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Cryptic Alliance

Digital Domain for the Discussion and Discourse of Dungeons, Dragons, and other Distractions


3 posters

    W5 - Matsuko Kazumi - Einar Archer Matsuko Kazumi - Final

    Lord Kai
    Lord Kai


    Posts : 1703
    Join date : 2013-05-26
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    Post  Lord Kai Sun Mar 05, 2017 3:20 pm

    Borrowing from IshMEL's Warlord archer leader, Bellatrix - help Roman Archers and Tagawa Samurai:
    https://www.heroscapers.com/community/showpost.php?p=2084923&postcount=602

    Needs wording for sure.


    KAZUMI MATSUKO

    Figure: Combat Hex, Lord of the Rings (LotR), High Elf Archer

    General: EINAR
    Planet: Earth

    Species: Human
    Unique Hero
    Class: Samurai
    Personality: Disciplined
    Medium 5

    Life: 4
    Move: 5
    Range: 7
    Attack: 3
    Defense: 3
    80 Points

    ARCHER COMMANDER
    After revealing an Order Marker on this card and taking a turn with Kazumi, you may choose either an Archer or Samurai squad you control. The chosen squad must have a Range greater than 4 and follow Einar. You may either take a turn with the chosen squad, or move all figures you control in that squad up to 2 spaces each. A figure activated with Archer Commander must be within 8 clear sight spaces of Kazumi at the start of its move.

    TACTICAL FORMATION
    All Einar Archers and Einar Samurai with a Range greater than 4 that you control within 2 clear sight spaces of Kazumi add 1 to their attack and 1 to their defense dice.

    COMBAT LEADER
    If at least one Order Marker is on Kazumi, you may add 3 to your initiative roll.


    W5 - Matsuko Kazumi - Einar Archer Matsuko Kazumi - Final High%20Elf%20Archer%20combat%20hex


    Last edited by Lord Kai on Thu Jul 02, 2020 1:44 pm; edited 3 times in total
    Lord Kai
    Lord Kai


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    Post  Lord Kai Mon Mar 06, 2017 5:50 pm

    I have permission from IshMEL to pursue his idea for an Archer Commander : )

    Seems like a good start.
    Derek S
    Derek S


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    Post  Derek S Wed Mar 08, 2017 1:14 am


    ARCHER COMMANDER
    After revealing an Order Marker on this card and taking a turn with Kazumi, you may choose either an Archer or Samurai squad you control. The chosen squad must have a Range greater than 4 and follow Einar. You may either take a turn with the chosen squad, or move all figures you control in that squad up to 2 spaces each. A figure activated with Archer Commander must be within 8 clear sight spaces of Kazumi at the start of its move.

    ARCHER COMMANDER
    After revealing and Order Marker on this card and taking a turn with Kazumi, you may choose either and Archer or Samurai squad with a Range greater than 4 that follows Einar. You may either take a turn with the chosen squad, or move all figures you control in that squad up to 2 spaces each. A figure activated with Archer Commander must be within 8 clear sight spaces of Kazumi at the start of its move.

    My only concern here is creating the "Pod". Roman Archers and Tagawa Samurai Archers are the only I see affected by this. Both would definitely get a benefit. Cool idea.


    TACTICAL FORMATION
    All Archers and Samurai with a Range greater than 4 that you control within 2 clear sight spaces of Kazumi add 1 to their attack and 1 to their defense dice.

    Syvarris becomes a beast. Kaeman Awa, Aubrien Archers (Wow), Brandis, Arrow Gruts (double hero activation here), are just a few I see here.

    Sweet figure. good start.
    Lord Kai
    Lord Kai


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    Post  Lord Kai Wed Mar 08, 2017 2:55 pm

    Derek S wrote:


    TACTICAL FORMATION
    All Archers and Samurai with a Range greater than 4 that you control within 2 clear sight spaces of Kazumi add 1 to their attack and 1 to their defense dice.

    Syvarris becomes a beast.  Kaeman Awa, Aubrien Archers (Wow), Brandis, Arrow Gruts (double hero activation here), are just a few I see here.

