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====Units==== * '' * ''Shinobi Ninjutsu'' * ''Shinobi Mimetic'' * ''Ashigaru Kumigashira'' * ''Kyudo Hanshi Judan'' * ''Geisha'' * ''Cavalry Katana'' * ''Light Cavalry Yari'' * ''No Bushi'' * ''Yumi Samurai'' * ''Senshi Bo-Hiya'' * ''Yumi Ashigaru'' Warriors costing 10 points each, armed with a type 0 weapon and a long range weapon. Their passive ability lets them Flee an extra 1D6. They have Ashigaru. They're exactly what you think they are, long ranged dakka that can get away if they get into trouble as long as you're not close enough to the edge of the table for them to be wiped out. * ''Yari Ashigaru'' Warriors costing 5 points each, armed with a type 1 weapon. Their passive makes it so if your melee Combat was tied, you win if you had more Criticals on the Combat Roll. Yari Ashigaru are your standard anvil unit, becoming 1 die more deadly against anything not also using a long weapon and even more deadly by the same amount if charged by cavalry (against Katana Kiba Musha they get a bonus 2 Combat Die for example). * ''Ashigaru'' Warriors costing 5 points each, armed with a type 4 weapon. Their passive lets them win any tie in a melee. Directly countering those pesky yari, ordinary Ashigaru are an anvil designed to get an edge over the other typical anvils in addition to the odd Yari Kiba Musha. Note that they will get the same bonus against you, making any Ashigaru VS Yari Ashigaru fight over quickly for good or ill. Your models may be more likely to deal more damage in melee, but are also more likely to break and Flee as well. Overall Ashigaru are superior against higher skilled troops since their passive is good against anything and more likely to score you hits than one more Combat Die will, but the Yari are less likely to Flee if facing soldiers of equal rank and losing a fight. The Yari are also better against cavalry in crunch but your opponent has to decide to attack you (since you don't get the bonus if you Charge), so generally they'll want to avoid the Yari Ashigaru making it a moot point. * ''Ashigaru Sling'' Warriors costing 10 each, equipped with a type 0 weapon and a short range weapon. Their passive lets them use an extra 1D6 for Movement. They are Skirmishers, and Ashigaru. Skirmishing and that extra movement are nice since you'll be able to get away from any fights they get into thanks to their short range, but you are limited to a maximum unit size of 10. You'll probably want a Hata-Jurushi since you want to be able to keep moving where you need to be and those extra actions will help. They reward aggressive armies that can support or provide target mitigation in the frontline. Just be careful spreading your models too far apart, getting out of cohesion thanks to taking some ranged attacks yourself will require a Movement to fix which might cost you a precious round of throwing rocks. * ''Heishi'' Warriors costing 5 points each, armed with a type 6 weapon. Their passive ability lets them reroll any natural 1 on the Combat Roll, although you must keep any natural 1's on that reroll. These models give every army a cheap bit of Otokodate by being anti-sword, meaning usually anti-Samurai. You'll still want a lot of them since they're still weaker, but you can put a unit of 10 Heishi into a unit of 5 Katana Samurai and come out about even with a slight advantage for the same point value while also paying into your 25% Warrior tax while the Samurai take up Elite slots. That being said, this only applies to a sword-user match-up. Heishi also have the bonus of being Senshi, meaning they don't Flee as far when their morale breaks although this also means you can't intentionally Flee as far as well. * ''Onna Komuso'' Warriors costing 5 points. Armed with a type 0 weapon. Their passive lets them win any tie in a melee. Despite their name they don't get to counter Onmyouiji like their male counterpart, but on the flipside they're cheap and better fighters. They don't have a bonus against anything like the Heishi or Ashigaru do, and are functionally identical to Ashigaru but are also Senshi. The wandering nuns are similar to Heishi since both have the Senshi rule instead of Ashigaru rule. Both passive rules have similar value, giving you a 1/6 better chance at dealing damage although the Onna Komuso version is slightly better since Heishi get a 40% chance to succeed (you have a 1/3 chance to hit, and a 1/6 chance at a reroll that also gives a 1/3 chance) at the Combat Roll and Onna Komuso get a 50%. This comes at the drawback of not having a weapon that is a counter to sword weapons (although since Heishi don't get that when Charging, you can use the Onna Komuso more aggressively with impunity). Ultimately the Onna Komuso are better, unless you think you can put the anvil into a sword unit. * ''Kuro'' Peasants with a type 0 weapon. As Peasants they'll die extra by how much they lose a combat by like Undead in Warhammer Fantasy, and you have to take them in twos (so you can't take the full 15 maximum unit unless you also take a Hata-Jirushi for them, although this isn't generally a good idea since you don't really need an Order Roll or Charge bonus with Kuro whereas those 10 points can be spent on another Unit of 4 Kuro). No positive special abilities either. This means they're the worst at everything, being highly vulnerable and having bare minimum luck-based killing power. The sole reason to take Kuro is in large groups at max unit size of 14, due to the fact that they are the single cheapest models in the game for your Army Points limit. Sadly since they aren't Warriors they won't count towards your minimum 25% tax. You take the 2.5 point each Kuro as an anvil, one that is entirely disposable but won't last long in prolonged combat against anything but other Kuro. Use them to set up flanking, a cavalry charge, a speedbump between your front line and your ranged support, and so on. Two 35 point Units will get you enough time to get full use out of any Teppotai or Yumi Ashigaru you can't afford to let get into melee.
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