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Taeblewalker
August 11th, 2007, 11:47 PM
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Unit Strategy Review
Unit: Izumi Samurai
Author: Taeblewalker (with thanks to my sewing circle)

For those of us who remember the halcyon days of having nothing but Rise of the Valkyrie, the Izumi Samurai were an almost necessary draft choice. At 60 points, they were one of the least expensive units in the game (behind the Tarn Viking Warriors and Marro Warriors). As good as they were, even players who didn’t necessarily want them were often left with 60 or 70 points to spend and no other available units (the Zettian Guards having already been drafted). Today, with so many low-cost units, we will examine why anyone would still want to draft this classic unit.

We will begin with their stats.

Vital Statistics
Cost – 60 – Bishop Class Unit
Size – Medium – Vulnerable / Somewhat Concealable
Life – Squad
Move – 6 – Fast
Range – 1 – Close Range
Attack – 2 – Poor
Defense – 5 – Tough
Counter Strike – Passive offensive potential dependent upon attacker. Medium tactical advantage.

In-Depth Analysis:

We shall now look carefully at the Izumi Samurai’s statistics, and draw strategies from our conclusions. Let us start with cost. Below is an explanation of Agatagary's cost classification:

Pawn class (expendable, units that can be useful, but are not worth enormous trouble to protect)
Bishop class (more useful than a pawn, but still somewhat expendable)
Knight class (units that are interestingly powerful and can have a significant impact on the game in of themselves. It is advisable that they be kept alive, but if absolutely necessary they may be sacrificed)
Rook class (units that almost inevitably have a significant impact on the game, and whose death should be avoided as much as possible)
Queen class (devastatingly powerful or important units that should be protected at all costs)

Class:
Let us begin with an analysis of Izumi Samurai’s size and cost. They are a Bishop Class unit. They would be Pawn class but for their Counter Strike ability – the ability to fight back without order markers on them. Their point cost is 60. While no longer the second lowest point cost in the game (ever since the Venoc Vipers and Orcs of Wave 1 introduced us to 40 point squads), armies of 400 points and up can easily afford them without breaking the bank for the more potent units or even themed armies. At the same time, one does not want them to simply be a filler unit – with all the low-cost units now in the game, those 60 points could easily be spent elsewhere. You will draft the Izumi Samurai for two things – mobility, and melee defense.

To examine Izumi Samurai’s core stats, we will break them up into two categories—offensive ability and survivability.

Offense:
Offensively, the Izumi Samurai are weak. With an attack of only 2 and just three figures in the squad, they won’t be cutting a swathe of destruction across the battlefield. It doesn’t help that they are a unique squad and can’t rely upon numbers. Their high mobility and height of 5 (for climbing) does make them useful in engaging ranged units with typically low defense. Their threat range, or distance at which they threaten enemy units over flat terrain, if 7. However, their lack of disengage means that they need to give heavy melee units a wide berth so as not to get tied down with them on the way to taking on enemy shooters.


Survivability:
While all squads suffer from 1 Life, the Samurai have an excellent defense. Adjacent figures with an attack of less than four are taking a moderate to high risk of receiving a wound. The Izumi overall survivability is higher than that of most squad figures, notable exceptions being the Microcorp Agents with their Stealth Armor 15, the Zettian Guards, the Minions of Utgar and Sentinels of Jandar.

General Strategy:
Counter Strike, as we have said before, allows the Izumi Samurai to fight, albeit passively, without order markers. This fact informs their strategy throughout.

If you are playing an offensive strategy, you will want to move the Izumi Samurai in to engage enemy ranged units as quickly as possible. The Samurai Counter Strike ability ensures that enemy shooters will think twice about attacking their way out of the situation.

Even with their paltry attack of 2, Izumi Samurai can quickly take out Arrow Gruts, Aubrien Archers, and Roman Archers. Their high Defense and Counter Strike ability will keep them alive long enough to do it. Even the Zettian Guards, with their high defense, will be loathe to try blasting their way out of engagement with the Izumi for fear of Counter Strike.