    Sweet figure.  good start.

    Doh! Need to add ... "that follow Einar" - otherwise that would be awesome!!!!  Good catch. I will update to Einar but that will give Kaemon Awa a boost to be in the same army as Kazumi.
    Nomad
    Nomad


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    Post  Nomad Thu Mar 23, 2017 1:27 am

    This is a great looking figure! And I'm really liking the initial ideas.

    First impressions are that it is overpowered for the points. I would increase the points, or reduce the powers a bit. I favor the later, or not. Morphing some ideas? Here are some ideas to consider, anyways. I deleted the last power in favor of adding any Samurai to the second power. Here is my 2 cents.

    Life: 4
    Move: 5
    Range: 7
    Attack: 3
    Defense: 3
    80 Points

    EINAR ARCHER COMMANDER
    After revealing an Order Marker on this card and moving Kazumi, instead of attacking, you may choose either an Archer squad or Samurai squad you control that follows Einar. You may either take a turn with the chosen squad, or move all figures you control in that squad up to 2 spaces each. A figure activated with Archer Commander must be within 6 clear sight spaces of Kazumi at the start of its move.

    TACTICAL FORMATION
    All Einar Archers and Einar Samurai that you control within 2 clear sight spaces of Kazumi add 1 to their attack and 1 to their defense dice.

    This will give benefit to not only the Roman and Tagawa Archers, but also to any Samurai. It might just increase the options for play in different builds.

    Just throwing out ideas.
    Lord Kai
    Lord Kai


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    Post  Lord Kai Sun Mar 26, 2017 4:39 pm

    Nomad wrote:This is a great looking figure! And I'm really liking the initial ideas.

    First impressions are that it is overpowered for the points. I would increase the points, or reduce the powers a bit. I favor the later, or not. Morphing some ideas? Here are some ideas to consider, anyways. I deleted the last power in favor of adding any Samurai to the second power. Here is my 2 cents.

    Life: 4
    Move: 5
    Range: 7
    Attack: 3
    Defense: 3
    80 Points

    EINAR ARCHER COMMANDER
    After revealing an Order Marker on this card and moving Kazumi, instead of attacking, you may choose either an Archer squad or Samurai squad you control that follows Einar. You may either take a turn with the chosen squad, or move all figures you control in that squad up to 2 spaces each. A figure activated with Archer Commander must be within 6 clear sight spaces of Kazumi at the start of its move.

    TACTICAL FORMATION
    All Einar Archers and Einar Samurai that you control within 2 clear sight spaces of Kazumi add 1 to their attack and 1 to their defense dice.

    This will give benefit to not only the Roman and Tagawa Archers, but also to any Samurai. It might just increase the options for play in different builds.

    Just throwing out ideas.

    Two powers is much more balanced at 80 points.

    I think allowing him to use OM Management for ANY Samurai squad makes him really powerful though. I think the Samurai faction could really use that but I don't know if that is for this figure.

    The Tactical Formation bonus would be okay with me though - so that Unique Samurai would have a bit of attack/defense bump. It would help the Izumi for sure, and Kozuke would get a defense boost before they lunge.

    Army Builds:
    # 1
    Matsuko ... 80
    T. Samurai Archers x3 .. 275
    Kaemon Awa ... 395
    Kozuke Samurai ... 495


    # 2
    Matsuko ... 80
    Roman Archers x4 ... 300
    Kaemon Awa ... 420
    Izumi Samurai .. .480
    Ellessar ... 520

    # 3
    Matsuko ... 80
    Roman Archers x3 ... 245
    Roman Legion x3 .. 395
    Marcus Decimus ... 495


    # 4
    Matsuko ... 80
    T. Samurai Archers x4 ... 340
    Kaemon Awa ... 460
    Izumi Samurai .. 520

    Nomad
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    Post  Nomad Wed Mar 29, 2017 7:35 pm

    OK, maybe I can use that any samurai squad part with Hatamoto Jiro. In fact, let's drop my ideas for Tactical Formation as well, I may use it with Hatamoto Jiro.

