Which Faction?

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Greeny
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Which Faction?

In a bid to be helpful I wrote this up for the original thread, but with a few alterations here is my take on the factions, if any one comes up with a better take on a faction (I hope they will;)) or has any comments/alterations send it me and I'll edit it into this post so hopefully it'll be here whenever a player wants to know what faction to choose:)

 

Prefecture of Ryu:

 

To give prefecture an element I would say they are stone- unyielding but seemingly simple. The Prefecture are the most forgiving faction when battling in the Jwar isles, they have a large percentage of armoured troops, good fighters and solid support models to back them up when needed. Their strengths lie in their resilience to light damage, the synergy within their ranks and the awesome fighting skills of their Samurai, their weakness is simply their lack of flair, whilst they do have some unusual support models they do not have the broad range of mystical feats available to the other factions, often the only feats a prefecture character will bring to the game will be ones that make them better at what they already do pretty well. They also have a low Ki count across the board, so fear and opposed Ki tests can be a threat. The prefecture troops can be broken up into three camps:

 

Samurai- The mightiest warriors of the prefecture such as Hiro or Hagane are arguably the most formidable individual warriors in the Jwar isles, in single combat there are few that can stand before these fearsome swordmasters and win. Their Feats generally increase their already deadly combat skills but they can also help ashigaru nearby. Tactically these are the blade of the prefecture, and should be used aggressively to target and kill the hardiest of your enemies, or defensively they can deny objectives and ground to the enemy by simply being there. Their only flaw is that they are only human, with human damage levels, and can be taken down by ranged attacks very easily. Two Samurai worth special mention are Ryoko-Sha, who has arguably the two most powerful feats in the entire game, capable of ending a turn early or extending it further, and Katsumoto who adds a level of tactical depth to the Prefecture playbook previously only available for ashigaru forces.

 

Ashigaru- The line troops of the prefecture, their strength is in their synergy with each other. A single ashigaru is a cheap and fairly average character, but once they group together in a wall of spears they are a fantastic defensive formation, and with support ashigaru such as Hanso, Junuchi or Fujitaka on the field they can become formidable even without samurai support. Hanso is a key figure for the Prefecture, his abilities and feats are some of the most useful in the whole game, and if you are fielding ashigaru, you will almost always want to field him. Another model to note is Minuro the Arquebusier who carries by far the deadliest mundane ranged attack in the Jwar isles.

 

Specialists- Whilst the general Prefecture force is bereft of many of the more esoteric feats and abilities of their opponents, they do have a range of specialist characters such as Tenshi the warrior priest, Matsu the sorceress, Bikou the ninja and Mikio the Jumo wrestler, these all add a unique twist to the factions playing style, and although often without some of the stronger characteristics of the rest of the faction (most lack armour, and Hanso’s abilities have no effect on them) they can allow a Prefecture player to design a warband around their own playing style much more effectively. Two key models to note would be Daisuke the healer, who when combined with armoured Ashigaru and samurai can make them nigh on immortal, and Mizuchi the awakened Dragon, an expensive but incredibly hard hitting model who is one of the most capable all rounders in the game.

Prefecture Podcast

TTB Orochi talks Prefecture

 

 

Temple of Ro-Kan:

 

The element I would assign to the Temple would be water, they are a complex faction with lots of flowing and changing synergies within both their characters and their feats. The temple is the undisputed master of Ki and its manipulation, its characters have on average more feats or simply more powerful feats than the other factions, and the monks have universally high Ki statistics making them especially useful against fearsome enemies or opposed Ki Feats. More than any other warband the temple has the ability to adapt and re-group to changing situations on the table, as they are faster moving than most opponents but still pack a punch. The also temple has porabably the widest access to the more esoteric special attacks/defences, Slam attack and sweep attack can prone enemy models denying them activations, giving the temple even more room to breathem, and they have more combo strike than any other faction, giving even the wekest hitters the ability to rain multiple blows into an enemy. Their main weakness is their inability to take sustained damage, they have few genuinely tough models (Suchiro is almost indestructible with enough Ki) and even their best fighters can be swamped or brought down with missile fire, the three main groups of temple characters are-

