Tuesday 27 October 2020

Fun with lists: What are they waiting for?

Faction: Prefecture of Ryu

Theme: Prefecture Patrol

Takashi Katsumoto w/ Battle Plans (24 Rice): As I post more Prefecture lists you will notice that I'm a huge fan of Katsumoto. He brings so much to any warband he is part off. Leadership(2/8), make him the best Leadership provider in the game. Tactician(2) makes him the best out of the box tactician in the game. Order[Prefecture] (3/8) is brilliant, you need Mizuchi or Akio to have an extra action? Katsumoto can do that for you.
Armour(3), Prowess(Melee)(1) and Melee 3 means he's not too shabby in combat either.
His Ki feats are another set of toolboxes. Inspiration speaks for itself, whenever you want someone to have an extra die, he can provide. Considering his high Rice Cost of 23, that includes Hiro and Hagane. First round though Shinobu is likely the most interesting target.
Tactical Mastery is interesting for when you absolutely need to activate more models at once.
Dominate really helps to ensure that your opponent activates the model you want him to activate or more likely prevent him from activating a model that you don't want him to activate yet.
Hanso (18 Rice): Another model that I love. When I first started playing Bushido I was mostly afraid of his big sword, 7 wounds, armour 2, Powerful Attack(1) and Cleave feat (Brutal +2). Turns out this was just a tip of the iceberg.
Built in Leadership (1/8), Command(Ashigaru)(2/8) and Tactician(1), though likely obsolete thanks to Katsumoto it's a nice kind of redundancy. Move It! is where he becomes really interesting. Ki 2 means he needs to focus to use it in turn 1. Thanks to Katsumoto, he can do so and still move up 4" with a walk, or 6" with a run to stay near your main line. So turn 1, 3 of your Ashigaru get a free 4" Walk and Hanso doesn't stay too far behind.
Atsushi (14 rice):Strategy (+1 pass token) synergizes very well with Katsumoto's Tactician(2) to practically ensure you get that extra pass token.
First round we have so far Ordered Hanso. Atsushi is the next model we will Order. He will also receive Move It! from Hanso. Scout (1/4) means he already starts 4" up the board. He now gets a free 4" walk and 3 actions. Here Boy! has a 12" range. So you can walk him 3 times 4" forward (that's 16" up the board) and still call Shinobu in BtB with him and he'll still have an action left to back up his pet with Co-ordinated Attack. While Shinobu is now 16" up the board with 2 actions left. When Shinobu is too overextended, Here Boy! pulls him right back. Sick Em can come in handy when Shinobu is off somewhere assisting another model.
Shinobu (6 rice):The dog is a pretty decent model for just 6 rice, Grapple Attack(0) is very nice. Then you give him Inspiration, now he has 3 melee dice for that Grapple Attack. With what I described above under Atsushi he actually has a 20" threat range for 2 attacks, that's the whole board. I.e. he can grapple something 20" from your deployment zone and because Atsushi still has an action left, he can join him to take full advantage of that Grapple and Co-ordinated Attack. If done right, your target is Exhausted and if your opponent was bit overeager, it has even Run. Keep the dog for last activations and it's likely he and Atsushi will destroy something turn 1.
Jin (13 rice): Pretty decent ashigaru. 3 melee, Reach and Push Attack(0) gives you some control over your opponent's models. Pierce(1) can be nice and Military Training provides another pass token to ensure that your opponent is exhausted by the time Shinobu and Minuro do their thing.
Minuro (12 rice):The bane of everything. The bastard with the big gun.
First round he will be Ordered and receive Move It!. 3 actions and a free 4" Walk means he has a 17" short range threat range without suffering movement penalties. If he doesn't need all those walks, even better he can use the remaining actions to reload his gun.
In a similar list he once shot Shizuka in the back when I was using my KKZ a bit too aggressively. She was in cover on her last activation but that didn't matter with all his actions.
Second round he will have 3 actions thanks to Junichi's order so he can reload his gun and fire another shot, Hanso might even be able to give him another Move It! to help him re-position. Third round, he uses his Ki feat to reload and fire.
Junichi (10 rice): This guy has one job and one job only, to Order in round 2. First round he'll Focus and receive Move It! so that he can still move up 4". Second round, he'll Order Hanso, Minuro and Jin so that Katsumoto can move up the board and bring his Ki feats to bear. After that he becomes a standard Ashigaru to support Jin and Hanso.
If the first round went well, Hanso has the space for another Focus and Move It! on Jin, Minuro and Junichi.
Inspiring Words (3 rice)
I picked Inspiring Words because thanks to the Prefecture Patrol theme both Hanso and Katsumoto have a leadership bubble of 10", that should cover even an overextended Atsushi and generate 1 ki for all your models.

There are many possible variations on this list. Originally Atsushi, Shinobu and the Inspiring Words were replaced by two Yarimen to generate pass tokens.
I'm now thinking of replacing Jin with Hiryu and the Inspiring Words with Battlefield Maneuvers to exploit Co-ordinated Attack to its fullest

Your opponent will quickly learn that being the first in the center of the board, isn't always a good thing.

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