Heroes with low defense and low life, like Syvarris and Deadeye Dan, won’t last long against three attacks of 2 per round. Even Syvarris' Double Attack of 3 is risky against Counter Strike with a Defense of 5. Among the Deathwalkers, perhaps Deathwalker 8000 has little to fear due to his Special Attack, but your opponent will probably be loathe to use Self-Destruct against a 60 point squad, especially if only one or two Izumi Samurai are adjacent to Deathwalker 7000. Meanwhile, the Soulborg's Attack of 3 and Life of 1 make for poor odds if it tries to take out your Samurai the regular way. Deathwalker 9000 can use its Explosion, but then it risks its own tin hide. Leave the Izumi Samurai adjacent to these units, tying up their attacks that would otherwise be used on your more expensive draft choices. This is what makes the Izumi Samurai a great Biship Class unit: the strategy forces your opponent to try to use precious turns with other units to clear away your Samurai from his heroes, or he attacks with them or moves them, risking an expensive unit to either Counter Strike or a leaving engagement attack.

The trick is getting them there.

If there are no enemy figures in the way, send the Samurai out early and engage enemy shooters as quickly as possible.
If there are tough melee fighters in the way, you will either have to feel confident that you can maneuver the Samurai around them or you will first have to tie them down with melee figures of your own. Cheap pawn units like Venoc Vipers and Deathreavers will do the trick, as will Gladiatrons if the enemy melee units are small or medium.
If enemy shooters threaten the spaces through which you need to move the Izumi Samurai, you might have to hide them behind cover such as ruins, trees, and large figures to conceal their hit zones (one can only guess how much the new Jungle terrain will help them - probably a lot). For example, if you have Mimring in your army his wings make great cover while you bring the Samurai up to engage the enemy. If there are enemies on high, the wings block line of sight. If you are the one with height advantage, the wings can again block line of sight. And, of course, if you already control the Glyph of Valda, so much the better.

If you are playing a largely defensive game, the Izumi Samurai can be used to slow the advance of enemy melee units. Don’t put them out in plain sight of shooters, though! When your opponent’s melee squads come knocking on your castle door or try to come close to your shooters, place these units in the way and let them stay. Use future order markers on your ranged units to pick off the enemy while your opponent has to choose whether to leave engagement to come after your shooters or to try to take out the adjacent Samurai. Either way, the Samurai will be a problem for any strategy that involves breaching your defenses.

Don’t forget the Heroic Defense Aura of Hatamoto Taro (the Einar Flagbearer). This power allows every Einar symbol on Einar Valkyrie Dice to count as extra shields! The probability of shields go up from 1/3 to 1/2 per die, the same odds as getting a skull. Counter Strike becomes truly lethal. In the same vein, Kato Katsuro is another great support unit. If you can afford the extra 200 points, he allows you to take turns on the fly with the Izumi Samurai or any other Samurai or Ashigaru hero or squad. This flexibility improves your ability to use the Izumi Samurai in response to where he reveals his order markers.

Units to Avoid:
Other melee Samurai: Counter Strike is irrelevant for both squads, removing the most potent weapon either possesses. While this might seem like a good way of taking the opponent's Samurai out of the game, the Izumi Samuri can probably be better used elsewhere.
Kozuke: When Izumi attack they will roll 1 of skull on average, while the Kozuke Samurai will roll 1 shield. When the Kozuke attack, they will roll 2 1/2 skulls on average to the Izumi 1 2/3 shields. Obviously, the odds are not in your favor!
Tagawa: They start out with one higher attack, and once an Izumu Samurai falls, it only gets worse.

Chomp (and other automatic destruction powers): Grimnak was and probably still is the single best Samurai killer. Even the far more expensive Tagawa Samurai are dangerously vulnerable to him. Your opponent won’t likely bother using Grimnak’s attack of 2 at all against the Izumis, and why should he?. Braxas and Sudema present similar dangers, though at least you have a chance against them, as their powers are not automatic.

