A few games in, some thoughts on the Syndicate.

18 posts / 0 new
Last post
monders
Offline
Joined: 29/04/2016
A few games in, some thoughts on the Syndicate.

I’ve had four games with SmTS now – here’s my thoughts on the faction so far, and a few ideas I have for the future.

I chose this faction because I dig the fluff. I really like the idea of two or three Buto’s heading out to take care of some Syndicate business supported by a few crossbowmen and pit dogs and a handful of sneaky cards.

Where I may have gone wrong initially was starting with the starter set. I’m not getting much use out of Harukichi (bar the odd re-roll) or Tsubaki so I’m only really playing with three guys. I really need to get to KNOW my guys and what they can do – are they offensive or defensive? Why haven’t I used strafe yet?! Etc.

I seem to be generally quite bad at table top gaming – my Guild Ball record is one (very flukey) win in about 20 games – but with Bushido’s Scenario scoring  it always feels like you can pull something back. I am also incredibly unlucky at rolling dice and flipping coins. Yes there’s a few cards, traits etc for re-rolls but for a faction who’s theme is, essentially, LUCK, I have to wonder if I made the right choice!

My regular, and so far only, opponent Chris (cdhay) has the Kage Ninjas and a themed board that heavily favours them so it’s been a bit of an uphill struggle. This is perfectly acceptable though – why wouldn’t a Ninja outpost be built to suit their skill sets and hamper the enemy?! I just need to get my board built, level the playing field.

So, moving onwards and upwards. I have bought Malosi (what a miniature, he’s my favourite so far) and Special Card Pack 1, and as mentioned above my next purchase is going to be a couple of blisters of Pit Dogs. The idea is to ‘waste’ these activations and tie up my opponent whilst the Buto’s lumber up ready to crush some skulls! The crossbow dudes will protect whichever area the scenario requires me to protect. I am not, however, tactically adept so any advice in building up from here is most welcome. I play ‘fluffy’ in all other systems and it gets me nowhere – bring on the filth!

This is all a bit meandering now, my apologies. I’ll cut it off here and thank you for taking the time to read and welcome any comments you have.

Cheers! 

Ret-MattT's picture
Ret-MattT
Offline
Joined: 26/04/2013

Lo there fellow Oyabun smiley

STS is my favourite faction, but as you have noticed, it´s not as self explaining as the Ninjas. Ninjas, bar Samurai, are the easiest models in Bushido to play. Silvermoon are not.

I could go on for quite some while on STS, but to give some useful advice on the starter set, this is about how it is supposed to be used:

  1. Manu is a offensive model who should lead the assault. The trick with him is his range of defensive abilities. You want to go into melee and then Push or Throw them away so they waste their actions. When they start to expect this you shift into assault.
  2. Tsubaki is an action sapper. She wants to walk up to and claim an objective while Seducing anyone coming near. Notice that an successful seduction can net up to two failed action for the opponent (they must roll 5+ per try).
  3. Wasapu ​is easy. Stay behind his friends and pop out to shoot twice per action through Strafe. Ideally he should empty his cartridge T2 and put some serious hurt out.
  4. Harukichi is the enabler for all this​. He wants to Focus T1 for maximum Ki and then put his reroll umbrella up at the start of your first action. Thus he also hangs back behind. Notice that the rerolls also affect the opponent, so you have powerful control over the result of opposing rolls.
  5. Senpu is a cheaper Manu​. He wants to shift between defending and suddenly Sweeping down enemies.

To illustrate it: a typical turn 2. You have Manu and Senpu up front with Wasapu and Harukichi behind, while Tsubaki flanks.

  • As Harukichi's Fortune's Favour is an (A) Feat it can be used anytime you are the active player, thus you pay 2/6 Ki to put it up.

  • Senpu melees a Ninja in full defense. He just wants to tie it down and Tire it.

  • Manu melees a Ninja, but at an angle to Push Defense it away from cover. This is in preparation for other things and Manu is both Aware and has Sixth Sense, so doesn´t care to turn his back.

  • Now the Ninjas are in a pickle, they could send in a second Ninja to overwhelm Senpu, but it's is not guaranteed as the Oyabuns rerolls will negate their advantage. Most likely not much will happen, but Senpu being Exhausted, taking a wound or two. But if they do this the Ninja that Manu pushed away is dead as Wasapu will unload his Strafe into it supported by the rerolls.

  • Suppose the Ninjas hope for a trade. They attack Senpu, hurt him and then Wasapu kills their mate. Now they must spend a second action to actually kill Senpu. Guess what happens next? Yup, now there are two exposed Ninjas out there, one of which is Exhausted and Wasapu has two bolts left. So, who to target? The Tired one. With luck from Harukichi another Ninja goes down. Now it´s basically game over.

