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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.
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!
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.
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?
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! :)
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).
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).
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.
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.