Hello and welcome to Should You Try, my blog about miniatures games and if you should try them. In todays issue, hailing from Britain it’s Bushido!
Bushido is a game that, much like the deadly shinobi of the media it aims to emulate, is rather elusive. As a skirmish game with a simple name like bushido, where facing and zone of control and range bands come into play you would expect it to be a historical game. However, beyond just the basic samurai it also includes Tengu, Yokai, Undead, things that go bump in the night and of course, Crabs. So despite being ultimately a fantasy game, it is mechanically more in line with a historical vibe.
What do I mean by that?
Well, what I would consider typical of fantasy games (Relic Blade, Warcry, Mordheim, Warhammer fantasy) is vast legions of nameless henchmen that are in service to either an existing named character from the fiction, or your own home grown general. In bushido, most characters have a name, so the fantasy is less imagining your own heroes and more mashing semi-historical action figures together; less Skyrim, more Dynasty Warriors. This feeling also migrates over to the gameplay. While skirmish games have trended simpler and gamier over the course of the medium where games like Judgement and Malediction are often drawing more from video games and other tabletop games than they are the historical format that these games have at their roots, Bushido is much more a peer with the historical games. You have tables for how many wounds an attack does, the aforementioned zone of control and range bands, and each fighter has unique properties that match its weapons and gear. Additionally the fights match up to if not an actually realistic simulation of historical japanese martial arts, at least a verisimilitudinous one.
How do I mean?
Well in say warcry for example, the way a melee combat often plays out is two models get in range of each other and then, they take turns rolling dice and spending resources to try and reduce each other’s health to zero. Sure the weapon matters, but only insofar as at what distance and with what speed can it whittle down an enemies health. This is fine, but does not give the feeling of a desperate melee combat or a swift clash. It feels… like you’re playing a game.
On the other hand in Bushido, when two models engage, both players get to decide whether they’re going on the offensive or defensive. To explain the mechanics of the game a little, when a melee happens both players get a number of dice equal to the fighter’s melee stats, then they decide how many dice they want to spend on attack and defense. Then the players roll those dice. If a player went all in on attack, they can often roll far enough ahead of the opponents defense to strike down a model in a single blow, but if you go all out into attack, you leave yourself open for counterattack and your opponent could be a little defensive, survive and strike you back.
This mimics, if not how real samurai fought, at least the way samurai fight in kurosawa movies, which to my brain reads as how samurai should fight.
This makes the base gameplay, the moment to moment of Bushido fun, and if it sounds interesting to you, I think you should try it. The app (I didn’t mention this but all of bushido’s rules live in the app) makes it easy to play. If all you take away from this is that Bushido is a cool samurai game with an interesting combat resolution mechanic, then I think that’s great, but Bushido’s great design also expands to the macro scale.
In a lot of games what can happen with objectives is that the game turns into a scrum for the objectives. This can be fine, but can often lead to the models touching and then feeling like they stand next to each other and deplete each others health bar. Lots of games circumvent this by letting you shove models around, or leave combat, without penalty, but Bushido circumvents this through mission design. In the missions I’ve played, there is typically one objective for the first couple rounds of the game, which then changes in the second half of the game to a different objective. This means that when the game would turn into that objective slog, the points are scored and it’s now a scramble for the new objective (or your carefully laid plans coming to fruition.) This extends the games feel of a dynamic tense showdown out from the micro scale to the macro scale.
And taking another step back, the game is reasonable to collect. Warbands tend to be in about the 6-8 model range for standard warbands with outliers going as low as four and as high as like 16. There are what I would call a reasonable amount of tokens and the game is played with d6s and measured in inches, so no funny dice or proprietary measuring sticks. The Themed warbands all provide what is functionally a complete warband that gives you clear direction with a faction that you might want to play, and the starter sets provide a similar benefit, with the primary difference being they tend to hover at around half of a complete warband. Models are easy to assemble and are either pewter or 3d printed resin depending on what batch they’re from. How they are aesthetically will vary from person to person, but I found them pleasing to look at and fun to paint, if a little towards the over-detailed size.