    So, here is how Kazumi Matsuko stands now . . . ? I would be OK with dropping the Combat Leader if he proves too powerful for the points.

    KAZUMI MATSUKO

    Figure: Combat Hex, Lord of the Rings (LotR), High Elf Archer

    General: Einar
    Planet: Earth

    Species: Human
    Unique Hero
    Class: Samurai
    Personality: Disciplined
    Medium 5

    Life: 4
    Move: 5
    Range: 7
    Attack: 3
    Defense: 3
    80 Points

    ARCHER COMMANDER
    After revealing an Order Marker on this card and taking a turn with Kazumi Matsuko, you may choose either an Archer or Samurai squad you control. The chosen squad must have a Range greater than 4 and follow Einar. You may either take a turn with the chosen squad, or move all figures you control in that squad up to 2 spaces each. A figure activated with Archer Commander must be within 8 clear sight spaces of Kazumi at the start of its move.

    TACTICAL FORMATION
    All Einar Archers and Einar Samurai with a Range greater than 4 that you control within 2 clear sight spaces of Kazumi Matsuko add 1 to their attack and 1 to their defense dice.

    COMBAT LEADER
    If at least one Order Marker is on Kazumi Matsuko, you may add 3 to your initiative roll.
    Lord Kai
    Lord Kai


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    Post  Lord Kai Wed Mar 29, 2017 11:50 pm

    Nomad wrote:OK, maybe I can use that any samurai squad part with Hatamoto Jiro. In fact, let's drop my ideas for Tactical Formation as well, I may use it with Hatamoto Jiro.

    So, here is how Kazumi Matsuko stands now . . . ? I would be OK with dropping the Combat Leader if he proves too powerful for the points.

    KAZUMI MATSUKO

    Figure: Combat Hex, Lord of the Rings (LotR), High Elf Archer

    General: Einar
    Planet: Earth

    Species: Human
    Unique Hero
    Class: Samurai
    Personality: Disciplined
    Medium 5

    Life: 4
    Move: 5
    Range: 7
    Attack: 3
    Defense: 3
    80 Points

    ARCHER COMMANDER
    After revealing an Order Marker on this card and taking a turn with Kazumi Matsuko, you may choose either an Archer or Samurai squad you control. The chosen squad must have a Range greater than 4 and follow Einar. You may either take a turn with the chosen squad, or move all figures you control in that squad up to 2 spaces each. A figure activated with Archer Commander must be within 8 clear sight spaces of Kazumi at the start of its move.

    TACTICAL FORMATION
    All Einar Archers and Einar Samurai with a Range greater than 4 that you control within 2 clear sight spaces of Kazumi Matsuko add 1 to their attack and 1 to their defense dice.

    COMBAT LEADER
    If at least one Order Marker is on Kazumi Matsuko, you may add 3 to your initiative roll.


    Yes, I am good dropping Combat Leader - though maybe that goes with Jiro .. the Samurai would benefit from some initiative boosting!!
    Lord Kai
    Lord Kai


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    Post  Lord Kai Thu May 18, 2017 7:55 pm

    Update. Reversing the name to avoid the Izumi confusion (and it is probably proper Japanese anyway).

    MATSUKO KAZUMI

    Figure: Combat Hex, Lord of the Rings (LotR), High Elf Archer

    General: Einar
    Planet: Earth

    Species: Human
    Unique Hero
    Class: Samurai
    Personality: Disciplined
    Medium 5

    Life: 4
    Move: 5
    Range: 7
    Attack: 3
    Defense: 3
    80 Points

    ARCHER COMMANDER
    After revealing an Order Marker on this card and taking a turn with Matsuko Kazumi, you may choose either an Archer or Samurai squad you control. The chosen squad must have a Range greater than 4 and follow Einar. You may either take a turn with the chosen squad, or move all figures you control in that squad up to 2 spaces each. A figure activated with Archer Commander must be within 8 clear sight spaces of Matsuko Kazumi at the start of its move.

    TACTICAL FORMATION
    All Einar Archers and Einar Samurai with a Range greater than 4 that you control within 2 clear sight spaces of Matsuko Kazumi add 1 to their attack and 1 to their defense dice.