Units that Remove Defense Dice: Really another form of Chomp for squad targets, beware of Dead-eye Dan’s 50/50 chance of killing while ignoring defense. Less dangerous is Me-Burq-Sa, but he should be avoided as well for same reason. And unlike Dead-eye Dan, Me-Burg-Sa can easily bring his Paralyzing Stare 16 to the Samurai, while Dan has to sit still first to use his Ullar Ehanced Rifle Special Attack. James Murphy’s Whip 12 and Retarius’ Net Trip 14 (which mercifully allows at least one defense die) round out this list of units that specialize in negating Counter Strike.

Squads with Attack of more than 4: You can’t count on Counter Strike to frighten these figures. The Anubian Wolves may laugh at your defense, as may very angry MacDirk Warriors once their Champion has been wounded.

Krug: Dare this monster to receive Counter Strike wounds! He either will welcome them to boost his attack or he will already have too high an attack to fear Counter Strike. His double attack can quickly take out two Izumi in one turn.

Charos: And any other unit whose Counter Strike works against Samurai (like Captain America in the Marvel set).

For additional information see the Book of Izumi Samurai (http://www.heroscapers.com/community/showthread.php?t=8397)

Strack9
August 12th, 2007, 12:54 AM
Nice Review.

Under "Units to avoid: . . . Units that Remove Defense Dice:"
Crixus’ Net Trip 14
Should be Retiarius' Net Trip 14

CaptainJack102
August 12th, 2007, 12:56 AM
anybody familiar to Warhammer will relate the Izumi to dwarf dragon slayers

Billtog
August 12th, 2007, 01:06 AM
If there are no enemy figures in the way, send the Samurai out early and engage enemy shooters as quickly as possible.
If there are tough melee fighters in the way, you will either have to feel confident that you can maneuver the Samurai around them or you will first have to tie them down with melee figures of your own. Cheap pawn units like Venoc Vipers and Deathstalkers will do the trick, as will Gladiatrons if the enemy melee units are small or medium.

Is this supposed to say deathreavers?

Taeblewalker
August 12th, 2007, 01:13 AM
I fixed Crixus to Retarius and Deathstalkers to Deathreavers. Thanks!

Jexik
August 24th, 2007, 12:33 PM
I remember early on when I had just the master set. My friend had two Zettian Guards left. I had maybe 2 Izumi Samurai and 2 Tarn Viking warriors left. Charging my Izumis up to his Zettians won me the game. They're the paper to the Zettian rock.

War Solves Everything
August 24th, 2007, 01:05 PM
Counterstrike is my sisters arch rival. Jexik, funny you should mention Zettians, because I just played a trick on my sister using them. She brought up her Zettians to attack my Samurai defending a hill. I deciede to move Raelin into clear sight of Zettians. Of course she'll take a chance on this, but she has too engage my samurai too attack. She does of course. Raelin takes a wound, then quickly retreats. Now my sisters only choice is too attack the samurai with the Zettians 2 attack. Tons of ways too make counterstrike work in this game, even against ranged figures.

Metaknight
August 24th, 2007, 04:20 PM
Good review!!

The Super Atheist
August 24th, 2007, 05:08 PM
I remember early on when I had just the master set. My friend had two Zettian Guards left. I had maybe 2 Izumi Samurai and 2 Tarn Viking warriors left. Charging my Izumis up to his Zettians won me the game. They're the paper to the Zettian rock.

rock flys through paper.

Lord_Paul
August 24th, 2007, 05:12 PM
Using figures that add defense dice makes the Izumi (and other samurai, for that matter) much more powerful.

Taeblewalker
August 24th, 2007, 05:21 PM
Good review!!

Thanks!

Fezzikthedoor
August 27th, 2007, 02:04 PM
Have you enjoyed this guide? Think you want to write one just like it? Well, DON'T! At least not without asking. Agatagary put together a very nice format, and we're trying to maintain a very high and polished level with them. If you want to do a guide to a character, by all means do so, but please do it via a different method.

Can't live without doing it the "Strategy Guide: How to Use" way? Then contact Agatagary, Markwars, Taeblewalker, or myself via a P.M. We're just like the Masons, only without the fancy rings or the chicks. Maybe you're guide is so impressive we'll beg you to join--maybe not. Either way, please have the courtesy to ask.