Now I have played only a handful of games and demos so take what I’m about to say with a grain of salt, but from reading about some of the warbands and their strategies this game can very easily turn into what I call a hockey fight game. Instead of both players fighting on even footing, it is very easy to accidentally build a slant list that attacks your opponents on an axis they are entirely unprepared for, figuratively pulling their jersey over their head and letting you wail on them until the ref separates you. The Awoken for example stack fear and can get to a point where you just cannot engage them. There are ways to counter everything in the game, but if unprepared for this type of game you can accidentally get yourself into a situation where one player just doesn’t have a great time.
Thus I must conclude that I think You Should Try Bushido. Mechanically unique in a way that I haven’t experienced another game of its like and a thematic success. Just make sure you have a compassionate teacher.
You have to listen to what I say because I went 3-0 at one 6 player tournament 🙂
You don’t, but like, might be worth considering.
I will talk some about competition and what makes the list I took competitively successful, buuuuuuuuuuuut I don’t think you should take everything I say as gospel. I very well might be over-generalizing based on a small sample size.
The Nature of 3v3s, Aka I think 3v3s might be クソゲ
If you don’t recognize those symbols, Don’t look them up. I will explain.
The point of a game is to have fun, the objective of the game is to win. This might sound like a distinction without a difference, but to me it’s very important. See, the objective of a game is what you are trying to achieve with the mechanics. The outcome you want to achieve within the realm of the game. This doesn’t always have to be winning. In games like Dungeons and Dragons, the objective can be to tell a story, but in Judgement the objective of the game is to reduce your opponents effigy’s health to zero and win the game. The point of a game is why you sit down at the table, which is often to have fun. Why does this distinction matter? There is no roll for fun. Despite what my evil cackling when Fazeal charges for 1ap might tell you, no game action is guaranteed to produce fun for both players. No list, no game action, no game mode I have ever encountered has ever done that.
All this to say, there are some players who take umbrage with certain game styles. I am not one of them. I delight in the resolution of an Armageddon in magic, and you can catch me in my sickos shirt with my nose glued to the window whenever the yugioh players find a new heinous way to ftk their opponent, and I nod along as someone gets one touched in Ultra Fight da Kyanta 2.
For those unaware Ultra Fight da Kyanta 2 is what is known among the fighting game community as kusoge (the japanese characters in the title). In these games mistakes are punished harshly and swiftly, often with losing the game. This is how they originally got their moniker literally translating to “Shit Game” in japanese. However, I (and many other sickos tee shirt owners) love these games often more than the highly polished good games like your Streets Fighter. This is because to me as long as both players are bought in on the idea that there may be some mischief afoot, a little (let’s be real a lot) of mischief can be fun.
So when I say Judgement 3v3s is Kusoge, know that it is endearing. It means mistakes will be punished swiftly and harshly, and that you and your opponent should both be aware that one of your warbands is gonna do something heinous to the other’s warband, and there isn’t much you can do to stop it, you just gotta try to win first.
Now That We All Understand 3v3s, What’s the Goo?
Tomas.
Thanks for reading 🙂
Okay but more seriously, this warband is really strong and interesting and I’d love to talk through the picks.
Why Tomas?
We’re in Tomas because Tomas is one of the gods that really encourages you to win the game. That may sound silly, but every piece of Tomas card directly and obviously contributes to winning the game. Your warband bonus benefits you for killing heroes which gives you souls which win you the game. Your effigy power makes it easier to use your assassins crazy powers to send your opponents warband back to the effigy, and diamond armor helps you not die which prevents your opponent from winning.
Why not any of the other gods?
Torin and Ista only give you your warband bonus when you are already losing so they were straight out in a format where recovering from a deficit is rather harsh.Grul is too map dependent for my taste, and Krognar doesn’t feel super impactful on such a small map.
I could see a version of this list in Bruelin with Zhonjya in the fazeal slot and something else in the isabel slot. That list would have a lot more kill power (zhonjya can top out at like 30 some damage in a round) but, zhonjya is much more frail than fazeals leech 1 overheal, heal on kills on tomas, and the difference between dealing 12-18 damage to your target and 18-30 is not terribly relevant. Both of those will usually get the job done. Similarly Krognar serves to make rakkir one of the slippiest models in the game, harder to pin down. Great but not necessary in this small of a map.