    Nomad
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    Post  Nomad Fri Jun 09, 2017 7:25 pm

    Works for me. My Japanese isn't very proper anyways.
    Lord Kai
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    Post  Lord Kai Sun Jun 18, 2017 6:07 pm

    Gave Matsuko a few play-tests today:

    Matsuko ... 80
    Kaemon Awa ... 200
    Tagawa Samurai ... 320
    Samurai Archers x3 ... 515

    vs

    Giant Scorpion ... 120
    Wyvern ... 220
    Estivar ... 300
    Theracus ... 340
    Spiders x4 ... 500

    1st match the Spiders won every round of initiative except the last and the 2nd match the Samurai won every round. The game was split of 1-1.

    Matsuko added some benefit to the Samurai Archers especially the bonding aspect but also the +1 attack. The +1 defense aided counter-strike but it wasn't needed as much against the Spiders 2 attack. The two times that Matsuko fell in battle were quick strikes from the Wyvern for 3/4 wounds from attacking and then the Spiders added another wound to finish him off. I think this was more about the high-maneuverability of the Wyvern than Matsuko's stats.

    In the 2nd match, Matsuko has OM's 2 and 3 when the Wyvern swooped in for a kill-shot. It helped that the Spider-team had the +1 attack glyph but that loss of Matsuko meant 2 OM"s were lost which basically won the game for the Spiders. With the Hero holding the OM's for bonding, it does make the potential loss of OM's critical so a strategy might be getting Matsuko into position for his aura and then switching OM's to the squad.

    I'd say he is priced right for his stats and it helps the Samurai greatly getting into position.
    Nomad
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    Post  Nomad Thu Jun 29, 2017 5:03 pm

    I will take some pics of this figure and start working on the card. And give him some play tests. Thanks for the report.
    Lord Kai
    Lord Kai


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    Post  Lord Kai Tue Jul 18, 2017 12:42 pm

    Great couple of playtests with Matsuko Kazumi yesterday. Jacob rocked them in two combats and rolled to victory - once with Roman Archers and once with Tagawa Archers.

    # 1:

    Marcus ... 100
    Romans x2 ... 200
    Roman Archers x4 ... 420
    Matsuko ... 500

    defeated Knights/Lea/Thorgrimm

    # 2:

    Matsuko ... 80
    T. Sam. Archers x4 .. 340
    Cathar Spearmen x2 .. 490

    defeated Wyvern/Spiders/Scorpion


    The Archer Command worked very well, especially with massed archers (4 squads) being able to move 2 spaces each. This helped get the Roman Archers up and into battle on their map (which was fairly flat). The Romans were doing well and 3 attack was very helpful against the Knights. The Samurai had more options for height advantage and lower defense spiders to content with.

    All in all - Matsuko was really, really good. His "Master Woo" style aura was great and probably too good now that I think about. Woo is 140-points and Taelord is 180-points so Heroscape must have a high cost for attack auras. Combined with bonding - allowing 4 ranged attacks likely of 3 without height is pretty strong. It is comparable to 4th Mass with a Wait-then-Fire.

    4th Mass x3 ... 210

    Matsuko + Romans x3 ... 245
    Matsuko + Samurai x3 ... 275


    I'm thinking Matsuko should probably get bumped to 120-points - to reflect an attack aura with 2 range. He's likely still worth his points.

    Matsuko ... 120
    Roman Archers x3 ... 285
    Marcus ... 385
    Romans x2 ... 485

    Matsuko ... 120
    Sam Arch x3 .. 315
    Kaemon ... 435
    Izumi .. 495


    I am liking the direction of the figure though and think he really adds options for Roman Archers and Samurai Archers.



    Nomad
    Nomad


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    Post  Nomad Mon Aug 14, 2017 3:21 pm

    Three play tests.