 

Monks- With exceptionally high Ki statistics, high Melee skill and cheap melee boosts, monks (especially master like Po) are capable of fighting off almost anything in melee bar the Prefectures’ samurai, but their lack of armour and small wound tracks mean they are highly susceptible to counterattacks. Using them carefully is your best option, keep your Ki ready for pinpoint strikes on enemy weaknesses, use hit and run tactics to seize objectives and shut down enemy support models all the while using the more tactical feats of characters like Riku and Master Ekusa to keep the enemy off balance. Ekusa is a Ki ‘Banker’, able to move ki around the battlefield to who needs it most, as well as wielding impressive feats such as ‘contemplation of existence’, he is expensive however, and can never voluntarily enter into melee, which can make for interesting gaming. Aiko is another key monk, with blessings that can heal at range or improve her allies already impressive fighting skills, she also allows the inclusion of a Gorilla to the force, which is a terrifying enemy on its own!

 

Peasants- these characters are not really what you would call the ‘rank and file’ of the Temple, rather they are the cheap, expendable but handy fillers that support the more versatile monks. They can protect the monks from surprise assaults using bodyguard, take and hold objectives far from support without placing a valuable model at risk, and even contribute Ki to their more spiritual brothers via Master Ekusa. 'Faith', the basic feat can be combined with skills like combo strike or Yumi's feats can make a huge difference to the monks hitting power. There is little point listing a peasants weaknesses, except to say ‘everything’ but they are cheap enough to justify this. Kintaru is the least useless of the peasants, and brings with him several abilities that are very useful for a skilled tactician, Kawa no Rojin is a beautiful model which can give boosts to your peasants that can make a big difference to their effectiveness, but without the support of Monks they are still unlikely to win games.

 

Spirits- with Kami, Yokai and the natural kingdom at their beck and call, the temple can field some fantastic mythological beings. The spirits that fight alongside the monks are usually support models rather than game winners on their own, with Kitsune being a highly mobile rapid reaction model with very tricksy feats, and the Shisai being the toughest thing in the faction by far able to withstand huge amounts of punishment before falling. A special note must be made of the minor elemental Kami, who have little effect on their own, but by sacrificing themselves can give benefits to their allies which can change the course of the game. The Tengu ‘XXXXX’ adds another element to the Rok-Kan, with fighting skills to match any model in the game, a swathe of traits granting enormous battlefield flexibility and a feat that can affect the entire table at once he is an absolute powerhouse that has the ability to dominate the game if left unchecked.

Temple Podcasts:-

TTB podcast- Ret-Rudders discusses Temple

 

 

 

The Savage Wave:

 

Without a doubt the Savage Wave embody the element of fire in its most dangerous form as they are an aggressive yet fluid force that can multiply itself as fast as it destroys its enemies.  Possibly the hardest faction to get the best out of, the savage wave are a force of extremes- the brutal and unyielding Oni and the pathetic and cowardly Bakemono, even their advantages and weaknesses are polarised. To win with the savage wave you have to enter the game with a solid plan, usually one that involves the rapid application of a blunt Oni to someone else face, and stick to that plan, keep moving fast and aggressively and keep your opponent on the backfoot. Due mostly to their generally low-average melee skill and ki stats across the board, the Wave will soon lose to a more balanced foe if they make even a few mistakes, but when used well they are more than capable of sweeping any other faction off the table. Whilst there are two obvious delineations on the faction, the groups I have chosen are-

 

Oni- The biggest and baddest characters to roam the Jwar isles, Oni are very, very hard to kill, big hitting monsters. Due to their high rice cost you’ll rarely see an Oni dropping gifts in a shrine or spinning an Idol, they are best when hitting the enemy head on. Lacking the finesse of the monks and samurai they rely on brute force to punch through enemies lines, so they don’t have the high Melee skill of these models. This means they will need the support of Bakemono to finish skilled opponents, although having said that a charge from Zuba hits with such an impressive strength bonus that even a minor win will squash most unarmoured enemies flat! Key Oni to use are kimono and Ushi, the two headed slaver, although the most expensive Oni he has perhaps the most tactical flexibility, and his feats are the equal of most factions.  I’ll add the two Oni-Sho to this group, as both of them have abilities that match those of their bigger brothers, though as they are cheaper they have them to a lesser extent- Kano is a solid Melee model, able to dish out a fair amount of damage with his tetsubo, whilst Boba is a mobile artillery piece, capable of taking down almost any opponent with a good close range hit. Both these models have disadvantages however, Kano is aggressive meaning he can be lured in one way fights, whilst the impetuous Boba can hamper mob tactics, , which means a Savage wave Player will have to think carefully before including them in any list.