Thanks. Hope everyone has enjoyed the guides so far, and we're gonna keep on cranking them out, hopefully with the same high quality. :thumbsup:

Taeblewalker
October 6th, 2007, 05:47 PM
Edit: I updated the guide to add Kato Katsuro.

ProfessorDocker
October 6th, 2007, 06:19 PM
You mentioned that the Izumi are useful against Deathwalkers. Remember that Deathwalkers 8000 and 9000 have special attacks, which bypass Counterstrike (though 9000 will have to risk wounding himself). Figures with special attacks are good to avoid in general.

!Docker

Taeblewalker
October 6th, 2007, 06:33 PM
You mentioned that the Izumi are useful against Deathwalkers. Remember that Deathwalkers 8000 and 9000 have special attacks, which bypass Counterstrike (though 9000 will have to risk wounding himself). Figures with special attacks are good to avoid in general.

!Docker

Thank for pointing that out. I updated that section to show that DW8K is in no real danger, but DW7K has to either use Self-Destruct on a cheap squad or risk Counter Strike with Attack 3 against Defense 5. DW9K risks dying from its own Explosion, as you pointed out, so I included that as well. The main point of this section is to show that certain units, when tied up with these annyoing little buggers, can't just walk away or necessarily fight their way out without outside help. Hopefully, the guide better reflects that now.

Nukatha
October 6th, 2007, 09:12 PM
When Izumi attack they will roll 2/3 of a skull on average, while the Kozue Samurai will roll one shield. When the

Well, with 2 attack and 50% chance of a skull per die, the average is 1, with 2 defense you have an average of 2/3.

Oh, and its Kozuke, not Kozue.

I hope this helps!

Taeblewalker
October 6th, 2007, 09:26 PM
When Izumi attack they will roll 2/3 of a skull on average, while the Kozue Samurai will roll one shield. When the

Well, with 2 attack and 50% chance of a skull per die, the average is 1, with 2 defense you have an average of 2/3.

Oh, and its Kozuke, not Kozue.

I hope this helps!

:oops:

Fixed!

Riggler
October 15th, 2007, 12:04 PM
I see a lot of strategy talking about how to send out units early. I don't see very many strategies mentioned about sending out units late. This one being another.

In my opinion, given the units now in the game, the Izumi Samurai are a late game play.

Many people think of armies in three assaults -- 1st, 2nd and 3rd (or cleanup). Of course Cleanup is only cleanup if you are winning, so it should be AKA Last Ditch Effort.

I think Izumi fit in at the end of the 2nd or beginning of the 3rd assault. Most units the Izumi fear, particularly ranged, should have been cleaned up by then. I would not use them to rush ranged units early in the game.

Also, if the Einar Flagbearer is in your army, these make great units to hang out around him, using one or two of them to stay and give him adjacent tough.

The only time I would use these in the beginning of a game would be against an opponent with no range or to slowly move toward map choke points (while my range units slowly prod out with them).

Taeblewalker
October 15th, 2007, 05:37 PM
I see a lot of strategy talking about how to send out units early. I don't see very many strategies mentioned about sending out units late. This one being another.

In my opinion, given the units now in the game, the Izumi Samurai are a late game play.

Many people think of armies in three assaults -- 1st, 2nd and 3rd (or cleanup). Of course Cleanup is only cleanup if you are winning, so it should be AKA Last Ditch Effort.

I think Izumi fit in at the end of the 2nd or beginning of the 3rd assault. Most units the Izumi fear, particularly ranged, should have been cleaned up by then. I would not use them to rush ranged units early in the game.

Also, if the Einar Flagbearer is in your army, these make great units to hang out around him, using one or two of them to stay and give him adjacent tough.

The only time I would use these in the beginning of a game would be against an opponent with no range or to slowly move toward map choke points (while my range units slowly prod out with them).

I envisioned their role to be engaging those ranged units by getting to them fast and then tying them up. I put some energy into describing how they can get there with cover before they are shot down, relying on their Defense of 5 to resist a few pot shots taken at them.