The List
Not going to be too exhaustive here, but wanted to touch on all of the models that ended up in the list and what they’re doing here.
Rakkir and Fazeal
The Bad Touch
These two serve similar roles. If one is banned, you’re probably playing the other. Both are assassins that are really good. Fazeal is able to spike damage better and more consistently, and Rakkir is able to be wherever you need him to be thanks to shadow step. Point them at your opponents models and watch them explode.
There are arguments for other models in these slots. Kain is the one I entertained the longest in building this list, in that he isn’t fate dependent and can still do a lot of damage. However, being a demon is a big downside. Especially since I”m trying to put Isabel in the list with him. Nephenee is also good, but she’s bad at busting tanks. If people aren’t playing tanks in 3s in your local meta, play Nephenee. They will start.
Sharn
Finally, good tanks
She’s got Agi-4 Res-2 and that’s honestly enough to make me take a serious look at her. Get behind me is great for disentangling your assassins from other fighters or moving them into charge distance. Plus Shield slam setting up knockdowns and hammer smash dealing true damage are both benefits you will find yourself taking advantage of.
This could be Marcus, but I think stand behind me is secretly one of the best abilities in threes, for reasons I will explain when I talk about
Kruul
Buy, Swap, Bloodlust
Kruul is nuts. Bloodlust is really strong in threes, because it allows you to shift a model (usually fazeal or rakkir) from taking ⅓ of your total actions to taking 4/9 of your total actions and almost 5/9 if you use sharn for stand behind me. Additionally remember what I said about harshly punishing mistakes? Kruul’s bloodlust lets you defer that action point to later in the turn, giving your opponent more time to move their models and make mistakes, which you can then punish. This power being on a soulgazer who can rip souls off enemy models and also moves a soul when he dies and can set up a curse for fazeal is absolutely wild. The fact that you’re playing three orcs so can oops into orc ball is something, but I’ve rarely had it be relevant.
Isabel
They will look to her and whisper “save us from the undead menace”, and she will say, “lol, lmao”
Isabel seems like a strange pick for a tomas list, however her nature as a solid jack of all trades means that she’s great for filling in for whoever gets banned and can also be used against demon / undead heavy lists as a ban magnet. For example, if your opponent was on a more traditional Tomas list with Fazeal, Kain, Rakkir, Masuzi, Sharn isabel will either eat a ban that is better directed at fazeal or kruul, or she’ll remain legal and be able to put your opponents demons on notice. So many demons and fazeal were tearing up our local meta that she seems in retrospect like an obvious meta call, but when I was first building the list, she was in there as a sort of back up character. The idea being that if you needed a soul harvester, she was okay at that and the same went for a supporting tank and a damage dealer. As I played the list more I found that I was really only taking her into demon heavy lists, where she performed above my expectations as a damage dealer. Noticing this I made sure that my list was both in a position to take advantage of having isabel tag along and also in a position where there was really only one model that I would be boxed out of when playing against other isabels that were out of god.
How does it Play?
Like a well oiled killing machine.
Generally your gameplan is to use your effigy power turn to swing the advantage in your favor, then use your high damage, high mobility assassins with their finely tuned support tools to keep the screws to your opponent, doing what you can to deprive them of fate, activations, levels, souls, and living champions. Typically this swing comes in one of the first two turns, but if you detect you won’t be able to make it, it’s fine to fire it later. The latest I’ve ever used it is turn four, but that isn’t a hard rule or anything, just games tend to end in four-5 turns.
Pick/Ban
It’s hard to say for certain since I only started documenting with this tournament, but my guess is that kruul and fazeal are the most common ban targets, with rakkir and isabel being more niche bans. I’ve not had anyone in recent memory ban sharn, but I could see someone trying a ranged warband considering it.
I tend to look for really high damage dealers and high res-tanks as ban targets. Damage dealers because while yes you’re harder to kill than most, you aren’t rocking someone to make you truly unkillable like Doenragar, Skoll, Lugdrug, or Markus. While isable isn’t a necessary ban for you, she is still strong against you, so she’s worth looking at as well.