 

Bakemono specialists- scum rises to the top just like cream, and the bakemono have a lot more scum than cream. That said the specialist Bakemono such as Okina and Oto the drummers may be some of the most useful models in the game, they all have feats that greatly increase the effectiveness of your force (often by decreasing the effectiveness of the enemy) and with access to the Bakemono horde pool they get to apply these feats more regularly than most models. Whilst being inherently squishy is their main weakness, these specialists are still cheap enough that it doesn’t matter when you take their effectiveness into account. Wu-Zang is a particularly fine example, his ‘Curse Soul’ feat can cripple the hardiest of enemies for a turn, and when combined with Tra-Peng’s ability to stun one opponent each turn it gives even a Bakemono a fighting chance!

 

Bakemono warriors- easy to kill, low melee, low Ki, negative strength, a lone bakemono isn’t much of a challenge, even for a peasant, but when they can summon the powers of the horde they can be formidable. The Bakemono horde feats are some of the most unusual, and devastating, in the game, from bringing down a darkness across the board that they themselves are immune to, to dragging reinforcements out of the undergrowth, seeing the Ki build up on the Horde card will always have your opponent worried. Used best to support the Oni as they wade through enemies, as well as scoring objectives in their wake, be prepared for judicious application of the ‘Bakemono hug’, running a sacrificial Bakemono into a scary enemy only to roll all your dice in defence, simply to strip the enemy of actions. The archers are worth noting here individually, as they can be surprisingly threatening and good for use as denial models.

 

Those who serve- Another incredibly useful Wave model is the beast like Nian, potentially the best assassin model in the game as it can shred an enemy support model regardless of where they try to hide, although it's aggressive nature can leave it open to counterattack.The Oni slaves, and their champion Jun, are the cheapest spearmen in the game, and even though they are only as capable as a bakemono in a fight, (if that) once they get a taste of Oni blood they can use first strike to threaten much more expensive enemies. The last model in this section is the giant bat: Flank is an absolute nightmare for any opponent to plan for, and can win games outright if used well, plus at MS3 he may be the best fighter a Bakemono force can field..

 

 

The Cult of Yurei:

 

It seems most reasonable to assign the cult the element of Void, they are able to field so many different types of force that it is hard to see what you will face through the shadows, but once revealed they find it difficult to change their form to react quickly to enemy strategies. The Cult is easily the most varied faction that walks the Jwar isles, everybody is welcome to this party, and being alive isn’t a pre-requisite. Able to be completely customised to a players every whim, from the everlasting Kairai Horde of Kato to the neverending rat swarms that accompany a Nezumi force, the Cult is incredibly flexible when it comes to force selection. This can be a double edged sword however, especially in tournament games when you need to build a force that is a good all rounder. During the game the cult need to be tightly controlled, and each element used to its best effect, this means a cult player really has their work cut out planning ahead, and some foes, like the flexible Ro-Kan, can be nightmarish to counter. The strengths of the cult lie in its focus, a well made assassin force will almost certainly kill its target, a Kairai based denial force can bog down even the mightiest hero, and a fast moving Kami force will keep even the fastest Monks in disarray. Their secondary strength lies in Fear- although it  is rare for a 2 or 3Ki model to fail most fear checks, and brave models are almost immune to all but fear 6, the potential to sap an enemy activation with an unlucky dice roll is a real threat, and can often force enemies on the backfoot, or make a hardened warrior susceptible to attack by the cults unskilled fighters. The best way to break down the cult seems to be-  

 