That was one (overly detailed) chain of events made up to illustrate how to get advantage with the STS starter. Another way could be to bog the Ninjas down with the rerolls put into Seduction, the Stupid rolls and Throw Defenses by Manu. All those things eats more actions from the Ninjas than STS to put out. This frees more of your guys to simply walk around doing scenario stuff.

So, make your Luck, plan on your strengths and cheat your way to victory wink

[i]The Eagle shares the nest. The Dragon burns it. Join the Black Eagle and crush the usurpers![/i]
Da Gobbo's Grotto's picture
Da Gobbo's Grotto
Offline
Joined: 24/05/2016

Mate I play fluffy as well, filth is for the maggots to feed on!!

"When you talk, you are only repeating what you already know. When you listen, you learn something new."
Dalai Lama

“Move swift as the Wind and closely-formed as the Wood. Attack like the Fire and be still as the Mountain"
Sun Tze. The Art of War

minoa
Offline
Joined: 31/05/2013

Ret-MattT summed up the starer set pretty well. I was knda shocked when you said you've never used strafe with Wasupu! What?! That's his jam! As for the future... If you want to punch stuff, play a buto list (my favorite). If you want to shoot stuff, STS can shoot with the best of them. If you want to trick opponents, play a special card heavy list. If you want to have more activations than your opponents, use kyoaku-han and animals. Mix and match or go all out with 1 play style! With the STS, the world is your oyster!

Kevin Dowsett
Offline
Joined: 31/03/2012

my current 50 rice STS list is:

Nomi & Sukoshi Kani - I usually flank with these two. Their purpose is to distract my opponent & use some of their activations. If my opponent ignores these they can step up and interact with Idols etc.

Manu with Maneki-Neko - I march Manu up the middle and try and attract as much attention as possible. The Luck token can be really useful.

Wasupu and Kyoaku-han Crossbowman - long ranged armour piercing archers that can be devastating. One on each flank means your opponent has to make some hard decisions.

Sukuratchi and Wakasu Akuma - Sukuratchi can get lost amongst the other high priority targets and is great at interacting with idols etc. Wakasu is there for the activations and to annoy the opponent.

Tsubaki and Kappa - great objective runners who can also melee.

Finally 2 rice on Inside Information and 2x 1 Rice on Dark Secrets.

A total of 9 minis only 1 of which is insignificant.

Cult of Yurei (36), Ito Clan (19) and Silvermoon Trade Syndicate (20) now painted up and on the table.

monders
Offline
Joined: 29/04/2016

Thanks for taking the time to respond, folks., There is some absolute gold here! I really appreciate it. 

Yep, I really have to start throwing some Ki around and using traits/feats. Similarly in Guild Ball, I just look at my characters stats but not their special abilities. It's a mind-set I clearly need to address. I want to be a good player but also a good opponent who can actually give you a game

Regarding special cards - I had Bought Loyalty and forgot to use it. I wasn't happy with my self about that, as it suited the Scenario (The Envoy?) so well. Also the card that gives FLY to a model  but he got wasted before he could he use it. Maneki-Neko was good though, I'll never leave home without it. 

Despite this though, the game is fun and I haven't lost every game, so I’m pretty happy! 

I'll come back to this.

D_Arquebus
Offline
Joined: 19/04/2016

The guys above have summed up the model tactics. So I will just some some general things about the reports so far.

Generally games like this are won and lost on Activation control.

One of the main benefits to Haruchiki is he is a rear echlon character. So if you are out of reach of the opposition but about to move into range to clash, getting his aura up saves you moving and draws one of their pass tokens or brings a ninja into range. Moving him again to position for the turn and cover the most with his 8" aura even for two activiations and leaves Manu and Senpu and Wasapu all still ready to act and most importantly out of range of the enemy to attack.

This is only increased as/ if you add in some of the cheaper activations for the STS (such as the Sukuratchi, Akuma and Okette - 8 rice for 6 activations and the potential to Rise to tire much more expensive elite troops and remain in play).

Force the lower model count elite force to commit into range first, or to hang back and cede you the Scenario points. Then you assault them to tire them out and have the last activation to attack again vs an exhausted opponent or if using the pushes etc of Manu to activate the scenario objectives.

Note: be cautious of Tireless (Karatsu) who avoids the tiring effect of other models melee.

 

Hope this helps and keep it up. Great to watch so far :)

 

D_Arquebus
Offline
Joined: 19/04/2016

**EDIT**

 

Note: be cautious of Tireless (Katsumi) who avoids the tiring effect of other models melee. But obviously any other tireless model will provide the same challenges.

D_Arquebus
Offline
Joined: 19/04/2016

Gah - no edit  on here is killing me... :P

Additional thought re the OP. I kow you weren't taken with Tsubaki. I may suggest trying her as a stand in for Saki for a game or two?

