Saturday, 8 June 2013

Bushido Rulebook and a Hebi Samurai

 Ito Kenzo is now done, huzzah!  I will update this post with pictures once there's some natural daylight once again.  Also, Ayako and Kazuhiko arrived in the mail, along with my copy of the rulebook, and my Bushido KR multicase!  So a pretty good day for Bushido-related goodness.


Quite happy with the way Kenzo turned out, but I can't help thinking I should have tried a more ambitious colour scheme for my Ito Clan, rather than the standard green - if you've seen the Sunshine Kriel, then you know I like my alternative colour schemes.  Maybe I'll go crazy and sell my Ito Clan stuff one day just to repaint it all in a different colour (and correct horrible mistakes like Chiyo's face and Itsunagi's skin).  Meanwhile, I'm just happy that my force is getting more and more painted.  Kenzo is the main reason I picked up the Ito Clan, so having him painted makes me feel a lot better about my faction choice.  Originally his armour was going to be black, with green shoulder guards, but it looked weird so I just made it all green, and I feel Kenzo came out the better for it.

Great, I can see the mistakes, I'll have to go back and fix them or go crazy.

So I now have all the models for my first 50 rice list, which is filled with Blood of Orochi models, it's just a matter of getting them all assembled and painted.  Next on the painting table is the humble Temple Bushi, since he's in every single one of the lists I can come up with.  Once the Temple Bushi is done, Sakura will be the only model in the starter box not painted.  Neither of the two models look particularly difficult to paint, so I expect I'll plough through them in the next week.  I may even find time to do Naoko since she's a ridiculously easy model to paint.

As for the rulebook, it's pretty neat.  It's fairly thin at 128 pages, a good majority of that is background material, which is interesting.  It looks like there will be 10 factions, if the major powers list is anything to go by.  The five that aren't out yet look to be: Minimoto Clan (bear themed samurai with Tetsubo clubs), Tengu and their Hill Warrior human followers, the Silvermoon Syndicate (yakuza), Shiho Clan (eagle themed samurai and raiders?), and Jung Pirates.

There's a handy reference sheet in the back of the book, and a page with token icons printed on it, but I'm not too keen to stick my new rulebook into a photocopier and damage the spine.  Give us a PDF to print out!  There's more scenarios too, though a quite of few of them are the same scenario only with objective removal conditions.  Given that games only last 6 turns normally, the limited number of scenarios for now is to be expected.  There's also a nice section going over the general strengths and weaknesses of each faction, quite handy for newcomers to the game.

Wednesday, 5 June 2013

Snakes & Still No Ladders

Painting is progressing pretty steadily, and I'm happy that my Ito Clan force is getting visible painting progress.  I've just finished Chiyo, putting my starter box at 3/5 complete, with only the Temple Bushi and Sakura remaining.  Since Kenzo is sitting at 50% done on my desk I think I'll paint him next, even though he's not part of the normal starter box.


Another game against Dave's Prefecture today, at 35 rice, my 50 rice list reinforcements still haven't arrived from GCT - though they are about to ship out everyone's copy of the rulebook, so I can forgive them for the delay I guess.  I used the old starter box set (even if only Chiyo was painted out of that set) and it definitely feels like I get more out of it than the normal one.  Dave won 2-1 on that one, mostly because Bikou is total bullshit.

I do wonder how on earth certain models make it through any sort of play-testing, I only had to look at her card to go "wtf?"; actual play experience confirmed this.  Who gives a model that generates 2 Ki, a 2 cost Ki feat that lets her shoot 3 times?  Shooting is extremely powerful in Bushido for the most part, and 3 shots that ignore armour just... words cannot describe the feeling of design failure.  I mean, when you have a look at the Prefecture forum and see this, something needs a fix.  Personally I'd like to see Bikou's "Hail of Steel" being 1 Ki more expensive or being Rapid Fire (2) instead.  At the moment she picks someone within 8" and they just die if they have no Toughness.  Models with a 'death bubble' around them probably need a fix.

Other than her however, the game was pretty good.  Kenzo did his thing and became bogged down fighting Mizuchi for 4 turns before finally killing the the bloody dragon.  I did have some unlucky dice but Dave mostly just continued to defend as much as he could on Mizuchi.  Feint is a very powerful ability to activate, and if you want someone dead, definitely dedicate the Ki or resources to using that skill.  Sakura turned out to be a Ki battery yet again, though she did help a Temple Bushi take down Mikio, but I'm finding her to be rather disappointing at the moment.  I'd really like her to be more active.


In other news, I just gave Satoshi a new spear blade since my Satoshi did not have one when the model arrived.  So I rooted around my majestically large Warmachine collection to find a model with a suitable blade, and managed to pin the new blade to Satoshi's spear shaft.  It's a bit shorter than the original, but it's very strong.  Once Satoshi is done and I'll pick up another Temple Bushi and Takeji, I can then try a full Ito Clan ashigaru/samurai force.