I prefer going second with this list. I think that it’s better to know what you’re going to be working with before banning if possible, and also I am very good at playing reactively to what my opponents game plan is.
Turn 1
3s is weird and that the early game is pick/ban, the mid game is turn 1 and the late game is turns 2+. As referenced in kruuls little joke, I’ve become a huge fan of the buy swap bloodlust. Often passing a hunters knife over to my melee beater and then using them to kill a monster on a later activation. Sometimes if my opponent looks like they’re gonna pick up a monster kill i’ll just bloodlust and walk forward, so then I can kill my opponent’s model. The turn 1 kill isn’t common, but I’ve done it more often than you’d expect.
If kruul is banned, you’re probably looking at picking up a monster kill with your primary beater and setting up for a kill or double kill on turn 2
Turn 2
Call your effigy power. Get it twisted you will win.
But for serious, on turn 2 if you’re setup for some good charges, calling your effigy power can basically guarantee a kill if not two. The only case where I would consider not doing it is if one of your models got killed in turn one. Kruul can either give your beater bloodlust or sharn can pull them closer and knock down a target. Then you just send in the cruise missile to clean up the job. If you’re playing kruul, I wouldn’t force a soul harvest at this point, but if one’s available I’m not against the concept. More often I’m looking to set one up to close the game out next turn.
Turn 3+
Then you just send in the cruise missile to clean up the rest.
From here it’s just picking up spare kills and spare souls. Kruul, Isabel, and Sharn are all good enough at soul harvesting that you don’t mind doing it with them, and rakkir and fazeal at this point are probably ahead enough in levels that they’re twerking all over your opponents warbands.
The Doen Svet Contingency.
It is possible that your opponent brought a list that can only be described as “Ooops all tanks” This proves, like I said, moderately problematic. Rakkir is okay at busting tanks, but without Masuzi he can kinda struggle. Fazeal is also good especially against high-agi models, but won’t be able to one touch like you’d be able to against warbands with lower res. Ideally you want armor shredder on whoever ends up being your primary beater, and then you’re gonna have to manipulate the monsters to put as many attacks on these guys as possible. Tank-heavy lists often struggle to close out the game because they’re reliant on a moderate damage dealer and soul harvesting, so you really just have to get out ahead of them. Keep their damage dealer down and their soul harvests hampered, but you will likely be fighting somewhat of an uphill battle.
Itemization
Because your warband is really fate hungry and you ideally end the game without a model dying, itemization tends to only happen during the first turn, or when you can pick up a monster kill to heal or deny your opponent the levels.
Hey Everyone, John Jambo here back with another episode of Pimp My WarbandTM On today’s episdoe we’re looking at the king of the sandcastle himself THOMAS.
Huh, wait what.
I’m being told it’s actually pronounced Tomas, and I am deeply sorry to any who my words and actions offended.
Anyways, on with this episode of PIMP 👏 MY 👏 WARBAAAAAAAAAAAND [APPLAUSE sign lights up, nobody claps, star wipe]
My (lack of) Qualifications
I am, at best, a novice at this game. I can paint pretty well and I have enough of a background in gaming and game design to sound like I know what I’m talking about, but I don’t have even local tournament wins under my belt, so take everything I am about to say with a grain of salt. I have maybe 40 games to my name mostly in 3v3 and 2 in 5v5. I am going to talk a lot of theory about 5v5 because I think the game is designed for 5s and more thought has been put into it. I will talk more about execution in threes.
Why Tomas
A quick pitch for tomas is that you get to play Fazeal. Fazeal is a cruise missile of a monster. He explodes everything he touches and is relatively hard to deal with especially in tomas which provides him with a lot of survivability that he wouldn’t have normally.
To understand his power, first read decapitation and tomas effigy power. Yes this means you can roll a judgment symbol and 2 hits to decap, which will be doing 12 damage total against a 0 res model. This is very easy to achieve in theory, but unlikely to happen in practice, because Fazeal will get banned.
So what else brings you to Tomas? Well, while fazeal may not be in your warband in practice, building a strategy around him still creates a powerful gameplan. If you’re familiar with overwatch, we’re building dive comp. Tomas effigy power and warband bonus both heavily benefit fast characters that are able to pick off squishy members of the backline. Look at Kain, Rakir, and Nephenee all of which are in god for tomas.
