Warbands: Bushido

Warbands: Bushido

View Stats:
mplain Jan 9, 2018 @ 1:30am
Level 20, legendaries, order cards, and Insane scenarios
Hello folks, new player here :)

I've recently got to level 20, grinding bots in the ladder now. Tough to battle real players tho. I only have 3 legendaries (Katana Ronin, Ronin with Two Swords, and Rookie), and a bunch of epics. I want to get some more legendaries by completing the scenarios of Insane difficulty, but so far that mission proved to be impossible.

My current plan is to win the Samurai scenario, get a legendary Kensei, level him up, then follow Causus' example and complete Cutthroats and Odawara solo, to get Taisho and Kaijin. But I haven't been able to win mission 2 of the Samurai scenario. I could use some advice from you folks!

As I said, I only have three legendaries, and a bunch of epics (all the 5WP units from scenarios, also Katana Ji-Samurai, Muhomono, 2x Ashigaru Ko-gashira, and some 1-2WP). A also have some good cards (2x Heavy Strike, Concentration, Just a Scratch, Enrage, Domination, 1x Born Lucky, Sake Jug).

I have 700 dust, so I can craft either one legendary unit, or a pair of cards. What should I craft? Please help me beat those damn scenarios! :)

P.S. При желании отвечать можно на русском :)
Last edited by mplain; Jan 9, 2018 @ 11:10pm
< >
Showing 1-15 of 18 comments
DodgeyHoodoo Jan 9, 2018 @ 11:46am 
Kensei. He'll take 800 dust. He's worth crafting, even if you go on to pick up a legendary version from the campaign. If you're going to craft cards, craft another Concentration and another Just A Scratch.

Dust all of your commons and rares. Consider dusting some of your epics as well. You might have enough epics to pay for a second legendary unit. If you do, you're in terrific shape.
mplain Jan 9, 2018 @ 11:28pm 
Your advise makes sense, thank you. But I will not follow it :) because I want a legendary Kensei to be a prize to fight hard for. If I craft another one, it just won't feel as rewarding. Even if having two Kensei in a warband doesn't sound bad. I understand that I artificially limit my arsenal to solve the problem that I asked help with solving, but, well, yeah :)

I have 2x Concentration and 2x Just a Scratch (I didn't make it clear in my post). I have 13 maxed out epic units, if I dust them all I might indeed get enough dust for a second legendary. This is an interesting idea. Just need to figure out who I want to craft, I'm thinking Yumi Ji-samurai or Master Ninja or maybe some 3WP unit.

Thanks for the feedback!
DodgeyHoodoo Jan 9, 2018 @ 11:56pm 
Muhomono is a very solid 3wp unit, and so is Ashigaru Ko-gashira. I crafted one of each and I don't regret crafting either one. They've both served *very* well since I made them, being good sluggers who also provide support in different roles. You'll also want one of each going into Samurai, if you're planning to do Samurai without a Kensei, because Muho will have lots of 'small' units to pick on, and Koga will help you get the most use out of your morale.

If you craft cards instead, Hand of Destiny and Hand of Fate are both great cards for ensuring you deal some damage on a hit. They're especially useful on units that already have a high attack rating.
mplain Jan 10, 2018 @ 12:10am 
Thanks, this is pretty much my line of thinking. I'm trying to beat the scenario with this warband:
Katana Ronin (legendary)
Ronin with Two Swords (legendary)
Taisho (epic)
Muhomono (epic)
Katana Ji-samurai (epic)

Since I don't want to craft 5WP units, crafting a pair of 3WP units seems like the way to go. Muhomono seems to be an overall great option, I take it he is also useful in skirmishes, yes? Regarding the second 3-coster I have my doubts.

Ko-gashira has the best stats and the Veteran skill, but his abilities seem lackluster, they're useful against weakened opponents, but they don't help to punch through strong ones, and they're quite costly. I'm also not sure that I can benefit from the discount for order cards, because I have Battle Zeal, Domination, and Taisho for generating morale, and Ko-gashira wouldn't be my first choice for playing Concentration, Heavy Strike and other buffs either. On the other hand, he could be nice for playing Provocation in skirmishes...

Katana Ji-samurai seems like a better fit for the Samurai scenario, because of his Iaijutsu Thrust ability and Avoid Death skill, both of which seem good for the campaign. But maybe not so much for skirmishes?