Maybe I should make a special sub-section of the blog for my Bushido balancing feedback...
Update: Done!  There's a link in the side tab for my suggested changes now.  Or click here.

Thursday, 30 May 2013

Bushido: Early Analysis

Having had a proper chance to sit down and analyze the mechanics of Bushido for a couple of weeks now there are certain things that should be kept in mind if you want to get the most out of your force.  Keep in mind these three ideas have a fair amount of overlap, so many of the explanations will meander into each other.


Model Count & Activations
Forcing your enemy into a position where their models are all exhausted before your models has a significant advantage.  There are three main benefits from this: firstly, exhausted models suffer penalties while fighting; secondly, you can achieve more objectives during your turn; lastly, you can force your opponent into unfavorable choices of strategy.

Certain lists are designed around the idea of having more activations - notably Savage Wave Bakemono hordes - and aim to simply out-activate you.  This means you end up wasting a lot of activations dealing with expendable models while the enemy's important models can wait patiently for the right moment to strike, or that they swarm you with superior numbers to stack the dice bonuses and penalties in their favor.

There are certain ways to counter this or at least prepare for it.  Certain Ki feats - Master Ekusa and Ryoko-Sha being the most obvious candidates with appropriate Ki feats - can nullify an opposing force with more activations for a time, either allowing you to deal with their force or have some time to recuperate for a counter-attack.  Certain models allow additional activations - Hanzo using "Move It!" for example - which can be a surprising advantage when timed right.

Of course, killing enemy models is the most viable way to reduce the number of activations they can use, and is the optimal outcome in most cases.  Do not underestimate the power of choosing the simplest action.

If you have more activations than your opponent, force them to activate their important models before they would like to - typically by engaging in melee, but simply waiting out your opponent until they have nothing else to activate can work too.  You can also seize objectives much easier if you have additional activations, even holding off enemy models from scoring while you do so.  Typically you will have the upper hand simply through exhausting all the enemy models and then being able to abuse their reduced effectiveness while in this state.

While you have an activation advantage, do not become lax thinking that you have an insurmountable advantage, particularly in scenarios.  Getting to those scenario objectives first is more important than exhausting the enemy force as you cannot trigger most objectives in an enemy Zone of Control, and scenario actions prevent you from attacking or moving.  Whomever gets to a scenario objective first instantly starts with an advantage for scenario purposes.

Your activation advantage will be most obvious if you can gain a lead in scenario points as you can continually trigger scenario actions while fighting off an enemy force at the same time; your opponent can only choose one or the other, and often cannot use scenario actions as your models will already be there.

Melee Rule of Threes - Dice for Defending or Attacking
When making melee attack or defence rolls, three dice is the magic number since you pick the highest die and up to two additional dice for the bonuses.  After that, I personally prefer buying flat bonuses over additional dice, but 3d6+1 works out almost the same as 4d6; what you choose most likely depends on how much Ki you are willing to spend.  Consider how many dice your opponent is going to be rolling in response too though, don't go full kamikaze just because you read this article and decided the three dice advice was the only way to do things.

So, if you want to defend yourself as best you can, three dice in defence, whatever else goes into attack; if you want that model dead as dead can be, three dice in attack, everything else in defence.  This also relates loosely to ranged attacks, where three dice is a pretty good bet, but it's less important since you have a flat target number rather than a slightly nebulous enemy result.

As a side note, nearly always put at least one die in defence.  You may be going for that one big kamikaze attack to kill the enemy model quickly, but if you fail and rolled no defence dice, you are almost guaranteed to be killed if your opponent rolled any dice in attack.

Stacking Debuffs
This particular mechanic seems to be rather underused, though it might just be the factions I tend to examine the most.  Basically you want to layer as many negative effects on an enemy model as you can before you move in for the kill: for instance, my 50 rice Ito Clan list can drop Blind and Stunned on the target model, for a total of -2 melee dice.  Given that the majority of models have 2 or 3 melee skill, that's a significant debuff and almost guarantees I'm going to be able to really hurt (if not outright kill) the model I'm attack - of course there's the luck of the dice, but I've stacked the odds into my favor as much as I can.

Many debuffs figure into the Model States section of the rules (p.18 of the New Dawn PDF) and it's worth reading up on those as many of them apply negative modifiers and impose powerful restrictions.  Figure out which models in your warband can hand out debuffs and exploit those models as much as you can.


Of course, there's more to the game - notably special attacks and defences (and my mancrush for Side-Step Defence) - and this advice isn't drawn from games and games of experience, I've only had a couple of games and this is what I've noticed while playing.  Other more experienced players will be able to give better advice through practical experience.