That said, you may have a point. I like your idea for Adjacent Tough. The problem with sending them out for cleanup is their low Attack. What can they clean up? Arrow Gruts? I think their main function is to tie up units that use normal attacks and lack Disenage. Cleanup units need a higher attack, IMO.

Riggler
October 16th, 2007, 12:49 PM
Cleanup units do need a higher attack. And I guess I'm not suggesting them for THE cleanup, but rather pretty much the last unit you bring into the brawl before your cleanup units.

Izumi's biggest strength is killing someone by rolling defence. This looses some of its advantage if you are playing with a time limit or round limit.

Jexik
October 16th, 2007, 03:09 PM
As much as not being ranged hurts the Izumi Samurai, I think that they make a decent early game force because until the Deathreavers came out (or I bought a few of my own) they were one of my favorite glyph-holding squads. With 6 movement and 5 defense, few squads really do it better for 60 points. Then you can lay off the order markers for a bit, and use the advantages from the glyphs that they are holding.

Then again, the one time I really saw this work well was when my opponents were fielding the Sacred Band and Anubian Wolves as their initial attack force. The Omnicron Snipers with that Astrid Glyph really cleaned up though! The Samurai on the glyph defended it like a champ for at least 4 rounds.

STAROCEAN980
October 16th, 2007, 03:17 PM
I like using these guys to defend objective points like in the Migol's Tomb senairio from the rule book. I also like rushing them to castle towers to "hold my spot" until I can get some range up there.

Ullar/utgar own
May 1st, 2009, 08:31 PM
nice job!

kyle82
May 9th, 2009, 08:31 AM
what's an izumi samurai.. how different is it from the other samurais? been wondering how much strength it can blow contenders.. can someone tell me about this..

gorthan313
May 9th, 2009, 09:13 AM
what's an izumi samurai.. how different is it from the other samurais? been wondering how much strength it can blow contenders.. can someone tell me about this..


Izumi Samurai came with the First Master Set, Rise of the Valkyrie. The Tagawa Samurai are clad in purple and gold, and have an ability that llows them to get up to six attack. The Kozuke are in blue and silver, and have the ability charging assault, which allows them to get +3 movement if they end their bonus movement adjacent to an opponent's figure. The Kozuke also have five attack. The Izumi are clad in red and white. The Izumi only have 2 attack, but they have the highest base movement of any of the samurai. Plus, the Izumi are the cheapest of the samurai.

Sarpedon
May 12th, 2009, 08:17 AM
Greetings, Taeblewalker.

First of all, good post/thread. You've touched on (almost) all the good points of the Izumi Samurai and mentioned that they are of medium tactical value. One drawback of these Samurai that was not mentioned as such, however, is that they, to be most effective, must almost always necessarily be used at the beginning of a game to block passages and - if you are willing to spend 2 or more order markers on them - to secure glyphs.

The problem is that they are not common and thus can never be the type of unit around which your army is built. After moving initially, they'll be left idle for a long time, usually until the endgame. This means that future order markers will NOT be used to activate them. If your opponent is using a swarm of common (ranged) squads, he will use the same time you spent on moving the Izumi to move his units into position as well.

The difference will be that he will be able to use HIS future order markers to move more units out of his start zone OR to attack your units (possibly with height/glyph boosts) which will STILL be sitting in your start zone. In other words, your opponent's common (ranged) squads secure glyphs AND place his army in a strong attacking/deployment position, while your unique Izumi Samurai squad achieves only some glyph control and/or passage blocking. Passage obstruction is nearly totally ineffectual against ranged/flying squads/units.

This is one of the reasons that, I believe, the Izumi Samurai are now (competitively) obsolete: they just don't do enough. For 60 points, a squad of Stingers achieves far more and does not require any order marker guesswork since you can use the advanced ones to attack or the others to further deploy. The primary powers of the Izumi (glyph/passage control) are circumvented by more recent units and common squads that can attack from afar and/or hit them with special attacks. The point cost of the Izumi is just a bit high for today's game: their order marker cost is waaay too high for today's competitive game.

donjake
August 4th, 2009, 09:32 AM
the attack is a problem but i stilll have charged up to the front and taken out what i can before counterstrike really sets its toll in