What about the other 3WP units? Yojimbos seem interesting, and Ninjas, and Yumi Guard. Would any of them be a better fit than Ko-gashira, either for scenarios or for skirmish?
mplain Jan 10, 2018 @ 9:50am 
I've just dusted all of my epics and crafted Muhomono, Ashigaru Go-kagashi, and Yari Geboku. I've also opened a Uesuto Yari Ashigaru in a booster today. Now to level them up. Thanks for encouragement! :)

My all-legendary warband now consists of:
Ronin with Two Swords
Katana Ronin
Ashigaru Go-kagashi
Muhomono
Uesuto Yari Ashigaru
Yari Geboku

Naturally I'll swap Two Swords for Kensei as soon as I beat that damn scenario! :)
Last edited by mplain; Jan 10, 2018 @ 10:06am
mplain Jan 11, 2018 @ 12:46am 
I noticed that Ashigaru Go-kagashi and Uesuto Yari Ashigaru seem to be underperforming.

Ashigaru Go-kagashi's Veteran skill does not give me much profit because I prefer to play order cards during Rookie's turn, I find the +1 die to be more useful than the discount. The unit's stats are good to outflank big units, engage archers, and harass small troops, but he cannot punch through armor as effectively as Rookie or Muhomono.

Uesuto Yari Ashigaru is not mobile enough, his skill doesn't do much damage, and his ability is mostly redundant in view of Muhomono. I think I might not be using him properly, I usually try to flank big units, so they don't get any damage from his skill. I think he'd work much better with a defensive playstyle, a couple of them protecting archers would be great. But for my playstyle he doesn't quite fit.

I think i'll replace these two units with a singe 5WP unit (Kensei or Taisho).
Last edited by mplain; Jan 11, 2018 @ 12:48am
DodgeyHoodoo Jan 11, 2018 @ 1:37am 
Hey, nobody here recommended the yari ashigaru. :P

As for kogashira, his ability comes in much more handy against other players than against AI, where a game can and does often hinge on getting a whisper or a provoke off on a budget. I consider playing orders cards at full price to be a luxury rather than a common method unless I'm getting a giant payoff for it.

Two more points of interest: Veteran allows you to cast orders on other units at reduced cost as well, and the bonus is always available on the kogashira's turn. The rookie, on the other hand, only benefits from casting on his turn if he's also going to attack on his turn. He also doesn't gain additional efficiency from extra cards played on his turn; only the first one counts.

In practice this makes kogashira an excellent support unit who also has the power to slug it out with other units without immediately crumpling. His base damage is not dependent on you keeping your other units alive, while the rookie's is, and the rookie is simply much more fragile than the kogashira, at one armor and one toughness less.

I'm not sure how you figure that kogashira is less effective at getting through armor than muhomono is. They both have the same stats when leveled up.

I'm honestly not a fan of spending cards to generate morale, as with Domination for example. That's a card taking a spot up that could be doing something tangible to affect the game in progress. I get much more mileage out of whisper, provoke, and even reckless dash.

Basically, if I had to remove either my rookie or my kogashira, I'd remove the rookie. It's a fun unit and a neat source of damage, but I consider the support from Veteran to be far more useful. It's also subject to the special abilities of: Muhomono. Yumi Guard. Naginata Guard. Kunoichi. Also, a rookie can only ever attack one target per turn. If you target a weakened unit with Rage Swing, you can pour a lot of damage onto an adjacent target.

I'd ditch the morale-generating cards, since you're already running a taisho, and put in some movement cards. 1x touch of wind, reckless dash, provoke, whisper, misstep. Learn to love your kogashira and he'll love you right back, especially when it comes time to do Samurai (your rookie is going to splat in that campaign).
mplain Jan 11, 2018 @ 2:20am 
I've read in several topics about Uesuto Yari Ashigaru being one of the best cheap units. But those topics were all several months old, maybe the meta changed too much since then. Anyway I didn't craft him, I opened him in a booster, so no regrets :)

Interesting point about playing order cards at full price being a luxury.

I rarely play more than one card on a unit's turn. Ko-gashira's discount helps with Provocation and Concentration, and Scratch, but I wouldn't want to play Enrage or Hand of Destiny on his turn. That's why I don't expect him to generate more than 1 discount per round, and why I don't think this is a real advantage over Rookie in practice.