The Humans- From Kato the puppet master to the wastrel Shichiro, the human models are the foundation a Cult player will build their force upon. Although they have the worst average skills across all the factions, when used with the right models the cult’s humans can perform devastating attacks- for example Gengo and Kato together can stop a Kairai from being slow allowing it to charge whilst increasing its ‘Rise’ ability to come back to life if it does fall, this in turn will allow the Kairai to surprise the enemy who thought he was safe 5” away, and almost guarantees it will still be there annoying them the following turn. The Burakumin also have the ‘conspiracy of the cult’ trait, which for a small price in blood allows them to share Ki across the table, increasing the factions flexibility. Kato is the obvious Human to note, as he is absolutely key to any successful Kairai force, as well as being able to create his deadly marionettes.

 

The Monsters- Taking the part of the specialist in an already specialised faction, the monsters (Yokai) in the cult aren’t always ugly, the beautiful Ikiryo, though fragile, is the ultimate ranged weapon in the Jwar isles, Nezumi the ratman can bring almost any foe down when surrounded by his kin, and the giant rat swarms that often accompany him are durable and overwhelming against armoured foes. The right Yokai in the right place will win you the victory points every time, and the ‘fear’ these monsters generate alone can often change the course of a game against a low Ki opponent. The most common flaw these models share however is their fragility in the face of a determined enemy, (with the hardened Wanyudo and the hard to catch Mo-Ises exceptions here) and they must all be used with the utmost care to succeed in your aims.Gok is another useful Yokai, with his feats and abilities making enemies around him far more susceptible to cult attacks.

 

The Dead- the Orphans summoned Wrath, and the mighty Wraith are the spectral arm of the cult, both uniquely fast and deadly kami, they are great assassins that can force your opponent on the defensive and in the case of Wrath, entirely expendable. However they can never win the game unsupported as they are insignificant, so be wary of how you spend your rice on them. Kairai on the other hand are slow, steady and potentially indestructible, and although they take their time getting anywhere, they are quite simply the best denial models in the game, especially the armoured Ashigaru Kairai, who with tough and armour is capable of withstanding a huge amount of punishment. It’s also worth mentioning Araka at this point, the undead Oni, although he may seem expensive he is an absolute tar pit with ten wounds, rise again and tough, your opponent will hate seeing his grotesque form on the field, and he even brings missile weapons as an added bonus! The Kairai downside? Just get used to losing a lot of fights...

Cult Podcasts

TTB podcast- Greeny discusses the Cult

TTB podcast- Designing the Cult

 

 

The Ito Clan:

 

The Ito are good all-round performers, able to shift with the flow of battle better than their Prefecture foes, and they are also a fast striking faction, like a snake should be, and so I think the element of air suits them best. Because they have less ‘stand up and slog it out’ troops than the prefecture the Ito have to play more tactically, and so are more challenging, but they still have many of the same advantages- they have hard hitting Samurai, reliable core troops and good support, but their biggest advantage is the ‘Blood of Orochi’ this allows them to put the damage exactly where it is needed most, regardless of each models positioning. This means if anything the Ito hit harder than the prefecture, so probably hardest hitting of all the factions, but in return they are relatively fragile, in fact the faction can be seen as a ‘glass hammer’ at times, especially when you consider that to gain the maximum Orochi points you need to take more of the relatively weak Shisai sorceresses. The three main classes of Ito troops are:

 

Samurai- Just like the prefecture the Ito samurai are masters of the martial arts, with martial prowess on every model in fact, and they are more than capable of holding their own in a straight fight, but this as always comes with a hefty rice cost, they also tend to be more focused on a single task than their prefecture opposites (Ito Itsunagi and Ito Masunagi are brutal attackers, Whereas Satoshi is a great defender). The abilities and Feats they have give them a large threat rating in melee, and a good Ito player will use them to hunt enemies rather than simply to claim objectives. Ito Kenzo deserves a specific mention as he is not only an accomplished fighter with heavy armour, but he adds to the Blood of Orochi pool too, becoming self supporting in battle, whereas Ito Satoshi is a hard to kill powerhouse that can give massive tactical advantages to keeping him near groups of Ashigaru.