    Matsuko Kazumi 120, Tagawa Samurai Archers x2 130, Roman Archers x2 110, Kaemon Awa 120, Apeo 30 = 510 points

    Battle #1 v. Calibrax, Emperor Andask, Atlaga, Kelda, Raelin v1 = 510 points
    @ Myrr Isabrot

    W5 - Matsuko Kazumi - Einar Archer Matsuko Kazumi - Final Y4mj529U5Ik_mQxJ3RT4LjA0GNWrxFHMt5zn2e0ud9-WlMb-qujG1YOgva1l0X64BgFW5_HGS8cyfLP-WLaftGiqoy8D0UH3cMumBEUTlFKzoilhb5eVGYpZ-f88cJT098_bgKY4FZDmI0yB6MDNNinuHZts75qZfHvO10SGKU2BN6dHymrjBStMqdxphIBSHT5qpYFXdpuZlvtLFjUJrCfFg?width=1024&height=768&cropmode=none

    Summary: Calibrax wondered out to the middle of the map to grab a treasure glyph in round 1 and took some wounds. Andask ventured out to help in round 2, but he died at the hands of the beefed up Roman Archers in one turn. The Kyrie heroes were in full retreat. Matsuko Kazumi and his band of archers could either continue to pod up on height or charge ahead. Throwing caution to the wind, Kazumi and a squad of Tagawa Archers forged across the swamp and ice flats to go after Raelin and friends. The strategy paid off. From the 3rd OM in the second round to the end of the battle, Matsuko rolled skulls on 13 out of 16 dice to dish out seven wounds. The Tagawa Archers did the rest. Well, almost. Kelda took out Calibrax by rolling a one on the 20-sider when trying to heal. This was a farce of a battle, ending after the first OM in round four. Matsuko's army had 452 points remaining. Two Romans and one Samurai were dead, Kaemon, Apeo and Matsuko were at full health.

    Thoughts: Hmm. Matsuko Kazumi is probably the best figure ever created by NWHC. Way overpowered . . . I'm thinking about 400 points would be a good cost after this battle. Granted, Matsuko rolled very well while the Kyrie did not. And maybe the Kyrie army needs to learn how to strategize a little better.


    Battle #2 v. Greenscale Warriors x2, Charos, Aristeos, Eilan Sidhe x2 = 500 points
    @ Elswin Plateau

    W5 - Matsuko Kazumi - Einar Archer Matsuko Kazumi - Final Y4mC-hyTevwXz2BeZOyyhqmVJ_Eb6DEiKzQgOgIcEfNPOObS7WPl_EM4X9EO4ZZSIHitCuzsFKPm9GoRZjLVXFzbhhsksmz7VGU-J3309fILRCjqhQokeqLUfp02wQ1O7EGyQKo3ZfcasfxY8G5hOZFHGxQ_aML85aSAgDDImcby3Bx5_dwC5ZWAWo-4igDSh24ViAiIL70UxtN3AKqN2vAYg?width=1024&height=768&cropmode=none

    Summary: After the last battle, maybe I got a little overconfident with Matsuko. And maybe I forgot that Charos is a different animal. All started well. Matsuko and his archers gained height toward the middle of the map. Matsuko and the Romans put 4 wounds on Charos by the end of the second round . . . things were starting to look the same as the last battle. To start the 3rd round, Charos left engagement for his 5th wound, engaged Matsuko and hammered him for three wounds. A Greenscale then snuck in, rolled 3/3 skulls, and promptly killed Matsuko. OK, don't let this stud get in danger's way. Matsuko's army lost all three of their OMs that round, as Kaemon Awa was also taken out by Charos and the Greenscales. It was now just a matter of time and rolling of dice. The battle ended in the sixth round. Team Charos had 260 point remaining.

    Thoughts: Lesson learned. Play it safe with Matsuko Kazumi. Maybe a cost of 400 is a bit ridiculous.