Of particular interest for your Buto attacks is the "Lure" and "Distraction".

  1. Lure is oppossed Ki Test that forces the oppoent to walk towards her in its next move. Pulling a melle monster like Katsumi or Kerasu out of position and posibly also exposing their back to the Buto surprise counterattack.
  2. Distration is a (5) Ki feat test that if failed by the enemy allows you to change their facing. Again, best done when they have already activated but allows for a reprisal surprise attack from the Buto from behind.

7 rice but only 1 more the Senpu and more efficient re her speed (5) and Ki feats to move opponents about where they can best be gang attacked by the BUto heavies :)

cdhay's picture
cdhay
Offline
Joined: 17/04/2016

You guys all need to shut up ;)

on a serious note great advice guys of which I am sure lee will take heed! We have a mini dojo session tonight to discuss (unfortunately not the time for another batrep though)

Ret-darkframboisier's picture
Ret-darkframboisier
Offline
Joined: 15/10/2015

The full iron fist gumi is quite annoying for the opponent, you can field up to 4 butos, even if 3 butos + dafukaia & fire kami is a more insteresting option to my taste. Lee should definitely get dafukaia, give the fire kami boost at the start of a turn, vial od raijin him at the moment you see an exhauted ninja, et he'll be likely history !

But the reroll theme is also very strong, you can have the opponent reroll his dice, and using a dark secret with "cheated dice" is always dirty. For 4 points you can have Rakki, who saves you a dice each turn to play whenener you feel like it, or you can sacrifice him to get 3 rolls that you can use OR GIVE TO YOUR OPPONENT! last time he gave me a 1, a 2, and a 6, let's just's day that the Kiss of the Fose from Hanami was really hard for my opponent (took control of 3 of his models on a scoring turn)

Long story short, You really have a shitload of option with Silvermoon, so don't be bugged by a couple of sneaky ninjas! You're sneakier!

minoa
Offline
Joined: 31/05/2013

I love the gumi theme. Use it every game. Manu always gets maneki-niko also. STS can go reroll crazy for sure. Haven't played a list like that in awhile...

monders
Offline
Joined: 29/04/2016

Thanks again guys! 

As Chris mentioned, we had a meet up last night and went through some strategies. He has a keen tactical mind, and that's something I need to work on. He pointed out that Old Zo can leech Ki of models and re-distribute it. That seems pretty fun. 

Seeing that the Rakki dice can be used on your opponents too - love it. In fact, re-rolling your opponents dice is hilarious. I honestly thought STS was more about brute force (BUTOS!) but the control and infuriate aspect of their game is also very interesting to me! As we progress the Trails of The Michi series, I'll be trying all sorts of different lists and combos.

Cheers again folks! 

I'll come back to this.

Ret-MattT's picture
Ret-MattT
Offline
Joined: 26/04/2013

I just watched the second battle report and suffered with poor Harukichi who didn´t get to help you with your horrible dice rolls smiley ​

Zo is nasty too. Everyone hates paying tax on their Feats and to add to the insult you get their lost Ki. It´d also tie in well with your desire to get Pit Dogs if you also add Honoko who can keep getting Ki from Zo to pump out Sic'Ems. That gives those 3 Rice dogs MS3 when going in to flank whoever the Butos are brawling. You don´t better MS per Rice in Bushido yes

[i]The Eagle shares the nest. The Dragon burns it. Join the Black Eagle and crush the usurpers![/i]
monders
Offline
Joined: 29/04/2016

Another game filmed last night, and Chris is hoping to get that up by weekend yes

Despite some excellent advice above, there were no changes to my line up as Element Games only stock Bushido minis that I don't want/need. 

 

I'll come back to this.

monders
Offline
Joined: 29/04/2016

Another game filmed last night, and Chris is hoping to get that up by weekend yes

Despite some excellent advice above, there were no changes to my line up as Element Games only stock Bushido minis that I don't want/need. 

 

I'll come back to this.

Ret-sinistercats
Offline
Joined: 27/08/2012

Thanks for this- I played a game today with the Starter and knowing all this made a huge difference! 

Any more great ideas about expanding the starter or different scenario plays? 

Hakkor's picture
Hakkor
Offline
Joined: 15/03/2012

I have recently played some successful and amusing games with the Iron Fist Gumi. Manu, Malosi and Dakufaia are the best slammers in the game if supported by Jumo tokens. Add some cheap animals to disrupt the enemy activations and the result is quite solid in most of the games.

In order to expand the starter, you could purchase Malosi, and Sukurachi (with both animals), put away Wasapu, treat Senpu as a cost 4 Kiokau Han and swap Oda for Harukichi. You would have a complete Iron Fist Gumi list for 36 Rice.

announcement
yenohoney