 

Ashigaru/Bushi- The lightly armoured Bushi of the Ito clan at first seem like a strange use of 5 points, they lack the first strike of their spear armed equivalents(unless they use their feat), and can look inferior. However  they do have several advantages that set them apart- they all have bravery like their samurai lords, meaning they can operate more self sufficiently against fear causing enemies, and they can boost  their movement fairly cheaply, making them incredibly fast on the table when supported by channelling Shisai. Chiyo is a unique Bushi with the Leap and jump up traits making her ideal for striking out at monks and other characters with special attacks. The Standard Ashigaru take the form of the Jade Mamba Guard and are led by the brutal Takeji- with heavy swords instead of spears these models are much more focused on attack than the spear wielding Ashigaru of the Takashi clan, especially Takeji whose feat allows him to win melee tests against extreme odds.

 

Orochi’s cult- A mix of powerful Hebi-miman and Shisai, the cult of Orochi are the power behind the throne of the Ito clan, and in game terms this is also true, as these are the models that you need to bring to the table to generate the all important ‘Blood of Orochi’ points that give the faction is deadly bite. Shisai range from the cheaper Sakura to the more expensive Ayako, though their abilities are broadly the same including the highly useful ‘channel’, Ayako also has the ability to steal enemy Ki with ‘Psychic Drain’, making her a very handy character when fighting factions with low Ki generation, but both these Shisai are horrifyingly fragile, and will take manpower to protect on the table.. The Hebimiman are the most monstrous creatures at the clans disposal, with Akimoto being little more than a mutated Ashigaru although he contributes to the pool and has a fantastic feat for terrifying low Ki opponents, but Naoko is a swift and accurate assassin, able to blind opponents on the charge and finish them in melee. Hebimiman whilst seemingly over powerful have one major flaw- impetuous, this can hamper tactical play and give your opponent opportunities meaning you have to be very careful how you use them.

 

The Silvermoon Syndicate:

 

The strangest of all the factions, if not in appearance then in playing style, I have struggled to find an element that suits them, but I think they are best summed up as a faction by the idea of Risk vs Reward. This is most obvious in the special ability most of the models may utilise when gaining Ki (in the Ki generation phase or otherwise). These models may flip a coin, if it they correctly predict the result they gain double Ki, if not they gain none at all, a harsh difference, as it may mean your Shatei Crossbowman fires once instead of twice at the incoming samurai, or your Buto is left in melee without access to his feats or skill boosts, but it may also mean your Oyabun has enough Ki to change the game entirely, or Your Rose can use her feat twice in one turn.. The risk/reward ideal is also seen in the way you have to play with them as a faction, a crossbow at close range is deadly, but if you miss the crossbowman is such a poor fighter he will certainly die, Buto bodyguards will rarely earn their rice hugging their Oyabun’s, but if they move away to do their damage they will leave the incredibly poor in melee support models exposed to the enemy. Every action a Silvermoon player takes has to be weighed up against the long game as with a few unlucky results the game will almost certainly be short indeed. However the combination of feats, traits and abilities within the Syndicate means they have the ability to alter fate, swap dice, force opponents to re-roll their own dice and affect the game in way I don’t think I’ve ever seen in any other wargame- it’s both frustrating and unnerving for an opponent to see this faction used well, and they can turn the tide of battle like no-one else in the Jwar isles,  I have split them into three distinct groups, which will be very focused on a few models at the moment, but will expand as more is released.

The Thinkers- Currently the only model in this category is Harukichi, the Oyabun in the Starter set, a classic support model he is weak in melee, poor in defense and unlikely to survive a protracted combat with even a basic ashigaru, however his feats are very powerful, and because of these it is unwise to underestimate the flabby merchant- Cheat fate lets you literally Call the dice for a friendly model nearby,  As expensive as it can be, this feat can make a vast difference to a game, as even 1 ki guarantees an additional dice in melee/ranged is a 2 result, giving +1 to that roll. Fortune’s favour is even more demoralising as it can be used to force opponents to re-roll their 6’s and can ruin the noblest of warriors day.