    Battle #3 v. Deathstalkers x2, Deathcommander Mark 3, Zettian Guards, Deathwalker 7000 = 500 points
    @ Dance of the Dryads

    W5 - Matsuko Kazumi - Einar Archer Matsuko Kazumi - Final Y4m4lryTaN7I9hsnfUZQZfUUMsIDKXDDZm8KGdMHtHZCsKkv6XmvnBsrcEuPLa4kZb1uPRhhU-KDmncQK-hNl2SVQeC1UeT3Bdl9M6kFcTNlLyYtiy1IdTd-HBJwqQy7tvJk6CBFSV94jz5daSELXMLaAwsA7KnA81CNMgTtmmU3QPwxlq2ustyacV-FwsTodwVhMrC3FDS2Nuj_00rFvFMZQ?width=1024&height=768&cropmode=none

    Summary: Round 1 - Einar missed on a bunch of attacks. Deathcommander Mark 3 put a wound on Kaemon Awa. Round 2 - A Tagawa died, Utgar blocked or stealth dodged a bunch of attacks, DW7000 tried to get adjacent to Matsuko to blow him up, and figures were all safe on the lava fields at the end of the round. Round 3 - DW7000, DM3, and a Zettian Guard rolled two shields in 28 dice. They all died. Utgar lost all OMs that round. The route was on. Three Deathstalkers died from a beefed up Kaeman and his counter strikes. The battle was over in the 5th round. Matsuko and team had 337 points remaining on the battlefield.

    Thoughts: No, the opponent wasn't great. But Matsuko is really good. Awa becomes even better.


    Reflections: Hmm. I really like what Matsuko does for the Roman Archers. The Tagawa Archers become very, very good. Kaeman Awa becomes an A+ figure when in Matsuko's aura. If I am playing an army with Matsuko, I am going to go with the Tagawa and skip the Romans, although their volley attack did provide useful a couple of times in the three battles. Good decision to increase Matsuko's points to 120. I am wondering if Kaemon needs a boost at all - maybe just make the aura for squad figures. I would be happy to let things stand, but I am wondering if Matsuko and 5-6 squads of Tagawa Archers would be near unbeatable.
    Lord Kai
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    Post  Lord Kai Mon Aug 14, 2017 4:29 pm

    Wow, fun battle reports!!!

    And yes - Matsuko is very vulnerable to Range and/or Flying creatures making it behind his screen. Since the OM's go on him, he could fall at the wrong time and the squad loses its leader. I'd say once you get him and his squad in position -- shift the OM's to the squad to protect your Order Markers.

    I think 120-points is good - if he's an A rated figure. He is probably worth more except that he is bumping very low ranked figures (R. Archers and S. Archers are not the best) = so I'm totally in support of limiting his Aura to squad figures (so Kaemon doesn't get even stronger). We could also change it from an aura to "adjacent to Matsuko" (which would push the OM management). I sort of like the 2-space aura because they are ranged figures.

    I am trying to do a lot with one figure = boost both Romans and Samurai archers. If the concept is good, we could always make one Samurai Archer boost custom and one Roman Archer boost custom.


    But overall - glad that he is fun to play with - and bringing the Archers off the shelf. We'll get his points right in the long run.
    Lord Kai
    Lord Kai


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    Post  Lord Kai Sat Aug 19, 2017 10:03 am

    Maybe a play-test against some solid Ranged units would be a good challenge for Matsuko.

    Major Q-9 ... 180
    Krav Maga ... 280
    Rygarn ... 370
    James Murphy ... 445


    vs

    Matsuko ... 120
    T. Sam. Archers x3 ... 315
    T. Samurai ... 435  (or Kaemon Awa)
    Isamu ... 445


    or we could resurrect the new Elves:

    Varinn ... 90
    Aubrian Archers x3 ... 300
    Kayla .. 370
    Brandis ... 460
    Lord Kai
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    Post  Lord Kai Sun Aug 20, 2017 10:23 pm


    Well ... Q9 + Raelin + Rats + Krav proved that: (a) that army is awesome! and (b) that Matsuko isn't totally broken, so we think we are on the right track at 120-points. I had a few tricks up my sleeve (thanks to some teleportation bracers and a good initiative win) but the T. Samurai Archers are just not powerful enough to take down the Major Soulborg & Friends.

    Good battles though that made strategizing and position very important.
    Nomad
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    Post  Nomad Fri Nov 24, 2017 11:23 am

    Kai wrote:I am trying to do a lot with one figure = boost both Romans and Samurai archers. If the concept is good, we could always make one Samurai Archer boost custom and one Roman Archer boost custom.

