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===Special Units=== *'''Warrior Monks:''' Samurai-likes who reroll 1s to hit and wound in close combat with Immunity (Psychology) & magic resistance 1. They can take longbows or handguns instead of polearms and add medium armor to make samurai gunlines with additional defensive traits for 2 more points. Monks should mix them with lines to provide more of a front-line punch. *'''Sumo Warriors:''' samurai making their best Ogre impression. They have Great weapons and the +1 S/T over the basic samurai but lack katanas and -1I. Their specialization is being 6 strength during the first round of melee, so put a magic banner on them and send them against something too tough or too well-armored for your longbows to deal with. They will mow through standard linemen. That Toughness 4 keeps them dieing quickly, but a thousand pricks are still a thousand pricks. *'''Onna Bushi:''' Female samurai with their feminine determination makes them apt to never willingly give up a wall or inch of dirt with their lives. They are more determined than their male counterparts, Having Stubborn and reroll break tests when garrisoning or fighting behind walls. If Hitomi Gozen is leading the army, one unit may also make for more cost-effective Samurai Warriors; if you don't mind, the armor is sold separately with no heavy armour option, especially in the longbow department. *'''Ronin:''' Dishonored ex-samurai with Stubborn and Skirmisher, but lack all the armor of foot samurai. They compete with Onna Bushi as foot samurai in the special slot, with Bushi being better at static blocks. They are your cheapest skirmishers to use as body blocks. At the same time, Ronins are your more affordable Skirmisher unit to maneuver around to get flank charges and potshot when Fast Cavalry or ninjas are deemed too expensive for the job. In melee, they're essentially samurai you can throw dual wielding on and then see how long it takes before they die for their redemption. *'''Yabusame:''' Horseback Samurai trained to be just as good archers as Wood Elf Glade Riders. Moving doesn't penalize their aim or prevent them from shooting two arrows. If you get within 6" of an enemy, you get Armor Piercing(1) on those shots. Yabusame being Fast cavalry archers, except being able to shoot up to 30" and AP on a Longbow can make a difference, as Wood elfs can attest (though they mutually exclusive in your case). Remember, get [[Farsight Enclaves|Danger Close]]. *'''Komainu Riders:''' Upgrade Samurai Cavalry by having them riding Ushabti in the shape of stone lion-dogs. As expected of a thing made of stone, they are a tanky slow cavalry. They can be your anti-human-lance-cavalry-cavalry as the Komainu have the better chances of surviving, taking lance and hooves head-on, assuming they managed to charge them first. Do you think they are Monstrous cavalry? No, just Regular Cav with the fear rule, so getting more impact hits in. For every two wounds of normal samurai cavalry, you are getting the same value from a single Komainu Rider model, at the cost of not being fast cav: their stone dog mounts having 2 wounds, make better attacks and impact hit than horses have Toughness 5 insulating them from small arms attacks plus have Fear and Magic Resistance (1), because why not, all while spending 3 or 5 more points. **Unless spamming Lore of Nurgle is a problem at your table, Komainu probably doesn't need longbows. *'''Wako Pirates:''' Criminal Ambush Ashigaru with katanas and can take bows or Handguns. Samurai consider them Desperate Allies, Making them essential Expendables that can be hit by friendly fire. Like many cheap Ambushers, used to put a distraction in the opponent's backfield or Unload the hurt behind a shielded unit. *'''Kabuki Dolls:''' Similar to Wood Elf dancers and Witch Elves, but are more in common in terms of power with the new High Elf Warriors. They have poisoned attacks and can, during close combat, perform the offensive Jidaimono Dance to get ASF with AHW, or the Defensive Sewamono to have a buckler with dodge (5+) for a total of a 4+ ward save. Not as good as Ronin when losing a fight, but they will dish out more damage with elf-like grace on the battlefield, so use them like elves. Use Jidaimono to close the trap on a block that got pined by your samurai or use Sewamono if the hunter becomes prey to buying time for the cavalry to save them. *'''Ninja:''' Wouldn't be a Japanese army without a few of these. They're barely armored, but they are skirmishing scouts, throwing their shurikens, and blowing their Blowpipes on the move. If you used Skaven Gutter Runner, you know what they are about. Quickly delivers Shinobi plus Hunt war machines and other small skirmishing units with them. Include additional ninja tools when needed if you think you can earn your money back. *'''Fire Rocketeers:''' samurai with an arquebuses rocket launcher. This gun deals D3 S4 hits with Flaming Attacks (so hates trees, Trolls, and animals) with Volley Fire (If one guy can see the target, they all can). ** Fire Rockets might be a must-take against most armies, they delete cav, archers, and low armor infantry, the leadership penalty from flaming attacks means you can easily panic those units. and they are so cheap, with heavy armor, they are 160 for 10 of them with bs 4 they average 7 hits which explode into between 12-15 hits, and being skirmishers with heavy armor and LD8 means shooting them with ranged is not usually worth it *'''Ozutsu Ashigaru:''' Ashigaru gunners with bad-er guns. These guns are of shorter range, but they're S5, with a total AP of 3, letting them punch through a good deal more armour. Kills average toughness high armor infantry like empire knights, High Elves, Dwarfs, and chaos warriors. *'''Oni:''' Hulking Deaemonic Ogres with the grace of elves, but they are expensive and fragile. They can hit many things hard but are easily tarpited. You can grab great weapons to capitalize on their strength and make them splat anything like mini-ogres-Bruiser. Compared to a Sumo Warrior, Onis are way more reliable at landing those wounds, Ogre speed to get there, and has a ward save. Still, warriors are way cheaper for the job, and Death before Dishonour is more likely to rescue you than instantly kill you than the Unstable rule when the opponent is stacking up all the combat resolution bonuses. The moral is you must pick your fights carefully to get value from Oni. *'''Tengu:''' Bird Samurai. Have a fast Fly(10) with Katanas or Polearms, so send the armorless birdboys over the lines and go backline hunting. If the opponent doesn't let the ninjas close, send the birdmen to fly over them.
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