Perfect defence

6 posts / 0 new
Last post
Troll
Offline
Last seen: 8 hours 18 min ago
Joined: 24/07/2017 - 11:38
Points: 0
Perfect defence

At what stage of a melee exchange should master akari pop his perfect defence instant ki feat?

Lazarus01
Lazarus01's picture
Offline
Last seen: 1 week 10 hours ago
Joined: 15/06/2017 - 00:56
Points: 0

The first step in a melee exchange is to rotate the models so they are facing each other.  If you're NOT in BTB then technically the second your opponent says "Hey, I'm going to attack Master Akari" then you say "Fine, I'm using PERFECT DEFENSE"  because it's Instant and you haven't actually started the melee yet. - Problem Solved -

 

However, if you're already IN BTB then in the interest of zen purity and sportsmanship, it works like this.

Melee Step 2.  Opponents decide if they will use any abilities, Ki Feats, or increases to Melee Skill Statistics through Ki Boosts. If you're the defender then you declare first so that your opponent knows that at the end of combat they will lose their highest attack die.  A savvy opponent will calculate this into their strategy.

Melee Step 6.  Both players calculate their final Attack and Defense results.  This is where your opponent will have to eat their best attack die.  But in fairness you warned them.  They went in any way.  So that makes YOU the Master of Bushido.  Happy Hunting.

Troll
Offline
Last seen: 8 hours 18 min ago
Joined: 24/07/2017 - 11:38
Points: 0

I thought that might be the case.
Whilst on the subject of instant timing instants does asp strike go off at step 8 or does it have to be declared beforehand like perfect defence? I am assuming that jumo tokens work at the same step as well.

Lazarus01
Lazarus01's picture
Offline
Last seen: 1 week 10 hours ago
Joined: 15/06/2017 - 00:56
Points: 0

Asp Strike aka Lightning Reflexes determines who the first attacker is so this must happen at the beginning of combat in step 2.  Jumo Instruction Tokens are the same.

Addressing your comment on step 8. 

Step 2 Ki Feats are used to determine what will happen in the coming melee.

Step 8 Ki Feats are used after dice have been rolled but BEFORE damage is applied.  So if you have 2 wounds left and you're about to take a success level 8 hit then it gives you a second to get an ability off before you die or to prevent death.

EXAMPLE 1.  A Takashi family member is wearing the Takashi Clan Armor that has an instant Ki Feat called "Ancestral Shield" that's used to prevent wounds.  Step 8 allows the player to see what kind of potential damage they're looking at before deciding to spend the Ki to block it.

EXAMPLE 2.  You have an Instant Ki Feat on a model that's about to get cut in half.  Step 8 allows the model to use it before death as there is no restriction on the type of Ki Feat used.  (Step 2 Ki Feats are restricted to ones that will modify the dice pool in the coming melee)

Troll
Offline
Last seen: 8 hours 18 min ago
Joined: 24/07/2017 - 11:38
Points: 0

Thank you for clarifying that for me. I come from a small group of gamers who are basically teaching ourselves the rules as we go. We're muddling our way through and have most of the rules down pat but some of the finer points are still lost on us.

As an aside it has been quite fun to play as we have been and declaring instants at the wrong time. It has thrown up some epic moments such as an outnumbered and exhausted asp striking Ito guy skewering my rice farmer who thought his opposition was going to go all out defence or Manu burning jumo tokens and unexpectedly chucking people all over the place.

Lazarus01
Lazarus01's picture
Offline
Last seen: 1 week 10 hours ago
Joined: 15/06/2017 - 00:56
Points: 0

The ultimate goal is to have fun.  So as long as your doing that, who can complain.

Just remember that learning the rules is only about 1/4 the fun of the game.  The realization of how to bend them is even greater.

Here is a low-level example.

EXAMPLE - You see an enemy model is about to walk up and attack Malosi next turn and will kill him.  Your other models are too far away to aid in combat but HANAMI and SAKI are still in ability range.  You take Hanami and cast "Seduction" making the enemy Stupid.  Now that's all well and good, but then you remember what so many players seem to forget. - An A Ki Feat only means the active player NOT the active model.  So you take SAKI and hit the enemy with "Distraction", turning them around.  A simple model rotation still counts as a move action so if the enemy fails the following Stupid roll AND was already tired, now they're exhausted, locked out of combat, and can't even SEE you.  Malosi just walks up into melee with an exhausted, surprised, and now possibly frightened model.

Looking at an opponent's -3 combat dice is never bad.

And that was an easy one.  The fine details are what make this game great.  I'm glad you're enjoying it.