    I have been pondering this idea. Kazumi, even though an elf, does look more Samurai than Roman. I think we could come up with another figure that could boost the Romans in a similar way. Maybe we could eliminate the move all 2 for the Tag. Archers and save that for the Romans. Anyways, just throwing out ideas . . .

    MATSUKO KAZUMI

    Figure: Combat Hex, Lord of the Rings (LotR), High Elf Archer

    General: Einar
    Planet: Earth

    Species: Human
    Unique Hero
    Class: Samurai
    Personality: Disciplined
    Medium 5

    Life: 4
    Move: 5
    Range: 7
    Attack: 3
    Defense: 3
    100 Points

    SAMURAI ARCHER COMMANDER
    After revealing an Order Marker on this card and taking a turn with Matsuko Kazumi, you may take a turn with a Samurai squad you control that follows Einar and has a Range greater than 4. A figure activated with Samurai Archer Commander must be within 8 clear sight spaces of Matsuko Kazumi at the start of its move.

    TACTICAL FORMATION
    All Einar Samurai with a Range greater than 4 that you control within 2 clear sight spaces of Matsuko Kazumi add 1 to their attack and 1 to their defense dice. Tactical Formation does not affect Matsuko Kazumi.
    Lord Kai
    Lord Kai


    Posts : 1703
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    Post  Lord Kai Fri Nov 24, 2017 4:18 pm

    Nomad wrote:
    Kai wrote:I am trying to do a lot with one figure = boost both Romans and Samurai archers. If the concept is good, we could always make one Samurai Archer boost custom and one Roman Archer boost custom.


    I have been pondering this idea. Kazumi, even though an elf, does look more Samurai than Roman. I think we could come up with another figure that could boost the Romans in a similar way. Maybe we could eliminate the move all 2 for the Tag. Archers and save that for the Romans. Anyways, just throwing out ideas . . .


    MATSUKO KAZUMI
    Spoiler:

    Sure, I'd be okay focusing him on Samurai Archers.  The Roman Archers do need some help still but his look/feel is definitely more Tagawa.
    Nomad
    Nomad


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    Post  Nomad Sat Dec 30, 2017 1:13 pm

    Sounds good. I have found a figure that will work to boost the Roman Archers and will share that soon.

    What do you think about the revised points and powers posted earlier?
    Lord Kai
    Lord Kai


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    Post  Lord Kai Tue Jan 09, 2018 12:20 am

    Nomad wrote:Sounds good. I have found a figure that will work to boost the Roman Archers and will share that soon.

    What do you think about the revised points and powers posted earlier?

    Yes - looks good!

    I was going to say he needs a playtest with Hatamoto Jiro - but he only boosts Range 1. We are certainly giving the Samurai some love!!
    Nomad
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    Post  Nomad Thu Jan 11, 2018 8:10 pm

    Me love Samurai. See my avatar.
    Nomad
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    Post  Nomad Sun Feb 10, 2019 10:17 pm

    First draft at the card . . . feedback appreciated.

    W5 - Matsuko Kazumi - Einar Archer Matsuko Kazumi - Final Y4mN4DV4YBStJRnBxUDBoCOUYuHtEutHQ5b42WLiIgBw6k1WTH96MuIr6Cx6HG2qY38tVBts-Q0xfxtepfk0TDVoeg72dJgtGd7ZRrRl_6TRlQjG5Bo_u_eeAdx5l2AOQgP24itc0lV6r6EvQuTUsA3ZUHWU_jlXmXYXwz1MIpSZS0cVD-0sd3y9a5wSeApnS_GvCrSdI-dpNBwJzJAmCGmGg?width=1024&height=961&cropmode=none
    Lord Kai
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    Post  Lord Kai Fri Apr 26, 2019 12:42 pm

    Looks great!!

    He's probably right at 100 points now .. though the Samurai Archers need some help : )
    Nomad
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    Post  Nomad Sat Jan 11, 2020 2:34 pm

    After numerous play tests, I am good to vote Kazumi as final and good to go.

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