Let’s look at a Sample List
Here is what I’ve been running in 5s
Fazeal
Nephenee
Kain
Onkura
Marcus
Zhim’gigrak
Kruul
So the list breaks down into 3 assassins, 2 tanks, and 2 supports. I’m going to break out the list into more specifics as I go.
Fazeal – aka Fazolis
He turns your opponent into red paste
Fazeal is as I’ve stated above, an absolute killer. Decapitation and mounted often allows him to put up 8-12 damage in a single attack. Plus the ability to apply poison or curse and then use contagion to further debuff opponents means he is both good as the tip of the spear, charging in and setting up nephenee or kain for kills on already damaged and cursed enemies, but also as a sort of low health seeking missile, cleaning up a low health enemy and getting health back from the warband bonus and leech along the way.
Additionally if he gets a kill and dies I often don’t feel too bad about it because he is undead, so any kill he gets puts the soul onto another character. Usually you want this to be kruul, onkura or markus, but neph or kain aren’t bad options either.
Verdict – Must take
Kain – He’s here to kill
Really we all are
I gotta be honest, I understand the theoretical reason you take kain. He’s good against teams with a lot of regen, and he’s able to operate against models that are immune to poison or curse, but I think he lacks the explosive potential of nephenee or Fazeal. He’s also a lot easier to kill than both of them. Additionally being a demon pushes this warband up to 4 on the demon / undead count meaning Isabel is often a must ban. Verdict – examine replacing with Rakir.
Nephenee – Goes where she pleases
What do you mean she can make that charge?
Nephenee’s card does not look like anything insane, but every time I play her I am more impressed. She is consistently able to just be wherever she wants to on the map and output consistently high damage. Nimble, pathfinder, fly, dash, basically reads “Can make that charge” even if that isn’t exactly what it says. Dual wield means that you can consistently put up 6-8 points of damage on a charge before you use her laser storm. More if you can combine her with something like kruul giving her bloodlust.She also has AGI 5 which makes her a pain to kill in one activation.
However, she really struggles against anything with res. If she can’t do damage she can’t apply curse and do the laser storm. 1 on a glance 2. On a solid means that with res 2 you have to crit to do damage. Armor shredder is a frequent buy on her.
Verdict – Strongly recommend
Onkura – Surprise favorite
Bustin makes me feel good
Onkura is listed under my tank section, but more often she acts as a support. Yes she has res 2 against melee attacks but her primary use is as a debuff support. She’s able to use the bell to make it hard for your opponent to win scrums in the middle without burning a fate to deal with the bell. She’s able to shred armor and take down opponent’s RES, and she’s real hard to kill, which is a benefit. She is unlikely to do a lot of damage, but she’s not meant to.
Verdict – Highly recommend
Marucs – The great wall
We’re gonna build a wall and we’re gonna make our opponents pay for it
Without Sharn, Marcus is your only dedicated res 2 model in tomas. He’s a pain to chew through and is able to set up beneficial charges by applying knock down to your opponent’s back line. The wall is funny and often can make it hard for your opponent to collapse behind you when you dive their back line. It’s nice that nephenee can basically ignore it.
My big problem is that the wall is often as much of a hindrance as it is a help. It makes it difficult for fazeal and kain to get off charges and he otherwise doesn’t set up charges for your assassins.
Verdict- Maybe look at sharn? He is very good, but i think that sharn is better because she can force your opponents models out of position instead of expecting you to be able to get a charge and then support it.
Zhim’gigrak – Wrath of the lich king
Aka Z money, G money, the Gigs, Zaron 2: Tokyo Drift, Best Wizard in the game
Zhim’gigrak is mostly annoying. Swap menas that you can get him out of a jam when appropriate, and use him to set up deep charges. Freeze turns AGI tanks into freezer dinners, and Z Money can apply it with ease. As a soulless model with SH 4 it’s not unlikely for him to quash a soul and pick up a level. Standing on a shrine can tax your opponent’s fate. Plus at MAG 8, he’s able to put chip damage up on most targets. He won’t top frag, but is often a secret MVP.