The Fighters- Split as they are between the brute force and staying power of the Buto and the lightly armed warriors of the Shatei, the silvermoon player has a good choice of hitting power already available, with more on the way.  The Buto in the starter set, Manu, has a list of feats as long as my arm, and makes the perfect bodyguard, and all Buto are also an incredibly solid anchor on the battlefield, with a hefty amount of wounds, these warriors are almost Oni in their statistics and play style, though they replace raw aggression with a good spread of special attacks and defences to keep the enemy on their toes. The Shatei on the other hand are light troops that are fragile yet pack a great deal of punch, either in melee or at range (the repeating crossbow as wielded by Wasapu is already rightly feared across the Jwar isles), cheap and effective the Shatei give the Syndicate the manpower to turn objectives and drop enemy models when needed, though when out of their depth (or their Thinkers support range) they can be lost easily. The beast handler Sukuratchi deserves a special mention, as he and his pets have the ability to tie up many times their rice cost in enemies whilst the other Shatei grab objectives, and when the Oyabun is around even a Bantam can be quite deadly.

The Roses- Currently represented by the beautiful Tsubaki, the Roses once again epitomise the Risk/Reward play style, their defining feature is the disguise token, allowing them a great deal of freedom around the table whilst enemies must weigh out the risks of failing to see through their charade, this make the Roses perfect objective grabbers, as this does not reveal them to their enemies. The risk of walking a model through an enemy force, relying on the disguise test alone to protect them is a very large one, but being able to calmly drop 3 point tokens on an opposing shrine is a game winner every time. Don’t think that this means the Roses are one trick ponies either, they have decent melee stats, alongside special attacks/defences to keep them in one piece, and their feats can stop an opponent’s models in his tracks, so used at the opportune moment can really swing a turn in the syndicates favour. Tsubaki’s last trick is the ability to Blind an enemy once per game- Blind being potentially the single most horrible state a model can be placed in (-1MS, plus everything surprises them) this can combine well with a Shatei or Buto charge to take down  a mighty Samurai like Ito Itsunagi or Takashi Hiro in one round.

 

Mattyjudo
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This is great, really helpful for new players like myself. Thanks Greeny

In spirit united, in skill opposed

Joueur 1156
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I'll just add a little tip for the temple.

In my opinion, a peasant with Yumi or Riku is the deadiest combo in the game.

If you combine faith with Counter Attack Defence, you can have a lot of dice in attack and in defense.

A little exemple : your peasant has 2 ki, Yumi has 6 ki (thx master po !). Your turn : you active Yumi and use faith. She uses a melee and gain "flow like water" for 1 ki, and buy 5 dices. Thus, she has 9 dices, counter attack defence(0), dodge(1) : she will have 2 high SL. And the opponent has to choice if he wants to defend or to attack (to reduce counter attack defence...). That's powerfull, and really easy to use !

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This is a great read Greeny, thanks.

 

 

Greeny
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Cheers guys:) Ito now added, and Joueur I've added a note in peasants about the Faith feat as you are right, it's an important part of the temples arsenal:) keep suggestions coming, I only regularly play with Cult/Ito/Wave so anything else the Prefecture and Temple players want to add?

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Well, we already had the debat around bikou!
I would talk a bit of matsu: she moves at point blank, and makes a improved blast to prone.
If you place yourself well, you can prone one mini and slam it in another, which make two minis prone! You can have a lot of fun, closing in, shooting, shooting again while moving vack to security.
She can also place herself just behind an ashigaru and use his ZoC to protect her, while slaming people.

cain
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A little exemple : your peasant has 2 ki, Yumi has 6 ki (thx master po !). Your turn : you active Yumi and use faith. She uses a melee and gain "flow like water" for 1 ki, and buy 5 dices. Thus, she has 9 dices

 

8 dices with maximum Ki.  Flow like water costs 1, and a Ki boost with 4 dice for 7 Ki.

Ki boosts are a single source as stated before and are one still in the examples of New Dawn. YOu dont buy each dice for 1 Ki, you get to reduce the full costs by one.

Malhorme
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? Where is that stated?

If this is correct, Does this apply also to disrupted flow?