I also don't think my Rookie ever lost his Brave in Crowds bonus in any game, ever. If I'm down to 4 units, Rookie is probably already dead. He's a juicy target for the opponent to focus fire on, since his attack is much stronger than his defense. So the temporal nature of his buff doesn't seem to be very relevant in practice. It might change once I go down from 7 to 6 units in my warband though.

I'm saying that Ko-gashira is not as good as Muhomono at punching through armor because Muhomono has his awesome ability. Ko-gashira's Rage Swing can do something similar in theory, but I've been playing with Two Swords for a long time, so I know those opportunities don't arise often. And when they do, The Other Sword is still not much more effective than alternatives, it doesn't really shine, it just becomes useful. So, rarely occurs + hard to set up + still not much payoff = not a good ability.

Rookie being a small unit succeptible to certain abilities is indeed a concern. I've had him seduced by Kunoichi several times, and that was not a pleasant experience (for me). Muhomono is quite common at my rank, Yumi Guard less so.

All this said, I think your point about Ko-gashira being a persistent support unit generating small but increment advantage is very worth considering. He might as well be better than Rookie. But is he better than Rookie + Yari Geboku? Because I'd have to cut the damage soak as well in order to keep Ko-gashira...

Regarding Domination, I've cut it from my deck many times, but I always put it back because it helps with quests, those that require me to play order cards or gain moral - that's pretty much every other quest. And since most of my games are against bots anyway, I just don't bother removing Domination from the deck anymore. That might change once I hit rank 1, if there are more real opponents there (I'm at rank 4 right now).

As for movement cards, I only use Provocation. I used Reckless Dash before, but it didn't seem to provide much effect (that was at lower ranks though). I've seen one player use Headwind and Whisper to keep me from engaging his archers. I've also seen another player use Breakthrough to get his Kensei out of encirclement. Never seen anyone use Misstep. Overall I get the general idea that movement cards might be more efficient than dice buffs in certain circumstances, I've just not seen many of those situations yet.
Last edited by mplain; Jan 11, 2018 @ 2:34am
True_Blue Jan 11, 2018 @ 6:57am 
Uesuto Yari Ashigaru's Viper Thrust was nerfed not too long ago. It was previously at full toughness strike for 3 Morale which was deemed OP
mplain Jan 11, 2018 @ 12:32pm 
Finished the Cutthroats scenario on insane with my legendary posse. Kaijin is mine! Feels good man :) The Samurai scenario still seems out of reach, same as before I cannot get past the final wave in the second mission. Those archers are decimating me...
Leo700 Jan 11, 2018 @ 12:37pm 
gz!
DodgeyHoodoo Jan 11, 2018 @ 4:12pm 
Whisper isn't just for getting things off of your archers. Whisper can also push their archers away from their cover so they either have to take the firing penalty or waste a turn moving back. It can push gebos and yojimbos away from the units they're protecting from the back line, too.

Don't worry about your quest efficiency. You're going to hit the point where you're finishing them without really thinking about it. Too often I see people piling up morale generating cards which I then marginalize by just isolating from any chance to attack, like the +1 morale on a hit card on a kaijin: I just keep my shields between him and my other units.

In my last game against another live player, Reckless Dash allowed me to kill his kensei, even though he set up control zones to keep me from reaching him. Movement tricks don't matter against the AI, which generally just rushes you, but they do matter against human players.
daburders Jan 11, 2018 @ 8:22pm 
Originally posted by mplain:
Finished the Cutthroats scenario on insane with my legendary posse. Kaijin is mine! Feels good man :) The Samurai scenario still seems out of reach, same as before I cannot get past the final wave in the second mission. Those archers are decimating me...
Boiling Pots...
DodgeyHoodoo Jan 11, 2018 @ 8:26pm 
Yep, boiling pots. Also, don't finish a wave off right away if you can help it. Stall it out so you can send other units around to pick up spare items.
mplain Jan 11, 2018 @ 11:30pm 
My main issue is that at the start of waves 2-4 enemy archers get a free shot at my guys before I can do anything at all - and they pinch through my armor, after that any stray hit from melee units cuts off a piece of my tender flesh, and it starts snowballing. I really wish the devs fixed that scenario so that initiative would be used to determine the order of turns as normal...
Last edited by mplain; Jan 11, 2018 @ 11:32pm
< >
Showing 1-15 of 18 comments
Per page: 1530 50

Date Posted: Jan 9, 2018 @ 1:30am
Posts: 18