The major downsides are he is undead, and he doesn’t have a melee profile. Being undead makes him a juicy target for a dive, because his kill nets a banked soul. Not having a melee profile, means that if he lives, he won’t help whoever comes back to collapse on him. He is a weird model to use because of that.
Verdict – try him at least once. If you don’t like him look at aschell, viktor, or masuzi
Kruul – Tomas Secret favorite
The real reason you play fazeal is so they leave kruul legal
Kruul is a menace. He is your only soulgazer, and has SH 6 but he usually only does that once / game. More often he is just a bloodlust machine. Giving a 1ap charge means you can set up some really gross turns with nephenee where she can take AGI 4 RES 0 models from 15 health to 0. Or with fazeal (if someone leaves these two legal at the same time), where he can pick up sometimes two kills with 2-3 decapitations. Being able to strip souls off of enemy models is also neat, but can frustrate charges if you need to stand where the soul is. Transferrence means you often want him to stand near an ally, which you want to anyway since you want to be giving them bloodlust. Additionally in melee he can apply curse, which works with Neph and Fazeal to use their abilities to do extra damage.
Verdict – Strongly recommend. This list is secretly built around kruul, so swapping him out means likely swapping other picks in the list. Masuzi is the next best contender though.
Other Options
Aschell
I’ve not played with him, but have played against him. He’s a menace that would probably require more dedicated support, but in this list he probably goes in the zhim slot. He provides pin, burn, and a source of damage that’s pretty good at chewing through res. Instead of being used to set up your turns he can be used to lock opponents frontline in place before sending in a proper assassin
Rakir and Masuzi
Well well well, if it isn’t the blowjob brothers
I mentioned both of these earlier, but if you’re going to swap out Kruul, the one you’re probably looking at is Masuzi. Masuzi is differently powerful than kruul in that he doesn’t let you set up insane long bomb charges, but he’s good for applying poison, applying curse and punishing enemy models that end up with lots of souls on them. Decay is very good against high AGI models and is also good at trapping a model in a useless spot. Devour reads insane, but is often hard to find a use for, especially when pain reflector, suppress, and physical augmentation are much more obviously powerful. If you’re bringing him, you’re likely to also bring Rakir.
Out of Krognar Rakir isn’t as hyper mobile, but he still has the ability to get out of dodge in a pinch. He has slightly less mobility than nephenee but more consistent damage against high res targets, especially with masuzi in the list.
I’d drop kruul and neph for these two and I think the list would still be killer
Yorgawth
The honorary third blowjob brother
I might also consider bringing yorgawth in either the onkura slot or the zhim slot if you’re taking rakir, this works in theory but at that point, might be worth looking at krognar.
Sharn
Take her instead of Marcus
Really all I have to say. Get Behind me is crazy, and she’s better at protecting your frontline assassins and setting up charges by forcing models out of place.
The Kvarto Eval
Talking out my ass a little
I have not played Kvarto, so take everything I say with a grain of salt, but they look worth examining. First you have access to Aschell, who is a very powerful 2ap attack that you can do out of sequence with mind control. Second, they can apply poison and burn, which are things you’re looking for. Burn to cut back on healing, and poison for rakir and fazeal reasons. I’d try them in either the tank slot or the zhim slot. You probably still want fazeal in the list with them, but you really probably want Rakir, Masuzi, and Aschell in the list with them.
Drelgoth
He was in the picture, why aren’t you talking about him?
I used him in the 3v3 tournament and was mid. Now I may be stupid. In Tomas, you usually just want to explode an enemy and not apply consistent damage like Drelgoth does. The challenge ability is in fact very good, but again, you’re often able to create situations where your opponent’s squishier targets are out of place and capitalize on them. Could you take Drelgoth? Yes. Is this the best warband to take Drelgoth in? Probably not.
Viktor
You must be at least this tall to ride
I have not played viktor. I have not read Viktor. I have not played against Viktor. My intuition is that you could replace Zhim with him, but that is purely based on VibesTM
God Eval
Diamond Armor
Diamond armor is a very funny item. It can be used to make your assassins harder to collapse on and take the souls off of, or to make your soulists harder to kill, and allow them to be more disruptive. Putting it on Nephenee, masuzi, fazeal, rakir, or aschell are all defensible decisions, though I’d lean towards not aschell, as ideally he’s in the back line and not getting touched.