B.

GCT Master T
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cain wrote:

A little exemple : your peasant has 2 ki, Yumi has 6 ki (thx master po !). Your turn : you active Yumi and use faith. She uses a melee and gain "flow like water" for 1 ki, and buy 5 dices. Thus, she has 9 dices

 

8 dices with maximum Ki.  Flow like water costs 1, and a Ki boost with 4 dice for 7 Ki.

Ki boosts are a single source as stated before and are one still in the examples of New Dawn. YOu dont buy each dice for 1 Ki, you get to reduce the full costs by one.

This is incorrect.

Each Ki Boost is considered an individual boost and the cost is increased/decreased per boost. If a Ki Feat has an X cost then the X cost would be increased/decreased.  

"To a real warrior, power perceived may be power achieved."

Malhorme
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Thus, in the example, under faith, Yumi does pay each dice 1 ki?

GCT Master T
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Yes

"To a real warrior, power perceived may be power achieved."

cain
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Giving the always boost for 2 faction the ability to boost for 1 is really strong.

Pre New dawn it has been the other way:

http://www.bushido-thegame.com/forum/hithero-263-46

 

 

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Looking at limiting all Ki Boosts of Statistics to x2 of the base value. 

"To a real warrior, power perceived may be power achieved."

Malhorme
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Why? Faith costs ki, the peasan must keep close to the monk, it lasts only for one activation, and it's quite easy to lure the temple player by blank point shooting on a monk (so the temple player must have choice between using bodygard, but losing the pesant, or not using it, and losing a monk).
Why change things that work well, when there is already max ki to ensure a limitation?

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It is the wider picture rules mechcanics, game balance that would cause the change not one specific model.

"To a real warrior, power perceived may be power achieved."

Atrus
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Temple is the hardest faction to master right now even with the Cost 2 to Boost. Later will be underpowered. Is the allways nerfed faction XD

But you are GCT studios and know all about the future of the game, so we'll see. I have faith.

Bushido its not about Killing, its about Tactic.
Welcome to the Oriental-Fantasy-Fusion Game.
http://thetempleofbushido.wordpress.com

Malhorme
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Why do you say its the hardess to master?

CserZ
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It's very hard to not win with them in round 2 ;-)

Rudders
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I need some lessons - if you want to practise creaming Temple then come and find me in Cardiff! I am cearly missing some tricks!

Henrix
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I've said it before - when I demo I prefer to avoid pitting the Temple against Ryu, as they have a hard time before the player groks Feats and their traits. But after the initial stage they do well, in my opinion.

 

Do you play scenarios, Atrus? That makes some difference for them, but is not essential I think.

 

But I hardly think that limiting, say, Kenko to just MS 8 nerfs him. I've hardly ever seen him boost more than that!

 

Sorry for the pile-in, Atrus! We're just baffled.

I follow the rules of bushido. I am a bushi.

Swedish players, rally to Hokuō Bushido!

Malhorme
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Last time I played, on 6 dice I got 1,1,1 (too bad, def dice of Naoko) and 1,2,1 (too bad, def dice of Kenzo).

 

So, whatever minor tweaks can bring, at the end, when your dices hate you, your dices hate you....

crying

 

Greeny
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the 'nerf affects pretty much every other faction more than the temple, poor bakemono limited to 4 dice! (not that I've ever used my whole bakemono horde pool to make one Bak a combat monster from hell...) but it does make sense I think:)

Atrus
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I allways play scenarios and often I win with the temple, but need a LOT much work than winning with Prefacture or Wave in my opinion. You have to do hard decisions with Temple and protect the vital Monks well, but maybe Im missing someting :S (Probably are my dices >_<)

But dont  misunderstand me, I think is very well balanced right now.

By the way, what happens with Wrath and Wraith that boost with 1ki?

 

Bushido its not about Killing, its about Tactic.
Welcome to the Oriental-Fantasy-Fusion Game.
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cain
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2x base value doesnt make much sense.

Its a value which is never catched anyway. The average cp 3 model never boosts to more than 6 (not even seen 5 in our games), and monks are forbidden to boost beyond 8? Come on. You have always better stuff to do with Ki i suppose.

