and for only a few more rice Tsutsumi or Yuuki perform a lot better. Whilst I like the changes to Kira I feel she needs something more to be fully worth 14 points perhaps sidestep (0) or Throw (1) rather than push defense. Perhaps even another ki feat. Counterstrike defence (1) seems wasted on Seiji as he only has MS3 and no parry ect. I think he would benefit from something else perhaps grapple attack (1) to tie thematically with his binding roots ability.

5. Ume and Master Akari. I think the balance is good with both these models but I am still unsure as to which step in the combat sequence you declare their funny dice swapping feat / ability. It reads as though you do it after rerolls have been conducted but this seems at odds with the usual timing at which instants are declared.

6. Kaito. Both Kaito and Kintaru dropped out of my regular lists when Ume and Haru came along. Whilst Kintaru has gained a useful little missile attack Kaito has now lost a wound, permamently relegating him to the bench in anything but a bastions of the mountains list. Which brings me to my next point.

7. The Bastions of the mountain theme. Whilst there is nothing wrong with the theme itself I feel that it has been somewhat neglected. There are not many profile options for the Bastions theme and many of them such as Kaito, fishermen, Kyuubi and Hisao rarely see play in generic Temple lists. Whilst the new and improved Kawa No Rojin has put a little more backbone into the theme it is still somewhat lacking for talent. This is a shame as I believe that there are a lot of cool ideas for new villagers and Yokai that could be created for the bastions theme. In the meantime perhaps by allowing them to include one Sōhei or construct in a list would broaden the pool of talent they can choose from.

8. Koji and Koji's Pack. He is one of my favorite models in the game but I can never justify putting him in a list. The monkeys are good value for points but Koji himself is terrible value even considering the synergy between him and his little friends. He had another great synergy with Riku as you could surf him and his monkeys foward with a wave in turn one but this is no longer an option. I think his main problem is only having 2 dice in melee, only 4 wounds and having to rely on his monkeys surviving (they Don't) in order to stand a chance in combat against models of a similar points value. Perhaps increasing his points and bumping him up to 3 dice in melee would make him viable. Similarly he may benefit from something like dodge, parry or an adittional ki feat.

9. Pit dogs. Even at 3 points these things are still way undercosted.

10. Envy. Can Envy use its "Acquisition" feat to copy exceptional attacks? whilst it would be funny to see master Enos dissapear from a gokusatsu attack the ability to copy such attacks although rare, may cause issues in the future.

11. Minato Jung. This guy seems super powerful for only 20 rice.

12. Ito Ayoko. She can lay down some decent debuffs but Seems very weak for 22 rice. Death sentence costing 4 ki seems strange as it can simply be removed for the cost of 3 ki. Essentially you trade 4 of your ki and an activation on an expensive model for three enemy ki. I get that she can steal ki from that enemy to then prevent them from getting rid of the death sentence marker but then you are essentialy paying 22 rice for not much more than an extra dice on an enemy and a free virtue token. At 19 points Ito Mizuki can bring a lot more to your list.

13. Yori and Ashinaga Tenaga. I think a successful harpoon attack should drag a foe further than one inch. Both of these models have a low ranged attack pools of 2 meaning that a successful hit is quite a gamble. I fear that without rewarding such a gamble (at medium range they could after all simply walk into melee have a decent chance of doing just as much damage and cost their opponent an activation) with a decent drag distance the harpoon attack will be something they both pay rice for but never use. 

14. Hideaki. His special ability mentions his foward deployment trait but he has scout rather than foward deployment.

15. Uk Kang. Even though he provides a Bakemono list with a little bit of backbone by having bravery I think this guy is terrible value for 12 rice. He has a low melee pool, a situational ki feat and Stupid. For a single rice more you can get Trak into your list who is a far superior warrior. Tribal brutes are cheaper and better in  many situations.

16. Nomi seems really weak for six rice. Especially considering that one could buy two pit dogs for that price. Whilst Sukochi Kani can hamper an opponents movement Nomi costs the same rice but can only offer a highly situational ki feat. 

17. Tra Peng. costing only 2 rice more than a regular Bakemono this guy gains sidestep defense(0), an awesome ki feat, dodge, loses cowardly and can dishout a stun marker at the beginning of each turn. Being so undercosted made him a virtual auto include in new dawn and at his current points costing he will continue to be so in Risen Sun.

 

To conclude this list I would like to congradulate the designers of Risen Sun on many of the changes they have made to the game and to various model profiles and themes thus far. Were I to write a list of the positive changes that I see being made to the game it would be far longer than this list. I would also like to congradulate everyone at GCT studios for being open to feedback from the player community. I have been playing wargames for longer than I care to remember and have found over the years that those companies that embrace a collaborative approach to game development often end up producing better games for their effort.

Best of luck,

                   Troll.

Sgnappa
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Joined: 27/11/2017

About Ayako vs Mizuki...

Unfortunately I have only Ayako (love the model) but I don't have Mizuki. I often play against a Yurei opponent, where Ayako is difficult to place since he has Soulless and Ki 3 model as well.

Ayako has Psychic Drain combined with HypnoGaze is a good combo, since she can easily drain 3 Ki from a 2 Ki opponent. Virtue itself is not decisive, but Sixth Sense allow you to get rid of a Camoflage opponent while Lightning Reflexes is good for every fighter. Placing a Death Sentence is part of a strategy, for example at the beginning of a turn, on a model that doesn't have 3 Ki: not only a Ki trade but is you can concentrate your attacks on him.

Mizuki has the POWERFUL Obey: but costs 3 Ki and - unless you play her with some channelers, she does only that thing.

 

They fits almost the same role, but I imagine Mizuki always followed by 2 Child of Orochi to better use her feats, while Ayako not only do her stuff but she is a  channeler: if you have to fight against soulless or high Ki model Ayako can helps his fighters better than Mizuki, and you can invest less point in CoO models. Finally, Mizuki has Spirit but Ayako benefit from being a Shisai: putting Kyou with her means she gets +1 Ki on opposite, she benefits from bodyguards and double Ki from Blessed, and not really greeds from Ki, because she can get it from enemies.  

If found the concept very similar since you play a "control" list, but while Ayako is a great tool Mizuki is the central piece of a list.

 

I don't know what happens in the long run, maybe one is better than the other but I found them really different - they have only 3 points of difference: not so much, but play really different from one to another.

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