Warband Bonus
The warband bonus is all about extending your dives. It rewards carefully planning your activation order to let low health models get some life back on them. Kain really benefits from it because you can use your health as a resource, but so do nephenee, fazeal and rakir in that they can just live longer. It also benefits you if you do pick up some monster kills.
Effigy power – Virtuoso
Getting cheaper access to decap, viper strike, phase shift etc is what you’re here for. You also get two “Blessing of tomas” (henceforth funny fate) tokens that you can spend like real fate, they just go away at the end of the turn. You can use it to help recover from a fate deficit, but just letting ‘er rip when you have a profitable charge set up is honestly worthwhile. Most of your damage comes from 2S maneuvers (or 1S+1J for decapitation) so having access to something that can decrease those to 1S is very good.
This is where someone smarter than me would write like 8 pages on how you really should consider it turn 2 or turn 3 or 4, but I’m dumb as hell, so I just let ‘er rip when I think I can pick up some kills.
Plus it turns on your
Avatar Bonus – Fazeal is kinda cheffing it up huh
It makes fazeal crazy on the charge. If you have fazolis in the list, you probably want to let your effigy power rip even earlier, just because you can make even longer bomb charges and have even more consistent access to decapitation or other items.
How do you play the game?
I’ve been hitting it over the head quite often, but this list is really good at punishing your opponents for making a mistake, and forcing them to make those mistakes. You usually end up with two members of your holy trinity of assassins, your soulgazer, and two of your flex picks.
Jungle Monsters
You are usually able to kill monsters because they are usually out of position. Typically having one of your chumps setup and then having an assassin finish it off. You can use something like kruul, to buy, swap, bloodlust and then send said assassin in with the hunters knife to pick up an almost guaranteed kill against anything but the tier four monsters. This can guarantee a crucial level two on your assassin, and can put them forward enough to charge your enemies. If Jungle Monsters come back you can often maneuver around them or manipulate them to your advantage by forcing them into your opponents front or back line.
Shrines
If there’s a scrum in the middle over a shrine, using your tanks to contest it is probably a good idea. If it’s not in the middle having an undead like Zhim, or having your soulist stand on it aren’t bad ideas. You can usually swing the fate war in your favor because of your access to funny fate from virtuoso, so paradoxically you can afford to lose it a little and then win it anyways. You still should consider taking and holding control of some shrines, but you don’t have a dedicated shrine monkey, and with potentially two undead on the board you actually aren’t likely to win that war if it comes to it.
Diving the effigy
While not impossible, it’s usually best to pick up the last ~4 points of damage. I wouldn’t reliably expect to take more than that from a dive.
Soul Harvest
You have one dedicated soulist in your list (Kruul or Masuzi depending on preference) and then a handful of off soulists. This means that you can reasonably expect to pick up one or two souls off the pits throughout the course of a game, but I wouldn’t expect to win the game that way.
This is entirely unscientific, but I have won games, because rakir just rolled a 10 on his soul harvest, so now I just assume he’ll be able to make it in case of an emergency. Building your game plan around this is a bad idea, but if you have no other options sometimes you just have it.
Itemization
Items are pretty straightforward. You have a support that typically doesn’t want or need one, and then your main damage dealers who do. The vorpal blade is funny to put on Fazeal or Rakir or Kain to guarantee that you can blow up your enemy. Armor Shredder almost always goes on Nephenee Heartseeker goes on Aschell if you can manage and you can put the Ring of Power on Zhim if you really want to. Diamond armor is going to be your primary defensive item, and like I said before it is funny to put on any of your non-defender models, except maybe Zhim and Onkura. It can make your assassins harder to kill, meaning your opponent often has to dedicate more than they expected, or it can make kruul or masuzi up to what is likely res 2. Bloodsucker and Boots of agility are both generically good and can be put on crucial targets to keep them alive longer. Hunter’s Knife is not something you’ll keep on for a while, but can be bought, used to kill a monster in melee, then sold immediately for armor shredder or vorpal blade.