And the Bakemono horde? For the costs of 2 boost dice you can buy a new guy.

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Currently trying to decide on my next faction purchase, well I didn't do my intended GenCon order so it's only fair that I buy more Bushido right??? Thinking Cult of Yurei next.

Rixus Mar
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Excellent stuff Greeny. I have  to say i have a far better idea of the factions than i did half an hour ago.

I will add though (not to sound overly pedantic) that "beck and call" = "beckoned call". (",)

Oh, and for the others, the plural is already "dice" not "dices", the singular being "die" (which most people know but still do it). I don't mind when people interchange the term "dice" for singular and plural cos its still a word after all, and most cultures are lazy/efficient talkers - but it does bother me when people say "dices" for plural... (",)

You'll all hate me before the end i'm sure... (",)

Saru mo ki kara ochiru

Greeny
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Rixus Mar wrote:

Excellent stuff Greeny. I have  to say i have a far better idea of the factions than i did half an hour ago.

I will add though (not to sound overly pedantic) that "beck and call" = "beckoned call". (",)

thanks:) you've reminded me that I should update this to put the Silvermoon in (unless a silvermoon player would like to do that for me and I'll copy and paste with acknowledgements?) and some of the newer models:)

(and in the UK it's "beck and call", from the 14th century 'beck', Beckon Call is a common americanisation that whilst gaining favour is still seen as an alternative rather than a derivative;))

Rixus Mar
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lol. Every day's a school-day... (",)

Saru mo ki kara ochiru

Greeny
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meh, I had to look it up in Brewers at work as I genuinely didn't know either, so we both learnt from that one;) I have updated the first post a little here and there, and added a temporary Silvermoon post

Ret-JamesHasker09
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Greeny just a quick correction for silvermoon, its not if you get heads you double or tails you loose.
"Its controller may flip a coin and call heads or tails. If they call crrectly they gain double the number of ki tokens gained" :)

Grand Master 2016

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Awesome text Greeny yeswink I love it and agree in almost everything.

 

A few comments/oppinions:

-Prefecture text is perfect.

-In the Temple text I would add some coments about the versatiliy of Monks special attacks and defenses (Slam Attack!).

- In the Savage Wave: Kano isn't impetuous! He is just agressive. And you forgot to mention the Slaves >_< That are much better than Bakemono alone (but bakemono are better in horde).

- In the Cult text: Personaly I see the Cult more like Void element, but is a metter of preference (Wood is not an elemment in Bushido fluff is just that). In my opinion you barely mention Fear! And Gok is a Yokai not a Human :P

- Ito Clan Text is perfect.

- Silvermoon text is perfect.

 

Do not take my comments as a criticism, just advice. I love everything that you post.

Very very nice job!

Bushido its not about Killing, its about Tactic.
Welcome to the Oriental-Fantasy-Fusion Game.
http://thetempleofbushido.wordpress.com

Greeny
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Thanks both I'll add those bits later on, can't believe I forgot slaves! Feedback helps get this right so I don't take anything as criticism:)

Greeny
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Changes made, I even managed to justify Void for cult for you Atrus:)

Atrus
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Awesome! Thank you.

- The name of Gok appears in Humans and in Monsters.

 

This text is excellent compendium of Faction's strenghts and weakness, and useful for newcomers. I love it.

yesyesyes

Bushido its not about Killing, its about Tactic.
Welcome to the Oriental-Fantasy-Fusion Game.
http://thetempleofbushido.wordpress.com

Greeny
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next time I'm near a PC rather than my phone I'll try and link the podcast threads to these summaries, that way it will all be in one place:)

Henrix
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Atrus wrote:

- The name of Gok appears in Humans and in Monsters.

*Looks at Gok*

I fail to see the problem with that. wink

I follow the rules of bushido. I am a bushi.

Swedish players, rally to Hokuō Bushido!

Rixus Mar
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Podcasts?! Where?

Saru mo ki kara ochiru

asdepicas
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What about ninjas and pirates?

undead_ichi
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lol this post was 3 years ago they where not out 

yenohoney